-- allows to do jobs in adv. mode. keybinds={ nextJob={key="CUSTOM_SHIFT_T",desc="Next job in the list"}, prevJob={key="CUSTOM_SHIFT_R",desc="Previous job in the list"}, continue={key="A_WAIT",desc="Continue job if available"}, down_alt1={key="CUSTOM_CTRL_D",desc="Use job down"}, down_alt2={key="CURSOR_DOWN_Z_AUX",desc="Use job down"}, up_alt1={key="CUSTOM_CTRL_E",desc="Use job up"}, up_alt2={key="CURSOR_UP_Z_AUX",desc="Use job up"}, use_same={key="A_MOVE_SAME_SQUARE",desc="Use job at the tile you are standing"}, workshop={key="CHANGETAB",desc="Show building menu"}, } local gui = require 'gui' local wid=require 'gui.widgets' local dialog=require 'gui.dialogs' local buildings=require 'dfhack.buildings' local bdialog=require 'gui.buildings' local workshopJobs=require 'dfhack.workshops' local tile_attrs = df.tiletype.attrs settings={build_by_items=false,check_inv=false,df_assign=true} local mode_name for k,v in ipairs({...}) do --setting parsing if v=="-c" or v=="--cheat" then settings.build_by_items=true settings.df_assign=false elseif v=="-i" or v=="--inventory" then settings.check_inv=true settings.df_assign=false elseif v=="-a" or v=="--nodfassign" then settings.df_assign=false else mode_name=v end end mode=mode or 0 function Disclaimer(tlb) local dsc={"The Gathering Against ",{text="Goblin ",pen=dfhack.pen.parse{fg=COLOR_GREEN,bg=0}}, "Oppresion ", "(TGAGO) is not responsible for all ",NEWLINE,"the damage that this tool can (and will) cause to you and your loved worlds",NEWLINE,"and/or sanity.Please use with caution.",NEWLINE,{text="Magma not included.",pen=dfhack.pen.parse{fg=COLOR_LIGHTRED,bg=0}}} if tlb then for _,v in ipairs(dsc) do table.insert(tlb,v) end end return dsc end function showHelp() local helptext={ "This tool allow you to perform jobs as a dwarf would in dwarf mode. When ",NEWLINE, "cursor is available you can press ",{key="SELECT", text="select",key_sep="()"}, " to enqueue a job from",NEWLINE,"pointer location. If job is 'Build' and there is no planed construction",NEWLINE, "at cursor this tool show possible building choices.",NEWLINE,NEWLINE,{text="Keybindings:",pen=dfhack.pen.parse{fg=COLOR_CYAN,bg=0}},NEWLINE } for k,v in pairs(keybinds) do table.insert(helptext,{key=v.key,text=v.desc,key_sep=":"}) table.insert(helptext,NEWLINE) end table.insert(helptext,{text="CAREFULL MOVE",pen=dfhack.pen.parse{fg=COLOR_LIGHTGREEN,bg=0}}) table.insert(helptext,": use job in that direction") table.insert(helptext,NEWLINE) table.insert(helptext,NEWLINE) Disclaimer(helptext) require("gui.dialogs").showMessage("Help!?!",helptext) end --[[ low level job management ]]-- function getLastJobLink() local st=df.global.world.job_list while st.next~=nil do st=st.next end return st end function addNewJob(job) local lastLink=getLastJobLink() local newLink=df.job_list_link:new() newLink.prev=lastLink lastLink.next=newLink newLink.item=job job.list_link=newLink end function makeJob(args) local newJob=df.job:new() newJob.id=df.global.job_next_id df.global.job_next_id=df.global.job_next_id+1 --newJob.flags.special=true newJob.job_type=args.job_type newJob.completion_timer=-1 newJob.pos:assign(args.pos) args.job=newJob local failed for k,v in ipairs(args.pre_actions or {}) do local ok,msg=v(args) if not ok then failed=msg break end end if failed==nil then AssignUnitToJob(newJob,args.unit,args.from_pos) for k,v in ipairs(args.post_actions or {}) do local ok,msg=v(args) if not ok then failed=msg break end end if failed then UnassignJob(newJob,args.unit) end end if failed==nil then addNewJob(newJob) return newJob else newJob:delete() return false,failed end end function UnassignJob(job,unit,unit_pos) unit.job.current_job=nil end function AssignUnitToJob(job,unit,unit_pos) job.general_refs:insert("#",{new=df.general_ref_unit_workerst,unit_id=unit.id}) unit.job.current_job=job unit_pos=unit_pos or {x=job.pos.x,y=job.pos.y,z=job.pos.z} unit.path.dest:assign(unit_pos) return true end function SetCreatureRef(args) local job=args.job local pos=args.pos for k,v in pairs(df.global.world.units.active) do if v.pos.x==pos.x and v.pos.y==pos.y and v.pos.z==pos.z then job.general_refs:insert("#",{new=df.general_ref_unit_cageest,unit_id=v.id}) return end end end function SetPatientRef(args) local job=args.job local pos=args.pos for k,v in pairs(df.global.world.units.active) do if v.pos.x==pos.x and v.pos.y==pos.y and v.pos.z==pos.z then job.general_refs:insert("#",{new=df.general_ref_unit_patientst,unit_id=v.id}) return end end end function MakePredicateWieldsItem(item_skill) local pred=function(args) local inv=args.unit.inventory for k,v in pairs(inv) do if v.mode==1 and df.item_weaponst:is_instance(v.item) then if v.item.subtype.skill_melee==item_skill and args.unit.body.weapon_bp==v.body_part_id then return true end end end return false,"Correct tool not equiped" end return pred end function makeset(args) local tbl={} for k,v in pairs(args) do tbl[v]=true end return tbl end function NotConstruct(args) local tt=dfhack.maps.getTileType(args.pos) if tile_attrs[tt].material~=df.tiletype_material.CONSTRUCTION and dfhack.buildings.findAtTile(args.pos)==nil then return true else return false, "Can only do it on non constructions" end end function NoConstructedBuilding(args) local bld=dfhack.buildings.findAtTile(args.pos) if bld and bld.construction_stage==3 then return false, "Can only do it on clear area or non-finished buildings" end return true end function IsBuilding(args) if dfhack.buildings.findAtTile(args.pos) then return true end return false, "Can only do it on buildings" end function IsConstruct(args) local tt=dfhack.maps.getTileType(args.pos) if tile_attrs[tt].material==df.tiletype_material.CONSTRUCTION then return true else return false, "Can only do it on constructions" end end function IsHardMaterial(args) local tt=dfhack.maps.getTileType(args.pos) local mat=tile_attrs[tt].material local hard_materials={df.tiletype_material.STONE,df.tiletype_material.FEATURE, df.tiletype_material.LAVA_STONE,df.tiletype_material.MINERAL,df.tiletype_material.FROZEN_LIQUID,} if hard_materials[mat] then return true else return false, "Can only do it on hard materials" end end function IsStairs(args) local tt=dfhack.maps.getTileType(args.pos) local shape=tile_attrs[tt].shape if shape==df.tiletype_shape.STAIR_UP or shape==df.tiletype_shape.STAIR_DOWN or shape==df.tiletype_shape.STAIR_UPDOWN or shape==df.tiletype_shape.RAMP then return true else return false,"Can only do it on stairs/ramps" end end function IsFloor(args) local tt=dfhack.maps.getTileType(args.pos) local shape=tile_attrs[tt].shape if shape==df.tiletype_shape.FLOOR or shape==df.tiletype_shape.BOULDER or shape==df.tiletype_shape.PEBBLES then return true else return false,"Can only do it on floors" end end function IsWall(args) local tt=dfhack.maps.getTileType(args.pos) if tile_attrs[tt].shape==df.tiletype_shape.WALL then return true else return false, "Can only do it on walls" end end function IsTree(args) local tt=dfhack.maps.getTileType(args.pos) if tile_attrs[tt].shape==df.tiletype_shape.TREE then return true else return false, "Can only do it on trees" end end function IsPlant(args) local tt=dfhack.maps.getTileType(args.pos) if tile_attrs[tt].shape==df.tiletype_shape.SHRUB then return true else return false, "Can only do it on plants" end end function IsWater(args) return true end function IsUnit(args) local pos=args.pos for k,v in pairs(df.global.world.units.active) do if v.pos.x==pos.x and v.pos.y==pos.y and v.pos.z==pos.z then return true end end return false,"Unit must be present" end function itemsAtPos(pos,tbl) local ret=tbl or {} for k,v in pairs(df.global.world.items.all) do if v.pos.x==pos.x and v.pos.y==pos.y and v.pos.z==pos.z and v.flags.on_ground then table.insert(ret,v) end end return ret end function AssignBuildingRef(args) local bld=dfhack.buildings.findAtTile(args.pos) args.job.general_refs:insert("#",{new=df.general_ref_building_holderst,building_id=bld.id}) bld.jobs:insert("#",args.job) return true end function BuildingChosen(inp_args,type_id,subtype_id,custom_id) local args={} args.type=type_id args.subtype=subtype_id args.custom=custom_id args.pos=inp_args.pos --if settings.build_by_items then -- args.items=itemsAtPos(inp_args.from_pos) --end --printall(args.items) buildings.constructBuilding(args) end function RemoveBuilding(args) local bld=dfhack.buildings.findAtTile(args.pos) if bld~=nil then bld:queueDestroy() for k,v in ipairs(bld.jobs) do if v.job_type==df.job_type.DestroyBuilding then AssignUnitToJob(v,args.unit,args.from_pos) return true end end return false,"Building removal job failed to be created" else return false,"No building to remove" end end function isSuitableItem(job_item,item) --todo butcher test if job_item.item_type~=-1 then if item:getType()~= job_item.item_type then return false, "type" elseif job_item.item_subtype~=-1 then if item:getSubtype()~=job_item.item_subtype then return false,"subtype" end end end if job_item.mat_type~=-1 then if item:getActualMaterial()~= job_item.mat_type then --unless we would want to make hist-fig specific reactions return false, "material" elseif job_item.mat_index~=-1 then if item:getActualMaterialIndex()~=job_item.mat_index then return false,"material index" end end end local matinfo=dfhack.matinfo.decode(item) --print(matinfo:getCraftClass()) --print("Matching ",item," vs ",job_item) if not matinfo:matches(job_item) then return false,"matinfo" end -- some bonus checks: if job_item.flags2.building_material and not item:isBuildMat() then return false,"non-build mat" end -- ***************** --print("--Matched") --reagen_index?? reaction_id?? if job_item.metal_ore~=-1 and not item:isMetalOre(job_item.metal_ore) then return false,"metal ore" end if job_item.min_dimension~=-1 then end if #job_item.contains~=0 then end if job_item.has_tool_use~=-1 then if not item:hasToolUse(job_item.has_tool_use) then return false,"tool use" end end if job_item.has_material_reaction_product~="" then local ok=false for k,v in pairs(matinfo.material.reaction_product.id) do if v.value==job_item.has_material_reaction_product then ok=true break end end if not ok then return false, "no material reaction product" end end if job_item.reaction_class~="" then local ok=false for k,v in pairs(matinfo.material.reaction_class) do if v.value==job_item.reaction_class then ok=true break end end if not ok then return false, "no material reaction class" end end return true end function getItemsUncollected(job) local ret={} for id,jitem in pairs(job.items) do local x,y,z=dfhack.items.getPosition(jitem.item) if x~=job.pos.x or y~=job.pos.y or z~=job.pos.z then table.insert(ret,jitem) end end return ret end function AddItem(tbl,item,recurse) table.insert(tbl,item) if recurse then local subitems=dfhack.items.getContainedItems(item) if subitems~=nil then for k,v in pairs(subitems) do AddItem(tbl,v,recurse) end end end end function EnumItems(args) local ret=args.table or {} if args.all then for k,v in pairs(df.global.world.items.all) do if v.flags.on_ground then AddItem(ret,v,args.deep) end end elseif args.pos~=nil then for k,v in pairs(df.global.world.items.all) do if v.pos.x==args.pos.x and v.pos.y==args.pos.y and v.pos.z==args.pos.z and v.flags.on_ground then AddItem(ret,v,args.deep) end end end if args.unit~=nil then for k,v in pairs(args.unit.inventory) do if args.inv[v.mode] then AddItem(ret,v.item,args.deep) end end end return ret end function AssignJobItems(args) if settings.df_assign then --use df default logic and hope that it would work return true end -- first find items that you want to use for the job local job=args.job local its=EnumItems{pos=args.from_pos,unit=args.unit, inv={[df.unit_inventory_item.T_mode.Hauled]=settings.check_inv,[df.unit_inventory_item.T_mode.Worn]=settings.check_inv, [df.unit_inventory_item.T_mode.Weapon]=settings.check_inv,},deep=true} --[[while(#job.items>0) do --clear old job items job.items[#job.items-1]:delete() job.items:erase(#job.items-1) end]] local item_counts={} for job_id, trg_job_item in ipairs(job.job_items) do item_counts[job_id]=trg_job_item.quantity end local used_item_id={} for job_id, trg_job_item in ipairs(job.job_items) do for _,cur_item in pairs(its) do if not used_item_id[cur_item.id] then local item_suitable,msg=isSuitableItem(trg_job_item,cur_item) if msg then print(cur_item,msg) end if (item_counts[job_id]>0 and item_suitable) or settings.build_by_items then cur_item.flags.in_job=true job.items:insert("#",{new=true,item=cur_item,role=df.job_item_ref.T_role.Reagent,job_item_idx=job_id}) item_counts[job_id]=item_counts[job_id]-cur_item:getTotalDimension() --print(string.format("item added, job_item_id=%d, item %s, quantity left=%d",job_id,tostring(cur_item),item_counts[job_id])) used_item_id[cur_item.id]=true end end end end if not settings.build_by_items then for job_id, trg_job_item in ipairs(job.job_items) do if item_counts[job_id]>0 then return false, "Not enough items for this job" end end end local uncollected = getItemsUncollected(job) if #uncollected == 0 then job.flags.working=true else uncollected[1].is_fetching=1 job.flags.fetching=true end --todo set working for workshops if items are present, else set fetching (and at least one item to is_fetching=1) --job.flags.working=true return true end function AssignJobToBuild(args) local bld=dfhack.buildings.findAtTile(args.pos) args.job_type=df.job_type.ConstructBuilding if bld~=nil then for idx,job in pairs(bld.jobs) do if job.job_type==df.job_type.ConstructBuilding then args.job=job break end 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 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 else bdialog.BuildingDialog{on_select=dfhack.curry(BuildingChosen,args),hide_none=true}:show() end return true end function CancelJob(unit) local c_job=unit.job.current_job if c_job then unit.job.current_job =nil --todo add real cancelation for k,v in pairs(c_job.general_refs) do if df.general_ref_unit_workerst:is_instance(v) then v:delete() c_job.general_refs:erase(k) return end end end end function ContinueJob(unit) local c_job=unit.job.current_job if c_job then c_job.flags.suspend=false for k,v in pairs(c_job.items) do if v.is_fetching==1 then unit.path.dest:assign(v.item.pos) return end end unit.path.dest:assign(c_job.pos) end end actions={ {"CarveFortification" ,df.job_type.CarveFortification,{IsWall,IsHardMat}}, {"DetailWall" ,df.job_type.DetailWall,{IsWall,IsHardMat}}, {"DetailFloor" ,df.job_type.DetailFloor,{IsFloor,IsHardMat}}, --{"CarveTrack" ,df.job_type.CarveTrack}, -- does not work?? {"Dig" ,df.job_type.Dig,{MakePredicateWieldsItem(df.job_skill.MINING),IsWall}}, {"CarveUpwardStaircase" ,df.job_type.CarveUpwardStaircase,{MakePredicateWieldsItem(df.job_skill.MINING),IsWall}}, {"CarveDownwardStaircase",df.job_type.CarveDownwardStaircase,{MakePredicateWieldsItem(df.job_skill.MINING)}}, {"CarveUpDownStaircase" ,df.job_type.CarveUpDownStaircase,{MakePredicateWieldsItem(df.job_skill.MINING)}}, {"CarveRamp" ,df.job_type.CarveRamp,{MakePredicateWieldsItem(df.job_skill.MINING),IsWall}}, {"DigChannel" ,df.job_type.DigChannel,{MakePredicateWieldsItem(df.job_skill.MINING)}}, {"FellTree" ,df.job_type.FellTree,{MakePredicateWieldsItem(df.job_skill.AXE),IsTree}}, {"Fish" ,df.job_type.Fish,{IsWater}}, --{"Diagnose Patient" ,df.job_type.DiagnosePatient,{IsUnit},{SetPatientRef}}, --{"Surgery" ,df.job_type.Surgery,{IsUnit},{SetPatientRef}}, {"TameAnimal" ,df.job_type.TameAnimal,{IsUnit},{SetCreatureRef}}, {"GatherPlants" ,df.job_type.GatherPlants,{IsPlant}}, {"RemoveConstruction" ,df.job_type.RemoveConstruction,{IsConstruct}}, {"RemoveBuilding" ,RemoveBuilding,{IsBuilding}}, {"RemoveStairs" ,df.job_type.RemoveStairs,{IsStairs,NotConstruct}}, --{"HandleLargeCreature" ,df.job_type.HandleLargeCreature,{isUnit},{SetCreatureRef}}, {"Build" ,AssignJobToBuild,{NoConstructedBuilding}}, } for id,action in pairs(actions) do if action[1]==mode_name then mode=id-1 break end end usetool=defclass(usetool,gui.Screen) usetool.focus_path = 'advfort' function usetool:getModeName() local adv=df.global.world.units.active[0] if adv.job.current_job then return string.format("%s working(%d) ",(actions[(mode or 0)+1][1] or ""),adv.job.current_job.completion_timer) else return actions[(mode or 0)+1][1] or " " end end function usetool:init(args) self:addviews{ wid.Label{ view_id="mainLabel", frame = {xalign=0,yalign=0}, text={{key=keybinds.prevJob.key},{gap=1,text=dfhack.curry(usetool.getModeName,self)},{gap=1,key=keybinds.nextJob.key}, } }, wid.Label{ view_id="shopLabel", frame = {l=35,xalign=0,yalign=0}, visible=false, text={ {id="text1",gap=1,key=keybinds.workshop.key,key_sep="()", text="Workshop menu",pen=dfhack.pen.parse{fg=COLOR_YELLOW,bg=0}}} } } end function usetool:onIdle() self._native.parent:logic() end MOVEMENT_KEYS = { A_CARE_MOVE_N = { 0, -1, 0 }, A_CARE_MOVE_S = { 0, 1, 0 }, A_CARE_MOVE_W = { -1, 0, 0 }, A_CARE_MOVE_E = { 1, 0, 0 }, A_CARE_MOVE_NW = { -1, -1, 0 }, A_CARE_MOVE_NE = { 1, -1, 0 }, A_CARE_MOVE_SW = { -1, 1, 0 }, A_CARE_MOVE_SE = { 1, 1, 0 }, --[[A_MOVE_N = { 0, -1, 0 }, A_MOVE_S = { 0, 1, 0 }, A_MOVE_W = { -1, 0, 0 }, A_MOVE_E = { 1, 0, 0 }, A_MOVE_NW = { -1, -1, 0 }, A_MOVE_NE = { 1, -1, 0 }, A_MOVE_SW = { -1, 1, 0 }, A_MOVE_SE = { 1, 1, 0 },--]] A_CUSTOM_CTRL_D = { 0, 0, -1 }, A_CUSTOM_CTRL_E = { 0, 0, 1 }, CURSOR_UP_Z_AUX = { 0, 0, 1 }, CURSOR_DOWN_Z_AUX = { 0, 0, -1 }, A_MOVE_SAME_SQUARE={0,0,0}, SELECT={0,0,0}, } ALLOWED_KEYS={ A_MOVE_N=true,A_MOVE_S=true,A_MOVE_W=true,A_MOVE_E=true,A_MOVE_NW=true, A_MOVE_NE=true,A_MOVE_SW=true,A_MOVE_SE=true,A_STANCE=true,SELECT=true,A_MOVE_DOWN_AUX=true, A_MOVE_UP_AUX=true,A_LOOK=true,CURSOR_DOWN=true,CURSOR_UP=true,CURSOR_LEFT=true,CURSOR_RIGHT=true, CURSOR_UPLEFT=true,CURSOR_UPRIGHT=true,CURSOR_DOWNLEFT=true,CURSOR_DOWNRIGHT=true,A_CLEAR_ANNOUNCEMENTS=true, CURSOR_UP_Z=true,CURSOR_DOWN_Z=true, } function moddedpos(pos,delta) return {x=pos.x+delta[1],y=pos.y+delta[2],z=pos.z+delta[3]} end function usetool:onHelp() showHelp() end function setFiltersUp(specific,args) local job=args.job if specific.job_fields~=nil then job:assign(specific.job_fields) end --printall(specific) for _,v in ipairs(specific.items) do --printall(v) local filter=v filter.new=true job.job_items:insert("#",filter) end return true end function onWorkShopJobChosen(args,idx,choice) args.pos=args.from_pos 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) end function siegeWeaponActionChosen(building,actionid) local args if actionid==1 then building.facing=(building.facing+1)%4 elseif actionid==2 then local action=df.job_type.LoadBallista if building:getSubtype()==df.siegeengine_type.Catapult then action=df.job_type.LoadCatapult end args={} args.job_type=action args.unit=df.global.world.units.active[0] local from_pos={x=args.unit.pos.x,y=args.unit.pos.y, z=args.unit.pos.z} args.from_pos=from_pos args.pos=from_pos args.pre_actions={dfhack.curry(setFiltersUp,{items={{}}})} --issue a job... elseif actionid==3 then local action=df.job_type.FireBallista if building:getSubtype()==df.siegeengine_type.Catapult then action=df.job_type.FireCatapult end args={} args.job_type=action args.unit=df.global.world.units.active[0] local from_pos={x=args.unit.pos.x,y=args.unit.pos.y, z=args.unit.pos.z} args.from_pos=from_pos args.pos=from_pos --another job? end if args~=nil then args.post_actions={AssignBuildingRef} local ok,msg=makeJob(args) if not ok then dfhack.gui.showAnnouncement(msg,5,1) end end end function putItemToBuilding(building,item) if building:getType()==df.building_type.Table then dfhack.items.moveToBuilding(item,building,0) else local container=building.contained_items[0].item --todo maybe iterate over all, add if usemode==2? dfhack.items.moveToContainer(item,container) end end function usetool:openPutWindow(building) local adv=df.global.world.units.active[0] local items=EnumItems{pos=adv.pos,unit=adv, inv={[df.unit_inventory_item.T_mode.Hauled]=true,[df.unit_inventory_item.T_mode.Worn]=true, [df.unit_inventory_item.T_mode.Weapon]=true,},deep=true} local choices={} for k,v in pairs(items) do table.insert(choices,{text=dfhack.items.getDescription(v,0),item=v}) end require("gui.dialogs").showListPrompt("Item choice", "Choose item to put into:", COLOR_WHITE,choices,function (idx,choice) putItemToBuilding(building,choice.item) end) end function usetool:openSiegeWindow(building) require("gui.dialogs").showListPrompt("Engine job choice", "Choose what to do:",COLOR_WHITE,{"Turn","Load","Fire"}, dfhack.curry(siegeWeaponActionChosen,building)) end function usetool:openShopWindow(building) local adv=df.global.world.units.active[0] local filter_pile=workshopJobs.getJobs(building:getType(),building:getSubtype(),building:getCustomType()) if filter_pile then local state={unit=adv,from_pos={x=adv.pos.x,y=adv.pos.y, z=adv.pos.z} ,screen=self,bld=building,common=filter_pile.common} choices={} for k,v in pairs(filter_pile) do table.insert(choices,{job_id=0,text=v.name:lower(),filter=v}) end require("gui.dialogs").showListPrompt("Workshop job choice", "Choose what to make",COLOR_WHITE,choices,dfhack.curry(onWorkShopJobChosen,state) ,nil, nil,true) else qerror("No jobs for this workshop") end end MODES={ [df.building_type.Table]={ --todo filters... name="Put items", input=usetool.openPutWindow, }, [df.building_type.Coffin]={ name="Put items", input=usetool.openPutWindow, }, [df.building_type.Box]={ name="Put items", input=usetool.openPutWindow, }, [df.building_type.Weaponrack]={ name="Put items", input=usetool.openPutWindow, }, [df.building_type.Armorstand]={ name="Put items", input=usetool.openPutWindow, }, [df.building_type.Cabinet]={ name="Put items", input=usetool.openPutWindow, }, [df.building_type.Workshop]={ name="Workshop menu", input=usetool.openShopWindow, }, [df.building_type.Furnace]={ name="Workshop menu", input=usetool.openShopWindow, }, [df.building_type.SiegeEngine]={ name="Siege menu", input=usetool.openSiegeWindow, }, } function usetool:shopMode(enable,mode,building) self.subviews.shopLabel.visible=enable if mode then self.subviews.shopLabel:itemById("text1").text=mode.name self.building=building end self.mode=mode end function usetool:shopInput(keys) if keys[keybinds.workshop.key] then self:openShopWindow(self.in_shop) end end function usetool:fieldInput(keys) local adv=df.global.world.units.active[0] local cur_mode=actions[(mode or 0)+1] local failed=false for code,_ in pairs(keys) do --print(code) if MOVEMENT_KEYS[code] then local state={unit=adv,pos=moddedpos(adv.pos,MOVEMENT_KEYS[code]),dir=MOVEMENT_KEYS[code], from_pos={x=adv.pos.x,y=adv.pos.y, z=adv.pos.z},post_actions=cur_mode[4],pre_actions=cur_mode[5],job_type=cur_mode[2],screen=self} if code=="SELECT" then if df.global.cursor.x~=-30000 then state.pos={x=df.global.cursor.x,y=df.global.cursor.y,z=df.global.cursor.z} else break end end for _,p in pairs(cur_mode[3] or {}) do local ok,msg=p(state) if ok==false then dfhack.gui.showAnnouncement(msg,5,1) failed=true end end if not failed then local ok,msg if type(cur_mode[2])=="function" then ok,msg=cur_mode[2](state) else ok,msg=makeJob(state) --(adv,moddedpos(adv.pos,MOVEMENT_KEYS[code]),cur_mode[2],adv.pos,cur_mode[4]) end if code=="SELECT" then self:sendInputToParent("LEAVESCREEN") end if ok then self:sendInputToParent("A_WAIT") else dfhack.gui.showAnnouncement(msg,5,1) end end return code end if code~="_STRING" and code~="_MOUSE_L" and code~="_MOUSE_R" then if ALLOWED_KEYS[code] then self:sendInputToParent(code) end end end end function usetool:onInput(keys) local adv=df.global.world.units.active[0] if keys.LEAVESCREEN then if df.global.cursor.x~=-30000 then self:sendInputToParent("LEAVESCREEN") else self:dismiss() CancelJob(adv) end elseif keys[keybinds.nextJob.key] then mode=(mode+1)%#actions elseif keys[keybinds.prevJob.key] then mode=mode-1 if mode<0 then mode=#actions-1 end --elseif keys.A_LOOK then -- self:sendInputToParent("A_LOOK") elseif keys[keybinds.continue.key] then ContinueJob(adv) self:sendInputToParent("A_WAIT") else if self.mode~=nil then if keys[keybinds.workshop.key] then self.mode.input(self,self.building) end self:fieldInput(keys) else self:fieldInput(keys) end end end function usetool:isOnBuilding() local adv=df.global.world.units.active[0] local bld=dfhack.buildings.findAtTile(adv.pos) if bld and MODES[bld:getType()]~=nil and bld:getBuildStage()==bld:getMaxBuildStage() then return true,MODES[bld:getType()],bld else return false end end function usetool:onRenderBody(dc) self:shopMode(self:isOnBuilding()) self:renderParent() end if not (dfhack.gui.getCurFocus()=="dungeonmode/Look" or dfhack.gui.getCurFocus()=="dungeonmode/Default") then qerror("This script requires an adventurer mode with (l)ook or default mode.") end usetool():show()