147 lines
4.0 KiB
Lua
147 lines
4.0 KiB
Lua
-- Shows mechanisms linked to the current building.
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--[[=begin
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gui/mechanisms
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==============
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To use, bind to a key (the example config uses :kbd:`Ctrl`:kbd:`M`)
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and activate in :kbd:`q` mode.
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.. image:: /docs/images/mechanisms.png
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Lists mechanisms connected to the building, and their links. Navigating
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the list centers the view on the relevant linked buildings.
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To exit, press :kbd:`Esc` or :kbd:`Enter`; :kbd:`Esc` recenters on
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the original building, while :kbd:`Enter` leaves focus on the current
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one. :kbd:`Shift`:kbd:`Enter` has an effect equivalent to pressing
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:kbd:`Enter`, and then re-entering the mechanisms UI.
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=end]]
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local utils = require 'utils'
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local gui = require 'gui'
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local guidm = require 'gui.dwarfmode'
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function listMechanismLinks(building)
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local lst = {}
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local function push(item, mode)
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if item then
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lst[#lst+1] = {
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obj = item, mode = mode,
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name = utils.getBuildingName(item)
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}
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end
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end
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push(building, 'self')
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if not df.building_actual:is_instance(building) then
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return lst
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end
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local item, tref, tgt
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for _,v in ipairs(building.contained_items) do
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item = v.item
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if df.item_trappartsst:is_instance(item) then
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tref = dfhack.items.getGeneralRef(item, df.general_ref_type.BUILDING_TRIGGER)
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if tref then
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push(tref:getBuilding(), 'trigger')
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end
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tref = dfhack.items.getGeneralRef(item, df.general_ref_type.BUILDING_TRIGGERTARGET)
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if tref then
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push(tref:getBuilding(), 'target')
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end
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end
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end
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return lst
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end
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MechanismList = defclass(MechanismList, guidm.MenuOverlay)
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MechanismList.focus_path = 'mechanisms'
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function MechanismList:init(info)
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self:assign{
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links = {}, selected = 1
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}
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self:fillList(info.building)
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end
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function MechanismList:fillList(building)
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local links = listMechanismLinks(building)
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self.old_viewport = self:getViewport()
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self.old_cursor = guidm.getCursorPos()
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if #links <= 1 then
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links[1].mode = 'none'
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end
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self.links = links
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self.selected = 1
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end
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local colors = {
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self = COLOR_CYAN, none = COLOR_CYAN,
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trigger = COLOR_GREEN, target = COLOR_GREEN
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}
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local icons = {
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self = 128, none = 63, trigger = 27, target = 26
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}
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function MechanismList:onRenderBody(dc)
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dc:clear()
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dc:seek(1,1):string("Mechanism Links", COLOR_WHITE):newline()
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for i,v in ipairs(self.links) do
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local pen = { fg=colors[v.mode], bold = (i == self.selected) }
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dc:newline(1):pen(pen):char(icons[v.mode])
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dc:advance(1):string(v.name)
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end
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local nlinks = #self.links
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if nlinks <= 1 then
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dc:newline():newline(1):string("This building has no links", COLOR_LIGHTRED)
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end
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dc:newline():newline(1):pen(COLOR_WHITE)
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dc:key('LEAVESCREEN'):string(": Back, ")
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dc:key('SELECT'):string(": Switch")
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end
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function MechanismList:changeSelected(delta)
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if #self.links <= 1 then return end
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self.selected = 1 + (self.selected + delta - 1) % #self.links
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self:selectBuilding(self.links[self.selected].obj)
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end
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function MechanismList:onInput(keys)
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if keys.SECONDSCROLL_UP then
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self:changeSelected(-1)
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elseif keys.SECONDSCROLL_DOWN then
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self:changeSelected(1)
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elseif keys.LEAVESCREEN then
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self:dismiss()
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if self.selected ~= 1 then
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self:selectBuilding(self.links[1].obj, self.old_cursor, self.old_view)
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end
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elseif keys.SELECT_ALL then
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if self.selected > 1 then
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self:fillList(self.links[self.selected].obj)
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end
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elseif keys.SELECT then
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self:dismiss()
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elseif self:simulateViewScroll(keys) then
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return
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end
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end
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if not string.match(dfhack.gui.getCurFocus(), '^dwarfmode/QueryBuilding/Some') then
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qerror("This script requires the main dwarfmode view in 'q' mode")
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end
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local list = MechanismList{ building = df.global.world.selected_building }
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list:show()
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list:changeSelected(1)
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