@ -8,7 +8,7 @@ down_alt2={key="CURSOR_DOWN_Z_AUX",desc="Use job down"},
up_alt1 = { key = " CUSTOM_CTRL_E " , desc = " Use job up " } ,
up_alt2 = { key = " CURSOR_UP_Z_AUX " , desc = " Use job up " } ,
use_same = { key = " A_MOVE_SAME_SQUARE " , desc = " Use job at the tile you are standing " } ,
workshop = { key = " CHANGETAB " , desc = " Show workshop jobs " } ,
workshop = { key = " CHANGETAB " , desc = " Show building menu " } ,
}
local gui = require ' gui '
@ -190,6 +190,13 @@ function NotConstruct(args)
return false , " Can only do it on non constructions "
end
end
function NoConstructedBuilding ( args )
local bld = dfhack.buildings . findAtTile ( args.pos )
if bld and bld.construction_stage == 3 then
return false , " Can only do it on clear area or non-finished buildings "
end
return true
end
function IsBuilding ( args )
if dfhack.buildings . findAtTile ( args.pos ) then
return true
@ -270,8 +277,8 @@ function IsUnit(args)
end
return false , " Unit must be present "
end
function itemsAtPos ( pos )
local ret = { }
function itemsAtPos ( pos ,tbl )
local ret = tbl or { }
for k , v in pairs ( df.global . world.items . all ) do
if v.pos . x == pos.x and v.pos . y == pos.y and v.pos . z == pos.z and v.flags . on_ground then
table.insert ( ret , v )
@ -379,29 +386,51 @@ function getItemsUncollected(job)
end
return ret
end
function AssignJobItems ( args )
if settings.df_assign then --use df default logic and hope that it would work
return true
function AddItem ( tbl , item , recurse )
table.insert ( tbl , item )
if recurse then
local subitems = dfhack.items . getContainedItems ( item )
if subitems ~= nil then
for k , v in pairs ( subitems ) do
AddItem ( tbl , v , recurse )
end
-- first find items that you want to use for the job
local job = args.job
local its = itemsAtPos ( args.from_pos )
if settings.check_inv then --check inventory and contained items
end
end
end
function EnumItems ( args )
local ret = args.table or { }
if args.all then
for k , v in pairs ( df.global . world.items . all ) do
if v.flags . on_ground then
AddItem ( ret , v , args.deep )
end
end
elseif args.pos ~= nil then
for k , v in pairs ( df.global . world.items . all ) do
if v.pos . x == args.pos . x and v.pos . y == args.pos . y and v.pos . z == args.pos . z and v.flags . on_ground then
AddItem ( ret , v , args.deep )
end
end
end
if args.unit ~= nil then
for k , v in pairs ( args.unit . inventory ) do
table.insert ( its , v.item )
if args.inv [ v.mode ] then
AddItem ( ret , v.item , args.deep )
end
local contained = { }
for k , v in pairs ( its ) do
local cc = dfhack.items . getContainedItems ( v )
for _ , c_item in pairs ( cc ) do
table.insert ( contained , c_item )
end
end
for k , v in pairs ( contained ) do
table.insert ( its , v )
return ret
end
function AssignJobItems ( args )
if settings.df_assign then --use df default logic and hope that it would work
return true
end
-- first find items that you want to use for the job
local job = args.job
local its = EnumItems { pos = args.from_pos , unit = args.unit ,
inv = { [ df.unit_inventory_item . T_mode.Hauled ] = settings.check_inv , [ df.unit_inventory_item . T_mode.Worn ] = settings.check_inv ,
[ df.unit_inventory_item . T_mode.Weapon ] = settings.check_inv , } , deep = true }
--[[while(#job.items>0) do --clear old job items
job.items [ # job.items - 1 ] : delete ( )
job.items : erase ( # job.items - 1 )
@ -528,7 +557,7 @@ actions={
{ " RemoveBuilding " , RemoveBuilding , { IsBuilding } } ,
{ " RemoveStairs " , df.job_type . RemoveStairs , { IsStairs , NotConstruct } } ,
--{"HandleLargeCreature" ,df.job_type.HandleLargeCreature,{isUnit},{SetCreatureRef}},
{ " Build " , AssignJobToBuild },
{ " Build " , AssignJobToBuild ,{ NoConstructedBuilding } },
}
@ -675,6 +704,26 @@ function siegeWeaponActionChosen(building,actionid)
end
end
end
function putItemToBuilding ( building , item )
if building : getType ( ) == df.building_type . Table then
dfhack.items . moveToBuilding ( item , building , 0 )
else
local container = building.contained_items [ 0 ] . item --todo maybe iterate over all, add if usemode==2?
dfhack.items . moveToContainer ( item , container )
end
end
function usetool : openPutWindow ( building )
local adv = df.global . world.units . active [ 0 ]
local items = EnumItems { pos = adv.pos , unit = adv ,
inv = { [ df.unit_inventory_item . T_mode.Hauled ] = true , [ df.unit_inventory_item . T_mode.Worn ] = true ,
[ df.unit_inventory_item . T_mode.Weapon ] = true , } , deep = true }
local choices = { }
for k , v in pairs ( items ) do
table.insert ( choices , { text = dfhack.items . getDescription ( v , 0 ) , item = v } )
end
require ( " gui.dialogs " ) . showListPrompt ( " Item choice " , " Choose item to put into: " , COLOR_WHITE , choices , function ( idx , choice ) putItemToBuilding ( building , choice.item ) end )
end
function usetool : openSiegeWindow ( building )
require ( " gui.dialogs " ) . showListPrompt ( " Engine job choice " , " Choose what to do: " , COLOR_WHITE , { " Turn " , " Load " , " Fire " } ,
dfhack.curry ( siegeWeaponActionChosen , building ) )
@ -694,6 +743,30 @@ function usetool:openShopWindow(building)
end
end
MODES = {
[ df.building_type . Table ] = { --todo filters...
name = " Put items " ,
input = usetool.openPutWindow ,
} ,
[ df.building_type . Coffin ] = {
name = " Put items " ,
input = usetool.openPutWindow ,
} ,
[ df.building_type . Box ] = {
name = " Put items " ,
input = usetool.openPutWindow ,
} ,
[ df.building_type . Weaponrack ] = {
name = " Put items " ,
input = usetool.openPutWindow ,
} ,
[ df.building_type . Armorstand ] = {
name = " Put items " ,
input = usetool.openPutWindow ,
} ,
[ df.building_type . Cabinet ] = {
name = " Put items " ,
input = usetool.openPutWindow ,
} ,
[ df.building_type . Workshop ] = {
name = " Workshop menu " ,
input = usetool.openShopWindow ,
@ -803,7 +876,7 @@ end
function usetool : isOnBuilding ( )
local adv = df.global . world.units . active [ 0 ]
local bld = dfhack.buildings . findAtTile ( adv.pos )
if bld and MODES [ bld : getType ( ) ] ~= nil and bld.construction_stage == 3 then
if bld and MODES [ bld : getType ( ) ] ~= nil then
return true , MODES [ bld : getType ( ) ] , bld
else
return false