245 lines
7.4 KiB
Ruby
245 lines
7.4 KiB
Ruby
module DFHack
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class << self
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# return a map block by tile coordinates
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# you can also use find_map_block(cursor) or anything that respond to x/y/z
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def map_block_at(x, y=nil, z=nil)
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x = x.pos if x.respond_to?(:pos)
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x, y, z = x.x, x.y, x.z if x.respond_to?(:x)
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if x >= 0 and x < world.map.x_count and y >= 0 and y < world.map.y_count and z >= 0 and z < world.map.z_count
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world.map.block_index[x/16][y/16][z]
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end
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end
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def map_designation_at(x, y=nil, z=nil)
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x = x.pos if x.respond_to?(:pos)
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x, y, z = x.x, x.y, x.z if x.respond_to?(:x)
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if b = map_block_at(x, y, z)
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b.designation[x%16][y%16]
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end
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end
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def map_occupancy_at(x, y=nil, z=nil)
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x = x.pos if x.respond_to?(:pos)
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x, y, z = x.x, x.y, x.z if x.respond_to?(:x)
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if b = map_block_at(x, y, z)
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b.occupancy[x%16][y%16]
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end
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end
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def map_tile_at(x=df.cursor, y=nil, z=nil)
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x = x.pos if x.respond_to?(:pos)
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x, y, z = x.x, x.y, x.z if x.respond_to?(:x)
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b = map_block_at(x, y, z)
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MapTile.new(b, x, y, z) if b
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end
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# yields every map block
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def each_map_block
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(0...world.map.x_count_block).each { |xb|
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xl = world.map.block_index[xb]
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(0...world.map.y_count_block).each { |yb|
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yl = xl[yb]
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(0...world.map.z_count_block).each { |z|
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p = yl[z]
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yield p if p
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}
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}
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}
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end
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# yields every map block for a given z level
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def each_map_block_z(z)
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(0...world.map.x_count_block).each { |xb|
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xl = world.map.block_index[xb]
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(0...world.map.y_count_block).each { |yb|
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p = xl[yb][z]
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yield p if p
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}
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}
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end
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end
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class MapTile
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attr_accessor :x, :y, :z, :dx, :dy, :mapblock
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def initialize(b, x, y, z)
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@x, @y, @z = x, y, z
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@dx, @dy = @x&15, @y&15
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@mapblock = b
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end
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def offset(dx, dy=nil, dz=0)
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if dx.respond_to?(:x)
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dz = dx.z if dx.respond_to?(:z)
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dx, dy = dx.x, dx.y
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end
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df.map_tile_at(@x+dx, @y+dy, @z+dz)
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end
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def designation
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@mapblock.designation[@dx][@dy]
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end
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def occupancy
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@mapblock.occupancy[@dx][@dy]
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end
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def tiletype
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@mapblock.tiletype[@dx][@dy]
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end
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def tiletype=(t)
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@mapblock.tiletype[@dx][@dy] = t
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end
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def caption
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Tiletype::Caption[tiletype]
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end
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def shape
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Tiletype::Shape[tiletype]
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end
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def tilemat
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Tiletype::Material[tiletype]
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end
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def variant
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Tiletype::Variant[tiletype]
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end
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def special
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Tiletype::Special[tiletype]
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end
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def direction
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Tiletype::Direction[tiletype]
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end
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def shape_caption
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TiletypeShape::Caption[shape]
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end
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def shape_basic
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TiletypeShape::BasicShape[shape]
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end
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def shape_passablelow
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TiletypeShape::PassableLow[shape]
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end
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def shape_passablehigh
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TiletypeShape::PassableHigh[shape]
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end
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def shape_passableflow
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TiletypeShape::PassableFlow[shape]
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end
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def shape_walkable
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TiletypeShape::Walkable[shape]
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end
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# return all veins for current mapblock
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def all_veins
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mapblock.block_events.grep(BlockSquareEventMineralst)
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end
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# return the vein applicable to current tile
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def vein
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# last vein wins
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all_veins.reverse.find { |v|
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(v.tile_bitmask.bits[@dy] & (1 << @dx)) > 0
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}
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end
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# return the mat_index for the current tile (if in vein)
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def mat_index_vein
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v = vein
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v.inorganic_mat if v
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end
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# return the world_data.geo_biome for current tile
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def geo_biome
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b = designation.biome
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wd = df.world.world_data
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# region coords + [[-1, -1], [0, -1], ..., [1, 1]][b]
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# clipped to world dimensions
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rx = df.world.map.region_x/16
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rx -= 1 if b % 3 == 0 and rx > 0
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rx += 1 if b % 3 == 2 and rx < wd.world_width-1
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ry = df.world.map.region_y/16
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ry -= 1 if b < 3 and ry > 0
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ry += 1 if b > 5 and ry < wd.world_height-1
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wd.geo_biomes[ wd.region_map[rx][ry].geo_index ]
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end
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# return the world_data.geo_biome.layer for current tile
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def stone_layer
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geo_biome.layers[designation.geolayer_index]
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end
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# current tile mat_index (vein if applicable, or base material)
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def mat_index
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mat_index_vein or stone_layer.mat_index
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end
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# MaterialInfo: inorganic token for current tile
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def mat_info
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MaterialInfo.new(0, mat_index)
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end
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def inspect
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"#<MapTile pos=[#@x, #@y, #@z] shape=#{shape} tilemat=#{tilemat} material=#{mat_info.token}>"
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end
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def dig(mode=:Default)
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if mode == :Smooth
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if (tilemat == :STONE or tilemat == :MINERAL) and caption !~ /smooth|pillar|fortification/i and # XXX caption..
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designation.smooth == 0 and (designation.hidden or not df.world.job_list.find { |j|
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# the game removes 'smooth' designation as soon as it assigns a job, if we
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# re-set it the game may queue another :DetailWall that will carve a fortification
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(j.job_type == :DetailWall or j.job_type == :DetailFloor) and df.same_pos?(j, self)
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})
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designation.dig = :No
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designation.smooth = 1
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mapblock.flags.designated = true
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end
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else
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return if mode != :No and designation.dig == :No and not designation.hidden and df.world.job_list.find { |j|
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# someone already enroute to dig here, avoid 'Inappropriate dig square' spam
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JobType::Type[j.job_type] == :Digging and df.same_pos?(j, self)
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}
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designation.dig = mode
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mapblock.flags.designated = true if mode != :No
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end
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end
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def spawn_liquid(quantity, is_magma=false, flowing=true)
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designation.flow_size = quantity
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designation.liquid_type = (is_magma ? :Magma : :Water)
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designation.flow_forbid = true if is_magma or quantity >= 4
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if flowing
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mapblock.flags.update_liquid = true
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mapblock.flags.update_liquid_twice = true
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zf = df.world.map.z_level_flags[z]
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zf.update = true
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zf.update_twice = true
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end
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end
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def spawn_water(quantity=7)
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spawn_liquid(quantity)
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end
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def spawn_magma(quantity=7)
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spawn_liquid(quantity, true)
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end
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end
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end
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