375 lines
14 KiB
Ruby
375 lines
14 KiB
Ruby
module DFHack
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class << self
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def building_find(what=:selected, y=nil, z=nil)
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if what == :selected
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case ui.main.mode
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when :LookAround
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k = ui_look_list.items[ui_look_cursor]
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k.building if k.type == :Building
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when :BuildingItems, :QueryBuilding
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world.selected_building
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when :Zones, :ZonesPenInfo, :ZonesPitInfo, :ZonesHospitalInfo
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ui_sidebar_menus.zone.selected
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end
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elsif what.kind_of?(Integer)
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# search by building.id
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return world.buildings.all.binsearch(what) if not z
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# search by coordinates
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x = what
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world.buildings.all.find { |b|
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b.z == z and
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if b.room.extents
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dx = x - b.room.x
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dy = y - b.room.y
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dx >= 0 and dx < b.room.width and
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dy >= 0 and dy < b.room.height and
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b.room.extents[ dy*b.room.width + dx ] > 0
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else
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b.x1 <= x and b.x2 >= x and
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b.y1 <= y and b.y2 >= y
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end
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}
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elsif what.respond_to?(:x) or what.respond_to?(:pos)
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# find the building at the same position
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what = what.pos if what.respond_to?(:pos)
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building_find(what.x, what.y, what.z)
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else
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raise "what what?"
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end
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end
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# allocate a new building object
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def building_alloc(type, subtype=-1, custom=-1)
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cls = rtti_n2c[BuildingType::Classname[type].to_sym]
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raise "invalid building type #{type.inspect}" if not cls
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bld = cls.cpp_new
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bld.race = ui.race_id
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subtype = WorkshopType.int(subtype) if subtype.kind_of?(::Symbol) and type == :Workshop
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subtype = FurnaceType.int(subtype) if subtype.kind_of?(::Symbol) and type == :Furnace
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subtype = CivzoneType.int(subtype) if subtype.kind_of?(::Symbol) and type == :Civzone
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bld.setSubtype(subtype)
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bld.setCustomType(custom)
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case type
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when :Furnace; bld.melt_remainder[world.raws.inorganics.length] = 0
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when :Coffin; bld.initBurialFlags
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when :Trap; bld.unk_cc = 500 if bld.trap_type == :PressurePlate
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end
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bld
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end
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# used by building_setsize
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def building_check_bridge_support(bld)
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x1 = bld.x1-1
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x2 = bld.x2+1
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y1 = bld.y1-1
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y2 = bld.y2+1
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z = bld.z
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(x1..x2).each { |x|
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(y1..y2).each { |y|
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next if ((x == x1 or x == x2) and
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(y == y1 or y == y2))
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if mb = map_block_at(x, y, z) and tile = mb.tiletype[x%16][y%16] and TiletypeShape::BasicShape[Tiletype::Shape[tile]] != :Open
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bld.gate_flags.has_support = true
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return
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end
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}
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}
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bld.gate_flags.has_support = false
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end
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# sets x2/centerx/y2/centery from x1/y1/bldtype
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# x2/y2 preserved for :FarmPlot etc
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def building_setsize(bld)
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bld.x2 = bld.x1 if bld.x1 > bld.x2
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bld.y2 = bld.y1 if bld.y1 > bld.y2
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case bld.getType
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when :Bridge
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bld.centerx = bld.x1 + (bld.x2+1-bld.x1)/2
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bld.centery = bld.y1 + (bld.y2+1-bld.y1)/2
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building_check_bridge_support(bld)
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when :FarmPlot, :RoadDirt, :RoadPaved, :Stockpile, :Civzone
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bld.centerx = bld.x1 + (bld.x2+1-bld.x1)/2
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bld.centery = bld.y1 + (bld.y2+1-bld.y1)/2
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when :TradeDepot, :Shop
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bld.x2 = bld.x1+4
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bld.y2 = bld.y1+4
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bld.centerx = bld.x1+2
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bld.centery = bld.y1+2
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when :SiegeEngine, :Windmill, :Wagon
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bld.x2 = bld.x1+2
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bld.y2 = bld.y1+2
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bld.centerx = bld.x1+1
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bld.centery = bld.y1+1
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when :AxleHorizontal
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if bld.is_vertical == 1
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bld.x2 = bld.centerx = bld.x1
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bld.centery = bld.y1 + (bld.y2+1-bld.y1)/2
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else
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bld.centerx = bld.x1 + (bld.x2+1-bld.x1)/2
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bld.y2 = bld.centery = bld.y1
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end
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when :WaterWheel
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if bld.is_vertical == 1
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bld.x2 = bld.centerx = bld.x1
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bld.y2 = bld.y1+2
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bld.centery = bld.y1+1
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else
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bld.x2 = bld.x1+2
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bld.centerx = bld.x1+1
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bld.y2 = bld.centery = bld.y1
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end
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when :Workshop, :Furnace
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# Furnace = Custom or default case only
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case bld.type
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when :Quern, :Millstone, :Tool
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bld.x2 = bld.centerx = bld.x1
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bld.y2 = bld.centery = bld.y1
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when :Siege, :Kennels
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bld.x2 = bld.x1+4
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bld.y2 = bld.y1+4
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bld.centerx = bld.x1+2
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bld.centery = bld.y1+2
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when :Custom
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if bdef = world.raws.buildings.all.binsearch(bld.getCustomType)
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bld.x2 = bld.x1 + bdef.dim_x - 1
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bld.y2 = bld.y1 + bdef.dim_y - 1
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bld.centerx = bld.x1 + bdef.workloc_x
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bld.centery = bld.y1 + bdef.workloc_y
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end
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else
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bld.x2 = bld.x1+2
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bld.y2 = bld.y1+2
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bld.centerx = bld.x1+1
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bld.centery = bld.y1+1
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end
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when :ScrewPump
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case bld.direction
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when :FromEast
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bld.x2 = bld.centerx = bld.x1+1
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bld.y2 = bld.centery = bld.y1
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when :FromSouth
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bld.x2 = bld.centerx = bld.x1
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bld.y2 = bld.centery = bld.y1+1
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when :FromWest
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bld.x2 = bld.x1+1
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bld.y2 = bld.centery = bld.y1
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bld.centerx = bld.x1
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else
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bld.x2 = bld.x1+1
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bld.y2 = bld.centery = bld.y1
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bld.centerx = bld.x1
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end
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when :Well
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bld.bucket_z = bld.z
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bld.x2 = bld.centerx = bld.x1
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bld.y2 = bld.centery = bld.y1
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when :Construction
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bld.x2 = bld.centerx = bld.x1
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bld.y2 = bld.centery = bld.y1
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bld.setMaterialAmount(1)
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return
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else
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bld.x2 = bld.centerx = bld.x1
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bld.y2 = bld.centery = bld.y1
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end
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bld.setMaterialAmount((bld.x2-bld.x1+1)*(bld.y2-bld.y1+1)/4+1)
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end
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# set building at position, with optional width/height
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def building_position(bld, pos, w=nil, h=nil)
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if pos.respond_to?(:x1)
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x, y, z = pos.x1, pos.y1, pos.z
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w ||= pos.x2-pos.x1+1 if pos.respond_to?(:x2)
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h ||= pos.y2-pos.y1+1 if pos.respond_to?(:y2)
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elsif pos.respond_to?(:x)
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x, y, z = pos.x, pos.y, pos.z
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else
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x, y, z = pos
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end
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w ||= pos.w if pos.respond_to?(:w)
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h ||= pos.h if pos.respond_to?(:h)
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bld.x1 = x
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bld.y1 = y
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bld.z = z
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bld.x2 = bld.x1+w-1 if w
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bld.y2 = bld.y1+h-1 if h
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building_setsize(bld)
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end
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# set map occupancy/stockpile/etc for a building
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def building_setoccupancy(bld)
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stockpile = (bld.getType == :Stockpile)
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complete = (bld.getBuildStage >= bld.getMaxBuildStage)
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extents = (bld.room.extents and bld.isExtentShaped)
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z = bld.z
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(bld.x1..bld.x2).each { |x|
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(bld.y1..bld.y2).each { |y|
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next if extents and bld.room.extents[bld.room.width*(y-bld.room.y)+(x-bld.room.x)] == 0
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next if not mb = map_block_at(x, y, z)
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des = mb.designation[x%16][y%16]
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des.pile = stockpile
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des.dig = :No
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if complete
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bld.updateOccupancy(x, y)
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else
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mb.occupancy[x%16][y%16].building = :Planned
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end
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}
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}
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end
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# link bld into other rooms if it is inside their extents or vice versa
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def building_linkrooms(bld)
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world.buildings.other[:ANY_FREE].each { |ob|
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next if ob.z != bld.z
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if bld.is_room and bld.room.extents
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next if ob.is_room or ob.x1 < bld.room.x or ob.x1 >= bld.room.x+bld.room.width or ob.y1 < bld.room.y or ob.y1 >= bld.room.y+bld.room.height
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next if bld.room.extents[bld.room.width*(ob.y1-bld.room.y)+(ob.x1-bld.room.x)] == 0
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ui.equipment.update.buildings = true
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bld.children << ob
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ob.parents << bld
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elsif ob.is_room and ob.room.extents
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next if bld.is_room or bld.x1 < ob.room.x or bld.x1 >= ob.room.x+ob.room.width or bld.y1 < ob.room.y or bld.y1 >= ob.room.y+ob.room.height
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next if ob.room.extents[ob.room.width*(bld.y1-ob.room.y)+(bld.x1-ob.room.x)].to_i == 0
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ui.equipment.update.buildings = true
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ob.children << bld
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bld.parents << ob
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end
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}
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end
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# link the building into the world, set map data, link rooms, bld.id
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def building_link(bld)
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bld.id = df.building_next_id
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df.building_next_id += 1
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world.buildings.all << bld
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bld.categorize(true)
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building_setoccupancy(bld) if bld.isSettingOccupancy
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building_linkrooms(bld)
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end
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# set a design for the building
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def building_createdesign(bld, rough=true)
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job = bld.jobs[0]
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job.mat_type = bld.mat_type
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job.mat_index = bld.mat_index
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if bld.needsDesign
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bld.design = BuildingDesign.cpp_new
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bld.design.flags.rough = rough
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end
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end
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# creates a job to build bld, return it
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def building_linkforconstruct(bld)
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building_link bld
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ref = GeneralRefBuildingHolderst.cpp_new
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ref.building_id = bld.id
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job = Job.cpp_new
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job.job_type = :ConstructBuilding
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job.pos = [bld.centerx, bld.centery, bld.z]
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job.references << ref
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bld.jobs << job
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job_link job
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job
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end
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# construct a building with items or JobItems
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def building_construct(bld, items)
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job = building_linkforconstruct(bld)
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rough = false
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items.each { |item|
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if items.kind_of?(JobItem)
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item.quantity = (bld.x2-bld.x1+1)*(bld.y2-bld.y1+1)/4+1 if item.quantity < 0
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job.job_items << item
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else
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job_attachitem(job, item, :Hauled)
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end
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rough = true if item.getType == :BOULDER
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bld.mat_type = item.getMaterial if bld.mat_type == -1
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bld.mat_index = item.getMaterialIndex if bld.mat_index == -1
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}
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building_createdesign(bld, rough)
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end
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# construct an abstract building (stockpile, farmplot, ...)
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def building_construct_abstract(bld)
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if bld.getType == :Stockpile
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max = df.world.buildings.other[:STOCKPILE].map { |s| s.stockpile_number }.max
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bld.stockpile_number = max.to_i + 1
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end
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building_link bld
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if !bld.flags.exists
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bld.flags.exists = true
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bld.initFarmSeasons
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end
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end
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def building_setowner(bld, unit)
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return unless bld.is_room
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return if bld.owner == unit
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if bld.owner
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if idx = bld.owner.owned_buildings.index { |ob| ob.id == bld.id }
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bld.owner.owned_buildings.delete_at(idx)
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end
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if spouse = bld.owner.relations.spouse_tg and
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idx = spouse.owned_buildings.index { |ob| ob.id == bld.id }
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spouse.owned_buildings.delete_at(idx)
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end
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end
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bld.owner = unit
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if unit
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unit.owned_buildings << bld
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if spouse = bld.owner.relations.spouse_tg and
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!spouse.owned_buildings.index { |ob| ob.id == bld.id } and
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bld.canUseSpouseRoom
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spouse.owned_buildings << bld
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end
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end
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end
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# creates a job to deconstruct the building
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def building_deconstruct(bld)
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job = Job.cpp_new
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refbuildingholder = GeneralRefBuildingHolderst.cpp_new
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job.job_type = :DestroyBuilding
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refbuildingholder.building_id = bld.id
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job.references << refbuildingholder
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bld.jobs << job
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job_link job
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job
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end
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# check item flags to see if it is suitable for use as a building material
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def building_isitemfree(i)
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!i.flags.in_job and
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!i.flags.in_inventory and
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!i.flags.removed and
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!i.flags.in_building and
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!i.flags.owned and
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!i.flags.forbid
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end
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# exemple usage
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def buildbed(pos=cursor)
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raise 'where to ?' if pos.x < 0
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item = world.items.all.find { |i|
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i.kind_of?(ItemBedst) and
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building_isitemfree(i)
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}
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raise 'no free bed, build more !' if not item
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bld = building_alloc(:Bed)
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building_position(bld, pos)
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building_construct(bld, [item])
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end
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end
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end
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