diff --git a/plugins/ruby/map.rb b/plugins/ruby/map.rb index 4e8bf9100..9629c3f9e 100644 --- a/plugins/ruby/map.rb +++ b/plugins/ruby/map.rb @@ -67,6 +67,14 @@ module DFHack @mapblock = b end + def offset(dx, dy=nil, dz=0) + if dx.respond_to?(:x) + dz = dx.z if dx.respond_to?(:z) + dx, dy = dx.x, dx.y + end + df.map_tile_at(@x+dx, @y+dy, @z+dz) + end + def designation @mapblock.designation[@dx][@dy] end @@ -191,16 +199,20 @@ module DFHack def dig(mode=:Default) if mode == :Smooth if tilemat != :SOIL and caption !~ /smooth|pillar|fortification/i and # XXX caption.. - designation.smooth == 0 and not df.world.job_list.find { |j| + designation.smooth == 0 and (designation.hidden or not df.world.job_list.find { |j| # the game removes 'smooth' designation as soon as it assigns a job, if we # re-set it the game may queue another :DetailWall that will carve a fortification (j.job_type == :DetailWall or j.job_type == :DetailFloor) and df.same_pos?(j, self) - } + }) designation.dig = :No designation.smooth = 1 mapblock.flags.designated = true end else + return if mode != :No and designation.dig == :No and not designation.hidden and df.world.job_list.find { |j| + # someone already enroute to dig here, avoid 'Inappropriate dig square' spam + JobType::Type[j.job_type] == :Digging and df.same_pos?(j, self) + } designation.dig = mode mapblock.flags.designated = true if mode != :No end