dfhack/plugins/lua/buildingplan/planneroverlay.lua

773 lines
28 KiB
Lua

local _ENV = mkmodule('plugins.buildingplan.planneroverlay')
local itemselection = require('plugins.buildingplan.itemselection')
local filterselection = require('plugins.buildingplan.filterselection')
local gui = require('gui')
local guidm = require('gui.dwarfmode')
local overlay = require('plugins.overlay')
local pens = require('plugins.buildingplan.pens')
local utils = require('utils')
local widgets = require('gui.widgets')
require('dfhack.buildings')
local uibs = df.global.buildreq
reset_counts_flag = false
local function get_cur_filters()
return dfhack.buildings.getFiltersByType({}, uibs.building_type,
uibs.building_subtype, uibs.custom_type)
end
local function is_choosing_area()
return uibs.selection_pos.x >= 0
end
local function get_cur_area_dims(placement_data)
if not placement_data and not is_choosing_area() then return 1, 1, 1 end
local selection_pos = placement_data and placement_data.p1 or uibs.selection_pos
local pos = placement_data and placement_data.p2 or uibs.pos
return math.abs(selection_pos.x - pos.x) + 1,
math.abs(selection_pos.y - pos.y) + 1,
math.abs(selection_pos.z - pos.z) + 1
end
local function is_pressure_plate()
return uibs.building_type == df.building_type.Trap
and uibs.building_subtype == df.trap_type.PressurePlate
end
local function is_weapon_trap()
return uibs.building_type == df.building_type.Trap
and uibs.building_subtype == df.trap_type.WeaponTrap
end
-- adjusted from CycleHotkeyLabel on the planner panel
local weapon_quantity = 1
local function get_quantity(filter, hollow, placement_data)
if is_pressure_plate() then
local flags = uibs.plate_info.flags
return (flags.units and 1 or 0) + (flags.water and 1 or 0) +
(flags.magma and 1 or 0) + (flags.track and 1 or 0)
elseif is_weapon_trap() and filter.vector_id == df.job_item_vector_id.ANY_WEAPON then
return weapon_quantity
end
local quantity = filter.quantity or 1
local dimx, dimy, dimz = get_cur_area_dims(placement_data)
if quantity < 1 then
return (((dimx * dimy) // 4) + 1) * dimz
end
if hollow and dimx > 2 and dimy > 2 then
return quantity * (2*dimx + 2*dimy - 4) * dimz
end
return quantity * dimx * dimy * dimz
end
local function cur_building_has_no_area()
if uibs.building_type == df.building_type.Construction then return false end
local filters = dfhack.buildings.getFiltersByType({},
uibs.building_type, uibs.building_subtype, uibs.custom_type)
-- this works because all variable-size buildings have either no item
-- filters or a quantity of -1 for their first (and only) item
return filters and filters[1] and (not filters[1].quantity or filters[1].quantity > 0)
end
local function is_plannable()
return get_cur_filters() and
not (uibs.building_type == df.building_type.Construction
and uibs.building_subtype == df.construction_type.TrackNSEW)
end
local function is_construction()
return uibs.building_type == df.building_type.Construction
end
local function is_stairs()
return is_construction()
and uibs.building_subtype == df.construction_type.UpDownStair
end
local direction_panel_frame = {t=4, h=13, w=46, r=28}
local direction_panel_types = utils.invert{
df.building_type.Bridge,
df.building_type.ScrewPump,
df.building_type.WaterWheel,
df.building_type.AxleHorizontal,
df.building_type.Rollers,
}
local function has_direction_panel()
return direction_panel_types[uibs.building_type]
or (uibs.building_type == df.building_type.Trap
and uibs.building_subtype == df.trap_type.TrackStop)
end
local pressure_plate_panel_frame = {t=4, h=37, w=46, r=28}
local function has_pressure_plate_panel()
return is_pressure_plate()
end
local function is_over_options_panel()
local frame = nil
if has_direction_panel() then
frame = direction_panel_frame
elseif has_pressure_plate_panel() then
frame = pressure_plate_panel_frame
else
return false
end
local v = widgets.Widget{frame=frame}
local rect = gui.mkdims_wh(0, 0, dfhack.screen.getWindowSize())
v:updateLayout(gui.ViewRect{rect=rect})
return v:getMousePos()
end
--------------------------------
-- ItemLine
--
ItemLine = defclass(ItemLine, widgets.Panel)
ItemLine.ATTRS{
idx=DEFAULT_NIL,
is_selected_fn=DEFAULT_NIL,
is_hollow_fn=DEFAULT_NIL,
on_select=DEFAULT_NIL,
on_filter=DEFAULT_NIL,
on_clear_filter=DEFAULT_NIL,
}
function ItemLine:init()
self.frame.h = 1
self.visible = function() return #get_cur_filters() >= self.idx end
self:addviews{
widgets.Label{
frame={t=0, l=0},
text='*',
auto_width=true,
visible=self.is_selected_fn,
},
widgets.Label{
frame={t=0, l=25},
text={
{tile=pens.BUTTON_START_PEN},
{gap=6, tile=pens.BUTTON_END_PEN},
},
auto_width=true,
on_click=function() self.on_filter(self.idx) end,
},
widgets.Label{
frame={t=0, l=33},
text={
{tile=pens.BUTTON_START_PEN},
{gap=1, tile=pens.BUTTON_END_PEN},
},
auto_width=true,
on_click=function() self.on_clear_filter(self.idx) end,
},
widgets.Label{
frame={t=0, l=2},
text={
{width=21, text=self:callback('get_item_line_text')},
{gap=3, text='filter', pen=COLOR_GREEN},
{gap=2, text='x', pen=self:callback('get_x_pen')},
{gap=3, text=function() return self.note end,
pen=function() return self.note_pen end},
},
},
}
end
function ItemLine:reset()
self.desc = nil
self.available = nil
end
function ItemLine:onInput(keys)
if keys._MOUSE_L_DOWN and self:getMousePos() then
self.on_select(self.idx)
end
return ItemLine.super.onInput(self, keys)
end
function ItemLine:get_x_pen()
return require('plugins.buildingplan').hasFilter(uibs.building_type, uibs.building_subtype, uibs.custom_type, self.idx-1) and
COLOR_GREEN or COLOR_GREY
end
function ItemLine:get_item_line_text()
local idx = self.idx
local filter = get_cur_filters()[idx]
local quantity = get_quantity(filter, self.is_hollow_fn())
local buildingplan = require('plugins.buildingplan')
self.desc = self.desc or buildingplan.get_desc(filter)
self.available = self.available or buildingplan.countAvailableItems(
uibs.building_type, uibs.building_subtype, uibs.custom_type, idx - 1)
if self.available >= quantity then
self.note_pen = COLOR_GREEN
self.note = 'Available now'
else
self.note_pen = COLOR_YELLOW
self.note = 'Will link later'
end
return ('%d %s%s'):format(quantity, self.desc, quantity == 1 and '' or 's')
end
function ItemLine:reduce_quantity(used_quantity)
if not self.available then return end
local filter = get_cur_filters()[self.idx]
used_quantity = used_quantity or get_quantity(filter, self.is_hollow_fn())
self.available = math.max(0, self.available - used_quantity)
end
local function get_placement_errors()
local out = ''
for _,str in ipairs(uibs.errors) do
if #out > 0 then out = out .. NEWLINE end
out = out .. str.value
end
return out
end
--------------------------------
-- PlannerOverlay
--
PlannerOverlay = defclass(PlannerOverlay, overlay.OverlayWidget)
PlannerOverlay.ATTRS{
default_pos={x=5,y=9},
default_enabled=true,
viewscreens='dwarfmode/Building/Placement',
frame={w=56, h=20},
}
function PlannerOverlay:init()
self.selected = 1
local main_panel = widgets.Panel{
view_id='main',
frame={t=0, l=0, r=0, h=14},
frame_style=gui.MEDIUM_FRAME,
frame_background=gui.CLEAR_PEN,
}
local function make_is_selected_fn(idx)
return function() return self.selected == idx end
end
local function on_select_fn(idx)
self.selected = idx
end
local function is_hollow_fn()
return self.subviews.hollow:getOptionValue()
end
local buildingplan = require('plugins.buildingplan')
main_panel:addviews{
widgets.Label{
frame={},
auto_width=true,
text='No items required.',
visible=function() return #get_cur_filters() == 0 end,
},
ItemLine{view_id='item1', frame={t=0, l=0, r=0}, idx=1,
is_selected_fn=make_is_selected_fn(1), is_hollow_fn=is_hollow_fn,
on_select=on_select_fn, on_filter=self:callback('set_filter'),
on_clear_filter=self:callback('clear_filter')},
ItemLine{view_id='item2', frame={t=2, l=0, r=0}, idx=2,
is_selected_fn=make_is_selected_fn(2), is_hollow_fn=is_hollow_fn,
on_select=on_select_fn, on_filter=self:callback('set_filter'),
on_clear_filter=self:callback('clear_filter')},
ItemLine{view_id='item3', frame={t=4, l=0, r=0}, idx=3,
is_selected_fn=make_is_selected_fn(3), is_hollow_fn=is_hollow_fn,
on_select=on_select_fn, on_filter=self:callback('set_filter'),
on_clear_filter=self:callback('clear_filter')},
ItemLine{view_id='item4', frame={t=6, l=0, r=0}, idx=4,
is_selected_fn=make_is_selected_fn(4), is_hollow_fn=is_hollow_fn,
on_select=on_select_fn, on_filter=self:callback('set_filter'),
on_clear_filter=self:callback('clear_filter')},
widgets.CycleHotkeyLabel{
view_id='hollow',
frame={t=3, l=4},
key='CUSTOM_H',
label='Hollow area:',
visible=is_construction,
options={
{label='No', value=false},
{label='Yes', value=true},
},
},
widgets.CycleHotkeyLabel{
view_id='stairs_top_subtype',
frame={t=4, l=4},
key='CUSTOM_R',
label='Top Stair Type: ',
visible=is_stairs,
options={
{label='Auto', value='auto'},
{label='UpDown', value=df.construction_type.UpDownStair},
{label='Down', value=df.construction_type.DownStair},
},
},
widgets.CycleHotkeyLabel {
view_id='stairs_bottom_subtype',
frame={t=5, l=4},
key='CUSTOM_B',
label='Bottom Stair Type:',
visible=is_stairs,
options={
{label='Auto', value='auto'},
{label='UpDown', value=df.construction_type.UpDownStair},
{label='Up', value=df.construction_type.UpStair},
},
},
widgets.CycleHotkeyLabel {
view_id='weapons',
frame={t=5, l=4},
key='CUSTOM_T',
key_back='CUSTOM_SHIFT_T',
label='Num weapons:',
visible=is_weapon_trap,
options={1, 2, 3, 4, 5, 6, 7, 8, 9, 10},
on_change=function(val) weapon_quantity = val end,
},
widgets.Label{
frame={b=3, l=17},
text={
'Selected area: ',
{text=function()
return ('%dx%dx%d'):format(get_cur_area_dims(self.saved_placement))
end
},
},
visible=function()
return not cur_building_has_no_area() and (self.saved_placement or is_choosing_area())
end,
},
widgets.Panel{
visible=function() return #get_cur_filters() > 0 end,
subviews={
widgets.HotkeyLabel{
frame={b=1, l=0},
key='STRING_A042',
auto_width=true,
enabled=function() return #get_cur_filters() > 1 end,
on_activate=function() self.selected = ((self.selected - 2) % #get_cur_filters()) + 1 end,
},
widgets.HotkeyLabel{
frame={b=1, l=1},
key='STRING_A047',
label='Prev/next item',
auto_width=true,
enabled=function() return #get_cur_filters() > 1 end,
on_activate=function() self.selected = (self.selected % #get_cur_filters()) + 1 end,
},
widgets.HotkeyLabel{
frame={b=1, l=21},
key='CUSTOM_F',
label='Set filter',
auto_width=true,
on_activate=function() self:set_filter(self.selected) end,
},
widgets.HotkeyLabel{
frame={b=1, l=37},
key='CUSTOM_X',
label='Clear filter',
auto_width=true,
on_activate=function() self:clear_filter(self.selected) end,
enabled=function()
return buildingplan.hasFilter(uibs.building_type, uibs.building_subtype, uibs.custom_type, self.selected - 1)
end
},
widgets.CycleHotkeyLabel{
view_id='choose',
frame={b=0, l=0, w=25},
key='CUSTOM_I',
label='Choose from items:',
options={{label='Yes', value=true},
{label='No', value=false}},
initial_option=false,
enabled=function()
for idx = 1,4 do
if (self.subviews['item'..idx].available or 0) > 0 then
return true
end
end
end,
},
widgets.CycleHotkeyLabel{
view_id='safety',
frame={b=0, l=29, w=25},
key='CUSTOM_G',
label='Building safety:',
options={
{label='Any', value=0},
{label='Magma', value=2, pen=COLOR_RED},
{label='Fire', value=1, pen=COLOR_LIGHTRED},
},
initial_option=0,
on_change=function(heat)
buildingplan.setHeatSafetyFilter(uibs.building_type, uibs.building_subtype, uibs.custom_type, heat)
end,
},
},
},
}
local error_panel = widgets.ResizingPanel{
view_id='errors',
frame={t=14, l=0, r=0},
frame_style=gui.MEDIUM_FRAME,
frame_background=gui.CLEAR_PEN,
}
error_panel:addviews{
widgets.WrappedLabel{
frame={t=0, l=0, r=0},
text_pen=COLOR_LIGHTRED,
text_to_wrap=get_placement_errors,
visible=function() return #uibs.errors > 0 end,
},
widgets.Label{
frame={t=0, l=0, r=0},
text_pen=COLOR_GREEN,
text='OK to build',
visible=function() return #uibs.errors == 0 end,
},
}
self:addviews{
main_panel,
error_panel,
}
end
function PlannerOverlay:reset()
self.subviews.item1:reset()
self.subviews.item2:reset()
self.subviews.item3:reset()
self.subviews.item4:reset()
reset_counts_flag = false
end
function PlannerOverlay:set_filter(idx)
filterselection.FilterSelectionScreen{index=idx, desc=require('plugins.buildingplan').get_desc(get_cur_filters()[idx])}:show()
end
function PlannerOverlay:clear_filter(idx)
clearFilter(uibs.building_type, uibs.building_subtype, uibs.custom_type, idx-1)
end
local function get_placement_data()
local pos = uibs.pos
local direction = uibs.direction
local width, height, depth = get_cur_area_dims()
local _, adjusted_width, adjusted_height = dfhack.buildings.getCorrectSize(
width, height, uibs.building_type, uibs.building_subtype,
uibs.custom_type, direction)
-- get the upper-left corner of the building/area at min z-level
local has_selection = is_choosing_area()
local start_pos = xyz2pos(
has_selection and math.min(uibs.selection_pos.x, pos.x) or pos.x - adjusted_width//2,
has_selection and math.min(uibs.selection_pos.y, pos.y) or pos.y - adjusted_height//2,
has_selection and math.min(uibs.selection_pos.z, pos.z) or pos.z
)
if uibs.building_type == df.building_type.ScrewPump then
if direction == df.screw_pump_direction.FromSouth then
start_pos.y = start_pos.y + 1
elseif direction == df.screw_pump_direction.FromEast then
start_pos.x = start_pos.x + 1
end
end
local min_x, max_x = start_pos.x, start_pos.x
local min_y, max_y = start_pos.y, start_pos.y
local min_z, max_z = start_pos.z, start_pos.z
if adjusted_width == 1 and adjusted_height == 1
and (width > 1 or height > 1 or depth > 1) then
max_x = min_x + width - 1
max_y = min_y + height - 1
max_z = math.max(uibs.selection_pos.z, pos.z)
end
return {
p1=xyz2pos(min_x, min_y, min_z),
p2=xyz2pos(max_x, max_y, max_z),
width=adjusted_width,
height=adjusted_height
}
end
function PlannerOverlay:save_placement()
self.saved_placement = get_placement_data()
if (uibs.selection_pos:isValid()) then
self.saved_selection_pos_valid = true
self.saved_selection_pos = copyall(uibs.selection_pos)
self.saved_pos = copyall(uibs.pos)
uibs.selection_pos:clear()
else
self.saved_selection_pos = copyall(self.saved_placement.p1)
self.saved_pos = copyall(self.saved_placement.p2)
self.saved_pos.x = self.saved_pos.x + self.saved_placement.width - 1
self.saved_pos.y = self.saved_pos.y + self.saved_placement.height - 1
end
end
function PlannerOverlay:restore_placement()
if self.saved_selection_pos_valid then
uibs.selection_pos = self.saved_selection_pos
self.saved_selection_pos_valid = nil
else
uibs.selection_pos:clear()
end
self.saved_selection_pos = nil
self.saved_pos = nil
local placement_data = self.saved_placement
self.saved_placement = nil
return placement_data
end
function PlannerOverlay:onInput(keys)
if not is_plannable() then return false end
if keys.LEAVESCREEN or keys._MOUSE_R_DOWN then
if uibs.selection_pos:isValid() then
uibs.selection_pos:clear()
return true
end
self.selected = 1
self.subviews.hollow:setOption(false)
self.subviews.choose:setOption(false)
self:reset()
reset_counts_flag = true
return false
end
if PlannerOverlay.super.onInput(self, keys) then
return true
end
if keys._MOUSE_L_DOWN then
if is_over_options_panel() then return false end
local detect_rect = copyall(self.frame_rect)
detect_rect.height = self.subviews.main.frame_rect.height +
self.subviews.errors.frame_rect.height
detect_rect.y2 = detect_rect.y1 + detect_rect.height - 1
if self.subviews.main:getMousePos(gui.ViewRect{rect=detect_rect})
or self.subviews.errors:getMousePos() then
return true
end
if not is_construction() and #uibs.errors > 0 then return true end
if dfhack.gui.getMousePos() then
if is_choosing_area() or cur_building_has_no_area() then
local filters = get_cur_filters()
local num_filters = #filters
local choose = self.subviews.choose
if choose.enabled() and choose:getOptionValue() then
self:save_placement()
local is_hollow = self.subviews.hollow:getOptionValue()
local chosen_items, active_screens = {}, {}
local pending = num_filters
df.global.game.main_interface.bottom_mode_selected = -1
for idx = num_filters,1,-1 do
chosen_items[idx] = {}
if (self.subviews['item'..idx].available or 0) > 0 then
local filter = filters[idx]
active_screens[idx] = itemselection.ItemSelectionScreen{
index=idx,
desc=require('plugins.buildingplan').get_desc(filter),
quantity=get_quantity(filter, is_hollow,
self.saved_placement),
on_submit=function(items)
chosen_items[idx] = items
active_screens[idx]:dismiss()
active_screens[idx] = nil
pending = pending - 1
if pending == 0 then
df.global.game.main_interface.bottom_mode_selected = df.main_bottom_mode_type.BUILDING_PLACEMENT
self:place_building(self:restore_placement(), chosen_items)
end
end,
on_cancel=function()
for i,scr in pairs(active_screens) do
scr:dismiss()
end
df.global.game.main_interface.bottom_mode_selected = df.main_bottom_mode_type.BUILDING_PLACEMENT
self:restore_placement()
end,
}:show()
else
pending = pending - 1
end
end
else
self:place_building(get_placement_data())
end
return true
elseif not is_choosing_area() then
return false
end
end
end
return keys._MOUSE_L or keys.SELECT
end
function PlannerOverlay:render(dc)
if not is_plannable() then return end
self.subviews.errors:updateLayout()
PlannerOverlay.super.render(self, dc)
end
local ONE_BY_ONE = xy2pos(1, 1)
function PlannerOverlay:onRenderFrame(dc, rect)
PlannerOverlay.super.onRenderFrame(self, dc, rect)
if reset_counts_flag then
self:reset()
self.subviews.safety:setOption(require('plugins.buildingplan').getHeatSafetyFilter(
uibs.building_type, uibs.building_subtype, uibs.custom_type))
end
local selection_pos = self.saved_selection_pos or uibs.selection_pos
if not selection_pos or selection_pos.x < 0 then return end
local pos = self.saved_pos or uibs.pos
local bounds = {
x1 = math.max(0, math.min(selection_pos.x, pos.x)),
x2 = math.min(df.global.world.map.x_count-1, math.max(selection_pos.x, pos.x)),
y1 = math.max(0, math.min(selection_pos.y, pos.y)),
y2 = math.min(df.global.world.map.y_count-1, math.max(selection_pos.y, pos.y)),
}
local hollow = self.subviews.hollow:getOptionValue()
local default_pen = (self.saved_selection_pos or #uibs.errors == 0) and pens.GOOD_TILE_PEN or pens.BAD_TILE_PEN
local get_pen_fn = is_construction() and function(pos)
return dfhack.buildings.checkFreeTiles(pos, ONE_BY_ONE) and pens.GOOD_TILE_PEN or pens.BAD_TILE_PEN
end or function()
return default_pen
end
local function get_overlay_pen(pos)
if not hollow then return get_pen_fn(pos) end
if pos.x == bounds.x1 or pos.x == bounds.x2 or
pos.y == bounds.y1 or pos.y == bounds.y2 then
return get_pen_fn(pos)
end
return gui.TRANSPARENT_PEN
end
guidm.renderMapOverlay(get_overlay_pen, bounds)
end
function PlannerOverlay:get_stairs_subtype(pos, corner1, corner2)
local subtype = uibs.building_subtype
if pos.z == corner1.z then
local opt = self.subviews.stairs_bottom_subtype:getOptionValue()
if opt == 'auto' then
local tt = dfhack.maps.getTileType(pos)
local shape = df.tiletype.attrs[tt].shape
if shape ~= df.tiletype_shape.STAIR_DOWN then
subtype = df.construction_type.UpStair
end
else
subtype = opt
end
elseif pos.z == corner2.z then
local opt = self.subviews.stairs_top_subtype:getOptionValue()
if opt == 'auto' then
local tt = dfhack.maps.getTileType(pos)
local shape = df.tiletype.attrs[tt].shape
if shape ~= df.tiletype_shape.STAIR_UP then
subtype = df.construction_type.DownStair
end
else
subtype = opt
end
end
return subtype
end
function PlannerOverlay:place_building(placement_data, chosen_items)
local p1, p2 = placement_data.p1, placement_data.p2
local blds = {}
local hollow = self.subviews.hollow:getOptionValue()
local subtype = uibs.building_subtype
local filters = get_cur_filters()
if is_pressure_plate() then
filters[1].quantity = get_quantity(filters[1])
elseif is_weapon_trap() then
filters[2].quantity = get_quantity(filters[2])
end
for z=p1.z,p2.z do for y=p1.y,p2.y do for x=p1.x,p2.x do
if hollow and x ~= p1.x and x ~= p2.x and y ~= p1.y and y ~= p2.y then
goto continue
end
local pos = xyz2pos(x, y, z)
if is_stairs() then
subtype = self:get_stairs_subtype(pos, p1, p2)
end
local bld, err = dfhack.buildings.constructBuilding{pos=pos,
type=uibs.building_type, subtype=subtype, custom=uibs.custom_type,
width=placement_data.width, height=placement_data.height,
direction=uibs.direction, filters=filters}
if err then
-- it's ok if some buildings fail to build
goto continue
end
-- assign fields for the types that need them. we can't pass them all in
-- to the call to constructBuilding since attempting to assign unrelated
-- fields to building types that don't support them causes errors.
for k,v in pairs(bld) do
if k == 'friction' then bld.friction = uibs.friction end
if k == 'use_dump' then bld.use_dump = uibs.use_dump end
if k == 'dump_x_shift' then bld.dump_x_shift = uibs.dump_x_shift end
if k == 'dump_y_shift' then bld.dump_y_shift = uibs.dump_y_shift end
if k == 'speed' then bld.speed = uibs.speed end
if k == 'plate_info' then utils.assign(bld.plate_info, uibs.plate_info) end
end
table.insert(blds, bld)
::continue::
end end end
local used_quantity = is_construction() and #blds or false
self.subviews.item1:reduce_quantity(used_quantity)
self.subviews.item2:reduce_quantity(used_quantity)
self.subviews.item3:reduce_quantity(used_quantity)
self.subviews.item4:reduce_quantity(used_quantity)
local buildingplan = require('plugins.buildingplan')
for _,bld in ipairs(blds) do
-- attach chosen items and reduce job_item quantity
if chosen_items then
local job = bld.jobs[0]
local jitems = job.job_items
local num_filters = #get_cur_filters()
for idx=1,num_filters do
local item_ids = chosen_items[idx]
local jitem = jitems[num_filters-idx]
while jitem.quantity > 0 and #item_ids > 0 do
local item_id = item_ids[#item_ids]
local item = df.item.find(item_id)
if not item then
dfhack.printerr(('item no longer available: %d'):format(item_id))
break
end
if not dfhack.job.attachJobItem(job, item, df.job_item_ref.T_role.Hauled, idx-1, -1) then
dfhack.printerr(('cannot attach item: %d'):format(item_id))
break
end
jitem.quantity = jitem.quantity - 1
item_ids[#item_ids] = nil
end
end
end
buildingplan.addPlannedBuilding(bld)
end
buildingplan.scheduleCycle()
uibs.selection_pos:clear()
end
return _ENV