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@ -21,8 +21,6 @@ config = {
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mode = 'fortress',
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}
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local guidm = require('gui.dwarfmode')
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local blueprints_dir = 'blueprints/'
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local input_dir = 'library/test/ecosystem/in/'
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local output_dir = 'library/test/ecosystem/out/'
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@ -191,22 +189,20 @@ local function run_blueprint(basename, set, pos)
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end
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local function reset_area(area, spec)
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dfhack.run_command('tiletypes-command', 'f', 'any')
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dfhack.run_command('tiletypes-command', 'p', 'any')
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dfhack.run_command('tiletypes-command', 'p', 's', 'wall')
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dfhack.run_command('tiletypes-command', 'p', 'sp', 'normal')
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dfhack.run_command('tiletypes-command', 'p', 'h', '1')
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dfhack.run_command('tiletypes-command', 'r', tostring(spec.width),
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tostring(spec.height), tostring(spec.depth))
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local tiletypes_pos = copyall(area.pos)
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tiletypes_pos.z = tiletypes_pos.z - spec.depth + 1 -- tiletypes goes up z's
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-- we fake the cursor position so 'tiletypes-here' works even if there is no
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-- actual live game cursor
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local saved_cursor = guidm.getCursorPos()
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guidm.setCursorPos(tiletypes_pos)
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dfhack.run_command('tiletypes-here')
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if saved_cursor then guidm.setCursorPos(saved_cursor) end
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local commands = {
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'f', 'any', ';',
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'p', 'any', ';',
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'p', 's', 'wall', ';',
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'p', 'sp', 'normal', ';',
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'p', 'h', '1', ';',
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'r', tostring(spec.width), tostring(spec.height), tostring(spec.depth)}
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dfhack.run_command('tiletypes-command', table.unpack(commands))
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-- tiletypes goes up z's, so adjust starting zlevel accordingly
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local pos = copyall(area.pos)
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pos.z = pos.z - spec.depth + 1
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dfhack.run_command('tiletypes-here', '--quiet', get_cursor_arg(pos))
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end
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function test.end_to_end()
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@ -234,8 +230,8 @@ function test.end_to_end()
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designate_area(area.pos, set.spec)
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end
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-- run dig-dug to dig out designated tiles
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dfhack.run_command('dig-dug')
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-- run dig-now to dig out designated tiles
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dfhack.run_command('dig-now')
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-- quickfort run remaining blueprints
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for _,mode_name in pairs(mode_names) do
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