New and improved. Fixed bugs, now work gets done automatically.

develop
Warmist 2014-12-12 10:32:22 +02:00
parent 550cddc604
commit e22c3b099b
2 changed files with 132 additions and 147 deletions

@ -1,8 +1,12 @@
-- allows to do jobs in adv. mode.
--[==[
version: 0.003
version: 0.01
changelog:
*0.01
- instant job startation
- item selection screen (!)
- BUG:custom jobs need stuff on ground to work
*0.003
- fixed farms (i think...)
- added faster time pasing (yay for random deaths from local wildlife)
@ -48,10 +52,11 @@ local buildings=require 'dfhack.buildings'
local bdialog=require 'gui.buildings'
local workshopJobs=require 'dfhack.workshops'
local utils=require 'utils'
local gscript=require 'gui.script'
local tile_attrs = df.tiletype.attrs
settings={build_by_items=false,use_worn=false,check_inv=false,teleport_items=true,df_assign=false,gui_item_select=false}
settings={build_by_items=false,use_worn=false,check_inv=true,teleport_items=true,df_assign=false,gui_item_select=true}
function hasValue(tbl,val)
for k,v in pairs(tbl) do
@ -196,7 +201,9 @@ function addJobAction(job,unit) --what about job2?
add_action(unit,data)
--add_action(unit,{type=df.unit_action_type.Unsteady,data={unsteady={timer=5}}})
end
function makeJob(args)
function make_native_job(args)
if args.job == nil then
local newJob=df.job:new()
newJob.id=df.global.job_next_id
df.global.job_next_id=df.global.job_next_id+1
@ -207,6 +214,11 @@ function makeJob(args)
newJob.pos:assign(args.pos)
--newJob.pos:assign(args.unit.pos)
args.job=newJob
end
end
function makeJob(args)
gscript.start(function ()
make_native_job(args)
local failed
for k,v in ipairs(args.pre_actions or {}) do
local ok,msg=v(args)
@ -216,7 +228,7 @@ function makeJob(args)
end
end
if failed==nil then
AssignUnitToJob(newJob,args.unit,args.from_pos)
AssignUnitToJob(args.job,args.unit,args.from_pos)
for k,v in ipairs(args.post_actions or {}) do
local ok,msg=v(args)
if not ok then
@ -225,18 +237,18 @@ function makeJob(args)
end
end
if failed then
UnassignJob(newJob,args.unit)
UnassignJob(args.job,args.unit)
end
end
if failed==nil then
dfhack.job.linkIntoWorld(newJob,true)
addJobAction(newJob,args.unit)
return newJob
dfhack.job.linkIntoWorld(args.job,true)
addJobAction(args.job,args.unit)
args.screen:wait_tick()
else
newJob:delete()
return false,failed
args.job:delete()
dfhack.gui.showAnnouncement(msg,5,1)
end
end)
end
function UnassignJob(job,unit,unit_pos)
@ -463,7 +475,7 @@ function chooseBuildingWidthHeightDir(args) --TODO nicer selection dialog
return false
--width = ..., height = ..., direction = ...
end
CheckAndFinishBuilding=nil
function BuildingChosen(inp_args,type_id,subtype_id,custom_id)
local args=inp_args or {}
@ -484,7 +496,8 @@ function BuildingChosen(inp_args,type_id,subtype_id,custom_id)
--if settings.build_by_items then
-- args.items=itemsAtPos(inp_args.from_pos)
--end
buildings.constructBuilding(args)
args.building=buildings.constructBuilding(args)
CheckAndFinishBuilding(args,args.building)
end
@ -667,14 +680,37 @@ end
function putItemsInHauling(unit,job_item_refs)
for k,v in ipairs(job_item_refs) do
--local pos=dfhack.items.getPosition(v)
print("moving:",tostring(v),tostring(v.item))
printall(v)
if not dfhack.items.moveToInventory(v.item,unit,0,0) then
print("Could not put item:",k,v.item)
end
v.is_fetching=0
end
end
function AssignJobItems(args)
function finish_item_assign(args)
local job=args.job
local item_modes={
[df.job_type.PlantSeeds]="haul",
}
local item_mode=item_modes[job.job_type] or "teleport"
if settings.teleport_items and item_mode=="teleport" then
putItemsInBuilding(args.building,job.items)
end
local uncollected = getItemsUncollected(job)
if #uncollected == 0 then
job.flags.working=true
if item_mode=="haul" then
putItemsInHauling(args.unit,job.items)
end
else
job.flags.fetching=true
uncollected[1].is_fetching=1
end
end
function AssignJobItems(args)
print("----")
if settings.df_assign then --use df default logic and hope that it would work
return true
end
@ -688,16 +724,7 @@ function AssignJobItems(args)
else
its=EnumItems{pos=args.from_pos}
end
--[[ job item editor...
jobitemEditor{job=args.job,items=its}:show()
local ok=job.flags.working or job.flags.fetching
if not ok then
return ok, "Stuff"
else
return ok
end
--]]
-- [=[
--[[while(#job.items>0) do --clear old job items
job.items[#job.items-1]:delete()
job.items:erase(#job.items-1)
@ -723,7 +750,7 @@ function AssignJobItems(args)
if msg then
print(cur_item,msg)
end
]]--
--]]
if not settings.gui_item_select then
if (item_counts[job_id]>0 and item_suitable) or settings.build_by_items then
--cur_item.flags.in_job=true
@ -736,11 +763,23 @@ function AssignJobItems(args)
end
end
end
if settings.gui_item_select then
require('gui.script').start(function()
require('hack.scripts.gui.advfort_items').showItemEditor(job,item_suitability)
end)
print("before block")
if settings.gui_item_select and #job.job_items>0 then
local item_dialog=require('hack.scripts.gui.advfort_items')
--local rr=require('gui.script').start(function()
print("before dialog")
local ret=item_dialog.showItemEditor(job,item_suitability)
print("post dialog",ret)
--showItemEditor(job,item_suitability)
if ret then
finish_item_assign(args)
return true
else
print("Failed job, i'm confused...")
end
--end)
return false,"Selecting items"
else
if not settings.build_by_items then
for job_id, trg_job_item in ipairs(job.job_items) do
@ -750,35 +789,15 @@ function AssignJobItems(args)
end
end
end
end
local item_mode="teleport"
local item_modes={
[df.job_type.PlantSeeds]="haul",
[df.job_type.ConstructBuilding]="default",
}
item_mode=item_modes[job.job_type]
if settings.teleport_items and item_mode=="teleport" then
putItemsInBuilding(args.building,job.items)
finish_item_assign(args)
return true
end
local uncollected = getItemsUncollected(job)
if #uncollected == 0 then
job.flags.working=true
if item_mode=="haul" then
putItemsInHauling(args.unit,job.items)
end
else
job.flags.fetching=true
uncollected[1].is_fetching=1
end
return true
--]=]
end
function CheckAndFinishBuilding(args,bld)
CheckAndFinishBuilding=function (args,bld)
args.building=args.building or bld
for idx,job in pairs(bld.jobs) do
if job.job_type==df.job_type.ConstructBuilding then
@ -788,18 +807,12 @@ function CheckAndFinishBuilding(args,bld)
end
if args.job~=nil then
local ok,msg=AssignJobItems(args)
if not ok then
return false,msg
else
AssignUnitToJob(args.job,args.unit,args.from_pos)
end
args.pre_actions={AssignJobItems}
else
local t={items=buildings.getFiltersByType({},bld:getType(),bld:getSubtype(),bld:getCustomType())}
args.pre_actions={dfhack.curry(setFiltersUp,t),AssignJobItems,AssignBuildingRef}
local ok,msg=makeJob(args)
return ok,msg
end
makeJob(args)
end
function AssignJobToBuild(args)
local bld=args.building or dfhack.buildings.findAtTile(args.pos)
@ -982,21 +995,7 @@ function onWorkShopJobChosen(args,idx,choice)
args.job_type=choice.job_id
args.post_actions={AssignBuildingRef}
args.pre_actions={dfhack.curry(setFiltersUp,choice.filter),AssignJobItems}
local job,msg=makeJob(args)
if not job then
dfhack.gui.showAnnouncement(msg,5,1)
end
args.job=job
--[[for _,v in ipairs(choice.filter) do
local filter=require("utils").clone(args.common)
filter.new=true
require("utils").assign(filter,v)
--printall(filter)
job.job_items:insert("#",filter)
end--]]
--local ok,msg=AssignJobItems(args)
--print(ok,msg)
makeJob(args)
end
function siegeWeaponActionChosen(building,actionid)
local args
@ -1030,11 +1029,7 @@ function siegeWeaponActionChosen(building,actionid)
end
if args~=nil then
args.post_actions={AssignBuildingRef}
local ok,msg=makeJob(args)
if not ok then
dfhack.gui.showAnnouncement(msg,5,1)
CancelJob(args.unit)
end
makeJob(args)
end
end
function putItemToBuilding(building,item)
@ -1063,16 +1058,19 @@ function usetool:openSiegeWindow(building)
end
function usetool:onWorkShopButtonClicked(building,index,choice)
local adv=df.global.world.units.active[0]
local args={unit=adv,building=building}
if df.interface_button_building_new_jobst:is_instance(choice.button) then
print("pre-click")
choice.button:click()
print("post-click",#building.jobs)
if #building.jobs>0 then
local job=building.jobs[#building.jobs-1]
AssignUnitToJob(job,adv,adv.pos)
local ok,msg=AssignJobItems{job=job,from_pos=adv.pos,pos=adv.pos,unit=adv,building=building}
if not ok then
dfhack.gui.showAnnouncement(msg,5,1)
CancelJob(adv)
end
args.job=job
args.pos=adv.pos
args.from_pos=adv.pos
args.pre_actions={AssignJobItems}
args.screen=self
makeJob(args)
end
elseif df.interface_button_building_category_selectorst:is_instance(choice.button) or
df.interface_button_building_material_selectorst:is_instance(choice.button) then
@ -1167,29 +1165,24 @@ function usetool:armCleanTrap(building)
else
return
end
local job,msg=makeJob(args)
if not job then
print(msg)
end
args.screen=self
makeJob(args)
end
end
function usetool:hiveActions(building)
local adv=df.global.world.units.active[0]
local args={unit=adv,post_actions={AssignBuildingRef,AssignJobItems},pos=adv.pos,
from_pos=adv.pos,job_type=df.job_type.InstallColonyInHive,building=building}
from_pos=adv.pos,job_type=df.job_type.InstallColonyInHive,building=building,screen=self}
local job_filter={items={{quantity=1,item_type=df.item_type.VERMIN}} }
args.pre_actions={dfhack.curry(setFiltersUp,job_filter)}
local job,msg=makeJob(args)
if not job then
print(msg)
end
makeJob(args)
--InstallColonyInHive,
--CollectHiveProducts,
end
function usetool:operatePump(building)
local adv=df.global.world.units.active[0]
makeJob{unit=adv,post_actions={AssignBuildingRef},pos=adv.pos,from_pos=adv.pos,job_type=df.job_type.OperatePump}
makeJob{unit=adv,post_actions={AssignBuildingRef},pos=adv.pos,from_pos=adv.pos,job_type=df.job_type.OperatePump,screen=self}
end
function usetool:farmPlot(building)
local adv=df.global.world.units.active[0]
@ -1203,28 +1196,18 @@ function usetool:farmPlot(building)
end
--check if there tile is without plantseeds,add job
local args={unit=adv,pos=adv.pos,from_pos=adv.pos,
}
if not do_harvest then
local seedjob={items={{quantity=1,item_type=df.item_type.SEEDS}}}
args.job_type=df.job_type.PlantSeeds
args.pre_actions={dfhack.curry(setFiltersUp,seedjob)}
args.post_actions={AssignBuildingRef}
else
local args={unit=adv,pos=adv.pos,from_pos=adv.pos,screen=self}
if do_harvest then
args.job_type=df.job_type.HarvestPlants
args.post_actions={AssignBuildingRef}
end
local job,msg=makeJob(args)
if not job then
print(msg)
else
local ok, msg=AssignJobItems(args)
if not ok then
dfhack.gui.showAnnouncement(msg,5,1)
CancelJob(args.unit)
end
local seedjob={items={{quantity=1,item_type=df.item_type.SEEDS}}}
args.job_type=df.job_type.PlantSeeds
args.pre_actions={dfhack.curry(setFiltersUp,seedjob)}
args.post_actions={AssignBuildingRef,AssignJobItems}
end
makeJob(args)
end
MODES={
[df.building_type.Table]={ --todo filters...
@ -1293,7 +1276,9 @@ function usetool:shopInput(keys)
self:openShopWindowButtoned(self.in_shop)
end
end
function usetool:wait_tick()
self:sendInputToParent("A_SHORT_WAIT")
end
function usetool:setupFields()
local adv=df.global.world.units.active[0]
local civ_id=df.global.world.units.active[0].civ_id
@ -1347,7 +1332,7 @@ function usetool:fieldInput(keys)
if type(cur_mode[2])=="function" then
ok,msg=cur_mode[2](state)
else
ok,msg=makeJob(state)
makeJob(state)
--(adv,moddedpos(adv.pos,MOVEMENT_KEYS[code]),cur_mode[2],adv.pos,cur_mode[4])
end
@ -1355,11 +1340,7 @@ function usetool:fieldInput(keys)
if code=="SELECT" then
self:sendInputToParent("LEAVESCREEN")
end
if ok then
self:sendInputToParent("A_SHORT_WAIT")
else
dfhack.gui.showAnnouncement(msg,5,1)
end
self.long_wait=true
end
return code
end

@ -13,6 +13,7 @@ jobitemEditor.ATTRS{
allow_any_item=false,
job=DEFAULT_NIL,
items=DEFAULT_NIL,
on_okay=DEFAULT_NIL,
}
function update_slot_text(slot)
local items=""
@ -144,13 +145,16 @@ function jobitemEditor:commit()
end
end
self:dismiss()
if self.on_okay then self:on_okay() end
end
function showItemEditor(job,item_selections)
jobitemEditor{
job = job,
items = item_selections,
on_close = gscript.qresume(nil)
on_close = gscript.qresume(nil),
on_okay = gscript.mkresume(true)
--on_cancel=gscript.mkresume(false)
}:show()
return gscript.wait()