Removed (for now) all the cruft involving item selection gui. Added unit_action for adventurer to perform work.

develop
Warmist 2014-11-30 21:46:46 +02:00
parent 8e6fcac92e
commit c1da5e2741
1 changed files with 81 additions and 183 deletions

@ -14,14 +14,14 @@ workshop={key="CHANGETAB",desc="Show building menu"},
} }
-- building filters -- building filters
build_filter={ build_filter={
forbid_all=true, --this forbits all except the "allow" forbid_all=false, --this forbits all except the "allow"
allow={"MetalSmithsForge"}, --ignored if forbit_all=false allow={"MetalSmithsForge"}, --ignored if forbit_all=false
forbid={"Custom"} --ignored if forbit_all==true forbid={} --ignored if forbit_all==true
} }
build_filter.HUMANish={ build_filter.HUMANish={
forbid_all=true, forbid_all=true,
allow={"Masons"}, allow={"Masons"},
forbid={} forbid={}
} }
local gui = require 'gui' local gui = require 'gui'
@ -34,7 +34,7 @@ local utils=require 'utils'
local tile_attrs = df.tiletype.attrs local tile_attrs = df.tiletype.attrs
settings={build_by_items=false,check_inv=false,df_assign=true} settings={build_by_items=false,check_inv=true,df_assign=false}
function hasValue(tbl,val) function hasValue(tbl,val)
for k,v in pairs(tbl) do for k,v in pairs(tbl) do
@ -138,30 +138,57 @@ function inSite()
end end
end end
--[[ low level job management ]]-- --[[ low level job management ]]--
function getLastJobLink() function findAction(unit,ltype)
local st=df.global.world.job_list ltype=ltype or df.unit_action_type.None
while st.next~=nil do for i,v in ipairs(unit.actions) do
st=st.next if v.type==ltype then
return v
end
end
end
function add_action(unit,action_data)
local action=findAction(unit) --find empty action
if action then
action:assign(action_data)
action.id=unit.next_action_id
unit.next_action_id=unit.next_action_id+1
else
local tbl=copyall(action_data)
tbl.new=true
tbl.id=unit.next_action_id
unit.actions:insert("#",tbl)
unit.next_action_id=unit.next_action_id+1
end end
return st
end end
function addNewJob(job) function addJobAction(job,unit) --what about job2?
local lastLink=getLastJobLink() if job==nil then
local newLink=df.job_list_link:new() error("invalid job")
newLink.prev=lastLink end
lastLink.next=newLink if findAction(unit,df.unit_action_type.Job) or findAction(unit,df.unit_action_type.Job2) then
newLink.item=job print("Already has job action")
job.list_link=newLink return
end
local action=findAction(unit)
local pos=copyall(unit.pos)
--local pos=copyall(job.pos)
unit.path.dest:assign(pos)
--job
local data={type=df.unit_action_type.Job,data={job={x=pos.x,y=pos.y,z=pos.z,timer=10}}}
--job2:
--local data={type=df.unit_action_type.Job2,data={job2={timer=10}}}
add_action(unit,data)
--add_action(unit,{type=df.unit_action_type.Unsteady,data={unsteady={timer=5}}})
end end
function makeJob(args) function makeJob(args)
local newJob=df.job:new() local newJob=df.job:new()
newJob.id=df.global.job_next_id newJob.id=df.global.job_next_id
df.global.job_next_id=df.global.job_next_id+1 df.global.job_next_id=df.global.job_next_id+1
--newJob.flags.special=true newJob.flags.special=true
newJob.job_type=args.job_type newJob.job_type=args.job_type
newJob.completion_timer=-1 newJob.completion_timer=-1
newJob.pos:assign(args.pos) newJob.pos:assign(args.pos)
--newJob.pos:assign(args.unit.pos)
args.job=newJob args.job=newJob
local failed local failed
for k,v in ipairs(args.pre_actions or {}) do for k,v in ipairs(args.pre_actions or {}) do
@ -185,7 +212,8 @@ function makeJob(args)
end end
end end
if failed==nil then if failed==nil then
addNewJob(newJob) dfhack.job.linkIntoWorld(newJob,true)
addJobAction(newJob,args.unit)
return newJob return newJob
else else
newJob:delete() newJob:delete()
@ -345,7 +373,7 @@ function IsWall(args)
end end
function IsTree(args) function IsTree(args)
local tt=dfhack.maps.getTileType(args.pos) local tt=dfhack.maps.getTileType(args.pos)
if tile_attrs[tt].shape==df.tiletype_shape.TREE then if tile_attrs[tt].material==df.tiletype_material.TREE then
return true return true
else else
return false, "Can only do it on trees" return false, "Can only do it on trees"
@ -586,155 +614,6 @@ function EnumItems(args)
end end
return ret return ret
end end
jobitemEditor=defclass(jobitemEditor,gui.FramedScreen)
jobitemEditor.ATTRS{
frame_style = gui.GREY_LINE_FRAME,
frame_inset = 1,
allow_add=false,
allow_remove=false,
allow_any_item=false,
job=DEFAULT_NIL,
items=DEFAULT_NIL,
}
function jobitemEditor:init(args)
--self.job=args.job
if self.job==nil then qerror("This screen must have job target") end
if self.items==nil then qerror("This screen must have item list") end
local itemChoices={}
table.insert(itemChoices,{text="<nothing>"})
for k,v in pairs(self.items) do
table.insert(itemChoices,{item=v,text=dfhack.items.getDescription(v, 0)})
end
self.itemChoices=itemChoices
self:addviews{
wid.Label{
view_id = 'label',
text = args.prompt,
text_pen = args.text_pen,
frame = { l = 0, t = 0 },
},
wid.List{
view_id = 'itemList',
frame = { l = 0, t = 2 ,b=2},
on_submit = self:callback("selectJobItem")
},
wid.Label{
frame = { b=1,l=1},
text ={{text= ": cancel",
key = "LEAVESCREEN",
on_activate= self:callback("dismiss")
},
{
gap=3,
text= ": accept",
key = "SEC_SELECT",
on_activate= self:callback("commit"),
enabled=self:callback("jobValid")
},
{
gap=3,
text= ": add",
key = "CUSTOM_A",
enabled=false,
--on_activate= self:callback("commit")
},
{
gap=3,
text= ": remove",
key = "CUSTOM_R",
enabled=false,
--on_activate= self:callback("commit")
},}
},
}
self.assigned={}
self:fill(self.job)
end
function jobitemEditor:fill(job)
local choices={}
for item_id, trg_job_item in ipairs(job.job_items) do
local str="<nothing>"
if self.assigned[item_id] ~=nil then
str=dfhack.items.getDescription(self.assigned[item_id],0)
end
local text={string.format("%3d:",item_id)}
if self.assigned[item_id]~=nil then
for subid,assigned_item in ipairs(self.assigned[item_id]) do
table.insert(text," "..dfhack.items.getDescription(assigned_item,0))
table.insert(text,"\n")
end
else
table.insert(text,"<nothing>")
end
table.insert(choices,{text=text,
job_item=trg_job_item,job_item_idx=item_id})
end
self.choices=choices
self.subviews.itemList:setChoices(choices)
end
function jobitemEditor:countMatched(job_item_idx,job_item)
local sum=0
if self.assigned[job_item_idx]==nil then return false end
for k,v in pairs(self.assigned[job_item_idx]) do
sum=sum+v:getTotalDimension()
end
return job_item.quantity<=sum
end
function jobitemEditor:jobValid()
for k,v in pairs(self.job.job_items) do
if not self:countMatched(k,v) then
return false
end
end
return true
end
function jobitemEditor:itemChosen(job_choice,index,choice)
if choice.item==nil then
self.assigned[job_choice.job_item_idx]=nil
else
self.assigned[job_choice.job_item_idx]=self.assigned[job_choice.job_item_idx] or {}
table.insert(self.assigned[job_choice.job_item_idx],choice.item)
if not self:countMatched(job_choice.job_item_idx,job_choice.job_item) then
self:selectJobItem(nil,job_choice)
end
end
self:fill(self.job)
end
function jobitemEditor:selectJobItem(index,choice)
local filtered_items={}
for k,v in pairs(self.itemChoices) do
if (v.text=="<nothing>" or isSuitableItem(choice.job_item,v.item)) and (v.item==nil or not self:isAssigned(v.item)) then
table.insert(filtered_items,v)
end
end
dialog.showListPrompt("Item choice", "Choose item:", nil, filtered_items, self:callback("itemChosen",choice), nil,nil,true) --custom item choice dialog req
end
function jobitemEditor:isAssigned(item)
for k,v in pairs(self.assigned) do
for subid, aitem in pairs(v) do
if aitem.id==item.id then
return true
end
end
end
end
function jobitemEditor:commit()
for job_item_id,v in pairs(self.assigned) do
for sub_id,cur_item in pairs(v) do
self.job.items:insert("#",{new=true,item=cur_item,role=df.job_item_ref.T_role.Reagent,job_item_idx=job_item_id})
end
end
local uncollected = getItemsUncollected(job)
if #uncollected == 0 then
self.job.flags.working=true
else
uncollected[1].is_fetching=1
self.job.flags.fetching=true
end
self:dismiss()
end
function AssignJobItems(args) function AssignJobItems(args)
if settings.df_assign then --use df default logic and hope that it would work if settings.df_assign then --use df default logic and hope that it would work
@ -864,23 +743,25 @@ function CancelJob(unit)
end end
function ContinueJob(unit) function ContinueJob(unit)
local c_job=unit.job.current_job local c_job=unit.job.current_job
if c_job then --no job to continue
c_job.flags.suspend=false if not c_job then return end
for k,v in pairs(c_job.items) do --reset suspends...
if v.is_fetching==1 then c_job.flags.suspend=false
unit.path.dest:assign(v.item.pos) for k,v in pairs(c_job.items) do --try fetching missing items
return if v.is_fetching==1 then
end unit.path.dest:assign(v.item.pos)
return
end end
unit.path.dest:assign(c_job.pos)
end end
unit.path.dest:assign(c_job.pos) -- FIXME: overwritten by actions
addJobAction(c_job,unit)
end end
actions={ actions={
{"CarveFortification" ,df.job_type.CarveFortification,{IsWall,IsHardMaterial}}, {"CarveFortification" ,df.job_type.CarveFortification,{IsWall,IsHardMaterial}},
{"DetailWall" ,df.job_type.DetailWall,{MakePredicateWieldsItem(df.job_skill.MINING),IsWall,IsHardMaterial}}, {"DetailWall" ,df.job_type.DetailWall,{IsWall,IsHardMaterial}},
{"DetailFloor" ,df.job_type.DetailFloor,{MakePredicateWieldsItem(df.job_skill.MINING),IsFloor,IsHardMaterial,SameSquare}}, {"DetailFloor" ,df.job_type.DetailFloor,{IsFloor,IsHardMaterial,SameSquare}},
{"CarveTrack" ,df.job_type.CarveTrack,{MakePredicateWieldsItem(df.job_skill.MINING),IsFloor,IsHardMaterial} {"CarveTrack" ,df.job_type.CarveTrack,{IsFloor,IsHardMaterial}
,{SetCarveDir}}, ,{SetCarveDir}},
{"Dig" ,df.job_type.Dig,{MakePredicateWieldsItem(df.job_skill.MINING),IsWall}}, {"Dig" ,df.job_type.Dig,{MakePredicateWieldsItem(df.job_skill.MINING),IsWall}},
{"CarveUpwardStaircase" ,df.job_type.CarveUpwardStaircase,{MakePredicateWieldsItem(df.job_skill.MINING),IsWall}}, {"CarveUpwardStaircase" ,df.job_type.CarveUpwardStaircase,{MakePredicateWieldsItem(df.job_skill.MINING),IsWall}},
@ -1399,9 +1280,13 @@ function usetool:onInput(keys)
if mode<0 then mode=#actions-1 end if mode<0 then mode=#actions-1 end
--elseif keys.A_LOOK then --elseif keys.A_LOOK then
-- self:sendInputToParent("A_LOOK") -- self:sendInputToParent("A_LOOK")
elseif keys["A_SHORT_WAIT"] then
--ContinueJob(adv)
self:sendInputToParent("A_SHORT_WAIT")
elseif keys[keybinds.continue.key] then elseif keys[keybinds.continue.key] then
ContinueJob(adv) ContinueJob(adv)
self:sendInputToParent("A_WAIT") self:sendInputToParent("A_SHORT_WAIT")
self.long_wait=true
else else
if self.mode~=nil then if self.mode~=nil then
if keys[keybinds.workshop.key] then if keys[keybinds.workshop.key] then
@ -1421,6 +1306,19 @@ function usetool:onInput(keys)
self.subviews.siteLabel.visible=false self.subviews.siteLabel.visible=false
end end
end end
function usetool:onIdle()
local adv=df.global.world.units.active[0]
local job=findAction(adv,df.unit_action_type.Job)
if self.long_wait and not job then
if adv.job.current_job.completion_timer==0 or adv.job.current_job.completion_timer==-1 then
self.long_wait=false
end
ContinueJob(adv)
self:sendInputToParent("A_SHORT_WAIT") --todo continue till finished
end
self._native.parent:logic()
end
function usetool:isOnBuilding() function usetool:isOnBuilding()
local adv=df.global.world.units.active[0] local adv=df.global.world.units.active[0]
local bld=dfhack.buildings.findAtTile(adv.pos) local bld=dfhack.buildings.findAtTile(adv.pos)