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@ -13,6 +13,11 @@ local _ENV = mkmodule('plugins.buildingplan')
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--]]
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local argparse = require('argparse')
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local gui = require('gui')
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local guidm = require('gui.dwarfmode')
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local overlay = require('plugins.overlay')
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local utils = require('utils')
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local widgets = require('gui.widgets')
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require('dfhack.buildings')
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local function process_args(opts, args)
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@ -47,42 +52,278 @@ function parse_commandline(...)
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end
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function get_num_filters(btype, subtype, custom)
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local filters = dfhack.buildings.getFiltersByType(
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{}, btype, subtype, custom)
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if filters then return #filters end
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return 0
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local filters = dfhack.buildings.getFiltersByType({}, btype, subtype, custom)
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return filters and #filters or 0
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end
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local gui = require('gui')
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local overlay = require('plugins.overlay')
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local widgets = require('gui.widgets')
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--------------------------------
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-- Planner Overlay
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--
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local uibs = df.global.buildreq
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local function cur_building_has_no_area()
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if uibs.building_type == df.building_type.Construction then return false end
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local filters = dfhack.buildings.getFiltersByType({},
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uibs.building_type, uibs.building_subtype, uibs.custom_type)
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-- this works because all variable-size buildings have either no item
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-- filters or a quantity of -1 for their first (and only) item
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return filters and filters[1] and (not filters[1].quantity or filters[1].quantity > 0)
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end
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local function is_choosing_area()
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return uibs.selection_pos.x >= 0
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end
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local function get_cur_area_dims()
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if not is_choosing_area() then return 1, 1 end
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return math.abs(uibs.selection_pos.x - uibs.pos.x) + 1,
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math.abs(uibs.selection_pos.y - uibs.pos.y) + 1
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end
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local function get_cur_filters()
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return dfhack.buildings.getFiltersByType({}, uibs.building_type,
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uibs.building_subtype, uibs.custom_type)
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end
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local function is_plannable()
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return get_cur_filters() and
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not (uibs.building_type == df.building_type.Construction
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and uibs.building_subtype == df.construction_type.TrackNSEW)
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end
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local direction_panel_frame = {t=4, h=13, w=46, r=28}
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local direction_panel_types = utils.invert{
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df.building_type.Bridge,
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df.building_type.ScrewPump,
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df.building_type.WaterWheel,
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df.building_type.AxleHorizontal,
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df.building_type.Rollers,
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}
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local function has_direction_panel()
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return direction_panel_types[uibs.building_type]
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or (uibs.building_type == df.building_type.Trap
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and uibs.building_subtype == df.trap_type.TrackStop)
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end
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local function is_over_direction_panel()
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if not has_direction_panel() then return false end
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local v = widgets.Widget{frame=direction_panel_frame}
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local rect = gui.mkdims_wh(0, 0, dfhack.screen.getWindowSize())
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v:updateLayout(gui.ViewRect{rect=rect})
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return v:getMousePos()
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end
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local function to_title_case(str)
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str = str:gsub('(%a)([%w_]*)',
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function (first, rest) return first:upper()..rest:lower() end)
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str = str:gsub('_', ' ')
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return str
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end
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-- returns a reasonable label for the item based on the qualities of the filter
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function get_item_label(idx)
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local filter = get_cur_filters()[idx]
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local desc = 'Unknown'
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if filter.has_tool_use then
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desc = to_title_case(df.tool_uses[filter.has_tool_use])
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end
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if filter.item_type then
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desc = to_title_case(df.item_type[filter.item_type])
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end
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if filter.flags2 and filter.flags2.building_material then
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desc = "Generic building material";
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if filter.flags2.fire_safe then
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desc = "Fire-safe building material";
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end
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if filter.flags2.magma_safe then
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desc = "Magma-safe building material";
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end
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elseif filter.vector_id then
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desc = to_title_case(df.job_item_vector_id[filter.vector_id])
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end
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local quantity = filter.quantity or 1
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local dimx, dimy = get_cur_area_dims()
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if quantity < 1 then
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quantity = ((dimx * dimy) // 4) + 1
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else
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quantity = quantity * dimx * dimy
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end
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return ('%s (need: %d)'):format(desc, quantity)
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end
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ItemLine = defclass(ItemLine, widgets.Panel)
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ItemLine.ATTRS{
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idx=DEFAULT_NIL,
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}
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function ItemLine:init()
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self.frame.h = 1
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self.visible = function() return #get_cur_filters() >= self.idx end
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self:addviews{
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widgets.Label{
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frame={t=0, l=0},
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text={{text=function() return get_item_label(self.idx) end}}
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},
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}
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end
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PlannerOverlay = defclass(PlannerOverlay, overlay.OverlayWidget)
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PlannerOverlay.ATTRS{
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default_pos={x=46,y=18},
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default_pos={x=6,y=9},
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default_enabled=true,
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viewscreens='dwarfmode/Building/Placement',
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frame={w=30, h=4},
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frame_style=gui.MEDIUM_FRAME,
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frame={w=54, h=9},
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frame_style=gui.PANEL_FRAME,
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frame_background=gui.CLEAR_PEN,
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}
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function PlannerOverlay:init()
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self:addviews{
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widgets.ToggleHotkeyLabel{
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frame={t=0, l=0},
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label='build when materials are available',
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key='CUSTOM_CTRL_B',
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widgets.Label{
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frame={},
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auto_width=true,
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text='No items required.',
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visible=function() return #get_cur_filters() == 0 end,
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},
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ItemLine{frame={t=0, l=0}, idx=1},
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ItemLine{frame={t=2, l=0}, idx=2},
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ItemLine{frame={t=4, l=0}, idx=3},
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ItemLine{frame={t=6, l=0}, idx=4},
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widgets.Label{
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frame={b=0, l=17},
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text={
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'Selected area: ',
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{text=function()
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return ('%d x %d'):format(get_cur_area_dims())
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end
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},
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widgets.HotkeyLabel{
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frame={t=1, l=0},
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label='configure materials',
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key='CUSTOM_CTRL_E',
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on_activate=do_export,
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},
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visible=is_choosing_area,
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},
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}
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end
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function PlannerOverlay:do_config()
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dfhack.run_script('gui/buildingplan')
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end
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function PlannerOverlay:onInput(keys)
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if not is_plannable() then return false end
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if keys.LEAVESCREEN or keys._MOUSE_R_DOWN then
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return false
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end
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if PlannerOverlay.super.onInput(self, keys) then
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return true
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end
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if keys._MOUSE_L_DOWN then
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if is_over_direction_panel() then return false end
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if self:getMouseFramePos() then return true end
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if #uibs.errors > 0 then return true end
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local pos = dfhack.gui.getMousePos()
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if pos then
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if is_choosing_area() or cur_building_has_no_area() then
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if #get_cur_filters() == 0 then
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return false -- we don't add value; let the game place it
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end
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self:place_building()
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uibs.selection_pos:clear()
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return true
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elseif not is_choosing_area() then
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return false
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end
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end
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end
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return keys._MOUSE_L
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end
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function PlannerOverlay:render(dc)
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if not is_plannable() then return end
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PlannerOverlay.super.render(self, dc)
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end
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local to_pen = dfhack.pen.parse
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local GOOD_PEN = to_pen{ch='o', fg=COLOR_GREEN,
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tile=dfhack.screen.findGraphicsTile('CURSORS', 1, 2)}
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local BAD_PEN = to_pen{ch='X', fg=COLOR_RED,
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tile=dfhack.screen.findGraphicsTile('CURSORS', 3, 0)}
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function PlannerOverlay:onRenderFrame(dc, rect)
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PlannerOverlay.super.onRenderFrame(self, dc, rect)
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if not is_choosing_area() then return end
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local bounds = {
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x1 = math.min(uibs.selection_pos.x, uibs.pos.x),
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x2 = math.max(uibs.selection_pos.x, uibs.pos.x),
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y1 = math.min(uibs.selection_pos.y, uibs.pos.y),
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y2 = math.max(uibs.selection_pos.y, uibs.pos.y),
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}
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local pen = #uibs.errors > 0 and BAD_PEN or GOOD_PEN
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local function get_overlay_pen(pos)
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return pen
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end
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guidm.renderMapOverlay(get_overlay_pen, bounds)
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end
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function PlannerOverlay:place_building()
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local direction = uibs.direction
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local has_selection = is_choosing_area()
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local width = has_selection and math.abs(uibs.selection_pos.x - uibs.pos.x) + 1 or 1
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local height = has_selection and math.abs(uibs.selection_pos.y - uibs.pos.y) + 1 or 1
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local _, adjusted_width, adjusted_height = dfhack.buildings.getCorrectSize(
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width, height, uibs.building_type, uibs.building_subtype,
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uibs.custom_type, direction)
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-- get the upper-left corner of the building/area
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local pos = xyz2pos(
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has_selection and math.min(uibs.selection_pos.x, uibs.pos.x) or uibs.pos.x - adjusted_width//2,
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has_selection and math.min(uibs.selection_pos.y, uibs.pos.y) or uibs.pos.y - adjusted_height//2,
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uibs.pos.z
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)
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local min_x, max_x = pos.x, pos.x
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local min_y, max_y = pos.y, pos.y
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if adjusted_width == 1 and adjusted_height == 1 and (width > 1 or height > 1) then
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min_x = math.ceil(pos.x - width/2)
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max_x = min_x + width - 1
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min_y = math.ceil(pos.y - height/2)
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max_y = min_y + height - 1
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end
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local blds = {}
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for y=min_y,max_y do for x=min_x,max_x do
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local bld, err = dfhack.buildings.constructBuilding{
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type=uibs.building_type, subtype=uibs.building_subtype,
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custom=uibs.custom_type, pos=xyz2pos(x, y, pos.z),
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width=adjusted_width, height=adjusted_height, direction=direction}
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if err then
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for _,b in ipairs(blds) do
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dfhack.buildings.deconstruct(b)
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end
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dfhack.printerr(err)
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return
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end
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-- assign fields for the types that need them. we can't pass them all in
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-- to the call to constructBuilding since attempting to assign unrelated
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-- fields to building types that don't support them causes errors.
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for k,v in pairs(bld) do
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if k == 'friction' then bld.friction = uibs.friction end
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if k == 'use_dump' then bld.use_dump = uibs.use_dump end
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if k == 'dump_x_shift' then bld.dump_x_shift = uibs.dump_x_shift end
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if k == 'dump_y_shift' then bld.dump_y_shift = uibs.dump_y_shift end
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if k == 'speed' then bld.speed = uibs.speed end
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end
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table.insert(blds, bld)
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end end
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for _,bld in ipairs(blds) do
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addPlannedBuilding(bld)
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end
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end
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InspectorOverlay = defclass(InspectorOverlay, overlay.OverlayWidget)
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InspectorOverlay.ATTRS{
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default_pos={x=-41,y=14},
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@ -134,48 +375,6 @@ OVERLAY_WIDGETS = {
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local dialogs = require('gui.dialogs')
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local guidm = require('gui.dwarfmode')
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local function to_title_case(str)
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str = str:gsub('(%a)([%w_]*)',
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function (first, rest) return first:upper()..rest:lower() end)
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str = str:gsub('_', ' ')
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return str
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end
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local function get_filter(btype, subtype, custom, reverse_idx)
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local filters = dfhack.buildings.getFiltersByType(
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{}, btype, subtype, custom)
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if not filters or reverse_idx < 0 or reverse_idx >= #filters then
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error(string.format('invalid index: %d', reverse_idx))
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end
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return filters[#filters-reverse_idx]
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end
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-- returns a reasonable label for the item based on the qualities of the filter
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-- does not need the core suspended
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-- reverse_idx is 0-based and is expected to be counted from the *last* filter
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function get_item_label(btype, subtype, custom, reverse_idx)
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local filter = get_filter(btype, subtype, custom, reverse_idx)
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if filter.has_tool_use then
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return to_title_case(df.tool_uses[filter.has_tool_use])
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end
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if filter.item_type then
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return to_title_case(df.item_type[filter.item_type])
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end
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if filter.flags2 and filter.flags2.building_material then
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if filter.flags2.fire_safe then
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return "Fire-safe building material";
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end
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if filter.flags2.magma_safe then
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return "Magma-safe building material";
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end
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return "Generic building material";
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end
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if filter.vector_id then
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return to_title_case(df.job_item_vector_id[filter.vector_id])
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end
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return "Unknown";
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end
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-- returns whether the items matched by the specified filter can have a quality
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-- rating. This also conveniently indicates whether an item can be decorated.
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-- does not need the core suspended
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@ -191,56 +390,6 @@ function item_can_be_improved(btype, subtype, custom, reverse_idx)
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filter.item_type ~= df.item_type.BOULDER
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end
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-- needs the core suspended
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-- returns a vector of constructed buildings (usually of size 1, but potentially
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-- more for constructions)
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function construct_buildings_from_ui_state()
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local uibs = df.global.buildreq
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local world = df.global.world
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local direction = world.selected_direction
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local _, width, height = dfhack.buildings.getCorrectSize(
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world.building_width, world.building_height, uibs.building_type,
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uibs.building_subtype, uibs.custom_type, direction)
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-- the cursor is at the center of the building; we need the upper-left
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-- corner of the building
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local pos = guidm.getCursorPos()
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pos.x = pos.x - math.floor(width/2)
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pos.y = pos.y - math.floor(height/2)
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local min_x, max_x = pos.x, pos.x
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local min_y, max_y = pos.y, pos.y
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if width == 1 and height == 1 and
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(world.building_width > 1 or world.building_height > 1) then
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min_x = math.ceil(pos.x - world.building_width/2)
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max_x = min_x + world.building_width - 1
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min_y = math.ceil(pos.y - world.building_height/2)
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max_y = min_y + world.building_height - 1
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end
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local blds = {}
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for y=min_y,max_y do for x=min_x,max_x do
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local bld, err = dfhack.buildings.constructBuilding{
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type=uibs.building_type, subtype=uibs.building_subtype,
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custom=uibs.custom_type, pos=xyz2pos(x, y, pos.z),
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width=width, height=height, direction=direction}
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if err then
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for _,b in ipairs(blds) do
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dfhack.buildings.deconstruct(b)
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end
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error(err)
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end
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-- assign fields for the types that need them. we can't pass them all in
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-- to the call to constructBuilding since attempting to assign unrelated
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-- fields to building types that don't support them causes errors.
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for k,v in pairs(bld) do
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if k == 'friction' then bld.friction = uibs.friction end
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if k == 'use_dump' then bld.use_dump = uibs.use_dump end
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if k == 'dump_x_shift' then bld.dump_x_shift = uibs.dump_x_shift end
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if k == 'dump_y_shift' then bld.dump_y_shift = uibs.dump_y_shift end
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if k == 'speed' then bld.speed = uibs.speed end
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end
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table.insert(blds, bld)
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end end
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return blds
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end
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--
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-- GlobalSettings dialog
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