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@ -1,31 +1,31 @@
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# create arbitrary items under cursor
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# create first necessity items under cursor
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category = $script_args[0] || 'help'
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category = $script_args[0] || 'help'
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mat_raw = $script_args[1] || 'list'
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mat_raw = $script_args[1] || 'list'
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count = $script_args[2]
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count = $script_args[2]
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category = df.match_rawname(category, ['help', 'bars', 'boulders', 'plants', 'logs', 'webs']) || 'help'
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category = df.match_rawname(category, ['help', 'bars', 'boulders', 'plants', 'logs', 'webs', 'anvils']) || 'help'
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if category == 'help'
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if category == 'help'
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puts <<EOS
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puts <<EOS
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Create items under the cursor.
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Create first necessity items under the cursor.
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Usage:
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Usage:
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create [category] [raws token] [number]
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create-items [category] [raws token] [number]
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Item categories:
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Item categories:
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bars, boulders, plants, logs, web
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bars, boulders, plants, logs, webs, anvils
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Raw token:
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Raw token:
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either a full token (PLANT_MAT:ADLER:WOOD) or the middle part only
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Either a full token (PLANT_MAT:ADLER:WOOD) or the middle part only
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(the missing part is autocompleted depending on the item category)
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(the missing part is autocompleted depending on the item category)
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use 'list' to show all possibilities
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Use 'list' to show all possibilities
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Exemples:
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Exemples:
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create boulders hematite 30
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create-items boulders hematite 30
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create bars CREATURE_MAT:CAT:SOAP 10
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create-items bars CREATURE_MAT:CAT:SOAP 10
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create web cave_giant
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create-items web cave_giant
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create plants list
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create-items plants list
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EOS
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EOS
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throw :script_finished
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throw :script_finished
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@ -129,6 +129,18 @@ when 'webs'
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item.dimension = 15000 # XXX may depend on creature (this is for GCS)
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item.dimension = 15000 # XXX may depend on creature (this is for GCS)
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}
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}
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when 'anvils'
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cls = DFHack::ItemAnvilst
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if mat_raw !~ /:/ and !(df.decode_mat(mat_raw) rescue nil)
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list = df.world.raws.inorganics.find_all { |ino|
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ino.material.flags[:IS_METAL]
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}.map { |ino| ino.id }
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mat_raw = match_list(mat_raw, list)
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mat_raw = "INORGANIC:#{mat_raw}"
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puts mat_raw
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end
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count ||= 1
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end
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end
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@ -156,6 +168,10 @@ count.to_i.times {
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# move game view, so that the ui menu updates
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# move game view, so that the ui menu updates
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if df.cursor.z > 5
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df.curview.feed_keys(:CURSOR_DOWN_Z)
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df.curview.feed_keys(:CURSOR_UP_Z)
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else
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df.curview.feed_keys(:CURSOR_UP_Z)
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df.curview.feed_keys(:CURSOR_UP_Z)
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df.curview.feed_keys(:CURSOR_DOWN_Z)
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df.curview.feed_keys(:CURSOR_DOWN_Z)
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end
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