Updating Stockflow for version 42.06

The manager can now specify each type of craft individually, as well as in general.
There may be a better justification for not allowing pearl and shell scepters, though.
develop
Eric Wald 2016-02-23 22:09:26 -07:00
parent f4ce45deae
commit 8ce115646a
1 changed files with 33 additions and 1 deletions

@ -272,6 +272,8 @@ function collect_reactions()
materials.wood.adjective = "wooden"
materials.tooth.adjective = "ivory/tooth"
materials.leather.clothing_flag = "LEATHER"
materials.shell.short = true
materials.pearl.short = true
-- Collection and Entrapment
reaction_entry(result, job_types.CollectWebs)
@ -360,6 +362,7 @@ function collect_reactions()
local cloth_mats = {materials.cloth, materials.silk, materials.yarn, materials.leather}
for _, material in ipairs(cloth_mats) do
material_reactions(result, {{job_types.SewImage, "Sew", "Image"}}, material)
material.cloth = true
end
for _, spec in ipairs{materials.bone, materials.shell, materials.tooth, materials.horn, materials.pearl} do
@ -527,6 +530,14 @@ function collect_reactions()
{job_types.MakeFlask, "Forge", "Flask"},
{job_types.MakeChain, "Forge", "Chain"},
{job_types.MakeCrafts, "Make", "Crafts"},
{job_types.MakeFigurine, "Make", "Figurine"},
{job_types.MakeAmulet, "Make", "Amulet"},
{job_types.MakeScepter, "Make", "Scepter"},
{job_types.MakeCrown, "Make", "Crown"},
{job_types.MakeRing, "Make", "Ring"},
{job_types.MakeEarring, "Make", "Earring"},
{job_types.MakeBracelet, "Make", "Bracelet"},
{job_types.MakeGem, "Make Large", "Gem"},
}, mat_flags)
end
@ -719,6 +730,7 @@ function collect_reactions()
end
end
-- Crafts
for _, mat in ipairs{
materials.wood,
materials.rock,
@ -732,7 +744,27 @@ function collect_reactions()
materials.pearl,
materials.yarn,
} do
material_reactions(result, {{job_types.MakeCrafts, "Make", "Crafts"}}, mat)
material_reactions(result, {
{job_types.MakeCrafts, "Make", "Crafts"},
{job_types.MakeAmulet, "Make", "Amulet"},
{job_types.MakeBracelet, "Make", "Bracelet"},
{job_types.MakeEarring, "Make", "Earring"},
}, mat)
if not mat.cloth then
material_reactions(result, {
{job_types.MakeCrown, "Make", "Crown"},
{job_types.MakeFigurine, "Make", "Figurine"},
{job_types.MakeRing, "Make", "Ring"},
{job_types.MakeGem, "Make Large", "Gem"},
}, mat)
if not mat.short then
material_reactions(result, {
{job_types.MakeScepter, "Make", "Scepter"},
}, mat)
end
end
end
-- Siege engine parts