Merge pull request #3955 from myk002/myk_mechanisms

[buildingplan] allow choosing of mechanisms when linking levers
develop
Myk 2023-11-03 16:57:50 -07:00 committed by GitHub
commit 2e8ef0e2d4
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7 changed files with 249 additions and 16 deletions

@ -57,6 +57,7 @@ Template for new versions:
## New Features
- `prospect`: can now give you an estimate of resources from the embark screen. hover the mouse over a potential embark area and run `prospect`.
- `burrow`: integrated 3d box fill and 2d/3d flood fill extensions for burrow painting mode
- `buildingplan`: allow specific mechanisms to be selected when linking levers
## Fixes
- `stockpiles`: hide configure and help buttons when the overlay panel is minimized

@ -190,3 +190,10 @@ bump the items for this building to the front of their respective queues.
Note that each item type and filter configuration has its own queue, so even if
an item is in queue position 1, there may be other queues that snag the needed
item first.
Lever linking
-------------
When linking levers, `buildingplan` extends the vanilla panel by offering
control over which mechanisms are chosen for installation at the lever and at
the target. Heat safety filters are provided for convenience.

@ -674,13 +674,14 @@ static void scheduleCycle(color_ostream &out) {
}
static int scanAvailableItems(color_ostream &out, df::building_type type, int16_t subtype,
int32_t custom, int index, bool ignore_filters, vector<int> *item_ids = NULL,
map<MaterialInfo, int32_t> *counts = NULL) {
int32_t custom, int index, bool ignore_filters, bool ignore_quality, HeatSafety *heat_override = NULL,
vector<int> *item_ids = NULL, map<MaterialInfo, int32_t> *counts = NULL)
{
DEBUG(status,out).print(
"entering scanAvailableItems building_type=%d subtype=%d custom=%d index=%d\n",
type, subtype, custom, index);
BuildingTypeKey key(type, subtype, custom);
HeatSafety heat = get_heat_safety_filter(key);
HeatSafety heat = heat_override ? *heat_override : get_heat_safety_filter(key);
auto &job_items = get_job_items(out, key);
if (index < 0 || job_items.size() <= (size_t)index)
return 0;
@ -703,6 +704,10 @@ static int scanAvailableItems(color_ostream &out, df::building_type type, int16_
filter.setMaterials(set<MaterialInfo>());
special.clear();
}
if (ignore_quality) {
filter.setMinQuality(df::item_quality::Ordinary);
filter.setMaxQuality(df::item_quality::Artifact);
}
if (itemPassesScreen(out, item) && matchesFilters(item, jitem, heat, filter, special)) {
if (item_ids)
item_ids->emplace_back(item->id);
@ -732,7 +737,25 @@ static int getAvailableItems(lua_State *L) {
"entering getAvailableItems building_type=%d subtype=%d custom=%d index=%d\n",
type, subtype, custom, index);
vector<int> item_ids;
scanAvailableItems(*out, type, subtype, custom, index, true, &item_ids);
scanAvailableItems(*out, type, subtype, custom, index, true, false, NULL, &item_ids);
Lua::PushVector(L, item_ids);
return 1;
}
static int getAvailableItemsByHeat(lua_State *L) {
color_ostream *out = Lua::GetOutput(L);
if (!out)
out = &Core::getInstance().getConsole();
df::building_type type = (df::building_type)luaL_checkint(L, 1);
int16_t subtype = luaL_checkint(L, 2);
int32_t custom = luaL_checkint(L, 3);
int index = luaL_checkint(L, 4);
HeatSafety heat = (HeatSafety)luaL_checkint(L, 5);
DEBUG(status,*out).print(
"entering getAvailableItemsByHeat building_type=%d subtype=%d custom=%d index=%d\n",
type, subtype, custom, index);
vector<int> item_ids;
scanAvailableItems(*out, type, subtype, custom, index, true, true, &heat, &item_ids);
Lua::PushVector(L, item_ids);
return 1;
}
@ -755,7 +778,7 @@ static int countAvailableItems(color_ostream &out, df::building_type type, int16
DEBUG(status,out).print(
"entering countAvailableItems building_type=%d subtype=%d custom=%d index=%d\n",
type, subtype, custom, index);
int count = scanAvailableItems(out, type, subtype, custom, index, false);
int count = scanAvailableItems(out, type, subtype, custom, index, false, false);
if (count)
return count;
@ -968,7 +991,7 @@ static int getMaterialFilter(lua_State *L) {
return 0;
const auto &mat_filter = filters[index].getMaterials();
map<MaterialInfo, int32_t> counts;
scanAvailableItems(*out, type, subtype, custom, index, false, NULL, &counts);
scanAvailableItems(*out, type, subtype, custom, index, false, false, NULL, NULL, &counts);
HeatSafety heat = get_heat_safety_filter(key);
const df::job_item *jitem = get_job_items(*out, key)[index];
// name -> {count=int, enabled=bool, category=string, heat=string}
@ -1232,6 +1255,7 @@ DFHACK_PLUGIN_LUA_FUNCTIONS {
DFHACK_PLUGIN_LUA_COMMANDS {
DFHACK_LUA_COMMAND(getGlobalSettings),
DFHACK_LUA_COMMAND(getAvailableItems),
DFHACK_LUA_COMMAND(getAvailableItemsByHeat),
DFHACK_LUA_COMMAND(setMaterialMaskFilter),
DFHACK_LUA_COMMAND(getMaterialMaskFilter),
DFHACK_LUA_COMMAND(setMaterialFilter),

@ -14,6 +14,7 @@ local _ENV = mkmodule('plugins.buildingplan')
local argparse = require('argparse')
local inspector = require('plugins.buildingplan.inspectoroverlay')
local mechanisms = require('plugins.buildingplan.mechanisms')
local pens = require('plugins.buildingplan.pens')
local planner = require('plugins.buildingplan.planneroverlay')
require('dfhack.buildings')
@ -134,12 +135,14 @@ function reload_modules()
reload('plugins.buildingplan.itemselection')
reload('plugins.buildingplan.planneroverlay')
reload('plugins.buildingplan.inspectoroverlay')
reload('plugins.buildingplan.mechanisms')
reload('plugins.buildingplan')
end
OVERLAY_WIDGETS = {
planner=planner.PlannerOverlay,
inspector=inspector.InspectorOverlay,
mechanisms=mechanisms.MechanismOverlay,
}
return _ENV

@ -21,6 +21,29 @@ function get_automaterial_selection(building_type)
return tracker.list[#tracker.list]
end
local function get_artifact_name(item)
local gref = dfhack.items.getGeneralRef(item, df.general_ref_type.IS_ARTIFACT)
if not gref then return end
local artifact = df.artifact_record.find(gref.artifact_id)
if not artifact then return end
return dfhack.TranslateName(artifact.name)
end
function get_item_description(item_id, item, safety_label)
item = item or df.item.find(item_id)
if not item then
return ('No %s safe mechanisms available'):format(safety_label:lower())
end
local desc = item.flags.artifact and get_artifact_name(item) or
dfhack.items.getDescription(item, 0, true)
local wear_level = item:getWear()
if wear_level == 1 then desc = ('x%sx'):format(desc)
elseif wear_level == 2 then desc = ('X%sX'):format(desc)
elseif wear_level == 3 then desc = ('XX%sXX'):format(desc)
end
return desc
end
local function sort_by_type(a, b)
local ad, bd = a.data, b.data
return ad.item_type < bd.item_type or
@ -57,7 +80,7 @@ ItemSelection.ATTRS{
frame_title='Choose items',
frame={w=56, h=24, l=4, t=7},
resizable=true,
index=DEFAULT_NIL,
get_available_items_fn=DEFAULT_NIL,
desc=DEFAULT_NIL,
quantity=DEFAULT_NIL,
autoselect=DEFAULT_NIL,
@ -99,9 +122,9 @@ function ItemSelection:init()
text_pen=BUILD_TEXT_PEN,
text_hpen=BUILD_TEXT_HPEN,
text={
' Use filter ', NEWLINE,
' for remaining ', NEWLINE,
' items ',
' ', NEWLINE,
' Autoselect ', NEWLINE,
' ',
},
on_click=self:callback('submit'),
visible=function() return self.num_selected < self.quantity end,
@ -238,13 +261,12 @@ local function make_search_key(str)
end
function ItemSelection:get_choices(sort_fn)
local item_ids = require('plugins.buildingplan').getAvailableItems(uibs.building_type,
uibs.building_subtype, uibs.custom_type, self.index-1)
local item_ids = self.get_available_items_fn()
local buckets = {}
for _,item_id in ipairs(item_ids) do
local item = df.item.find(item_id)
if not item then goto continue end
local desc = dfhack.items.getDescription(item, 0, true)
local desc = get_item_description(item_id, item)
if buckets[desc] then
local bucket = buckets[desc]
table.insert(bucket.data.item_ids, item_id)
@ -396,7 +418,7 @@ ItemSelectionScreen.ATTRS {
pass_pause=false,
pass_mouse_clicks=false,
defocusable=false,
index=DEFAULT_NIL,
get_available_items_fn=DEFAULT_NIL,
desc=DEFAULT_NIL,
quantity=DEFAULT_NIL,
autoselect=DEFAULT_NIL,
@ -407,7 +429,7 @@ ItemSelectionScreen.ATTRS {
function ItemSelectionScreen:init()
self:addviews{
ItemSelection{
index=self.index,
get_available_items_fn=self.get_available_items_fn,
desc=self.desc,
quantity=self.quantity,
autoselect=self.autoselect,

@ -0,0 +1,172 @@
local _ENV = mkmodule('plugins.buildingplan.mechanisms')
local itemselection = require('plugins.buildingplan.itemselection')
local overlay = require('plugins.overlay')
local widgets = require('gui.widgets')
local view_sheets = df.global.game.main_interface.view_sheets
--------------------------------
-- MechanismOverlay
--
MechanismOverlay = defclass(MechanismOverlay, overlay.OverlayWidget)
MechanismOverlay.ATTRS{
default_pos={x=5,y=5},
default_enabled=true,
viewscreens='dwarfmode/LinkingLever',
frame={w=57, h=13},
}
function MechanismOverlay:init()
self:addviews{
widgets.BannerPanel{
frame={t=4, l=1, r=1, h=1},
subviews={
widgets.Label{
frame={t=0, l=1},
text='Mechanism safety:'
},
widgets.CycleHotkeyLabel{
view_id='safety_lever',
frame={t=0, l=20, w=15},
key='CUSTOM_G',
label='Lever:',
options={
{label='Any', value=0},
{label='Magma', value=2, pen=COLOR_RED},
{label='Fire', value=1, pen=COLOR_LIGHTRED},
},
initial_option=0,
on_change=self:callback('choose_mechanism', 'lever', true),
},
widgets.CycleHotkeyLabel{
view_id='safety_target',
frame={t=0, l=38, w=16},
key='CUSTOM_SHIFT_G',
label='Target:',
options={
{label='Any', value=0},
{label='Magma', value=2, pen=COLOR_RED},
{label='Fire', value=1, pen=COLOR_LIGHTRED},
},
initial_option=0,
on_change=self:callback('choose_mechanism', 'target', true),
},
}
},
widgets.HotkeyLabel{
frame={t=7, l=8, w=49, h=2},
key='CUSTOM_M',
label=function()
return itemselection.get_item_description(view_sheets.linking_lever_mech_lever_id,
nil,
self.subviews.safety_lever:getOptionLabel())
end,
auto_height=false,
enabled=function() return view_sheets.linking_lever_mech_lever_id ~= -1 end,
on_activate=self:callback('choose_mechanism', 'lever', false),
},
widgets.HotkeyLabel{
frame={t=10, l=8, w=49, h=2},
key='CUSTOM_SHIFT_M',
label=function()
return itemselection.get_item_description(view_sheets.linking_lever_mech_target_id,
nil,
self.subviews.safety_target:getOptionLabel())
end,
auto_height=false,
enabled=function() return view_sheets.linking_lever_mech_target_id ~= -1 end,
on_activate=self:callback('choose_mechanism', 'target', false),
},
}
end
local item_selection_dlg
local function reset_dlg()
if item_selection_dlg then
if item_selection_dlg:isActive() then
item_selection_dlg:dismiss()
end
item_selection_dlg = nil
end
end
local function get_available_items(safety, other_mechanism)
local item_ids = require('plugins.buildingplan').getAvailableItemsByHeat(
df.building_type.Trap, df.trap_type.Lever, -1, 0, safety)
for idx,item_id in ipairs(item_ids) do
if item_id == other_mechanism then
table.remove(item_ids, idx)
break
end
end
return item_ids
end
function MechanismOverlay:save_id(which, item_id)
local saved_id = ('saved_%s_id'):format(which)
local ui_id = ('linking_lever_mech_%s_id'):format(which)
view_sheets[ui_id] = item_id
self[saved_id] = item_id
end
function MechanismOverlay:choose_mechanism(which, autoselect)
local widget_id = 'safety_' .. which
local safety = self.subviews[widget_id]:getOptionValue()
local ui_other_id = ('linking_lever_mech_%s_id'):format(which == 'lever' and 'target' or 'lever')
local available_item_ids = get_available_items(safety, view_sheets[ui_other_id])
if autoselect then
self:save_id(which, available_item_ids[1] or -1)
return
end
-- to integrate with ItemSelection's last used sorting
df.global.buildreq.building_type = df.building_type.Trap
local desc = self.subviews[widget_id]:getOptionLabel()
if desc ~= 'Any' then
desc = desc .. ' safe'
end
desc = desc .. ' mechanism'
item_selection_dlg = item_selection_dlg or itemselection.ItemSelectionScreen{
get_available_items_fn=function() return available_item_ids end,
desc=desc,
quantity=1,
autoselect=false,
on_cancel=reset_dlg,
on_submit=function(chosen_ids)
self:save_id(which, chosen_ids[1] or available_item_ids[1] -1)
reset_dlg()
end,
}:show()
end
function MechanismOverlay:onInput(keys)
if MechanismOverlay.super.onInput(self, keys) then
return true
end
if keys._MOUSE_L then
if self:getMousePos() then
-- don't let clicks bleed through the panel
return true
end
-- don't allow the lever to be linked if mechanisms are not set
return view_sheets.linking_lever_mech_lever_id == -1 or
view_sheets.linking_lever_mech_target_id == -1
end
end
function MechanismOverlay:onRenderFrame(dc, rect)
MechanismOverlay.super.onRenderFrame(self, dc, rect)
if self.saved_lever_id ~= view_sheets.linking_lever_mech_lever_id then
self:choose_mechanism('lever', true)
end
if self.saved_target_id ~= view_sheets.linking_lever_mech_target_id then
self:choose_mechanism('target', true)
end
end
return _ENV

@ -809,8 +809,12 @@ function PlannerOverlay:onInput(keys)
for idx = num_filters,1,-1 do
chosen_items[idx] = {}
local filter = filters[idx]
local get_available_items_fn = function()
return require('plugins.buildingplan').getAvailableItems(
uibs.building_type, uibs.building_subtype, uibs.custom_type, idx-1)
end
local selection_screen = itemselection.ItemSelectionScreen{
index=idx,
get_available_items_fn=get_available_items_fn,
desc=require('plugins.buildingplan').get_desc(filter),
quantity=get_quantity(filter, is_hollow, bounds),
autoselect=autoselect,