Refactoring a table insert into reaction_entry.

develop
Eric Wald 2015-03-15 16:02:29 -06:00
parent 11d65b4f2d
commit 81c2a6e79f
1 changed files with 64 additions and 64 deletions

@ -149,7 +149,7 @@ function select_order(stockpile)
screen:show()
end
function reaction_entry(job_type, values, name)
function reaction_entry(reactions, job_type, values, name)
local order = df.manager_order:new()
-- These defaults differ from the newly created order's.
order:assign{
@ -165,10 +165,10 @@ function reaction_entry(job_type, values, name)
order:assign(values)
end
return {
table.insert(reactions, {
name = name or df.job_type.attrs[job_type].caption,
order = order,
}
})
end
function resource_reactions(reactions, job_type, mat_info, keys, items, options)
@ -191,7 +191,7 @@ function resource_reactions(reactions, job_type, mat_info, keys, items, options)
end
values.item_subtype = itemid
table.insert(reactions, reaction_entry(job_type, values, start.." "..mat_info.adjective..item_name))
reaction_entry(reactions, job_type, values, start.." "..mat_info.adjective..item_name)
end
end
end
@ -204,7 +204,7 @@ function material_reactions(reactions, itemtypes, mat_info)
line = line.." "..row[3]
end
table.insert(reactions, reaction_entry(row[1], mat_info.management, line))
reaction_entry(reactions, row[1], mat_info.management, line)
end
end
@ -252,11 +252,11 @@ function collect_reactions()
materials.leather.clothing_flag = "LEATHER"
-- Collection and Entrapment
table.insert(result, reaction_entry(job_types.CollectWebs))
table.insert(result, reaction_entry(job_types.CollectSand))
table.insert(result, reaction_entry(job_types.CollectClay))
table.insert(result, reaction_entry(job_types.CatchLiveLandAnimal))
table.insert(result, reaction_entry(job_types.CatchLiveFish))
reaction_entry(result, job_types.CollectWebs)
reaction_entry(result, job_types.CollectSand)
reaction_entry(result, job_types.CollectClay)
reaction_entry(result, job_types.CatchLiveLandAnimal)
reaction_entry(result, job_types.CatchLiveFish)
-- Cutting, encrusting, and metal extraction.
local rock_types = df.global.world.raws.inorganics
@ -264,36 +264,36 @@ function collect_reactions()
local material = rock_types[rock_id].material
local rock_name = material.state_adj.Solid
if material.flags.IS_STONE or material.flags.IS_GEM then
table.insert(result, reaction_entry(job_types.CutGems, {
reaction_entry(result, job_types.CutGems, {
mat_type = 0,
mat_index = rock_id,
}, "Cut "..rock_name))
}, "Cut "..rock_name)
table.insert(result, reaction_entry(job_types.EncrustWithGems, {
reaction_entry(result, job_types.EncrustWithGems, {
mat_type = 0,
mat_index = rock_id,
item_category = {finished_goods = true},
}, "Encrust Finished Goods With "..rock_name))
}, "Encrust Finished Goods With "..rock_name)
table.insert(result, reaction_entry(job_types.EncrustWithGems, {
reaction_entry(result, job_types.EncrustWithGems, {
mat_type = 0,
mat_index = rock_id,
item_category = {furniture = true},
}, "Encrust Furniture With "..rock_name))
}, "Encrust Furniture With "..rock_name)
table.insert(result, reaction_entry(job_types.EncrustWithGems, {
reaction_entry(result, job_types.EncrustWithGems, {
mat_type = 0,
mat_index = rock_id,
item_category = {ammo = true},
}, "Encrust Ammo With "..rock_name))
}, "Encrust Ammo With "..rock_name)
end
if #rock_types[rock_id].metal_ore.mat_index > 0 then
table.insert(result, reaction_entry(job_types.SmeltOre, {mat_type = 0, mat_index = rock_id}, "Smelt "..rock_name.." Ore"))
reaction_entry(result, job_types.SmeltOre, {mat_type = 0, mat_index = rock_id}, "Smelt "..rock_name.." Ore")
end
if #rock_types[rock_id].thread_metal.mat_index > 0 then
table.insert(result, reaction_entry(job_types.ExtractMetalStrands, {mat_type = 0, mat_index = rock_id}))
reaction_entry(result, job_types.ExtractMetalStrands, {mat_type = 0, mat_index = rock_id})
end
end
@ -311,28 +311,28 @@ function collect_reactions()
management = {mat_type = glass_id},
})
table.insert(result, reaction_entry(job_types.CutGlass, {mat_type = glass_id}, "Cut "..glass_name))
reaction_entry(result, job_types.CutGlass, {mat_type = glass_id}, "Cut "..glass_name)
table.insert(result, reaction_entry(job_types.EncrustWithGlass, {
reaction_entry(result, job_types.EncrustWithGlass, {
mat_type = glass_id,
item_category = {finished_goods = true},
}, "Encrust Finished Goods With "..glass_name))
}, "Encrust Finished Goods With "..glass_name)
table.insert(result, reaction_entry(job_types.EncrustWithGlass, {
reaction_entry(result, job_types.EncrustWithGlass, {
mat_type = glass_id,
item_category = {furniture = true},
}, "Encrust Furniture With "..glass_name))
}, "Encrust Furniture With "..glass_name)
table.insert(result, reaction_entry(job_types.EncrustWithGlass, {
reaction_entry(result, job_types.EncrustWithGlass, {
mat_type = glass_id,
item_category = {ammo = true},
}, "Encrust Ammo With "..glass_name))
}, "Encrust Ammo With "..glass_name)
end
end
-- Dyeing
table.insert(result, reaction_entry(job_types.DyeThread))
table.insert(result, reaction_entry(job_types.DyeCloth))
reaction_entry(result, job_types.DyeThread)
reaction_entry(result, job_types.DyeCloth)
-- Sew Image
local cloth_mats = {materials.cloth, materials.silk, materials.yarn, materials.leather}
@ -344,45 +344,45 @@ function collect_reactions()
material_reactions(result, {{job_types.DecorateWith, "Decorate With"}}, spec)
end
table.insert(result, reaction_entry(job_types.MakeTotem))
table.insert(result, reaction_entry(job_types.ButcherAnimal))
table.insert(result, reaction_entry(job_types.MillPlants))
table.insert(result, reaction_entry(job_types.MakePotashFromLye))
table.insert(result, reaction_entry(job_types.MakePotashFromAsh))
reaction_entry(result, job_types.MakeTotem)
reaction_entry(result, job_types.ButcherAnimal)
reaction_entry(result, job_types.MillPlants)
reaction_entry(result, job_types.MakePotashFromLye)
reaction_entry(result, job_types.MakePotashFromAsh)
-- Kitchen
table.insert(result, reaction_entry(job_types.PrepareMeal, {mat_type = 2}, "Prepare Easy Meal"))
table.insert(result, reaction_entry(job_types.PrepareMeal, {mat_type = 3}, "Prepare Fine Meal"))
table.insert(result, reaction_entry(job_types.PrepareMeal, {mat_type = 4}, "Prepare Lavish Meal"))
reaction_entry(result, job_types.PrepareMeal, {mat_type = 2}, "Prepare Easy Meal")
reaction_entry(result, job_types.PrepareMeal, {mat_type = 3}, "Prepare Fine Meal")
reaction_entry(result, job_types.PrepareMeal, {mat_type = 4}, "Prepare Lavish Meal")
if v34 then
-- Brew Drink
table.insert(result, reaction_entry(job_types.BrewDrink))
reaction_entry(result, job_types.BrewDrink)
end
-- Weaving
table.insert(result, reaction_entry(job_types.WeaveCloth, {material_category = {plant = true}}, "Weave Thread into Cloth"))
table.insert(result, reaction_entry(job_types.WeaveCloth, {material_category = {silk = true}}, "Weave Thread into Silk"))
table.insert(result, reaction_entry(job_types.WeaveCloth, {material_category = {yarn = true}}, "Weave Yarn into Cloth"))
reaction_entry(result, job_types.WeaveCloth, {material_category = {plant = true}}, "Weave Thread into Cloth")
reaction_entry(result, job_types.WeaveCloth, {material_category = {silk = true}}, "Weave Thread into Silk")
reaction_entry(result, job_types.WeaveCloth, {material_category = {yarn = true}}, "Weave Yarn into Cloth")
-- Extracts, farmer's workshop, and wood burning
table.insert(result, reaction_entry(job_types.ExtractFromPlants))
table.insert(result, reaction_entry(job_types.ExtractFromRawFish))
table.insert(result, reaction_entry(job_types.ExtractFromLandAnimal))
table.insert(result, reaction_entry(job_types.PrepareRawFish))
table.insert(result, reaction_entry(job_types.MakeCheese))
table.insert(result, reaction_entry(job_types.MilkCreature))
table.insert(result, reaction_entry(job_types.ShearCreature))
table.insert(result, reaction_entry(job_types.SpinThread))
table.insert(result, reaction_entry(job_types.MakeLye))
table.insert(result, reaction_entry(job_types.ProcessPlants))
reaction_entry(result, job_types.ExtractFromPlants)
reaction_entry(result, job_types.ExtractFromRawFish)
reaction_entry(result, job_types.ExtractFromLandAnimal)
reaction_entry(result, job_types.PrepareRawFish)
reaction_entry(result, job_types.MakeCheese)
reaction_entry(result, job_types.MilkCreature)
reaction_entry(result, job_types.ShearCreature)
reaction_entry(result, job_types.SpinThread)
reaction_entry(result, job_types.MakeLye)
reaction_entry(result, job_types.ProcessPlants)
if v34 then
table.insert(result, reaction_entry(job_types.ProcessPlantsBag))
reaction_entry(result, job_types.ProcessPlantsBag)
end
table.insert(result, reaction_entry(job_types.ProcessPlantsVial))
table.insert(result, reaction_entry(job_types.ProcessPlantsBarrel))
table.insert(result, reaction_entry(job_types.MakeCharcoal))
table.insert(result, reaction_entry(job_types.MakeAsh))
reaction_entry(result, job_types.ProcessPlantsVial)
reaction_entry(result, job_types.ProcessPlantsBarrel)
reaction_entry(result, job_types.MakeCharcoal)
reaction_entry(result, job_types.MakeAsh)
-- Reactions defined in the raws.
-- Not all reactions are allowed to the civilization.
@ -397,7 +397,7 @@ function collect_reactions()
for _, reaction_id in ipairs(entity.entity_raw.workshops.permitted_reaction_id) do
local reaction = df.global.world.raws.reactions[reaction_id]
local name = string.gsub(reaction.name, "^.", string.upper)
table.insert(result, reaction_entry(job_types.CustomReaction, {reaction_name = reaction.code}, name))
reaction_entry(result, job_types.CustomReaction, {reaction_name = reaction.code}, name)
end
-- Metal forging
@ -412,7 +412,7 @@ function collect_reactions()
}
if material.flags.IS_METAL then
table.insert(result, reaction_entry(job_types.StudWith, mat_flags.management, "Stud With "..rock_name))
reaction_entry(result, job_types.StudWith, mat_flags.management, "Stud With "..rock_name)
if material.flags.ITEMS_WEAPON then
-- Todo: Are these really the right flags to check?
@ -525,7 +525,7 @@ function collect_reactions()
end
-- Traction Bench
table.insert(result, reaction_entry(job_types.ConstructTractionBench))
reaction_entry(result, job_types.ConstructTractionBench)
-- Non-metal weapons
resource_reactions(result, job_types.MakeWeapon, materials.wood, entity.resources.weapon_type, itemdefs.weapons, {
@ -649,7 +649,7 @@ function collect_reactions()
end
-- Bed, specified as wooden.
table.insert(result, reaction_entry(job_types.ConstructBed, materials.wood.management))
reaction_entry(result, job_types.ConstructBed, materials.wood.management)
-- Windows
for _, mat_info in ipairs(glasses) do
@ -659,7 +659,7 @@ function collect_reactions()
end
-- Rock Mechanisms
table.insert(result, reaction_entry(job_types.ConstructMechanisms, materials.rock.management))
reaction_entry(result, job_types.ConstructMechanisms, materials.rock.management)
resource_reactions(result, job_types.AssembleSiegeAmmo, materials.wood, entity.resources.siegeammo_type, itemdefs.siege_ammo, {
verb = "Assemble",
@ -718,8 +718,8 @@ function collect_reactions()
end
-- Siege engine parts
table.insert(result, reaction_entry(job_types.ConstructCatapultParts, materials.wood.management))
table.insert(result, reaction_entry(job_types.ConstructBallistaParts, materials.wood.management))
reaction_entry(result, job_types.ConstructCatapultParts, materials.wood.management)
reaction_entry(result, job_types.ConstructBallistaParts, materials.wood.management)
for _, mat in ipairs{materials.wood, materials.bone} do
resource_reactions(result, job_types.MakeAmmo, mat, entity.resources.ammo_type, itemdefs.ammo, {
@ -736,7 +736,7 @@ function collect_reactions()
end
-- Melt a Metal Object
table.insert(result, reaction_entry(job_types.MeltMetalObject))
reaction_entry(result, job_types.MeltMetalObject)
return result
end