Just companion orders tool
parent
49476818c4
commit
1b5a6616e2
@ -0,0 +1,398 @@
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local gui = require 'gui'
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local dlg = require 'gui.dialogs'
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local cursor=xyz2pos(df.global.cursor.x,df.global.cursor.y,df.global.cursor.z)
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local permited_equips={}
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permited_equips[df.item_backpackst]="UPPERBODY"
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permited_equips[df.item_flaskst]="UPPERBODY"
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permited_equips[df.item_armorst]="UPPERBODY"
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permited_equips[df.item_shoesst]="STANCE"
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permited_equips[df.item_glovesst]="GRASP"
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permited_equips[df.item_helmst]="HEAD"
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permited_equips[df.item_pantsst]="LOWERBODY"
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function DoesHaveSubtype(item)
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if df.item_backpackst:is_instance(item) or df.item_flaskst:is_instance(item) then
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return false
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end
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return true
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end
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function CheckCursor(p)
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if p.x==-30000 then
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dlg.showMessage(
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'Companion orders',
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'You must have a cursor on some tile!', COLOR_LIGHTRED
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)
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return false
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end
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return true
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end
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function GetCaste(race_id,caste_id)
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local race=df.creature_raw.find(race_id)
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return race.caste[caste_id]
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end
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function EnumBodyEquipable(race_id,caste_id)
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local caste=GetCaste(race_id,caste_id)
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local bps=caste.body_info.body_parts
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local ret={}
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for k,v in pairs(bps) do
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ret[k]={bp=v,layers={[0]={size=0,permit=0},[1]={size=0,permit=0},[2]={size=0,permit=0},[3]={size=0,permit=0} } }
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end
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return ret
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end
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function ReadCurrentEquiped(body_equip,unit)
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for k,v in pairs(unit.inventory) do
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if v.mode==2 then
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local bpid=v.body_part_id
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if DoesHaveSubtype(v.item) then
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local sb=v.item.subtype.props
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local trg=body_equip[bpid]
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local trg_layer=trg.layers[sb.layer]
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if trg_layer.permit==0 then
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trg_layer.permit=sb.layer_permit
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else
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if trg_layer.permit>sb.layer_permit then
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trg_layer.permit=sb.layer_permit
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end
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end
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trg_layer.size=trg_layer.size+sb.layer_size
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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 LayeringPermits(body_part,item)
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if not DoesHaveSubtype(item) then
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return true
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end
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local sb=item.subtype.props
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local trg_layer=body_part.layers[sb.layer]
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if math.min(trg_layer.permit ,sb.layer_permit)<trg_layer.size+sb.layer_size then
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return true
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end
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return false
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end
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function AddLayering(body_part,item)
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if not DoesHaveSubtype(item) then
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return
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end
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local sb=item.subtype.props
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local trg_layer=body_part.layers[sb.layer]
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trg_layer.permit=math.min(trg_layer.permit,sb.layer_permit)
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trg_layer.size=trg_layer.size+sb.layer_size
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end
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function AddIfFits(body_equip,unit,item)
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--TODO shaped items
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local need_flag
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for k,v in pairs(permited_equips) do
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if k:is_instance(item) then
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need_flag=v
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break
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end
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end
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if need_flag==nil then
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return false
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end
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for k,bp in pairs(body_equip) do
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local handedness_ok=true
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if df.item_glovesst:is_instance(item) then
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if bp.bp.flags["LEFT"]~=item.handedness[1] then
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handedness_ok=false
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end
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end
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if bp.bp.flags[need_flag] and LayeringPermits(bp,item) and handedness_ok then
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if dfhack.items.moveToInventory(item,unit,2,k) then
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AddLayering(bp,item)
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return true
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end
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end
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end
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return false
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end
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function EnumGrasps(race_id,caste_id)
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local caste=GetCaste(race_id,caste_id)
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local bps=caste.body_info.body_parts
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local ret={}
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for k,v in pairs(bps) do
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if v.flags.GRASP then
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--table.insert(ret,{k,v})
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ret[k]={v}
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end
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end
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return ret
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end
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function EnumEmptyGrasps(unit)
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local grasps=EnumGrasps(unit.race,unit.caste)
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local ret={}
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for k,v in pairs(unit.inventory) do
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if grasps[v.body_part_id] and v.mode==1 then
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grasps[v.body_part_id][2]=true
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end
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end
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for k,v in pairs(grasps) do
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if not v[2] then
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table.insert(ret,k)
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end
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end
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return ret
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end
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function GetBackpack(unit)
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for k,v in pairs(unit.inventory) do
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if df.item_backpackst:is_instance(v.item) then
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return v.item
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end
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end
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end
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function AddBackpackItems(backpack,items)
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if backpack then
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local bitems=dfhack.items.getContainedItems(backpack)
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for k,v in pairs(bitems) do
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table.insert(items,v)
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end
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end
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end
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function GetItemsAtPos(pos)
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local ret={}
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for k,v in pairs(df.global.world.items.all) do
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if v.flags.on_ground and v.pos.x==pos.x and v.pos.y==pos.y and v.pos.z==pos.z then
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table.insert(ret,v)
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end
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end
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return ret
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end
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function isAnyOfEquipable(item)
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for k,v in pairs(permited_equips) do
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if k:is_instance(item) then
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return true
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end
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end
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return false
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end
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function FilterByEquipable(items)
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local ret={}
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for k,v in pairs(items) do
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if isAnyOfEquipable(v) then
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table.insert(ret,v)
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end
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end
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return ret
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end
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function FilterBySize(items,race_id) --TODO add logic for compatible races
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local ret={}
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for k,v in pairs(items) do
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if v.maker_race==race_id then
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table.insert(ret,v)
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end
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end
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return ret
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end
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--local companions=??
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local orders={
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{name="move",f=function (unit_list,pos)
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if not CheckCursor(pos) then
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return false
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end
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for k,v in pairs(unit_list) do
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v.path.dest:assign(pos)
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end
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return true
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end},
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{name="equip",f=function (unit_list)
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--search in inventory(hands/backpack/ground) and equip everything
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--lot's of stuff to think: layering, which item goes where, which goes first, which body parts are missing, body sizes etc...
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--dfhack.items.moveToInventory(item,unit,use_mode,body_part)
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for k,unit in pairs(unit_list) do
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local items=GetItemsAtPos(unit.pos)
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--todo make a table join function or sth... submit it to the lua list!
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AddBackpackItems(GetBackpack(unit),items)
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items=FilterByEquipable(items)
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FilterBySize(items,unit.race)
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local body_parts=EnumBodyEquipable(unit.race,unit.caste)
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ReadCurrentEquiped(body_parts,unit)
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for it_num,item in pairs(items) do
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AddIfFits(body_parts,unit,item)
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end
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end
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end},
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{name="pick-up",f=function (unit_list)
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--pick everything up (first into hands (if empty) then backpack (if have and has space?))
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for k,v in pairs(unit_list) do
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local items=GetItemsAtPos(v.pos)
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local grasps=EnumEmptyGrasps(v)
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-- TODO sort with weapon/shield on top of list!
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--add to grasps, then add to backpack (sanely? i.e. weapons/shields into hands then stuff)
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--or add to backpack if have, only then check grasps (faster equiping)
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while #grasps >0 and #items>0 do
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if(dfhack.items.moveToInventory(items[#items],v,1,grasps[#grasps])) then
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table.remove(grasps)
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end
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table.remove(items)
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end
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local backpack=GetBackpack(v)
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if backpack then
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while #items>0 do
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dfhack.items.moveToContainer(items[#items],backpack)
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table.remove(items)
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end
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end
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end
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return true
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end},
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{name="unequip",f=function (unit_list)
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--remove and drop all the stuff (todo maybe a gui too?)
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for k,v in pairs(unit_list) do
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while #v.inventory ~=0 do
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dfhack.items.moveToGround(v.inventory[0].item,v.pos)
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end
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end
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return true
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end},
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--[=[
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{name="roam not working :<",f=function (unit_list,pos,dist) --does not work
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if not CheckCursor(pos) then
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return false
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end
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dist=dist or 5
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for k,v in pairs(unit_list) do
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v.idle_area:assign(pos)
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v.idle_area_threshold=dist
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end
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return true
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end},
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--]=]
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{name="wait",f=function (unit_list)
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for k,v in pairs(unit_list) do
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v.relations.group_leader_id=-1
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end
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return true
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end},
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{name="follow",f=function (unit_list)
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local adv=df.global.world.units.active[0]
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for k,v in pairs(unit_list) do
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v.relations.group_leader_id=adv.id
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end
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return true
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end},
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{name="leave",f=function (unit_list)
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local adv=df.global.world.units.active[0]
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local t_nem=dfhack.units.getNemesis(adv)
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for k,v in pairs(unit_list) do
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v.relations.group_leader_id=-1
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local u_nem=dfhack.units.getNemesis(v)
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if u_nem then
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u_nem.group_leader_id=-1
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end
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if t_nem and u_nem then
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for k,v in pairs(t_nem.companions) do
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if v==u_nem.id then
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t_nem.companions:erase(k)
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break
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end
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end
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end
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end
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return true
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end},
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}
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local cheats={}
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--[[ todo: add cheats...]]--
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function getCompanions(unit)
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unit=unit or df.global.world.units.active[0]
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local t_nem=dfhack.units.getNemesis(unit)
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if t_nem==nil then
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qerror("Invalid unit! No nemesis record")
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end
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local ret={}
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for k,v in pairs(t_nem.companions) do
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local u=df.nemesis_record.find(v)
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if u.unit then
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table.insert(ret,u.unit)
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end
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end
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return ret
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end
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CompanionUi=defclass(CompanionUi,gui.FramedScreen)
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CompanionUi.ATTRS{
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frame_title = "Companions",
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}
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function CompanionUi:init(args)
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self.unit_list=args.unit_list
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self.selected={}
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for i=0,26 do
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self.selected[i]=true
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end
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end
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function CompanionUi:GetSelectedUnits()
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local ret={}
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for k,v in pairs(self.unit_list) do
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if self.selected[k] then
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table.insert(ret,v)
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end
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end
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return ret
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end
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function CompanionUi:onInput(keys)
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if keys.LEAVESCREEN then
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self:dismiss()
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elseif keys._STRING then
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local s=keys._STRING
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if s==string.byte('*') then
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local v=self.selected[1] or false
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for i=0,26 do
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self.selected[i]=not v
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end
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end
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if s>=string.byte('a') and s<=string.byte('z') then
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local idx=s-string.byte('a')+1
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if self.selected[idx] then
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self.selected[idx]=false
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else
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self.selected[idx]=true
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end
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end
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if s>=string.byte('A') and s<=string.byte('Z') then
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local idx=s-string.byte('A')+1
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if orders[idx] and orders[idx].f then
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if orders[idx].f(self:GetSelectedUnits(),cursor) then
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self:dismiss()
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end
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end
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--do order
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end
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end
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end
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function CompanionUi:onRenderBody( dc)
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--list widget goes here...
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local char_a=string.byte('a')-1
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dc:newline(1):string("*. All")
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for k,v in ipairs(self.unit_list) do
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if self.selected[k] then
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dc:pen(COLOR_GREEN)
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else
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dc:pen(COLOR_GREY)
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end
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dc:newline(1):string(string.char(k+char_a)..". "):string(dfhack.TranslateName(v.name));
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end
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dc:pen(COLOR_GREY)
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local w,h=self:getWindowSize()
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local char_A=string.byte('A')-1
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for k,v in ipairs(orders) do
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dc:seek(w/2,k):string(string.char(k+char_A)..". "):string(v.name);
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end
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end
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local screen=CompanionUi{unit_list=getCompanions()}
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screen:show()
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