Merge remote-tracking branch 'jjyg/master'

develop
Kelly Martin 2012-09-23 17:41:43 -05:00
commit 5022322a12
3 changed files with 28 additions and 6 deletions

@ -1052,7 +1052,7 @@ Export the current loaded map as a file. This will be eventually usable
with visualizers.
dwarfexport
----------=
-----------
Export dwarves to RuneSmith-compatible XML.
@ -1632,7 +1632,7 @@ With no argument, this command shows an help message and list existing sources.
digfort
=========
=======
A script to designate an area for digging according to a plan in csv format.
This script, inspired from quickfort, can designate an area for digging.
@ -1668,6 +1668,12 @@ drainaquifer
============
Remove all 'aquifer' tag from the map blocks. Irreversible.
deathcause
==========
Focus a body part ingame, and this script will display the cause of death of
the creature.
=======================
In-game interface tools
=======================

@ -299,9 +299,13 @@ module DFHack
# construct an abstract building (stockpile, farmplot, ...)
def building_construct_abstract(bld)
if bld.getType == :Stockpile
case bld.getType
when :Stockpile
max = df.world.buildings.other[:STOCKPILE].map { |s| s.stockpile_number }.max
bld.stockpile_number = max.to_i + 1
when :Civzone
max = df.world.buildings.other[:ANY_ZONE].map { |z| z.zone_num }.max
bld.zone_num = max.to_i + 1
end
building_link bld
if !bld.flags.exists

@ -26,7 +26,7 @@ module DFHack
end
end
def map_tile_at(x, y=nil, z=nil)
def map_tile_at(x=df.cursor, y=nil, z=nil)
x = x.pos if x.respond_to?(:pos)
x, y, z = x.x, x.y, x.z if x.respond_to?(:x)
b = map_block_at(x, y, z)
@ -67,6 +67,14 @@ module DFHack
@mapblock = b
end
def offset(dx, dy=nil, dz=0)
if dx.respond_to?(:x)
dz = dx.z if dx.respond_to?(:z)
dx, dy = dx.x, dx.y
end
df.map_tile_at(@x+dx, @y+dy, @z+dz)
end
def designation
@mapblock.designation[@dx][@dy]
end
@ -191,16 +199,20 @@ module DFHack
def dig(mode=:Default)
if mode == :Smooth
if tilemat != :SOIL and caption !~ /smooth|pillar|fortification/i and # XXX caption..
designation.smooth == 0 and not df.world.job_list.find { |j|
designation.smooth == 0 and (designation.hidden or not df.world.job_list.find { |j|
# the game removes 'smooth' designation as soon as it assigns a job, if we
# re-set it the game may queue another :DetailWall that will carve a fortification
(j.job_type == :DetailWall or j.job_type == :DetailFloor) and df.same_pos?(j, self)
}
})
designation.dig = :No
designation.smooth = 1
mapblock.flags.designated = true
end
else
return if mode != :No and designation.dig == :No and not designation.hidden and df.world.job_list.find { |j|
# someone already enroute to dig here, avoid 'Inappropriate dig square' spam
JobType::Type[j.job_type] == :Digging and df.same_pos?(j, self)
}
designation.dig = mode
mapblock.flags.designated = true if mode != :No
end