Petr Mrázek 2013-02-14 09:20:26 +01:00
commit 5df338d167
1 changed files with 69 additions and 1 deletions

@ -11,6 +11,7 @@ use_same={key="A_MOVE_SAME_SQUARE",desc="Use job at the tile you are standing"},
workshop={key="CHANGETAB",desc="Show building menu"},
}
local gui = require 'gui'
local wid=require 'gui.widgets'
local dialog=require 'gui.dialogs'
@ -393,7 +394,7 @@ function isSuitableItem(job_item,item)
if job_item.flags1.sand_bearing and not item:isSandBearing() then
return false,"not sand bearing"
end
if job_item.flags1.butcherable and not (item:getType()== df.item_type.CORPSE or item:getType()==CORPSEPIECE) then
if job_item.flags1.butcherable and not (item:getType()== df.item_type.CORPSE or item:getType()==df.item_type.CORPSEPIECE) then
return false,"not butcherable"
end
local matinfo=dfhack.matinfo.decode(item)
@ -1023,6 +1024,61 @@ function usetool:openShopWindow(building)
qerror("No jobs for this workshop")
end
end
function usetool:armCleanTrap(building)
local adv=df.global.world.units.active[0]
--[[
Lever,
PressurePlate,
CageTrap,
StoneFallTrap,
WeaponTrap,
TrackStop
--]]
if building.state==0 then
--CleanTrap
--[[ LoadCageTrap,
LoadStoneTrap,
LoadWeaponTrap,
]]
local args={unit=adv,post_actions={AssignBuildingRef,AssignJobItems},pos=adv.pos,from_pos=adv.pos,job_type=df.job_type.CleanTrap}
if building.trap_type==df.trap_type.CageTrap then
args.job_type=df.job_type.LoadCageTrap
local job_filter={items={{quantity=1,item_type=df.item_type.CAGE}} }
args.pre_actions={dfhack.curry(setFiltersUp,job_filter)}
elseif building.trap_type==df.trap_type.StoneFallTrap then
args.job_type=df.job_type.LoadStoneTrap
local job_filter={items={{quantity=1,item_type=df.item_type.BOULDER}} }
args.pre_actions={dfhack.curry(setFiltersUp,job_filter)}
elseif building.trap_type==df.trap_type.WeaponTrap then
qerror("TODO")
else
return
end
local job,msg=makeJob(args)
if not job then
print(msg)
end
end
end
function usetool:hiveActions(building)
local adv=df.global.world.units.active[0]
local args={unit=adv,post_actions={AssignBuildingRef,AssignJobItems},pos=adv.pos,from_pos=adv.pos,job_type=df.job_type.InstallColonyInHive}
local job_filter={items={{quantity=1,item_type=df.item_type.VERMIN}} }
args.pre_actions={dfhack.curry(setFiltersUp,job_filter)}
local job,msg=makeJob(args)
if not job then
print(msg)
end
--InstallColonyInHive,
--CollectHiveProducts,
end
function usetool:operatePump(building)
local adv=df.global.world.units.active[0]
makeJob{unit=adv,post_actions={AssignBuildingRef},pos=adv.pos,from_pos=adv.pos,job_type=df.job_type.OperatePump}
end
function usetool:farmPlot(building)
local adv=df.global.world.units.active[0]
local do_harvest=false
@ -1095,6 +1151,18 @@ MODES={
[df.building_type.FarmPlot]={
name="Plant/Harvest",
input=usetool.farmPlot,
},
[df.building_type.ScrewPump]={
name="Operate Pump",
input=usetool.operatePump,
},
[df.building_type.Trap]={
name="Arm/Clean Trap",
input=usetool.armCleanTrap,
},
[df.building_type.Hive]={
name="Hive actions",
input=usetool.hiveActions,
}
}
function usetool:shopMode(enable,mode,building)