Fixes to gui/advfort.lua

develop
Warmist 2016-05-20 13:55:59 +03:00
parent b7aa8aca26
commit 6c64b3441d
2 changed files with 91 additions and 86 deletions

@ -126,19 +126,6 @@ jobs_workshop={
job_fields={job_type=df.job_type.CatchLiveFish}
}, -- no items?
},
[df.workshop_type.Still]={
{
name="brew drink",
items={{flags1={distillable=true},vector_id=22},{flags1={empty=true},flags3={food_storage=true}}},
job_fields={job_type=df.job_type.BrewDrink}
},
{
name="extract from plants",
items={{item_type=df.item_type.PLANT,flags1={unrotten=true,extract_bearing_plant=true}},{item_type=df.item_type.FLASK,flags1={empty=true}}},
job_fields={job_type=df.job_type.ExtractFromPlants}
},
--mead from raws?
},
[df.workshop_type.Masons]={
defaults={item_type=df.item_type.BOULDER,item_subtype=-1,vector_id=df.job_item_vector_id.BOULDER, mat_type=0,mat_index=-1,flags3={hard=true}},--flags2={non_economic=true},
{
@ -336,20 +323,20 @@ jobs_workshop={
},
[df.workshop_type.Kitchen]={
--mat_type=2,3,4
defaults={flags1={unrotten=true,cookable=true}},
defaults={flags1={unrotten=true}},
{
name="prepare easy meal",
items={{flags1={solid=true}},{}},
items={{flags1={solid=true,cookable=true}},{flags1={cookable=true}}},
job_fields={job_type=df.job_type.PrepareMeal,mat_type=2}
},
{
name="prepare fine meal",
items={{flags1={solid=true}},{},{}},
items={{flags1={solid=true,cookable=true}},{flags1={cookable=true}},{flags1={cookable=true}}},
job_fields={job_type=df.job_type.PrepareMeal,mat_type=3}
},
{
name="prepare lavish meal",
items={{flags1={solid=true}},{},{},{}},
items={{flags1={solid=true,cookable=true}},{flags1={cookable=true}},{flags1={cookable=true}},{flags1={cookable=true}}},
job_fields={job_type=df.job_type.PrepareMeal,mat_type=4}
},
},

@ -11,6 +11,9 @@ keybinding. (e.g. ``keybinding set Ctrl-T gui/advfort``). Possible arguments:
:-a, --nodfassign: uses different method to assign items.
:-i, --inventory: checks inventory for possible items to use in the job.
:-c, --cheat: relaxes item requirements for buildings (e.g. walls from bones). Implies -a
:-u, --unsafe: ignores dangerous conditions.
:-s, --safe: only allow building and etc. only if in site
:-q, --quick: quick item select mode
:job: selects that job (e.g. Dig or FellTree)
An example of player digging in adventure mode:
@ -22,8 +25,12 @@ An example of player digging in adventure mode:
=end]]
--[==[
version: 0.044
version: 0.05
changelog:
*0.05
- fixed some reactions not showing. Now there are duplicated reactions :/
- fixed brewing accepting too many items instead of barrel
- fixed tallow making to accept fat
*0.044
- added output to clear_jobs of number of cleared jobs
- another failed attempt at gather plants fix
@ -663,7 +670,7 @@ function RemoveBuilding(args)
end
function isSuitableItem(job_item,item)
--todo butcher test
if job_item.item_type~=-1 then
if item:getType()~= job_item.item_type then
return false, "type"
@ -696,29 +703,31 @@ function isSuitableItem(job_item,item)
return false,"already cooked"
end
if type(job_item) ~= "table" and not matinfo:matches(job_item) then
--[[
local true_flags={}
for k,v in pairs(job_item.flags1) do
if v then
table.insert(true_flags,k)
if job_item.has_material_reaction_product~="" then
local ok=false
for k,v in pairs(matinfo.material.reaction_product.id) do
if v.value==job_item.has_material_reaction_product then
ok=true
break
end
end
for k,v in pairs(job_item.flags2) do
if v then
table.insert(true_flags,k)
if not ok then
return false, "no material reaction product"
end
end
for k,v in pairs(job_item.flags3) do
if v then
table.insert(true_flags,k)
if job_item.reaction_class~="" then
local ok=false
for k,v in pairs(matinfo.material.reaction_class) do
if v.value==job_item.reaction_class then
ok=true
break
end
end
for k,v in pairs(true_flags) do
print(v)
if not ok then
return false, "no material reaction class"
end
--]]
end
if type(job_item) ~= "table" and not matinfo:matches(job_item) then
return false,"matinfo"
end
-- some bonus checks:
@ -732,6 +741,7 @@ function isSuitableItem(job_item,item)
return false,"metal ore"
end
if job_item.min_dimension~=-1 then
end
-- if #job_item.contains~=0 then
-- end
@ -740,30 +750,35 @@ function isSuitableItem(job_item,item)
return false,"tool use"
end
end
if job_item.has_material_reaction_product~="" then
local ok=false
for k,v in pairs(matinfo.material.reaction_product.id) do
if v.value==job_item.has_material_reaction_product then
ok=true
break
if job_item.flags3.food_storage and not item:isFoodStorage() then
return false,"not food storage"
end
if job_item.flags1.empty and dfhack.items.getGeneralRef(item,df.general_ref_type.CONTAINS_ITEM) then
return false,"not empty"
end
if not ok then
return false, "no material reaction product"
--[[
local true_flags={}
for k,v in pairs(job_item.flags1) do
if v then
table.insert(true_flags,k.." f1")
end
end
if job_item.reaction_class~="" then
local ok=false
for k,v in pairs(matinfo.material.reaction_class) do
if v.value==job_item.reaction_class then
ok=true
break
for k,v in pairs(job_item.flags2) do
if v then
table.insert(true_flags,k.." f2")
end
end
if not ok then
return false, "no material reaction class"
for k,v in pairs(job_item.flags3) do
if v then
table.insert(true_flags,k.." f3")
end
end
for k,v in pairs(true_flags) do
print(v)
end
--]]
return true
end
function getItemsUncollected(job)
@ -1396,45 +1411,48 @@ function usetool:openShopWindowButtoned(building,no_reset)
for k,v in pairs(wui.material_category) do
wui.material_category[k]=false
end
--]]
--[[building:fillSidebarMenu()
if #wui.choices_all>0 then
wui.choices_all[#wui.choices_all-1]:click()
end
--]]
end
building:fillSidebarMenu()
local list={}
local names_already_in={}
for id,choice in pairs(wui.choices_visible) do
table.insert(list,{text=utils.call_with_string(choice,"getLabel"),button=choice})
local label=string.lower(utils.call_with_string(choice,"getLabel"))
table.insert(list,{text=label,button=choice,is_button=true})
names_already_in[label]=true
end
if #list ==0 and not no_reset then
print("Fallback")
self:openShopWindow(building)
return
--qerror("No jobs for this workshop")
end
dialog.showListPrompt("Workshop job choice", "Choose what to make",COLOR_WHITE,list,self:callback("onWorkShopButtonClicked",building)
,nil, nil,true)
end
function usetool:openShopWindow(building)
local adv=df.global.world.units.active[0]
--add fallback list if for some reason df does not make the buttons
local filter_pile=workshopJobs.getJobs(building:getType(),building:getSubtype(),building:getCustomType())
if filter_pile then
local adv=df.global.world.units.active[0]
local state={unit=adv,from_pos={x=adv.pos.x,y=adv.pos.y, z=adv.pos.z},building=building
,screen=self,bld=building,common=filter_pile.common}
choices={}
for k,v in pairs(filter_pile) do
table.insert(choices,{job_id=0,text=v.name:lower(),filter=v})
end
dialog.showListPrompt("Workshop job choice", "Choose what to make",COLOR_WHITE,choices,dfhack.curry(onWorkShopJobChosen,state)
,nil, nil,true)
,screen=self,bld=building}
if filter_pile and not no_reset then
local count=0
state.common=filter_pile.common
for i,v in ipairs(filter_pile) do
local label=v.name:lower()
if not names_already_in[label] then
table.insert(list,{job_id=0,text=label,filter=v})
count=count+1
end
end
print("Added:",count," non-button jobs")
end
if #list==0 then
qerror("no jobs for this shop")
end
dialog.showListPrompt("Workshop job choice", "Choose what to make",
COLOR_WHITE,list,
function (index,choice)
if choice.is_button then
self:onWorkShopButtonClicked(building,index,choice)
else
qerror("No jobs for this workshop")
onWorkShopJobChosen(state,index,choice)
end
end
,nil, nil,true)
end
function track_stop_configure(bld) --TODO: dedicated widget with nice interface and current setting display
local dump_choices={
{text="no dumping"},