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@ -75,11 +75,12 @@ local function is_choosing_area()
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return uibs.selection_pos.x >= 0
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return uibs.selection_pos.x >= 0
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end
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end
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local function get_cur_area_dims()
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local function get_cur_area_dims(pos)
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if not is_choosing_area() then return 1, 1, 1 end
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if not is_choosing_area() then return 1, 1, 1 end
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return math.abs(uibs.selection_pos.x - uibs.pos.x) + 1,
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pos = pos or uibs.pos
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math.abs(uibs.selection_pos.y - uibs.pos.y) + 1,
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return math.abs(uibs.selection_pos.x - pos.x) + 1,
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math.abs(uibs.selection_pos.z - uibs.pos.z) + 1
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math.abs(uibs.selection_pos.y - pos.y) + 1,
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math.abs(uibs.selection_pos.z - pos.z) + 1
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end
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end
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local function get_quantity(filter)
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local function get_quantity(filter)
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@ -716,7 +717,7 @@ function PlannerOverlay:onInput(keys)
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chosen_items[idx] = items
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chosen_items[idx] = items
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pending = pending - 1
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pending = pending - 1
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if pending == 0 then
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if pending == 0 then
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self:place_building(chosen_items)
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self:place_building(pos, chosen_items)
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end
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end
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end,
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end,
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}:show()
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}:show()
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@ -725,7 +726,7 @@ function PlannerOverlay:onInput(keys)
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end
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end
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end
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end
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else
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else
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self:place_building()
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self:place_building(pos)
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end
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end
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return true
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return true
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elseif not is_choosing_area() then
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elseif not is_choosing_area() then
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@ -756,11 +757,12 @@ function PlannerOverlay:onRenderFrame(dc, rect)
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if not is_choosing_area() then return end
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if not is_choosing_area() then return end
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local pos = uibs.pos
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local bounds = {
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local bounds = {
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x1 = math.min(uibs.selection_pos.x, uibs.pos.x),
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x1 = math.min(uibs.selection_pos.x, pos.x),
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x2 = math.max(uibs.selection_pos.x, uibs.pos.x),
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x2 = math.max(uibs.selection_pos.x, pos.x),
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y1 = math.min(uibs.selection_pos.y, uibs.pos.y),
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y1 = math.min(uibs.selection_pos.y, pos.y),
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y2 = math.max(uibs.selection_pos.y, uibs.pos.y),
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y2 = math.max(uibs.selection_pos.y, pos.y),
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}
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}
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local pen = #uibs.errors > 0 and BAD_PEN or GOOD_PEN
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local pen = #uibs.errors > 0 and BAD_PEN or GOOD_PEN
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@ -772,18 +774,18 @@ function PlannerOverlay:onRenderFrame(dc, rect)
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guidm.renderMapOverlay(get_overlay_pen, bounds)
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guidm.renderMapOverlay(get_overlay_pen, bounds)
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end
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end
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function PlannerOverlay:place_building(chosen_items)
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function PlannerOverlay:place_building(pos, chosen_items)
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local direction = uibs.direction
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local direction = uibs.direction
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local width, height, depth = get_cur_area_dims()
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local width, height, depth = get_cur_area_dims(pos)
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local _, adjusted_width, adjusted_height = dfhack.buildings.getCorrectSize(
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local _, adjusted_width, adjusted_height = dfhack.buildings.getCorrectSize(
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width, height, uibs.building_type, uibs.building_subtype,
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width, height, uibs.building_type, uibs.building_subtype,
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uibs.custom_type, direction)
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uibs.custom_type, direction)
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-- get the upper-left corner of the building/area at min z-level
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-- get the upper-left corner of the building/area at min z-level
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local has_selection = is_choosing_area()
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local has_selection = is_choosing_area()
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local start_pos = xyz2pos(
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local start_pos = xyz2pos(
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has_selection and math.min(uibs.selection_pos.x, uibs.pos.x) or uibs.pos.x - adjusted_width//2,
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has_selection and math.min(uibs.selection_pos.x, pos.x) or pos.x - adjusted_width//2,
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has_selection and math.min(uibs.selection_pos.y, uibs.pos.y) or uibs.pos.y - adjusted_height//2,
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has_selection and math.min(uibs.selection_pos.y, pos.y) or pos.y - adjusted_height//2,
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has_selection and math.min(uibs.selection_pos.z, uibs.pos.z) or uibs.pos.z
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has_selection and math.min(uibs.selection_pos.z, pos.z) or pos.z
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)
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)
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if uibs.building_type == df.building_type.ScrewPump then
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if uibs.building_type == df.building_type.ScrewPump then
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if direction == df.screw_pump_direction.FromSouth then
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if direction == df.screw_pump_direction.FromSouth then
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@ -799,7 +801,7 @@ function PlannerOverlay:place_building(chosen_items)
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and (width > 1 or height > 1 or depth > 1) then
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and (width > 1 or height > 1 or depth > 1) then
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max_x = min_x + width - 1
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max_x = min_x + width - 1
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max_y = min_y + height - 1
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max_y = min_y + height - 1
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max_z = math.max(uibs.selection_pos.z, uibs.pos.z)
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max_z = math.max(uibs.selection_pos.z, pos.z)
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end
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end
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local blds = {}
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local blds = {}
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local subtype = uibs.building_subtype
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local subtype = uibs.building_subtype
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