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@ -339,7 +339,7 @@ function AssignJobToBuild(args)
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AssignUnitToJob(bld.jobs[0],args.unit,args.from_pos) --todo check if correct job type
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AssignUnitToJob(bld.jobs[0],args.unit,args.from_pos) --todo check if correct job type
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end
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end
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else
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else
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args.pre_action=AssignJobItems
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args.pre_actions={AssignJobItems}
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local ok,msg=MakeJob(args)
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local ok,msg=MakeJob(args)
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return ok,msg
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return ok,msg
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end
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end
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@ -367,7 +367,32 @@ function ContinueJob(unit)
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unit.path.dest:assign(c_job.pos)
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unit.path.dest:assign(c_job.pos)
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end
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end
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end
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end
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function AddItemRefMason(args)
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--printall(args)
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args.job.job_items:insert("#",{new=true,mat_type=0,quantity=1})
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return true
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end
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workshops={
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[df.workshop_type.Mason]={
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common={item_type=df.item_type.BOULDER,vector_id=df.job_item_vector_id.BOULDER, mat_type=0,flags2={non_economic=true,},flags3={hard=true}},
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[df.job_type.ConstructArmorStand]={{}},
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[df.job_type.ConstructBlocks]={{}},
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[df.job_type.ConstructThrone]={{}},
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[df.job_type.ConstructCoffin]={{}},
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[df.job_type.ConstructDoor]={{}},
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[df.job_type.ConstructFloodgate]={{}},
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[df.job_type.ConstructHatchCover]={{}},
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[df.job_type.ConstructGrate]={{}},
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[df.job_type.ConstructCabinet]={{}},
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[df.job_type.ConstructCofer]={{}},
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[df.job_type.ConstructStatue]={{}},
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[df.job_type.ConstructSlab]={{}},
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[df.job_type.ConstructTable]={{}},
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[df.job_type.ConstructWeaponRack]={{}},
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[df.job_type.ConstructQuern]={{}},
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[df.job_type.ConstructMillstone]={{}},
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},
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}
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dig_modes={
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dig_modes={
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{"CarveFortification" ,df.job_type.CarveFortification,{IsWall,IsHardMat}},
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{"CarveFortification" ,df.job_type.CarveFortification,{IsWall,IsHardMat}},
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{"DetailWall" ,df.job_type.DetailWall,{IsWall,IsHardMat}},
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{"DetailWall" ,df.job_type.DetailWall,{IsWall,IsHardMat}},
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@ -389,7 +414,7 @@ dig_modes={
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{"RemoveBuilding" ,RemoveBuilding,{IsBuilding}},
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{"RemoveBuilding" ,RemoveBuilding,{IsBuilding}},
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--{"HandleLargeCreature" ,df.job_type.HandleLargeCreature,{isUnit},{SetCreatureRef}},
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--{"HandleLargeCreature" ,df.job_type.HandleLargeCreature,{isUnit},{SetCreatureRef}},
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{"Build" ,AssignJobToBuild},
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{"Build" ,AssignJobToBuild},
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--{"ConstructBlocks" ,df.job_type.ConstructBlocks,{},{SetBuildingRef},{AssignJobItems}},
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--{"ConstructBlocks" ,df.job_type.ConstructBlocks,{},{AssignBuildingRef},{AddItemRefMason,AssignJobItems}},
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{"RemoveStairs" ,df.job_type.RemoveStairs,{IsStairs,NotConstruct}},
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{"RemoveStairs" ,df.job_type.RemoveStairs,{IsStairs,NotConstruct}},
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--{"LoadCageTrap" ,df.job_type.LoadCageTrap,{},{SetBuildingRef},{AssignJobItems}},
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--{"LoadCageTrap" ,df.job_type.LoadCageTrap,{},{SetBuildingRef},{AssignJobItems}},
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@ -426,7 +451,6 @@ function usetool:init(args)
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}
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}
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end
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end
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function usetool:onRenderBody(dc)
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function usetool:onRenderBody(dc)
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self:renderParent()
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self:renderParent()
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end
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end
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function usetool:onIdle()
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function usetool:onIdle()
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@ -490,14 +514,13 @@ function usetool:onInput(keys)
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ContinueJob(adv)
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ContinueJob(adv)
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self:sendInputToParent("A_WAIT")
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self:sendInputToParent("A_WAIT")
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else
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else
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local cur_mode=dig_modes[(mode or 0)+1]
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local cur_mode=dig_modes[(mode or 0)+1]
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local failed=false
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local failed=false
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for code,_ in pairs(keys) do
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for code,_ in pairs(keys) do
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--print(code)
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--print(code)
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if MOVEMENT_KEYS[code] then
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if MOVEMENT_KEYS[code] then
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local state={unit=adv,pos=moddedpos(adv.pos,MOVEMENT_KEYS[code]),dir=MOVEMENT_KEYS[code],
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local state={unit=adv,pos=moddedpos(adv.pos,MOVEMENT_KEYS[code]),dir=MOVEMENT_KEYS[code],
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from_pos={x=adv.pos.x,y=adv.pos.y, z=adv.pos.z},post_action=cur_mode[4],pre_action=cur_mode[5],job_type=cur_mode[2],screen=self}
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from_pos={x=adv.pos.x,y=adv.pos.y, z=adv.pos.z},post_action=cur_mode[4],pre_actions=cur_mode[5],job_type=cur_mode[2],screen=self}
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if code=="SELECT" then
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if code=="SELECT" then
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if df.global.cursor.x~=-30000 then
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if df.global.cursor.x~=-30000 then
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state.pos={x=df.global.cursor.x,y=df.global.cursor.y,z=df.global.cursor.z}
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state.pos={x=df.global.cursor.x,y=df.global.cursor.y,z=df.global.cursor.z}
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@ -541,7 +564,6 @@ function usetool:onInput(keys)
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end
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end
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end
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end
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end
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end
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end
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end
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end
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end
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usetool():show()
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usetool():show()
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