Expose a few API functions to lua, and implement a room browser overlay.

develop
Alexander Gavrilov 2012-08-24 18:26:18 +04:00
parent d52c54cc76
commit 8359e80b23
7 changed files with 321 additions and 0 deletions

@ -880,6 +880,15 @@ Units module
Retrieves the profession name for the given race/caste using raws. Retrieves the profession name for the given race/caste using raws.
* ``dfhack.units.getProfessionColor(unit[,ignore_noble])``
Retrieves the color associated with the profession, using noble assignments
or raws. The ``ignore_noble`` boolean disables the use of noble positions.
* ``dfhack.units.getCasteProfessionColor(race,caste,prof_id)``
Retrieves the profession color for the given race/caste using raws.
Items module Items module
------------ ------------
@ -1032,6 +1041,11 @@ Burrows module
Buildings module Buildings module
---------------- ----------------
* ``dfhack.buildings.setOwner(item,unit)``
Replaces the owner of the building. If unit is *nil*, removes ownership.
Returns *false* in case of error.
* ``dfhack.buildings.getSize(building)`` * ``dfhack.buildings.getSize(building)``
Returns *width, height, centerx, centery*. Returns *width, height, centerx, centery*.

@ -1113,6 +1113,13 @@ or raws. The <tt class="docutils literal">ignore_noble</tt> boolean disables the
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.units.getCasteProfessionName(race,caste,prof_id[,plural])</span></tt></p> <li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.units.getCasteProfessionName(race,caste,prof_id[,plural])</span></tt></p>
<p>Retrieves the profession name for the given race/caste using raws.</p> <p>Retrieves the profession name for the given race/caste using raws.</p>
</li> </li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.units.getProfessionColor(unit[,ignore_noble])</span></tt></p>
<p>Retrieves the color associated with the profession, using noble assignments
or raws. The <tt class="docutils literal">ignore_noble</tt> boolean disables the use of noble positions.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.units.getCasteProfessionColor(race,caste,prof_id)</tt></p>
<p>Retrieves the profession color for the given race/caste using raws.</p>
</li>
</ul> </ul>
</div> </div>
<div class="section" id="items-module"> <div class="section" id="items-module">
@ -1237,6 +1244,10 @@ burrows, or the presence of invaders.</p>
<div class="section" id="buildings-module"> <div class="section" id="buildings-module">
<h3><a class="toc-backref" href="#id24">Buildings module</a></h3> <h3><a class="toc-backref" href="#id24">Buildings module</a></h3>
<ul> <ul>
<li><p class="first"><tt class="docutils literal">dfhack.buildings.setOwner(item,unit)</tt></p>
<p>Replaces the owner of the building. If unit is <em>nil</em>, removes ownership.
Returns <em>false</em> in case of error.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.buildings.getSize(building)</tt></p> <li><p class="first"><tt class="docutils literal">dfhack.buildings.getSize(building)</tt></p>
<p>Returns <em>width, height, centerx, centery</em>.</p> <p>Returns <em>width, height, centerx, centery</em>.</p>
</li> </li>

@ -45,3 +45,6 @@ keybinding add Shift-G "job-material GLASS_GREEN"
# browse linked mechanisms # browse linked mechanisms
keybinding add Ctrl-M@dwarfmode/QueryBuilding/Some gui/mechanisms keybinding add Ctrl-M@dwarfmode/QueryBuilding/Some gui/mechanisms
# browse rooms of same owner
keybinding add Alt-R@dwarfmode/QueryBuilding/Some gui/room-list.work

@ -815,6 +815,8 @@ static const LuaWrapper::FunctionReg dfhack_units_module[] = {
WRAPM(Units, getAge), WRAPM(Units, getAge),
WRAPM(Units, getProfessionName), WRAPM(Units, getProfessionName),
WRAPM(Units, getCasteProfessionName), WRAPM(Units, getCasteProfessionName),
WRAPM(Units, getProfessionColor),
WRAPM(Units, getCasteProfessionColor),
{ NULL, NULL } { NULL, NULL }
}; };
@ -985,6 +987,7 @@ static bool buildings_containsTile(df::building *bld, int x, int y, bool room) {
} }
static const LuaWrapper::FunctionReg dfhack_buildings_module[] = { static const LuaWrapper::FunctionReg dfhack_buildings_module[] = {
WRAPM(Buildings, setOwner),
WRAPM(Buildings, allocInstance), WRAPM(Buildings, allocInstance),
WRAPM(Buildings, checkFreeTiles), WRAPM(Buildings, checkFreeTiles),
WRAPM(Buildings, countExtentTiles), WRAPM(Buildings, countExtentTiles),

@ -92,6 +92,11 @@ DFHACK_EXPORT bool Read (const uint32_t index, t_building & building);
*/ */
DFHACK_EXPORT bool ReadCustomWorkshopTypes(std::map <uint32_t, std::string> & btypes); DFHACK_EXPORT bool ReadCustomWorkshopTypes(std::map <uint32_t, std::string> & btypes);
/**
* Sets the owner unit for the building.
*/
DFHACK_EXPORT bool setOwner(df::building *building, df::unit *owner);
/** /**
* Find the building located at the specified tile. * Find the building located at the specified tile.
* Does not work on civzones. * Does not work on civzones.

@ -49,6 +49,7 @@ using namespace DFHack;
#include "df/ui_look_list.h" #include "df/ui_look_list.h"
#include "df/d_init.h" #include "df/d_init.h"
#include "df/item.h" #include "df/item.h"
#include "df/unit.h"
#include "df/job.h" #include "df/job.h"
#include "df/job_item.h" #include "df/job_item.h"
#include "df/general_ref_building_holderst.h" #include "df/general_ref_building_holderst.h"
@ -177,6 +178,44 @@ bool Buildings::ReadCustomWorkshopTypes(map <uint32_t, string> & btypes)
return true; return true;
} }
bool Buildings::setOwner(df::building *bld, df::unit *unit)
{
CHECK_NULL_POINTER(bld);
if (!bld->is_room)
return false;
if (bld->owner == unit)
return true;
if (bld->owner)
{
auto &blist = bld->owner->owned_buildings;
vector_erase_at(blist, linear_index(blist, bld));
if (auto spouse = df::unit::find(bld->owner->relations.spouse_id))
{
auto &blist = spouse->owned_buildings;
vector_erase_at(blist, linear_index(blist, bld));
}
}
bld->owner = unit;
if (unit)
{
unit->owned_buildings.push_back(bld);
if (auto spouse = df::unit::find(unit->relations.spouse_id))
{
auto &blist = spouse->owned_buildings;
if (bld->canUseSpouseRoom() && linear_index(blist, bld) < 0)
blist.push_back(bld);
}
}
return true;
}
df::building *Buildings::findAtTile(df::coord pos) df::building *Buildings::findAtTile(df::coord pos)
{ {
auto occ = Maps::getTileOccupancy(pos); auto occ = Maps::getTileOccupancy(pos);

@ -0,0 +1,246 @@
-- Browses rooms owned by a unit.
local utils = require 'utils'
local gui = require 'gui'
local guidm = require 'gui.dwarfmode'
local room_type_table = {
[df.building_bedst] = { token = 'bed', qidx = 2, tile = 233 },
[df.building_tablest] = { token = 'table', qidx = 3, tile = 209 },
[df.building_chairst] = { token = 'chair', qidx = 4, tile = 210 },
[df.building_coffinst] = { token = 'coffin', qidx = 5, tile = 48 },
}
local room_quality_table = {
{ 1, 'Meager Quarters', 'Meager Dining Room', 'Meager Office', 'Grave' },
{ 100, 'Modest Quarters', 'Modest Dining Room', 'Modest Office', "Servant's Burial Chamber" },
{ 250, 'Quarters', 'Dining Room', 'Office', 'Burial Chamber' },
{ 500, 'Decent Quarters', 'Decent Dining Room', 'Decent Office', 'Tomb' },
{ 1000, 'Fine Quarters', 'Fine Dining Room', 'Splendid Office', 'Fine Tomb' },
{ 1500, 'Great Bedroom', 'Great Dining Room', 'Throne Room', 'Mausoleum' },
{ 2500, 'Grand Bedroom', 'Grand Dining Room', 'Opulent Throne Room', 'Grand Mausoleum' },
{ 10000, 'Royal Bedroom', 'Royal Dining Room', 'Royal Throne Room', 'Royal Mausoleum' }
}
function getRoomName(building, unit)
local info = room_type_table[building._type]
if not info or not building.is_room then
return utils.getBuildingName(building)
end
local quality = building:getRoomValue(unit)
local row = room_quality_table[1]
for _,v in ipairs(room_quality_table) do
if v[1] <= quality then
row = v
else
break
end
end
return row[info.qidx]
end
function makeRoomEntry(bld, unit, is_spouse)
local info = room_type_table[bld._type] or {}
return {
obj = bld,
token = info.token or '?',
tile = info.tile or '?',
caption = getRoomName(bld, unit),
can_use = (not is_spouse or bld:canUseSpouseRoom()),
owner = unit
}
end
function listRooms(unit, spouse)
local rv = {}
for _,v in pairs(unit.owned_buildings) do
if v.owner == unit then
rv[#rv+1] = makeRoomEntry(v, unit, spouse)
end
end
return rv
end
function concat_lists(...)
local rv = {}
for i = 1,select('#',...) do
local v = select(i,...)
if v then
for _,x in ipairs(v) do rv[#rv+1] = x end
end
end
return rv
end
RoomList = defclass(RoomList, guidm.MenuOverlay)
RoomList.focus_path = 'room-list'
function RoomList:init(unit)
local base_bld = df.global.world.selected_building
self:init_fields{
unit = unit, base_building = base_bld,
items = {}, selected = 1,
own_rooms = {}, spouse_rooms = {}
}
guidm.MenuOverlay.init(self)
self.old_viewport = self:getViewport()
self.old_cursor = guidm.getCursorPos()
if unit then
self.own_rooms = listRooms(unit)
self.spouse = df.unit.find(unit.relations.spouse_id)
if self.spouse then
self.spouse_rooms = listRooms(self.spouse, unit)
end
self.items = concat_lists(self.own_rooms, self.spouse_rooms)
end
if base_bld then
for i,v in ipairs(self.items) do
if v.obj == base_bld then
self.selected = i
v.tile = 26
goto found
end
end
self.base_item = makeRoomEntry(base_bld, unit)
self.base_item.owner = unit
self.base_item.old_owner = base_bld.owner
self.base_item.tile = 26
self.items = concat_lists({self.base_item}, self.items)
::found::
end
return self
end
local sex_char = { [0] = 12, [1] = 11 }
function drawUnitName(dc, unit)
dc:pen(COLOR_GREY)
if unit then
local color = dfhack.units.getProfessionColor(unit)
dc:char(sex_char[unit.sex] or '?'):advance(1):pen(color)
local vname = dfhack.units.getVisibleName(unit)
if vname and vname.has_name then
dc:string(dfhack.TranslateName(vname)..', ')
end
dc:string(dfhack.units.getProfessionName(unit))
else
dc:string("No Owner Assigned")
end
end
function drawRoomEntry(dc, entry, selected)
local color = COLOR_GREEN
if not entry.can_use then
color = COLOR_RED
elseif entry.obj.owner ~= entry.owner or not entry.owner then
color = COLOR_CYAN
end
dc:pen{fg = color, bold = (selected == entry)}
dc:char(entry.tile):advance(1):string(entry.caption)
end
function can_modify(sel_item)
return sel_item and sel_item.owner
and sel_item.can_use and not sel_item.owner.flags1.dead
end
function RoomList:onRenderBody(dc)
local sel_item = self.items[self.selected]
dc:clear():seek(1,1)
drawUnitName(dc, self.unit)
if self.base_item then
dc:newline():newline(2)
drawRoomEntry(dc, self.base_item, sel_item)
end
if #self.own_rooms > 0 then
dc:newline()
for _,v in ipairs(self.own_rooms) do
dc:newline(2)
drawRoomEntry(dc, v, sel_item)
end
end
if #self.spouse_rooms > 0 then
dc:newline():newline(1)
drawUnitName(dc, self.spouse)
dc:newline()
for _,v in ipairs(self.spouse_rooms) do
dc:newline(2)
drawRoomEntry(dc, v, sel_item)
end
end
if self.unit and #self.own_rooms == 0 and #self.spouse_rooms == 0 then
dc:newline():newline(2):string("No already assigned rooms.", COLOR_LIGHTRED)
end
dc:newline():newline(1):pen(COLOR_WHITE)
dc:string("Esc", COLOR_LIGHTGREEN):string(": Back")
if can_modify(sel_item) then
dc:string(", "):string("Enter", COLOR_LIGHTGREEN)
if sel_item.obj.owner == sel_item.owner then
dc:string(": Unassign")
else
dc:string(": Assign")
end
end
end
function RoomList:changeSelected(delta)
if #self.items <= 1 then return end
self.selected = 1 + (self.selected + delta - 1) % #self.items
self:selectBuilding(self.items[self.selected].obj)
end
function RoomList:onInput(keys)
local sel_item = self.items[self.selected]
if keys.SECONDSCROLL_UP then
self:changeSelected(-1)
elseif keys.SECONDSCROLL_DOWN then
self:changeSelected(1)
elseif keys.LEAVESCREEN then
self:dismiss()
if self.base_building then
if not sel_item or self.base_building ~= sel_item.obj then
self:selectBuilding(self.base_building, self.old_cursor, self.old_view)
end
if self.unit and self.base_building.owner == self.unit then
df.global.ui_building_in_assign = false
end
end
elseif keys.SELECT then
if can_modify(sel_item) then
local owner = sel_item.owner
if sel_item.obj.owner == owner then
owner = sel_item.old_owner
end
dfhack.buildings.setOwner(sel_item.obj, owner)
end
elseif self:simulateViewScroll(keys) then
return
end
end
local focus = dfhack.gui.getCurFocus()
if focus == 'dwarfmode/QueryBuilding/Some' then
local base = df.global.world.selected_building
mkinstance(RoomList):init(base.owner):show()
elseif focus == 'dwarfmode/QueryBuilding/Some/Assign/Unit' then
local unit = df.global.ui_building_assign_units[df.global.ui_building_item_cursor]
mkinstance(RoomList):init(unit):show()
else
qerror("This script requires the main dwarfmode view in 'q' mode")
end