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@ -1,5 +1,14 @@
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-- allows to do jobs in adv. mode.
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--[==[
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version: 0.002
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changelog:
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*0.002
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- kind-of fixed the item problem... now they get teleported (if teleport_items=true which should be default for adventurer)
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- gather plants still not working... Other jobs seem to work.
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- added new-and-improved waiting. Interestingly it could be improved to be interuptable.
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--]==]
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--keybinding, change to your hearts content. Only the key part.
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keybinds={
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nextJob={key="CUSTOM_SHIFT_T",desc="Next job in the list"},
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@ -24,6 +33,9 @@ build_filter.HUMANish={
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forbid={}
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}
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--[[ FIXME: maybe let player select which to disable?]]
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for k,v in ipairs(df.global.ui.economic_stone) do df.global.ui.economic_stone[k]=0 end
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local gui = require 'gui'
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local wid=require 'gui.widgets'
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local dialog=require 'gui.dialogs'
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@ -34,7 +46,7 @@ local utils=require 'utils'
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local tile_attrs = df.tiletype.attrs
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settings={build_by_items=false,check_inv=true,df_assign=false}
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settings={build_by_items=false,use_worn=false,check_inv=true,teleport_items=true,df_assign=false}
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function hasValue(tbl,val)
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for k,v in pairs(tbl) do
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@ -48,7 +60,7 @@ function reverseRaceLookup(id)
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return df.global.world.raws.creatures.all[id].creature_id
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end
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function deon_filter(name,type_id,subtype_id,custom_id, parent)
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print(name)
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--print(name)
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local adv=df.global.world.units.active[0]
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local race_filter=build_filter[reverseRaceLookup(adv.race)]
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if race_filter then
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@ -410,9 +422,10 @@ function itemsAtPos(pos,tbl)
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return ret
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end
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function AssignBuildingRef(args)
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local bld=dfhack.buildings.findAtTile(args.pos)
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local bld=args.building or dfhack.buildings.findAtTile(args.pos)
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args.job.general_refs:insert("#",{new=df.general_ref_building_holderst,building_id=bld.id})
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bld.jobs:insert("#",args.job)
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args.building=args.building or bld
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return true
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end
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function chooseBuildingWidthHeightDir(args) --TODO nicer selection dialog
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@ -517,7 +530,30 @@ function isSuitableItem(job_item,item)
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local matinfo=dfhack.matinfo.decode(item)
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--print(matinfo:getCraftClass())
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--print("Matching ",item," vs ",job_item)
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if not matinfo:matches(job_item) then
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--[[
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local true_flags={}
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for k,v in pairs(job_item.flags1) do
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if v then
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table.insert(true_flags,k)
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end
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end
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for k,v in pairs(job_item.flags2) do
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if v then
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table.insert(true_flags,k)
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end
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end
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for k,v in pairs(job_item.flags3) do
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if v then
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table.insert(true_flags,k)
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end
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end
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for k,v in pairs(true_flags) do
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print(v)
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end
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--]]
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return false,"matinfo"
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end
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-- some bonus checks:
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@ -614,6 +650,15 @@ function EnumItems(args)
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end
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return ret
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end
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function putItemsInBuilding(building,job_item_refs)
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for k,v in ipairs(job_item_refs) do
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--local pos=dfhack.items.getPosition(v)
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if not dfhack.items.moveToBuilding(v.item,building,0) then
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print("Could not put item:",k,v.item)
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end
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v.is_fetching=0
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end
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end
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function AssignJobItems(args)
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if settings.df_assign then --use df default logic and hope that it would work
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@ -621,9 +666,14 @@ function AssignJobItems(args)
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end
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-- first find items that you want to use for the job
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local job=args.job
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local its=EnumItems{pos=args.from_pos,unit=args.unit,
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inv={[df.unit_inventory_item.T_mode.Hauled]=settings.check_inv,[df.unit_inventory_item.T_mode.Worn]=settings.check_inv,
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[df.unit_inventory_item.T_mode.Weapon]=settings.check_inv,},deep=true}
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local its
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if settings.check_inv then
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its=EnumItems{pos=args.from_pos,unit=args.unit,
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inv={[df.unit_inventory_item.T_mode.Hauled]=settings.use_worn,[df.unit_inventory_item.T_mode.Worn]=settings.use_worn,
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[df.unit_inventory_item.T_mode.Weapon]=settings.use_worn,},deep=true}
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else
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its=EnumItems{pos=args.from_pos}
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end
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--[[ job item editor...
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jobitemEditor{job=args.job,items=its}:show()
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local ok=job.flags.working or job.flags.fetching
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@ -638,6 +688,7 @@ function AssignJobItems(args)
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job.items[#job.items-1]:delete()
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job.items:erase(#job.items-1)
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end]]
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printall(its)
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local item_counts={}
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for job_id, trg_job_item in ipairs(job.job_items) do
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item_counts[job_id]=trg_job_item.quantity
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@ -648,15 +699,17 @@ function AssignJobItems(args)
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if not used_item_id[cur_item.id] then
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local item_suitable,msg=isSuitableItem(trg_job_item,cur_item)
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--if msg then
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-- print(cur_item,msg)
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--end
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--[[
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if msg then
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print(cur_item,msg)
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end
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]]--
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if (item_counts[job_id]>0 and item_suitable) or settings.build_by_items then
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--cur_item.flags.in_job=true
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job.items:insert("#",{new=true,item=cur_item,role=df.job_item_ref.T_role.Reagent,job_item_idx=job_id})
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item_counts[job_id]=item_counts[job_id]-cur_item:getTotalDimension()
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--print(string.format("item added, job_item_id=%d, item %s, quantity left=%d",job_id,tostring(cur_item),item_counts[job_id]))
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print(string.format("item added, job_item_id=%d, item %s, quantity left=%d",job_id,tostring(cur_item),item_counts[job_id]))
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used_item_id[cur_item.id]=true
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end
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end
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@ -670,6 +723,9 @@ function AssignJobItems(args)
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end
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end
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end
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if settings.teleport_items then
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putItemsInBuilding(args.building,job.items)
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end
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local uncollected = getItemsUncollected(job)
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if #uncollected == 0 then
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job.flags.working=true
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@ -683,7 +739,9 @@ function AssignJobItems(args)
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return true
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--]=]
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end
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function CheckAndFinishBuilding(args,bld)
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args.building=args.building or bld
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for idx,job in pairs(bld.jobs) do
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if job.job_type==df.job_type.ConstructBuilding then
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args.job=job
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@ -694,6 +752,7 @@ function CheckAndFinishBuilding(args,bld)
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if args.job~=nil then
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local ok,msg=AssignJobItems(args)
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if not ok then
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print(msg)
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return false,msg
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else
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AssignUnitToJob(args.job,args.unit,args.from_pos)
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@ -706,7 +765,8 @@ function CheckAndFinishBuilding(args,bld)
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end
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end
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function AssignJobToBuild(args)
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local bld=dfhack.buildings.findAtTile(args.pos)
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local bld=args.building or dfhack.buildings.findAtTile(args.pos)
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args.building=bld
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args.job_type=df.job_type.ConstructBuilding
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if bld~=nil then
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CheckAndFinishBuilding(args,bld)
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@ -753,7 +813,8 @@ function ContinueJob(unit)
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return
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end
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end
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unit.path.dest:assign(c_job.pos) -- FIXME: overwritten by actions
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--unit.path.dest:assign(c_job.pos) -- FIXME: job pos is not always the target pos!!
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addJobAction(c_job,unit)
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end
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@ -831,11 +892,10 @@ function usetool:init(args)
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}
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}
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}
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end
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function usetool:onIdle()
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self._native.parent:logic()
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local labors=df.global.world.units.active[0].status.labors
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for i,v in ipairs(labors) do
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labors[i]=true
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end
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end
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MOVEMENT_KEYS = {
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A_CARE_MOVE_N = { 0, -1, 0 }, A_CARE_MOVE_S = { 0, 1, 0 },
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@ -1306,11 +1366,13 @@ function usetool:onInput(keys)
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self.subviews.siteLabel.visible=false
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end
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end
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function usetool:onIdle()
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local adv=df.global.world.units.active[0]
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local job_ptr=adv.job.current_job
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local job=findAction(adv,df.unit_action_type.Job)
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if self.long_wait and not job then
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if job_ptr and self.long_wait and not job then
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if adv.job.current_job.completion_timer==0 or adv.job.current_job.completion_timer==-1 then
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self.long_wait=false
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end
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