reverted to old way of reseting the menu, added setup for race/civ/group ids and main.fortress_entity.
develop
Warmist 2013-01-04 00:48:24 +02:00
parent 179c7ae32a
commit 8ffafd8a26
1 changed files with 45 additions and 5 deletions

@ -929,21 +929,23 @@ function usetool:onWorkShopButtonClicked(building,index,choice)
choice.button:click() choice.button:click()
self:openShopWindowButtoned(building,true) self:openShopWindowButtoned(building,true)
end end
printall(choice)
end end
function usetool:openShopWindowButtoned(building,no_reset) function usetool:openShopWindowButtoned(building,no_reset)
self:setupFields()
local wui=df.global.ui_sidebar_menus.workshop_job local wui=df.global.ui_sidebar_menus.workshop_job
if not no_reset then if not no_reset then
--[[ manual reset incase the df-one does not exist? -- [[ manual reset incase the df-one does not exist?
wui:assign{category_id=-1,mat_type=-1,mat_index=-1} wui:assign{category_id=-1,mat_type=-1,mat_index=-1}
for k,v in pairs(wui.material_category) do for k,v in pairs(wui.material_category) do
wui.material_category[k]=false wui.material_category[k]=false
end end
]]-- --]]
building:fillSidebarMenu() --[[building:fillSidebarMenu()
if #wui.choices_all>0 then if #wui.choices_all>0 then
wui.choices_all[#wui.choices_all-1]:click() wui.choices_all[#wui.choices_all-1]:click()
end end
--]]
end end
building:fillSidebarMenu() building:fillSidebarMenu()
@ -951,7 +953,8 @@ function usetool:openShopWindowButtoned(building,no_reset)
for id,choice in pairs(wui.choices_visible) do for id,choice in pairs(wui.choices_visible) do
table.insert(list,{text=utils.call_with_string(choice,"getLabel"),button=choice}) table.insert(list,{text=utils.call_with_string(choice,"getLabel"),button=choice})
end end
if #list ==0 then if #list ==0 and not no_reset then
print("Fallback")
self:openShopWindow(building) self:openShopWindow(building)
return return
--qerror("No jobs for this workshop") --qerror("No jobs for this workshop")
@ -1027,6 +1030,43 @@ function usetool:shopInput(keys)
self:openShopWindowButtoned(self.in_shop) self:openShopWindowButtoned(self.in_shop)
end end
end end
function advGlobalPos()
local wd=df.global.world.world_data
return wd.adv_region_x*16+wd.adv_emb_x,wd.adv_region_y*16+wd.adv_emb_y
end
function inSite()
local tx,ty=advGlobalPos()
for k,v in pairs(df.global.world.world_data.sites) do
local tp={v.pos.x,v.pos.y}
if tx>=tp[1]*16+v.rgn_min_x and tx<=tp[1]*16+v.rgn_max_x and
ty>=tp[2]*16+v.rgn_min_y and ty<=tp[2]*16+v.rgn_max_y then
return v
end
end
end
function usetool:setupFields()
local adv=df.global.world.units.active[0]
local civ_id=df.global.world.units.active[0].civ_id
local ui=df.global.ui
ui.civ_id = civ_id
ui.main.fortress_entity=df.historical_entity.find(civ_id)
ui.race_id=adv.race
local nem=dfhack.units.getNemesis(adv)
if nem then
local links=nem.figure.entity_links
for _,link in ipairs(links) do
local hist_entity=df.historical_entity.find(link.entity_id)
if hist_entity and hist_entity.type==df.historical_entity_type.SiteGovernment then
ui.group_id=link.entity_id
break
end
end
end
local site= inSite()
if site then
ui.site_id=site.id
end
end
function usetool:fieldInput(keys) function usetool:fieldInput(keys)
local adv=df.global.world.units.active[0] local adv=df.global.world.units.active[0]
local cur_mode=actions[(mode or 0)+1] local cur_mode=actions[(mode or 0)+1]