Stockflow reaction list repairs.

Mostly, instruments and their pieces are made through generated custom reactions, instead of as tools.
Depends on df-structures commit e551233 for full potency.
develop
Eric Wald 2015-12-17 22:02:30 -07:00
parent e4de341168
commit 45625318bb
1 changed files with 17 additions and 16 deletions

@ -127,8 +127,9 @@ function collect_orders()
entry = entry, entry = entry,
} }
else else
-- It might be worth searching reaction_list for the name. -- Todo: Search reaction_list for the name.
-- Then again, this should only happen in unusual situations. -- This can happen when loading an old save in a new version.
-- It's even possible that the reaction has been removed.
print("Mismatched stockflow entry for stockpile #"..stockpile.stockpile_number..": "..entry.value.." ("..order_number..")") print("Mismatched stockflow entry for stockpile #"..stockpile.stockpile_number..": "..entry.value.." ("..order_number..")")
end end
else else
@ -398,6 +399,14 @@ function collect_reactions()
local name = string.gsub(reaction.name, "^.", string.upper) local name = string.gsub(reaction.name, "^.", string.upper)
reaction_entry(result, job_types.CustomReaction, {reaction_name = reaction.code}, name) reaction_entry(result, job_types.CustomReaction, {reaction_name = reaction.code}, name)
end end
-- Reactions generated by the game.
for _, reaction in ipairs(df.global.world.raws.reactions) do
if reaction.source_enid == entity.id then
local name = string.gsub(reaction.name, "^.", string.upper)
reaction_entry(result, job_types.CustomReaction, {reaction_name = reaction.code}, name)
end
end
-- Metal forging -- Metal forging
local itemdefs = df.global.world.raws.itemdefs local itemdefs = df.global.world.raws.itemdefs
@ -465,19 +474,10 @@ function collect_reactions()
clothing_reactions(result, mat_flags, metalclothing) clothing_reactions(result, mat_flags, metalclothing)
end end
if material.flags.ITEMS_HARD then resource_reactions(result, job_types.MakeTool, mat_flags, entity.resources.tool_type, itemdefs.tools, {
resource_reactions(result, job_types.MakeTool, mat_flags, entity.resources.tool_type, itemdefs.tools, { permissible = (function(itemdef) return ((material.flags.ITEMS_HARD and itemdef.flags.HARD_MAT) or (material.flags.ITEMS_METAL and itemdef.flags.METAL_MAT)) and not itemdef.flags.NO_DEFAULT_JOB end),
permissible = (function(itemdef) return itemdef.flags.HARD_MAT end), capitalize = true,
capitalize = true, })
})
end
if material.flags.ITEMS_METAL then
resource_reactions(result, job_types.MakeTool, mat_flags, entity.resources.tool_type, itemdefs.tools, {
permissible = (function(itemdef) return itemdef.flags.METAL_MAT end),
capitalize = true,
})
end
if material.flags.ITEMS_HARD then if material.flags.ITEMS_HARD then
material_reactions(result, { material_reactions(result, {
@ -560,7 +560,8 @@ function collect_reactions()
}, materials.wood) }, materials.wood)
resource_reactions(result, job_types.MakeTool, materials.wood, entity.resources.tool_type, itemdefs.tools, { resource_reactions(result, job_types.MakeTool, materials.wood, entity.resources.tool_type, itemdefs.tools, {
-- permissible = (function(itemdef) return itemdef.flags.WOOD_MAT end), -- permissible = (function(itemdef) return itemdef.flags.WOOD_MAT and not itemdef.flags.NO_DEFAULT_JOB end),
permissible = (function(itemdef) return not itemdef.flags.NO_DEFAULT_JOB end),
capitalize = true, capitalize = true,
}) })