180 lines
5.9 KiB
Lua
180 lines
5.9 KiB
Lua
local _ENV = mkmodule('plugins.building-hacks')
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--[[
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from native:
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addBuilding(custom type,impassible fix (bool), consumed power, produced power, list of connection points,
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update skip(0/nil to disable),table of frames,frame to tick ratio (-1 for machine control))
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getPower(bld) -- 2 or 0 returns, produced and consumed
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setPower(bld,produced, consumed)
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from here:
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registerBuilding{
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name -- custom workshop id e.g. SOAPMAKER << required!
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fix_impassible -- make impassible tiles impassible to liquids too
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consume -- how much machine power is needed to work
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produce -- how much machine power is produced
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needs_power -- needs power to be able to add jobs
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action -- a table of number (how much ticks to skip) and a function which gets called on shop update
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canBeRoomSubset -- room is considered in to be part of the building defined by chairs etc...
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auto_gears -- find the gears automatically and animate them
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gears -- a table or {x=?,y=?} of connection points for machines
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animate -- a table of
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frames -- a table of
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tables of 4 numbers (tile,fore,back,bright) OR
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empty table (tile not modified) OR
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{x=<number> y=<number> + 4 numbers like in first case} -- this generates full frame even, usefull for animations that change little (1-2 tiles)
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frameLenght -- how many ticks does one frame take OR
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isMechanical -- a bool that says to try to match to mechanical system (i.e. how gears are turning)
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}
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]]
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_registeredStuff={}
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local function unregall(state)
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if state==SC_WORLD_UNLOADED then
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onUpdateAction._library=nil
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dfhack.onStateChange.building_hacks= nil
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_registeredStuff={}
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end
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end
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local function onUpdateLocal(workshop)
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local f=_registeredStuff[workshop:getCustomType()]
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if f then
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f(workshop)
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end
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end
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local function findCustomWorkshop(name)
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local raws=df.global.world.raws.buildings.all
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for k,v in ipairs(raws) do
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if v.code==name then
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return v
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end
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end
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end
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local function registerUpdateAction(shopId,callback)
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_registeredStuff[shopId]=callback
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onUpdateAction._library=onUpdateLocal
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dfhack.onStateChange.building_hacks=unregall
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end
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local function generateFrame(tiles,w,h)
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local mTiles={}
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for k,v in ipairs(tiles) do
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mTiles[v.x]=mTiles[v.x] or {}
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mTiles[v.x][v.y]=v
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end
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local ret={}
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for ty=0,h-1 do
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for tx=0,w-1 do
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if mTiles[tx] and mTiles[tx][ty] then
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table.insert(ret,mTiles[tx][ty]) -- leaves x and y in but who cares
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else
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table.insert(ret,{})
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end
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end
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end
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return ret
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end
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local function processFrames(shop_def,frames)
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local w,h=shop_def.dim_x,shop_def.dim_y
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for frame_id,frame in ipairs(frames) do
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if frame[1].x~=nil then
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frames[frame_id]=generateFrame(frame,w,h)
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end
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end
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return frames
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end
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local function findGears( shop_def ) --finds positions of all gears and inverted gears
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local w,h=shop_def.dim_x,shop_def.dim_y
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local stage=shop_def.build_stages
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local ret={}
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for x=0,w-1 do
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for y=0,h-1 do
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local tile=shop_def.tile[stage][x][y]
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if tile==42 then --gear icon
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table.insert(ret,{x=x,y=y,invert=false})
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elseif tile==15 then --inverted gear icon
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table.insert(ret,{x=x,y=y,invert=true})
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end
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end
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end
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return ret
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end
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local function lookup_color( shop_def,x,y,stage )
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return shop_def.tile_color[0][stage][x][y],shop_def.tile_color[1][stage][x][y],shop_def.tile_color[2][stage][x][y]
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end
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local function processFramesAuto( shop_def ,gears) --adds frames for all gear icons and inverted gear icons
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local w,h=shop_def.dim_x,shop_def.dim_y
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local frames={{},{}} --two frames only
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local stage=shop_def.build_stages
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for i,v in ipairs(gears) do
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local tile,tile_inv
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if v.inverted then
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tile=42
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tile_inv=15
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else
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tile=15
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tile_inv=42
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end
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table.insert(frames[1],{x=v.x,y=v.y,tile,lookup_color(shop_def,v.x,v.y,stage)})
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table.insert(frames[2],{x=v.x,y=v.y,tile_inv,lookup_color(shop_def,v.x,v.y,stage)})
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end
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for frame_id,frame in ipairs(frames) do
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frames[frame_id]=generateFrame(frame,w,h)
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end
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return frames
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end
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function registerBuilding(args)
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local shop_def=findCustomWorkshop(args.name)
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local shop_id=shop_def.id
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--misc
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local fix_impassible
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if args.fix_impassible then
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fix_impassible=1
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else
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fix_impassible=0
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end
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local roomSubset=args.canBeRoomSubset or -1
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--power
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local consume=args.consume or 0
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local produce=args.produce or 0
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local needs_power=args.needs_power or 1
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local auto_gears=args.auto_gears or false
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local updateSkip=0
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local action=args.action --could be nil
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if action~=nil then
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updateSkip=action[1]
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registerUpdateAction(shop_id,action[2])
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end
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--animations and connections next:
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local gears
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local frameLength
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local animate=args.animate
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if not auto_gears then
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gears=args.gears or {}
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frameLength=1
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local frames
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if animate~=nil then
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frameLength=animate.frameLength
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if animate.isMechanical then
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frameLength=-1
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end
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frames=processFrames(shop_def,animate.frames)
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end
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else
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frameLength=-1
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if animate~=nil then
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frameLength=animate.frameLength or frameLength
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if animate.isMechanical then
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frameLength=-1
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end
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end
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gears=findGears(shop_def)
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frames=processFramesAuto(shop_def,gears)
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end
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addBuilding(shop_id,fix_impassible,consume,produce,needs_power,gears,updateSkip,frames,frameLength,roomSubset)
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end
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return _ENV
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