dfhack/library/lua/dfhack/buildings.lua

518 lines
18 KiB
Lua

local dfhack = dfhack
local _ENV = dfhack.BASE_G
local buildings = dfhack.buildings
local utils = require 'utils'
-- Uninteresting values for filter attributes when reading them from DF memory.
-- Differs from the actual defaults of the job_item constructor in allow_artifact.
buildings.input_filter_defaults = {
item_type = -1,
item_subtype = -1,
mat_type = -1,
mat_index = -1,
flags1 = {},
-- Instead of noting those that allow artifacts, mark those that forbid them.
-- Leaves actually enabling artifacts to the discretion of the API user,
-- which is the right thing because unlike the game UI these filters are
-- used in a way that does not give the user a chance to choose manually.
flags2 = { allow_artifact = true },
flags3 = {},
flags4 = 0,
flags5 = 0,
reaction_class = '',
has_material_reaction_product = '',
metal_ore = -1,
min_dimension = -1,
has_tool_use = -1,
quantity = 1
}
--[[ Building input material table. ]]
local building_inputs = {
[df.building_type.Chair] = { { item_type=df.item_type.CHAIR, vector_id=df.job_item_vector_id.CHAIR } },
[df.building_type.Bed] = { { item_type=df.item_type.BED, vector_id=df.job_item_vector_id.BED } },
[df.building_type.Table] = { { item_type=df.item_type.TABLE, vector_id=df.job_item_vector_id.TABLE } },
[df.building_type.Coffin] = { { item_type=df.item_type.COFFIN, vector_id=df.job_item_vector_id.COFFIN } },
[df.building_type.FarmPlot] = { },
[df.building_type.TradeDepot] = { { flags2={ building_material=true, non_economic=true }, quantity=3 } },
[df.building_type.Door] = { { item_type=df.item_type.DOOR, vector_id=df.job_item_vector_id.DOOR } },
[df.building_type.Floodgate] = {
{
item_type=df.item_type.FLOODGATE,
vector_id=df.job_item_vector_id.FLOODGATE
}
},
[df.building_type.Box] = {
{
flags1={ empty=true },
item_type=df.item_type.BOX,
vector_id=df.job_item_vector_id.BOX
}
},
[df.building_type.Weaponrack] = {
{
item_type=df.item_type.WEAPONRACK,
vector_id=df.job_item_vector_id.WEAPONRACK
}
},
[df.building_type.Armorstand] = {
{
item_type=df.item_type.ARMORSTAND,
vector_id=df.job_item_vector_id.ARMORSTAND
}
},
[df.building_type.Cabinet] = {
{ item_type=df.item_type.CABINET, vector_id=df.job_item_vector_id.CABINET }
},
[df.building_type.Statue] = { { item_type=df.item_type.STATUE, vector_id=df.job_item_vector_id.STATUE } },
[df.building_type.WindowGlass] = { { item_type=df.item_type.WINDOW, vector_id=df.job_item_vector_id.WINDOW } },
[df.building_type.WindowGem] = {
{
item_type=df.item_type.SMALLGEM,
quantity=3,
vector_id=df.job_item_vector_id.SMALLGEM
}
},
[df.building_type.Well] = {
{
item_type=df.item_type.BLOCKS,
vector_id=df.job_item_vector_id.BLOCKS
},
{
name='bucket',
flags2={ lye_milk_free=true },
item_type=df.item_type.BUCKET,
vector_id=df.job_item_vector_id.BUCKET
},
{
name='chain',
item_type=df.item_type.CHAIN,
vector_id=df.job_item_vector_id.CHAIN
},
{
name='mechanism',
item_type=df.item_type.TRAPPARTS,
vector_id=df.job_item_vector_id.TRAPPARTS
}
},
[df.building_type.Bridge] = { { flags2={ building_material=true, non_economic=true }, quantity=-1 } },
[df.building_type.RoadDirt] = { },
[df.building_type.RoadPaved] = { { flags2={ building_material=true, non_economic=true }, quantity=-1 } },
[df.building_type.AnimalTrap] = {
{
flags1={ empty=true },
item_type=df.item_type.ANIMALTRAP,
vector_id=df.job_item_vector_id.ANIMALTRAP
}
},
[df.building_type.Support] = { { flags2={ building_material=true, non_economic=true } } },
[df.building_type.ArcheryTarget] = { { flags2={ building_material=true, non_economic=true } } },
[df.building_type.Chain] = { { item_type=df.item_type.CHAIN, vector_id=df.job_item_vector_id.CHAIN } },
[df.building_type.Cage] = { { item_type=df.item_type.CAGE, vector_id=df.job_item_vector_id.CAGE } },
[df.building_type.Weapon] = { { name='weapon', vector_id=df.job_item_vector_id.ANY_SPIKE } },
[df.building_type.ScrewPump] = {
{
item_type=df.item_type.BLOCKS,
vector_id=df.job_item_vector_id.BLOCKS
},
{
name='screw',
flags2={ screw=true },
item_type=df.item_type.TRAPCOMP,
vector_id=df.job_item_vector_id.ANY_WEAPON
},
{
name='pipe',
item_type=df.item_type.PIPE_SECTION,
vector_id=df.job_item_vector_id.PIPE_SECTION
}
},
[df.building_type.Construction] = { { flags2={ building_material=true, non_economic=true } } },
[df.building_type.Hatch] = {
{
item_type=df.item_type.HATCH_COVER,
vector_id=df.job_item_vector_id.HATCH_COVER
}
},
[df.building_type.GrateWall] = { { item_type=df.item_type.GRATE, vector_id=df.job_item_vector_id.GRATE } },
[df.building_type.GrateFloor] = { { item_type=df.item_type.GRATE, vector_id=df.job_item_vector_id.GRATE } },
[df.building_type.BarsVertical] = {
{ item_type=df.item_type.BAR, vector_id=df.job_item_vector_id.BAR }
},
[df.building_type.BarsFloor] = {
{ item_type=df.item_type.BAR, vector_id=df.job_item_vector_id.BAR }
},
[df.building_type.GearAssembly] = {
{
name='mechanism',
item_type=df.item_type.TRAPPARTS,
vector_id=df.job_item_vector_id.TRAPPARTS
}
},
[df.building_type.AxleHorizontal] = {
{ item_type=df.item_type.WOOD, vector_id=df.job_item_vector_id.WOOD, quantity=-1 }
},
[df.building_type.AxleVertical] = { { item_type=df.item_type.WOOD, vector_id=df.job_item_vector_id.WOOD } },
[df.building_type.WaterWheel] = {
{
item_type=df.item_type.WOOD,
quantity=3,
vector_id=df.job_item_vector_id.WOOD
}
},
[df.building_type.Windmill] = {
{
item_type=df.item_type.WOOD,
quantity=4,
vector_id=df.job_item_vector_id.WOOD
}
},
[df.building_type.TractionBench] = {
{
item_type=df.item_type.TRACTION_BENCH,
vector_id=df.job_item_vector_id.TRACTION_BENCH
}
},
[df.building_type.Slab] = { { item_type=df.item_type.SLAB } },
[df.building_type.NestBox] = { { has_tool_use=df.tool_uses.NEST_BOX, item_type=df.item_type.TOOL } },
[df.building_type.Hive] = { { has_tool_use=df.tool_uses.HIVE, item_type=df.item_type.TOOL } },
[df.building_type.Rollers] = {
{
name='mechanism',
item_type=df.item_type.TRAPPARTS,
quantity=-1,
vector_id=df.job_item_vector_id.TRAPPARTS
},
{
name='chain',
item_type=df.item_type.CHAIN,
vector_id=df.job_item_vector_id.CHAIN
}
}
}
--[[ Furnace building input material table. ]]
local furnace_inputs = {
[df.furnace_type.WoodFurnace] = { { flags2={ building_material=true, fire_safe=true, non_economic=true } } },
[df.furnace_type.Smelter] = { { flags2={ building_material=true, fire_safe=true, non_economic=true } } },
[df.furnace_type.GlassFurnace] = { { flags2={ building_material=true, fire_safe=true, non_economic=true } } },
[df.furnace_type.Kiln] = { { flags2={ building_material=true, fire_safe=true, non_economic=true } } },
[df.furnace_type.MagmaSmelter] = { { flags2={ building_material=true, magma_safe=true, non_economic=true } } },
[df.furnace_type.MagmaGlassFurnace] = { { flags2={ building_material=true, magma_safe=true, non_economic=true } } },
[df.furnace_type.MagmaKiln] = { { flags2={ building_material=true, magma_safe=true, non_economic=true } } }
}
--[[ Workshop building input material table. ]]
local workshop_inputs = {
[df.workshop_type.Carpenters] = { { flags2={ building_material=true, non_economic=true } } },
[df.workshop_type.Farmers] = { { flags2={ building_material=true, non_economic=true } } },
[df.workshop_type.Masons] = { { flags2={ building_material=true, non_economic=true } } },
[df.workshop_type.Craftsdwarfs] = { { flags2={ building_material=true, non_economic=true } } },
[df.workshop_type.Jewelers] = { { flags2={ building_material=true, non_economic=true } } },
[df.workshop_type.MetalsmithsForge] = {
{
name='anvil',
flags2={ fire_safe=true },
item_type=df.item_type.ANVIL,
vector_id=df.job_item_vector_id.ANVIL
},
{ flags2={ building_material=true, fire_safe=true, non_economic=true } }
},
[df.workshop_type.MagmaForge] = {
{
name='anvil',
flags2={ magma_safe=true },
item_type=df.item_type.ANVIL,
vector_id=df.job_item_vector_id.ANVIL
},
{ flags2={ building_material=true, magma_safe=true, non_economic=true } }
},
[df.workshop_type.Bowyers] = { { flags2={ building_material=true, non_economic=true } } },
[df.workshop_type.Mechanics] = { { flags2={ building_material=true, non_economic=true } } },
[df.workshop_type.Siege] = { { flags2={ building_material=true, non_economic=true }, quantity=3 } },
[df.workshop_type.Butchers] = { { flags2={ building_material=true, non_economic=true } } },
[df.workshop_type.Leatherworks] = { { flags2={ building_material=true, non_economic=true } } },
[df.workshop_type.Tanners] = { { flags2={ building_material=true, non_economic=true } } },
[df.workshop_type.Clothiers] = { { flags2={ building_material=true, non_economic=true } } },
[df.workshop_type.Fishery] = { { flags2={ building_material=true, non_economic=true } } },
[df.workshop_type.Still] = { { flags2={ building_material=true, non_economic=true } } },
[df.workshop_type.Loom] = { { flags2={ building_material=true, non_economic=true } } },
[df.workshop_type.Quern] = { { item_type=df.item_type.QUERN, vector_id=df.job_item_vector_id.QUERN } },
[df.workshop_type.Kennels] = { { flags2={ building_material=true, non_economic=true } } },
[df.workshop_type.Kitchen] = { { flags2={ building_material=true, non_economic=true } } },
[df.workshop_type.Ashery] = {
{
item_type=df.item_type.BLOCKS,
vector_id=df.job_item_vector_id.BLOCKS
},
{
name='barrel',
flags1={ empty=true },
item_type=df.item_type.BARREL,
vector_id=df.job_item_vector_id.BARREL
},
{
name='bucket',
flags2={ lye_milk_free=true },
item_type=df.item_type.BUCKET,
vector_id=df.job_item_vector_id.BUCKET
}
},
[df.workshop_type.Dyers] = {
{
name='barrel',
flags1={ empty=true },
item_type=df.item_type.BARREL,
vector_id=df.job_item_vector_id.BARREL
},
{
name='bucket',
flags2={ lye_milk_free=true },
item_type=df.item_type.BUCKET,
vector_id=df.job_item_vector_id.BUCKET
}
},
[df.workshop_type.Millstone] = {
{
item_type=df.item_type.MILLSTONE,
vector_id=df.job_item_vector_id.MILLSTONE
},
{
name='mechanism',
item_type=df.item_type.TRAPPARTS,
vector_id=df.job_item_vector_id.TRAPPARTS
}
}
}
--[[ Trap building input material table. ]]
local trap_inputs = {
[df.trap_type.StoneFallTrap] = {
{
name='mechanism',
item_type=df.item_type.TRAPPARTS,
vector_id=df.job_item_vector_id.TRAPPARTS
}
},
[df.trap_type.WeaponTrap] = {
{
name='mechanism',
item_type=df.item_type.TRAPPARTS,
vector_id=df.job_item_vector_id.TRAPPARTS
},
{
name='weapon',
vector_id=df.job_item_vector_id.ANY_WEAPON
}
},
[df.trap_type.Lever] = {
{
name='mechanism',
item_type=df.item_type.TRAPPARTS,
vector_id=df.job_item_vector_id.TRAPPARTS
}
},
[df.trap_type.PressurePlate] = {
{
name='mechanism',
item_type=df.item_type.TRAPPARTS,
vector_id=df.job_item_vector_id.TRAPPARTS
}
},
[df.trap_type.CageTrap] = {
{
name='mechanism',
item_type=df.item_type.TRAPPARTS,
vector_id=df.job_item_vector_id.TRAPPARTS
}
},
[df.trap_type.TrackStop] = { { flags2={ building_material=true, non_economic=true } } }
}
local siegeengine_input = {
[df.siegeengine_type.Catapult] = {
{
item_type=df.item_type.CATAPULTPARTS,
vector_id=df.job_item_vector_id.CATAPULTPARTS,
quantity=3
}
},
[df.siegeengine_type.Ballista] = {
{
item_type=df.item_type.BALLISTAPARTS,
vector_id=df.job_item_vector_id.BALLISTAPARTS,
quantity=3
}
},
}
--[[ Functions for lookup in tables. ]]
local function get_custom_inputs(custom)
local defn = df.building_def.find(custom)
if defn ~= nil then
return utils.clone_with_default(defn.build_items, buildings.input_filter_defaults)
end
end
local function get_inputs_by_type(type,subtype,custom)
if type == df.building_type.Workshop then
if subtype == df.workshop_type.Custom then
return get_custom_inputs(custom)
else
return workshop_inputs[subtype]
end
elseif type == df.building_type.Furnace then
if subtype == df.furnace_type.Custom then
return get_custom_inputs(custom)
else
return furnace_inputs[subtype]
end
elseif type == df.building_type.Trap then
return trap_inputs[subtype]
elseif type == df.building_type.SiegeEngine then
return siegeengine_input[subtype]
else
return building_inputs[type]
end
end
local function augment_input(input, argtable)
local rv = {}
local arg = argtable[input.name or 'material']
if arg then
utils.assign(rv, arg)
end
utils.assign(rv, input)
if rv.mat_index and safe_index(rv, 'flags2', 'non_economic') then
rv.flags2.non_economic = false
end
rv.new = true
rv.name = nil
return rv
end
function buildings.getFiltersByType(argtable,type,subtype,custom)
local inputs = get_inputs_by_type(type,subtype,custom)
if not inputs then
return nil
end
local rv = {}
for i,v in ipairs(inputs) do
rv[i] = augment_input(v, argtable)
end
return rv
end
--[[
Wraps all steps necessary to create a building with
a construct job into one function.
dfhack.buildings.constructBuilding{
-- Position:
pos = { x = ..., y = ..., z = ... },
-- OR
x = ..., y = ..., z = ...,
-- Type:
type = df.building_type.FOO, subtype = ..., custom = ...,
-- Field initialization:
fields = { ... },
-- Size and orientation:
width = ..., height = ..., direction = ...,
-- Abort if not all tiles in the rectangle are available:
full_rectangle = true,
-- Materials:
items = { item, item ... },
-- OR
filters = { { ... }, { ... }... }
-- OR
abstract = true
-- OR
material = { filter_properties... }
mechanism = { filter_properties... }
barrel, bucket, chain, anvil, screw, pipe
}
Returns: the created building, or 'nil, error'
--]]
function buildings.constructBuilding(info)
local btype = info.type
local subtype = info.subtype or -1
local custom = info.custom or -1
local filters = info.filters
if not (info.pos or info.x) then
error('position is required')
end
if not (info.abstract or info.items or filters) then
filters = buildings.getFiltersByType(info,btype,subtype,custom)
if not filters then
error('one of items, filters or abstract is required')
end
elseif filters then
for _,v in ipairs(filters) do
v.new = true
end
end
if type(btype) ~= 'number' or not df.building_type[btype] then
error('Invalid building type: '..tostring(btype))
end
local pos = info.pos or xyz2pos(info.x, info.y, info.z)
local instance = buildings.allocInstance(pos, btype, subtype, custom)
if not instance then
error('Could not create building of type '..df.building_type[btype])
end
local to_delete = instance
return dfhack.with_finalize(
function()
df.delete(to_delete)
end,
function()
if info.fields then
instance:assign(info.fields)
end
local ok,w,h,area,r_area = buildings.setSize(
instance,info.width,info.height,info.direction
)
if not ok then
return nil, "cannot place at this position"
end
if info.full_rectangle and area ~= r_area then
return nil, "not all tiles can be used"
end
if info.abstract then
ok = buildings.constructAbstract(instance)
elseif info.items then
ok = buildings.constructWithItems(instance, info.items)
else
ok = buildings.constructWithFilters(instance, filters)
end
if not ok then
return nil, "could not construct the building"
end
-- Success
to_delete = nil
return instance
end
)
end
return buildings