Merge pull request #3019 from myk002/myk_spike

[buildingplan] support multiple upright spikes in a spike trap
develop
Myk 2023-03-15 00:27:09 -07:00 committed by GitHub
commit 2ea552b31b
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2 changed files with 12 additions and 3 deletions

@ -37,6 +37,7 @@ changelog.txt uses a syntax similar to RST, with a few special sequences:
## Fixes ## Fixes
-@ `buildingplan`: items are now attached correctly to screw pumps and other multi-item buildings -@ `buildingplan`: items are now attached correctly to screw pumps and other multi-item buildings
-@ `buildingplan`: you can now attach multiple weapons to spike traps
## Misc Improvements ## Misc Improvements
-@ `buildingplan`: can now filter by clay materials -@ `buildingplan`: can now filter by clay materials

@ -42,6 +42,14 @@ local function is_weapon_trap()
and uibs.building_subtype == df.trap_type.WeaponTrap and uibs.building_subtype == df.trap_type.WeaponTrap
end end
local function is_spike_trap()
return uibs.building_type == df.building_type.Weapon
end
local function is_weapon_or_spike_trap()
return is_weapon_trap() or is_spike_trap()
end
-- adjusted from CycleHotkeyLabel on the planner panel -- adjusted from CycleHotkeyLabel on the planner panel
local weapon_quantity = 1 local weapon_quantity = 1
@ -50,7 +58,7 @@ local function get_quantity(filter, hollow, placement_data)
local flags = uibs.plate_info.flags local flags = uibs.plate_info.flags
return (flags.units and 1 or 0) + (flags.water and 1 or 0) + return (flags.units and 1 or 0) + (flags.water and 1 or 0) +
(flags.magma and 1 or 0) + (flags.track and 1 or 0) (flags.magma and 1 or 0) + (flags.track and 1 or 0)
elseif is_weapon_trap() and filter.vector_id == df.job_item_vector_id.ANY_WEAPON then elseif (is_weapon_trap() and filter.vector_id == df.job_item_vector_id.ANY_WEAPON) or is_spike_trap() then
return weapon_quantity return weapon_quantity
end end
local quantity = filter.quantity or 1 local quantity = filter.quantity or 1
@ -334,7 +342,7 @@ function PlannerOverlay:init()
key='CUSTOM_T', key='CUSTOM_T',
key_back='CUSTOM_SHIFT_T', key_back='CUSTOM_SHIFT_T',
label='Num weapons:', label='Num weapons:',
visible=is_weapon_trap, visible=is_weapon_or_spike_trap,
options={1, 2, 3, 4, 5, 6, 7, 8, 9, 10}, options={1, 2, 3, 4, 5, 6, 7, 8, 9, 10},
on_change=function(val) weapon_quantity = val end, on_change=function(val) weapon_quantity = val end,
}, },
@ -697,7 +705,7 @@ function PlannerOverlay:place_building(placement_data, chosen_items)
local hollow = self.subviews.hollow:getOptionValue() local hollow = self.subviews.hollow:getOptionValue()
local subtype = uibs.building_subtype local subtype = uibs.building_subtype
local filters = get_cur_filters() local filters = get_cur_filters()
if is_pressure_plate() then if is_pressure_plate() or is_spike_trap() then
filters[1].quantity = get_quantity(filters[1]) filters[1].quantity = get_quantity(filters[1])
elseif is_weapon_trap() then elseif is_weapon_trap() then
filters[2].quantity = get_quantity(filters[2]) filters[2].quantity = get_quantity(filters[2])