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@ -17,6 +17,7 @@ local dialog=require 'gui.dialogs'
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local buildings=require 'dfhack.buildings'
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local bdialog=require 'gui.buildings'
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local workshopJobs=require 'dfhack.workshops'
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local utils=require 'utils'
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local tile_attrs = df.tiletype.attrs
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@ -211,10 +212,19 @@ function IsConstruct(args)
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return false, "Can only do it on constructions"
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end
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end
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function SameSquare(args)
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local pos1=args.pos
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local pos2=args.from_pos
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if pos1.x==pos2.x and pos1.y==pos2.y and pos1.z==pos2.z then
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return true
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else
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return false, "Can only do it on same square"
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end
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end
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function IsHardMaterial(args)
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local tt=dfhack.maps.getTileType(args.pos)
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local mat=tile_attrs[tt].material
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local hard_materials={df.tiletype_material.STONE,df.tiletype_material.FEATURE,
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local hard_materials=makeset{df.tiletype_material.STONE,df.tiletype_material.FEATURE,
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df.tiletype_material.LAVA_STONE,df.tiletype_material.MINERAL,df.tiletype_material.FROZEN_LIQUID,}
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if hard_materials[mat] then
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return true
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@ -440,6 +450,155 @@ function EnumItems(args)
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end
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return ret
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end
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jobitemEditor=defclass(jobitemEditor,gui.FramedScreen)
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jobitemEditor.ATTRS{
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frame_style = gui.GREY_LINE_FRAME,
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frame_inset = 1,
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allow_add=false,
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allow_remove=false,
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allow_any_item=false,
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job=DEFAULT_NIL,
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items=DEFAULT_NIL,
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}
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function jobitemEditor:init(args)
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--self.job=args.job
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if self.job==nil then qerror("This screen must have job target") end
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if self.items==nil then qerror("This screen must have item list") end
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local itemChoices={}
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table.insert(itemChoices,{text="<nothing>"})
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for k,v in pairs(self.items) do
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table.insert(itemChoices,{item=v,text=dfhack.items.getDescription(v, 0)})
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end
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self.itemChoices=itemChoices
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self:addviews{
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wid.Label{
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view_id = 'label',
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text = args.prompt,
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text_pen = args.text_pen,
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frame = { l = 0, t = 0 },
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},
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wid.List{
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view_id = 'itemList',
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frame = { l = 0, t = 2 ,b=2},
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on_submit = self:callback("selectJobItem")
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},
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wid.Label{
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frame = { b=1,l=1},
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text ={{text= ": cancel",
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key = "LEAVESCREEN",
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on_activate= self:callback("dismiss")
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},
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{
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gap=3,
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text= ": accept",
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key = "SEC_SELECT",
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on_activate= self:callback("commit"),
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enabled=self:callback("jobValid")
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},
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{
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gap=3,
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text= ": add",
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key = "CUSTOM_A",
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enabled=false,
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--on_activate= self:callback("commit")
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},
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{
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gap=3,
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text= ": remove",
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key = "CUSTOM_R",
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enabled=false,
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--on_activate= self:callback("commit")
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},}
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},
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}
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self.assigned={}
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self:fill(self.job)
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end
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function jobitemEditor:fill(job)
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local choices={}
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for item_id, trg_job_item in ipairs(job.job_items) do
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local str="<nothing>"
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if self.assigned[item_id] ~=nil then
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str=dfhack.items.getDescription(self.assigned[item_id],0)
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end
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local text={string.format("%3d:",item_id)}
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if self.assigned[item_id]~=nil then
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for subid,assigned_item in ipairs(self.assigned[item_id]) do
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table.insert(text," "..dfhack.items.getDescription(assigned_item,0))
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table.insert(text,"\n")
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end
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else
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table.insert(text,"<nothing>")
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end
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table.insert(choices,{text=text,
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job_item=trg_job_item,job_item_idx=item_id})
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end
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self.choices=choices
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self.subviews.itemList:setChoices(choices)
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end
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function jobitemEditor:countMatched(job_item_idx,job_item)
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local sum=0
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if self.assigned[job_item_idx]==nil then return false end
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for k,v in pairs(self.assigned[job_item_idx]) do
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sum=sum+v:getTotalDimension()
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end
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return job_item.quantity<=sum
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end
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function jobitemEditor:jobValid()
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for k,v in pairs(self.job.job_items) do
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if not self:countMatched(k,v) then
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return false
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end
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end
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return true
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end
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function jobitemEditor:itemChosen(job_choice,index,choice)
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if choice.item==nil then
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self.assigned[job_choice.job_item_idx]=nil
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else
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self.assigned[job_choice.job_item_idx]=self.assigned[job_choice.job_item_idx] or {}
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table.insert(self.assigned[job_choice.job_item_idx],choice.item)
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if not self:countMatched(job_choice.job_item_idx,job_choice.job_item) then
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self:selectJobItem(nil,job_choice)
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end
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end
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self:fill(self.job)
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end
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function jobitemEditor:selectJobItem(index,choice)
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local filtered_items={}
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for k,v in pairs(self.itemChoices) do
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if (v.text=="<nothing>" or isSuitableItem(choice.job_item,v.item)) and (v.item==nil or not self:isAssigned(v.item)) then
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table.insert(filtered_items,v)
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end
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end
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dialog.showListPrompt("Item choice", "Choose item:", nil, filtered_items, self:callback("itemChosen",choice), nil,nil,true) --custom item choice dialog req
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end
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function jobitemEditor:isAssigned(item)
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for k,v in pairs(self.assigned) do
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for subid, aitem in pairs(v) do
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if aitem.id==item.id then
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return true
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end
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end
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end
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end
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function jobitemEditor:commit()
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for job_item_id,v in pairs(self.assigned) do
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for sub_id,cur_item in pairs(v) do
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self.job.items:insert("#",{new=true,item=cur_item,role=df.job_item_ref.T_role.Reagent,job_item_idx=job_item_id})
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end
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end
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local uncollected = getItemsUncollected(job)
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if #uncollected == 0 then
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self.job.flags.working=true
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else
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uncollected[1].is_fetching=1
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self.job.flags.fetching=true
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end
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self:dismiss()
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end
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function AssignJobItems(args)
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if settings.df_assign then --use df default logic and hope that it would work
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@ -450,6 +609,16 @@ function AssignJobItems(args)
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local its=EnumItems{pos=args.from_pos,unit=args.unit,
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inv={[df.unit_inventory_item.T_mode.Hauled]=settings.check_inv,[df.unit_inventory_item.T_mode.Worn]=settings.check_inv,
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[df.unit_inventory_item.T_mode.Weapon]=settings.check_inv,},deep=true}
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--[[ job item editor...
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jobitemEditor{job=args.job,items=its}:show()
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local ok=job.flags.working or job.flags.fetching
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if not ok then
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return ok, "Stuff"
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else
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return ok
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end
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--]]
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-- [=[
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--[[while(#job.items>0) do --clear old job items
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job.items[#job.items-1]:delete()
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job.items:erase(#job.items-1)
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@ -496,6 +665,7 @@ function AssignJobItems(args)
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--todo set working for workshops if items are present, else set fetching (and at least one item to is_fetching=1)
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--job.flags.working=true
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return true
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--]=]
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end
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function AssignJobToBuild(args)
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local bld=dfhack.buildings.findAtTile(args.pos)
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@ -554,9 +724,9 @@ function ContinueJob(unit)
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end
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actions={
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{"CarveFortification" ,df.job_type.CarveFortification,{IsWall,IsHardMat}},
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{"DetailWall" ,df.job_type.DetailWall,{IsWall,IsHardMat}},
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{"DetailFloor" ,df.job_type.DetailFloor,{IsFloor,IsHardMat}},
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{"CarveFortification" ,df.job_type.CarveFortification,{IsWall,IsHardMaterial}},
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{"DetailWall" ,df.job_type.DetailWall,{IsWall,IsHardMaterial}},
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{"DetailFloor" ,df.job_type.DetailFloor,{IsFloor,IsHardMaterial,SameSquare}},
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--{"CarveTrack" ,df.job_type.CarveTrack}, -- does not work??
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{"Dig" ,df.job_type.Dig,{MakePredicateWieldsItem(df.job_skill.MINING),IsWall}},
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{"CarveUpwardStaircase" ,df.job_type.CarveUpwardStaircase,{MakePredicateWieldsItem(df.job_skill.MINING),IsWall}},
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@ -745,8 +915,47 @@ function usetool:openSiegeWindow(building)
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require("gui.dialogs").showListPrompt("Engine job choice", "Choose what to do:",COLOR_WHITE,{"Turn","Load","Fire"},
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dfhack.curry(siegeWeaponActionChosen,building))
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end
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function usetool:onWorkShopButtonClicked(building,index,choice)
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local adv=df.global.world.units.active[0]
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if df.interface_button_building_new_jobst:is_instance(choice.button) then
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choice.button:click()
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if #building.jobs>0 then
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local job=building.jobs[#building.jobs-1]
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AssignUnitToJob(job,adv,adv.pos)
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AssignJobItems{job=job,from_pos=adv.pos,pos=adv.pos,unit=adv}
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end
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elseif df.interface_button_building_category_selectorst:is_instance(choice.button) or
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df.interface_button_building_material_selectorst:is_instance(choice.button) then
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choice.button:click()
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self:openShopWindowButtoned(building,true)
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end
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printall(choice)
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end
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function usetool:openShopWindowButtoned(building,no_reset)
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local wui=df.global.ui_sidebar_menus.workshop_job
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if not no_reset then
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wui:assign{category_id=-1,mat_type=-1,mat_index=-1}
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for k,v in pairs(wui.material_category) do
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wui.material_category[k]=false
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end
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end
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building:fillSidebarMenu()
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local list={}
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for id,choice in pairs(wui.choices_visible) do
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table.insert(list,{text=utils.call_with_string(choice,"getLabel"),button=choice})
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end
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if #list ==0 then
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self:openShopWindow(building)
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return
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--qerror("No jobs for this workshop")
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end
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require("gui.dialogs").showListPrompt("Workshop job choice", "Choose what to make",COLOR_WHITE,list,self:callback("onWorkShopButtonClicked",building)
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,nil, nil,true)
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end
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function usetool:openShopWindow(building)
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local adv=df.global.world.units.active[0]
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local filter_pile=workshopJobs.getJobs(building:getType(),building:getSubtype(),building:getCustomType())
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if filter_pile then
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local state={unit=adv,from_pos={x=adv.pos.x,y=adv.pos.y, z=adv.pos.z}
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@ -788,11 +997,11 @@ MODES={
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},
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[df.building_type.Workshop]={
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name="Workshop menu",
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input=usetool.openShopWindow,
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input=usetool.openShopWindowButtoned,
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},
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[df.building_type.Furnace]={
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name="Workshop menu",
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input=usetool.openShopWindow,
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input=usetool.openShopWindowButtoned,
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},
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[df.building_type.SiegeEngine]={
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name="Siege menu",
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@ -809,7 +1018,7 @@ function usetool:shopMode(enable,mode,building)
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end
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function usetool:shopInput(keys)
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if keys[keybinds.workshop.key] then
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self:openShopWindow(self.in_shop)
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self:openShopWindowButtoned(self.in_shop)
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end
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end
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function usetool:fieldInput(keys)
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