@ -2,6 +2,7 @@ local _ENV = mkmodule('plugins.buildingplan.mechanisms')
local itemselection = require ( ' plugins.buildingplan.itemselection ' )
local overlay = require ( ' plugins.overlay ' )
local utils = require ( ' utils ' )
local widgets = require ( ' gui.widgets ' )
local view_sheets = df.global . game.main_interface . view_sheets
@ -102,21 +103,59 @@ local function reset_dlg()
end
end
local function is_reachable ( bld_pos , item_id )
if not bld_pos then return false end
local item = df.item . find ( item_id )
if not item then return false end
return dfhack.maps . canWalkBetween ( xyz2pos ( dfhack.items . getPosition ( item ) ) , bld_pos )
end
local function sort_by_safety ( item_ids , safety )
if safety == 2 then return item_ids end
local safety_ids = { [ safety ] = utils.invert ( item_ids ) }
for sort_safety = safety + 1 , 2 do
local safety_item_ids = require ( ' plugins.buildingplan ' ) . getAvailableItemsByHeat (
df.building_type . Trap , df.trap_type . Lever , - 1 , 0 , sort_safety )
safety_ids [ sort_safety ] = utils.invert ( safety_item_ids )
end
local sorted_ids = { }
for _ , item_id in ipairs ( item_ids ) do
for safety_idx = 2 , safety , - 1 do
if safety_ids [ safety_idx ] [ item_id ] then
table.insert ( ensure_key ( sorted_ids , safety_idx ) , item_id )
break
end
end
end
local ret = { }
for safety_id = safety , 2 do
if sorted_ids [ safety_id ] then
table.move ( sorted_ids [ safety_id ] , 1 , # sorted_ids [ safety_id ] , # ret + 1 , ret )
end
end
return ret
end
-- returns mechanisms ordered by heat safety, so the least heat safe mechanisms are used first
-- when heat safety isn't important
local function get_available_items ( safety , other_mechanism )
local item_ids = require ( ' plugins.buildingplan ' ) . getAvailableItemsByHeat (
df.building_type . Trap , df.trap_type . Lever , - 1 , 0 , safety )
for idx , item_id in ipairs ( item_ids ) do
if item_id == other_mechanism then
local bld = dfhack.gui . getSelectedBuilding ( true )
local bld_pos = bld and xyz2pos ( bld.centerx , bld.centery , bld.z )
for idx =# item_ids , 1 , - 1 do
local item_id = item_ids [ idx ]
if item_id == other_mechanism or not is_reachable ( bld_pos , item_id ) then
table.remove ( item_ids , idx )
break
end
end
return item_ids
return sort_by_safety( item_ids, safety )
end
function MechanismOverlay : save_id ( which , item_id )
local saved_id = ( ' saved_%s_id ' ) : format ( which )
local ui_id = ( ' linking_lever_mech_%s_id ' ) : format ( which )
item_id = item_id or - 1
view_sheets [ ui_id ] = item_id
self [ saved_id ] = item_id
end
@ -128,7 +167,7 @@ function MechanismOverlay:choose_mechanism(which, autoselect)
local available_item_ids = get_available_items ( safety , view_sheets [ ui_other_id ] )
if autoselect then
self : save_id ( which , available_item_ids [ 1 ] or - 1 )
self : save_id ( which , available_item_ids [ 1 ] )
return
end
@ -148,7 +187,7 @@ function MechanismOverlay:choose_mechanism(which, autoselect)
autoselect = false ,
on_cancel = reset_dlg ,
on_submit = function ( chosen_ids )
self : save_id ( which , chosen_ids [ 1 ] or available_item_ids [ 1 ] - 1 )
self : save_id ( which , chosen_ids [ 1 ] or available_item_ids [ 1 ] )
reset_dlg ( )
end ,
} : show ( )