Add "createitem inspect" subcommand

develop
lethosor 2020-09-19 20:33:47 -04:00
parent be1bd54860
commit 9c37a3a068
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3 changed files with 37 additions and 10 deletions

@ -2635,25 +2635,34 @@ Usage:
createitem
==========
Allows creating new items of arbitrary types and made of arbitrary materials.
By default, items created are spawned at the feet of the selected unit.
Allows creating new items of arbitrary types and made of arbitrary materials. A
unit must be selected in-game to use this command. By default, items created are
spawned at the feet of the selected unit.
Specify the item and material information as you would indicate them in
custom reaction raws, with the following differences:
* Separate the item and material with a space rather than a colon
* If the item has no subtype, omit the :NONE
* If the item is REMAINS, FISH, FISH_RAW, VERMIN, PET, or EGG,
specify a CREATURE:CASTE pair instead of a material token.
* If the item has no subtype, the ``:NONE`` can be omitted
* If the item is ``REMAINS``, ``FISH``, ``FISH_RAW``, ``VERMIN``, ``PET``, or ``EGG``,
specify a ``CREATURE:CASTE`` pair instead of a material token.
Corpses, body parts, and prepared meals cannot be created using this tool.
Examples::
To obtain the item and material tokens of an existing item, run
``createitem inspect``. Its output can be passed directly as arguments to
``createitem`` to create new matching items, as long as the item type is
supported.
Examples:
* Create 2 pairs of steel gauntlets::
createitem GLOVES:ITEM_GLOVES_GAUNTLETS INORGANIC:STEEL 2
Create 2 pairs of steel gauntlets.
* Create tower-cap logs::
createitem WOOD PLANT_MAT:TOWER_CAP:WOOD
Create tower-cap logs.
For more examples, :wiki:`see this wiki page <Utility:DFHack/createitem>`.

@ -38,6 +38,7 @@ changelog.txt uses a syntax similar to RST, with a few special sequences:
- `stockpiles`: fixed a crash when loading food stockpiles
## Misc Improvements
- `createitem`: added an ``inspect`` subcommand to print the item and material tokens of existing items, which can be used to create additional matching items
- `embark-assistant`: added support for searching for taller waterfalls (up to 50 z-levels tall)
# 0.47.04-r2

@ -53,9 +53,12 @@ DFhackCExport command_result plugin_init (color_ostream &out, std::vector<Plugin
" PET, and EGG, replace this with a creature ID and caste.\n"
" [count] - How many of the item you wish to create.\n"
"\n"
"To obtain the item and material of an existing item, run \n"
"'createitem inspect' with that item selected in-game.\n"
"\n"
"To use this command, you must select which unit will create the items.\n"
"By default, items created will be placed at that unit's feet.\n"
"To change this, type 'createitem <destination>'.\n"
"To change this, run 'createitem <destination>'.\n"
"Valid destinations:\n"
"* floor - Place items on floor beneath maker's feet.\n"
"* item - Place items inside selected container.\n"
@ -142,7 +145,21 @@ command_result df_createitem (color_ostream &out, vector <string> & parameters)
if (parameters.size() == 1)
{
if (parameters[0] == "floor")
if (parameters[0] == "inspect")
{
CoreSuspender suspend;
df::item *item = Gui::getSelectedItem(out);
if (!item)
{
return CR_FAILURE;
}
ItemTypeInfo iinfo(item->getType(), item->getSubtype());
MaterialInfo minfo(item->getMaterial(), item->getMaterialIndex());
out.print("%s %s\n", iinfo.getToken().c_str(), minfo.getToken().c_str());
return CR_OK;
}
else if (parameters[0] == "floor")
{
dest_container = -1;
dest_building = -1;