1612 lines
56 KiB
Lua
1612 lines
56 KiB
Lua
-- allows to do jobs in adv. mode.
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--[==[
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version: 0.021
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changelog:
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*0.021
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- advfort_items now autofills items
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- tried out few things to fix gather plants
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*0.02
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- fixed axles not being able to be placed in other direction (thanks SyrusLD)
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- added lever linking
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- restructured advfort_items, don't forget to update that too!
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- Added clutter view if shop is cluttered.
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*0.013
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- fixed siege weapons and traps (somewhat). Now you can load them with new menu :)
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*0.012
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- fix for some jobs not finding correct building.
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*0.011
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- fixed crash with building jobs (other jobs might have been crashing too!)
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- fixed bug with building asking twice to input items
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*0.01
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- instant job startation
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- item selection screen (!)
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- BUG:custom jobs need stuff on ground to work
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*0.003
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- fixed farms (i think...)
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- added faster time pasing (yay for random deaths from local wildlife)
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- still hasn't fixed gather plants. but you can visit local market, buy a few local fruits/vegetables eat them and use seeds
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- other stuff
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*0.002
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- kind-of fixed the item problem... now they get teleported (if teleport_items=true which should be default for adventurer)
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- gather plants still not working... Other jobs seem to work.
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- added new-and-improved waiting. Interestingly it could be improved to be interuptable.
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todo list:
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- document everything! Maybe somebody would understand what is happening then and help me :<
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- when building trap add to known traps (or known adventurers?) so that it does not trigger on adventurer
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bugs list:
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- items blocking construction stuck the game
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- burning charcoal crashed game
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- gem thingies probably broken
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- custom reactions semibroken
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--]==]
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--keybinding, change to your hearts content. Only the key part.
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keybinds={
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nextJob={key="CUSTOM_SHIFT_T",desc="Next job in the list"},
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prevJob={key="CUSTOM_SHIFT_R",desc="Previous job in the list"},
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continue={key="A_WAIT",desc="Continue job if available"},
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down_alt1={key="CUSTOM_CTRL_D",desc="Use job down"},
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down_alt2={key="CURSOR_DOWN_Z_AUX",desc="Use job down"},
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up_alt1={key="CUSTOM_CTRL_E",desc="Use job up"},
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up_alt2={key="CURSOR_UP_Z_AUX",desc="Use job up"},
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use_same={key="A_MOVE_SAME_SQUARE",desc="Use job at the tile you are standing"},
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workshop={key="CHANGETAB",desc="Show building menu"},
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}
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-- building filters
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build_filter={
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forbid_all=false, --this forbits all except the "allow"
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allow={"MetalSmithsForge"}, --ignored if forbit_all=false
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forbid={} --ignored if forbit_all==true
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}
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build_filter.HUMANish={
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forbid_all=true,
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allow={"Masons"},
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forbid={}
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}
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--[[ FIXME: maybe let player select which to disable?]]
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for k,v in ipairs(df.global.ui.economic_stone) do df.global.ui.economic_stone[k]=0 end
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local gui = require 'gui'
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local wid=require 'gui.widgets'
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local dialog=require 'gui.dialogs'
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local buildings=require 'dfhack.buildings'
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local bdialog=require 'gui.buildings'
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local workshopJobs=require 'dfhack.workshops'
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local utils=require 'utils'
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local gscript=require 'gui.script'
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local tile_attrs = df.tiletype.attrs
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settings={build_by_items=false,use_worn=false,check_inv=true,teleport_items=true,df_assign=false,gui_item_select=true,only_in_sites=false}
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function hasValue(tbl,val)
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for k,v in pairs(tbl) do
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if v==val then
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return true
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end
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end
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return false
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end
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function reverseRaceLookup(id)
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return df.global.world.raws.creatures.all[id].creature_id
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end
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function deon_filter(name,type_id,subtype_id,custom_id, parent)
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--print(name)
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local adv=df.global.world.units.active[0]
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local race_filter=build_filter[reverseRaceLookup(adv.race)]
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if race_filter then
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if race_filter.forbid_all then
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return hasValue(race_filter.allow,name)
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else
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return not hasValue(race_filter.forbid,name)
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end
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else
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if build_filter.forbid_all then
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return hasValue(build_filter.allow,name)
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else
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return not hasValue(build_filter.forbid,name)
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end
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end
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end
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local mode_name
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for k,v in ipairs({...}) do --setting parsing
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if v=="-c" or v=="--cheat" then
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settings.build_by_items=true
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settings.df_assign=false
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elseif v=="-i" or v=="--inventory" then
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settings.check_inv=true
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settings.df_assign=false
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elseif v=="-a" or v=="--nodfassign" then
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settings.df_assign=false
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else
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mode_name=v
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end
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end
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mode=mode or 0
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last_building=last_building or {}
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function Disclaimer(tlb)
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local dsc={"The Gathering Against ",{text="Goblin ",pen=dfhack.pen.parse{fg=COLOR_GREEN,bg=0}}, "Oppresion ",
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"(TGAGO) is not responsible for all ",NEWLINE,"the damage that this tool can (and will) cause to you and your loved worlds",NEWLINE,"and/or sanity.Please use with caution.",NEWLINE,{text="Magma not included.",pen=dfhack.pen.parse{fg=COLOR_LIGHTRED,bg=0}}}
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if tlb then
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for _,v in ipairs(dsc) do
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table.insert(tlb,v)
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end
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end
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return dsc
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end
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function showHelp()
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local helptext={
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"This tool allow you to perform jobs as a dwarf would in dwarf mode. When ",NEWLINE,
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"cursor is available you can press ",{key="SELECT", text="select",key_sep="()"},
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" to enqueue a job from",NEWLINE,"pointer location. If job is 'Build' and there is no planed construction",NEWLINE,
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"at cursor this tool show possible building choices.",NEWLINE,NEWLINE,{text="Keybindings:",pen=dfhack.pen.parse{fg=COLOR_CYAN,bg=0}},NEWLINE
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}
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for k,v in pairs(keybinds) do
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table.insert(helptext,{key=v.key,text=v.desc,key_sep=":"})
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table.insert(helptext,NEWLINE)
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end
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table.insert(helptext,{text="CAREFULL MOVE",pen=dfhack.pen.parse{fg=COLOR_LIGHTGREEN,bg=0}})
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table.insert(helptext,": use job in that direction")
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table.insert(helptext,NEWLINE)
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table.insert(helptext,NEWLINE)
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Disclaimer(helptext)
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dialog.showMessage("Help!?!",helptext)
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end
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--[[ Util functions ]]--
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function advGlobalPos()
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local map=df.global.world.map
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local wd=df.global.world.world_data
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local adv=df.global.world.units.active[0]
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--wd.adv_region_x*16+wd.adv_emb_x,wd.adv_region_y*16+wd.adv_emb_y
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--return wd.adv_region_x*16+wd.adv_emb_x,wd.adv_region_y*16+wd.adv_emb_y
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--return wd.adv_region_x*16+wd.adv_emb_x+adv.pos.x/16,wd.adv_region_y*16+wd.adv_emb_y+adv.pos.y/16
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--print(map.region_x,map.region_y,adv.pos.x,adv.pos.y)
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--print(map.region_x+adv.pos.x/48, map.region_y+adv.pos.y/48,wd.adv_region_x*16+wd.adv_emb_x,wd.adv_region_y*16+wd.adv_emb_y)
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return math.floor(map.region_x+adv.pos.x/48), math.floor(map.region_y+adv.pos.y/48)
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end
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function inSite()
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local tx,ty=advGlobalPos()
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--print(tx,ty)
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for k,v in pairs(df.global.world.world_data.sites) do
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local tp={v.pos.x,v.pos.y}
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if tx>=tp[1]*16+v.rgn_min_x and tx<=tp[1]*16+v.rgn_max_x and
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ty>=tp[2]*16+v.rgn_min_y and ty<=tp[2]*16+v.rgn_max_y then
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--print(k)
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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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--[[ low level job management ]]--
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function findAction(unit,ltype)
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ltype=ltype or df.unit_action_type.None
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for i,v in ipairs(unit.actions) do
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if v.type==ltype 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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function add_action(unit,action_data)
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local action=findAction(unit) --find empty action
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if action then
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action:assign(action_data)
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action.id=unit.next_action_id
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unit.next_action_id=unit.next_action_id+1
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else
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local tbl=copyall(action_data)
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tbl.new=true
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tbl.id=unit.next_action_id
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unit.actions:insert("#",tbl)
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unit.next_action_id=unit.next_action_id+1
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end
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end
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function addJobAction(job,unit) --what about job2?
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if job==nil then
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error("invalid job")
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end
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if findAction(unit,df.unit_action_type.Job) or findAction(unit,df.unit_action_type.Job2) then
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print("Already has job action")
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return
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end
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local action=findAction(unit)
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local pos=copyall(unit.pos)
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--local pos=copyall(job.pos)
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unit.path.dest:assign(pos)
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--job
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local data={type=df.unit_action_type.Job,data={job={x=pos.x,y=pos.y,z=pos.z,timer=10}}}
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--job2:
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--local data={type=df.unit_action_type.Job2,data={job2={timer=10}}}
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add_action(unit,data)
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--add_action(unit,{type=df.unit_action_type.Unsteady,data={unsteady={timer=5}}})
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end
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function make_native_job(args)
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if args.job == nil then
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local newJob=df.job:new()
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newJob.id=df.global.job_next_id
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df.global.job_next_id=df.global.job_next_id+1
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newJob.flags.special=true
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newJob.job_type=args.job_type
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newJob.completion_timer=-1
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newJob.pos:assign(args.pos)
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--newJob.pos:assign(args.unit.pos)
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args.job=newJob
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args.unlinked=true
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end
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end
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function makeJob(args)
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gscript.start(function ()
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make_native_job(args)
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local failed
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for k,v in ipairs(args.pre_actions or {}) do
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local ok,msg=v(args)
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if not ok then
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failed=msg
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break
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end
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end
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if failed==nil then
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AssignUnitToJob(args.job,args.unit,args.from_pos)
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for k,v in ipairs(args.post_actions or {}) do
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local ok,msg=v(args)
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if not ok then
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failed=msg
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break
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end
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end
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if failed then
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UnassignJob(args.job,args.unit)
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end
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end
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if failed==nil then
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if args.unlinked then
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dfhack.job.linkIntoWorld(args.job,true)
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args.unlinked=false
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end
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addJobAction(args.job,args.unit)
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args.screen:wait_tick()
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else
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args.job:delete()
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dfhack.gui.showAnnouncement(msg,5,1)
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end
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end)
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end
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function UnassignJob(job,unit,unit_pos)
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unit.job.current_job=nil
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end
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function AssignUnitToJob(job,unit,unit_pos)
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job.general_refs:insert("#",{new=df.general_ref_unit_workerst,unit_id=unit.id})
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unit.job.current_job=job
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unit_pos=unit_pos or {x=job.pos.x,y=job.pos.y,z=job.pos.z}
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unit.path.dest:assign(unit_pos)
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return true
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end
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function SetCreatureRef(args)
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local job=args.job
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local pos=args.pos
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for k,v in pairs(df.global.world.units.active) do
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if v.pos.x==pos.x and v.pos.y==pos.y and v.pos.z==pos.z then
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job.general_refs:insert("#",{new=df.general_ref_unit_cageest,unit_id=v.id})
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return
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end
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end
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end
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function SetWebRef(args)
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local pos=args.pos
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for k,v in pairs(df.global.world.items.other.ANY_WEBS) do
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if v.pos.x==pos.x and v.pos.y==pos.y and v.pos.z==pos.z then
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args.job.general_refs:insert("#",{new=df.general_ref_item,item_id=v.id})
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return
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end
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end
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end
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function SetPatientRef(args)
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local job=args.job
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local pos=args.pos
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for k,v in pairs(df.global.world.units.active) do
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if v.pos.x==pos.x and v.pos.y==pos.y and v.pos.z==pos.z then
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job.general_refs:insert("#",{new=df.general_ref_unit_patientst,unit_id=v.id})
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return
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end
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end
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end
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function SetCarveDir(args)
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local job=args.job
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local pos=args.pos
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local from_pos=args.from_pos
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local dirs={up=18,down=19,right=20,left=21}
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if pos.x>from_pos.x then
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job.item_category[dirs.right]=true
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elseif pos.x<from_pos.x then
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job.item_category[dirs.left]=true
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elseif pos.y>from_pos.y then
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job.item_category[dirs.up]=true
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elseif pos.y<from_pos.y then
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job.item_category[dirs.down]=true
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end
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end
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function MakePredicateWieldsItem(item_skill)
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local pred=function(args)
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local inv=args.unit.inventory
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for k,v in pairs(inv) do
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if v.mode==1 and v.item:getMeleeSkill()==item_skill and args.unit.body.weapon_bp==v.body_part_id then
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return true
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end
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end
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return false,"Correct tool not equiped"
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end
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return pred
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end
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function makeset(args)
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local tbl={}
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for k,v in pairs(args) do
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tbl[v]=true
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end
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return tbl
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end
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function NotConstruct(args)
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local tt=dfhack.maps.getTileType(args.pos)
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if tile_attrs[tt].material~=df.tiletype_material.CONSTRUCTION and dfhack.buildings.findAtTile(args.pos)==nil then
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return true
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else
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return false, "Can only do it on non constructions"
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end
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end
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function NoConstructedBuilding(args)
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local bld=dfhack.buildings.findAtTile(args.pos)
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if bld and bld.construction_stage==3 then
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return false, "Can only do it on clear area or non-finished buildings"
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end
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return true
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end
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function IsBuilding(args)
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if dfhack.buildings.findAtTile(args.pos) then
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return true
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end
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return false, "Can only do it on buildings"
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end
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function IsConstruct(args)
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local tt=dfhack.maps.getTileType(args.pos)
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if tile_attrs[tt].material==df.tiletype_material.CONSTRUCTION then
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return true
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else
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return false, "Can only do it on constructions"
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end
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end
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function SameSquare(args)
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local pos1=args.pos
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local pos2=args.from_pos
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if pos1.x==pos2.x and pos1.y==pos2.y and pos1.z==pos2.z then
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return true
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else
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return false, "Can only do it on same square"
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end
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end
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function IsHardMaterial(args)
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local tt=dfhack.maps.getTileType(args.pos)
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local mat=tile_attrs[tt].material
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local hard_materials=makeset{df.tiletype_material.STONE,df.tiletype_material.FEATURE,
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df.tiletype_material.LAVA_STONE,df.tiletype_material.MINERAL,df.tiletype_material.FROZEN_LIQUID,}
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if hard_materials[mat] then
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return true
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else
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return false, "Can only do it on hard materials"
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end
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end
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function IsStairs(args)
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local tt=dfhack.maps.getTileType(args.pos)
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local shape=tile_attrs[tt].shape
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if shape==df.tiletype_shape.STAIR_UP or shape==df.tiletype_shape.STAIR_DOWN or shape==df.tiletype_shape.STAIR_UPDOWN or shape==df.tiletype_shape.RAMP then
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return true
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else
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return false,"Can only do it on stairs/ramps"
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end
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end
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function IsFloor(args)
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local tt=dfhack.maps.getTileType(args.pos)
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local shape=tile_attrs[tt].shape
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if shape==df.tiletype_shape.FLOOR or shape==df.tiletype_shape.BOULDER or shape==df.tiletype_shape.PEBBLES then
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return true
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else
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return false,"Can only do it on floors"
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end
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end
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function IsWall(args)
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local tt=dfhack.maps.getTileType(args.pos)
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if tile_attrs[tt].shape==df.tiletype_shape.WALL then
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return true
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else
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return false, "Can only do it on walls"
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end
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end
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function IsTree(args)
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local tt=dfhack.maps.getTileType(args.pos)
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if tile_attrs[tt].material==df.tiletype_material.TREE then
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return true
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else
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return false, "Can only do it on trees"
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end
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end
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function IsPlant(args)
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local tt=dfhack.maps.getTileType(args.pos)
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if tile_attrs[tt].shape==df.tiletype_shape.SHRUB then
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return true
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else
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return false, "Can only do it on plants"
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end
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end
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function IsWater(args)
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return true
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end
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function IsUnit(args)
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local pos=args.pos
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for k,v in pairs(df.global.world.units.active) do
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if v.pos.x==pos.x and v.pos.y==pos.y and v.pos.z==pos.z then
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return true
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end
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end
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return false,"Unit must be present"
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end
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function itemsAtPos(pos,tbl)
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local ret=tbl or {}
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for k,v in pairs(df.global.world.items.all) do
|
|
if v.pos.x==pos.x and v.pos.y==pos.y and v.pos.z==pos.z and v.flags.on_ground then
|
|
table.insert(ret,v)
|
|
end
|
|
end
|
|
return ret
|
|
end
|
|
function AssignBuildingRef(args)
|
|
local bld=args.building or dfhack.buildings.findAtTile(args.pos)
|
|
args.job.general_refs:insert("#",{new=df.general_ref_building_holderst,building_id=bld.id})
|
|
bld.jobs:insert("#",args.job)
|
|
args.building=args.building or bld
|
|
return true
|
|
end
|
|
function chooseBuildingWidthHeightDir(args) --TODO nicer selection dialog
|
|
local btype=df.building_type
|
|
local area=makeset{"w","h"}
|
|
local all=makeset{"w","h","d"}
|
|
local needs={[btype.FarmPlot]=area,[btype.Bridge]=all,
|
|
[btype.RoadDirt]=area,[btype.RoadPaved]=area,[btype.ScrewPump]=makeset{"d"},
|
|
[btype.AxleHorizontal]=all,[btype.WaterWheel]=makeset{"d"},[btype.Rollers]=makeset{"d"}}
|
|
local myneeds=needs[args.type]
|
|
if myneeds==nil then return end
|
|
if args.width==nil and myneeds.w then
|
|
--args.width=3
|
|
dialog.showInputPrompt("Building size:", "Input building width:", nil, "1",
|
|
function(txt) args.width=tonumber(txt);BuildingChosen(args) end)
|
|
return true
|
|
end
|
|
if args.height==nil and myneeds.h then
|
|
--args.height=4
|
|
dialog.showInputPrompt("Building size:", "Input building height:", nil, "1",
|
|
function(txt) args.height=tonumber(txt);BuildingChosen(args) end)
|
|
return true
|
|
end
|
|
if args.direction==nil and myneeds.d then
|
|
--args.direction=0--?
|
|
dialog.showInputPrompt("Building size:", "Input building direction:", nil, "0",
|
|
function(txt) args.direction=tonumber(txt);BuildingChosen(args) end)
|
|
return true
|
|
end
|
|
return false
|
|
--width = ..., height = ..., direction = ...
|
|
end
|
|
CheckAndFinishBuilding=nil
|
|
function BuildingChosen(inp_args,type_id,subtype_id,custom_id)
|
|
local args=inp_args or {}
|
|
|
|
args.type=type_id or args.type
|
|
args.subtype=subtype_id or args.subtype
|
|
args.custom=custom_id or args.custom_id
|
|
if inp_args then
|
|
args.pos=inp_args.pos or args.pos
|
|
end
|
|
last_building.type=args.type
|
|
last_building.subtype=args.subtype
|
|
last_building.custom=args.custom
|
|
|
|
if chooseBuildingWidthHeightDir(args) then
|
|
|
|
return
|
|
end
|
|
--if settings.build_by_items then
|
|
-- args.items=itemsAtPos(inp_args.from_pos)
|
|
--end
|
|
args.building=buildings.constructBuilding(args)
|
|
CheckAndFinishBuilding(args,args.building)
|
|
end
|
|
|
|
|
|
function RemoveBuilding(args)
|
|
local bld=dfhack.buildings.findAtTile(args.pos)
|
|
if bld~=nil then
|
|
bld:queueDestroy()
|
|
for k,v in ipairs(bld.jobs) do
|
|
if v.job_type==df.job_type.DestroyBuilding then
|
|
AssignUnitToJob(v,args.unit,args.from_pos)
|
|
return true
|
|
end
|
|
end
|
|
return false,"Building removal job failed to be created"
|
|
else
|
|
return false,"No building to remove"
|
|
end
|
|
end
|
|
|
|
function isSuitableItem(job_item,item)
|
|
--todo butcher test
|
|
if job_item.item_type~=-1 then
|
|
if item:getType()~= job_item.item_type then
|
|
|
|
return false, "type"
|
|
elseif job_item.item_subtype~=-1 then
|
|
if item:getSubtype()~=job_item.item_subtype then
|
|
return false,"subtype"
|
|
end
|
|
end
|
|
end
|
|
|
|
if job_item.mat_type~=-1 then
|
|
if item:getActualMaterial()~= job_item.mat_type then --unless we would want to make hist-fig specific reactions
|
|
return false, "material"
|
|
elseif job_item.mat_index~=-1 then
|
|
if item:getActualMaterialIndex()~=job_item.mat_index then
|
|
return false,"material index"
|
|
end
|
|
end
|
|
end
|
|
if job_item.flags1.sand_bearing and not item:isSandBearing() then
|
|
return false,"not sand bearing"
|
|
end
|
|
if job_item.flags1.butcherable and not (item:getType()== df.item_type.CORPSE or item:getType()==df.item_type.CORPSEPIECE) then
|
|
return false,"not butcherable"
|
|
end
|
|
local matinfo=dfhack.matinfo.decode(item)
|
|
--print(matinfo:getCraftClass())
|
|
--print("Matching ",item," vs ",job_item)
|
|
|
|
if type(job_item) ~= "table" and not matinfo:matches(job_item) then
|
|
--[[
|
|
local true_flags={}
|
|
for k,v in pairs(job_item.flags1) do
|
|
if v then
|
|
table.insert(true_flags,k)
|
|
end
|
|
end
|
|
for k,v in pairs(job_item.flags2) do
|
|
if v then
|
|
table.insert(true_flags,k)
|
|
end
|
|
end
|
|
for k,v in pairs(job_item.flags3) do
|
|
if v then
|
|
table.insert(true_flags,k)
|
|
end
|
|
end
|
|
for k,v in pairs(true_flags) do
|
|
print(v)
|
|
end
|
|
--]]
|
|
|
|
return false,"matinfo"
|
|
end
|
|
-- some bonus checks:
|
|
if job_item.flags2.building_material and not item:isBuildMat() then
|
|
return false,"non-build mat"
|
|
end
|
|
-- *****************
|
|
--print("--Matched")
|
|
--reagen_index?? reaction_id??
|
|
if job_item.metal_ore~=-1 and not item:isMetalOre(job_item.metal_ore) then
|
|
return false,"metal ore"
|
|
end
|
|
if job_item.min_dimension~=-1 then
|
|
end
|
|
-- if #job_item.contains~=0 then
|
|
-- end
|
|
if job_item.has_tool_use~=-1 then
|
|
if not item:hasToolUse(job_item.has_tool_use) then
|
|
return false,"tool use"
|
|
end
|
|
end
|
|
if job_item.has_material_reaction_product~="" then
|
|
local ok=false
|
|
for k,v in pairs(matinfo.material.reaction_product.id) do
|
|
if v.value==job_item.has_material_reaction_product then
|
|
ok=true
|
|
break
|
|
end
|
|
end
|
|
if not ok then
|
|
return false, "no material reaction product"
|
|
end
|
|
end
|
|
if job_item.reaction_class~="" then
|
|
local ok=false
|
|
for k,v in pairs(matinfo.material.reaction_class) do
|
|
if v.value==job_item.reaction_class then
|
|
ok=true
|
|
break
|
|
end
|
|
end
|
|
if not ok then
|
|
return false, "no material reaction class"
|
|
end
|
|
end
|
|
return true
|
|
end
|
|
function getItemsUncollected(job)
|
|
local ret={}
|
|
for id,jitem in pairs(job.items) do
|
|
local x,y,z=dfhack.items.getPosition(jitem.item)
|
|
if x~=job.pos.x or y~=job.pos.y or z~=job.pos.z then
|
|
table.insert(ret,jitem)
|
|
end
|
|
end
|
|
return ret
|
|
end
|
|
function AddItem(tbl,item,recurse,skip_add)
|
|
if not skip_add then
|
|
table.insert(tbl,item)
|
|
end
|
|
if recurse then
|
|
local subitems=dfhack.items.getContainedItems(item)
|
|
if subitems~=nil then
|
|
for k,v in pairs(subitems) do
|
|
AddItem(tbl,v,recurse)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
function EnumItems(args)
|
|
local ret=args.table or {}
|
|
if args.all then
|
|
for k,v in pairs(df.global.world.items.all) do
|
|
if v.flags.on_ground then
|
|
AddItem(ret,v,args.deep)
|
|
end
|
|
end
|
|
elseif args.pos~=nil then
|
|
for k,v in pairs(df.global.world.items.all) do
|
|
if v.pos.x==args.pos.x and v.pos.y==args.pos.y and v.pos.z==args.pos.z and v.flags.on_ground then
|
|
AddItem(ret,v,args.deep)
|
|
end
|
|
end
|
|
end
|
|
if args.unit~=nil then
|
|
for k,v in pairs(args.unit.inventory) do
|
|
if args.inv[v.mode] then
|
|
AddItem(ret,v.item,args.deep)
|
|
elseif args.deep then
|
|
AddItem(ret,v.item,args.deep,true)
|
|
end
|
|
end
|
|
end
|
|
return ret
|
|
end
|
|
function putItemsInBuilding(building,job_item_refs)
|
|
for k,v in ipairs(job_item_refs) do
|
|
--local pos=dfhack.items.getPosition(v)
|
|
if not dfhack.items.moveToBuilding(v.item,building,0) then
|
|
print("Could not put item:",k,v.item)
|
|
end
|
|
v.is_fetching=0
|
|
end
|
|
end
|
|
function putItemsInHauling(unit,job_item_refs)
|
|
for k,v in ipairs(job_item_refs) do
|
|
--local pos=dfhack.items.getPosition(v)
|
|
print("moving:",tostring(v),tostring(v.item))
|
|
printall(v)
|
|
if not dfhack.items.moveToInventory(v.item,unit,0,0) then
|
|
print("Could not put item:",k,v.item)
|
|
end
|
|
v.is_fetching=0
|
|
end
|
|
end
|
|
function finish_item_assign(args)
|
|
local job=args.job
|
|
local item_modes={
|
|
[df.job_type.PlantSeeds]="haul",
|
|
[df.job_type.Eat]="haul",
|
|
}
|
|
local item_mode=item_modes[job.job_type] or "teleport"
|
|
if settings.teleport_items and item_mode=="teleport" then
|
|
putItemsInBuilding(args.building,job.items)
|
|
end
|
|
|
|
local uncollected = getItemsUncollected(job)
|
|
if #uncollected == 0 then
|
|
job.flags.working=true
|
|
if item_mode=="haul" then
|
|
putItemsInHauling(args.unit,job.items)
|
|
end
|
|
else
|
|
job.flags.fetching=true
|
|
uncollected[1].is_fetching=1
|
|
end
|
|
end
|
|
function EnumItems_with_settings( args )
|
|
if settings.check_inv then
|
|
return EnumItems{pos=args.from_pos,unit=args.unit,
|
|
inv={[df.unit_inventory_item.T_mode.Hauled]=settings.use_worn,[df.unit_inventory_item.T_mode.Worn]=settings.use_worn,
|
|
[df.unit_inventory_item.T_mode.Weapon]=settings.use_worn,},deep=true}
|
|
else
|
|
return EnumItems{pos=args.from_pos}
|
|
end
|
|
end
|
|
function find_suitable_items(job,items,job_items)
|
|
job_items=job_items or job.job_items
|
|
|
|
local item_counts={}
|
|
for job_id, trg_job_item in ipairs(job_items) do
|
|
item_counts[job_id]=trg_job_item.quantity
|
|
end
|
|
|
|
local item_suitability={}
|
|
local used_item_id={}
|
|
for job_id, trg_job_item in ipairs(job_items) do
|
|
item_suitability[job_id]={}
|
|
|
|
for _,cur_item in pairs(items) do
|
|
if not used_item_id[cur_item.id] then
|
|
|
|
local item_suitable,msg=isSuitableItem(trg_job_item,cur_item)
|
|
if item_suitable or settings.build_by_items then
|
|
table.insert(item_suitability[job_id],cur_item)
|
|
end
|
|
--[[
|
|
if msg then
|
|
print(cur_item,msg)
|
|
end
|
|
--]]
|
|
if not settings.gui_item_select then
|
|
if (item_counts[job_id]>0 and item_suitable) or settings.build_by_items then
|
|
--cur_item.flags.in_job=true
|
|
job.items:insert("#",{new=true,item=cur_item,role=df.job_item_ref.T_role.Reagent,job_item_idx=job_id})
|
|
item_counts[job_id]=item_counts[job_id]-cur_item:getTotalDimension()
|
|
--print(string.format("item added, job_item_id=%d, item %s, quantity left=%d",job_id,tostring(cur_item),item_counts[job_id]))
|
|
used_item_id[cur_item.id]=true
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
return item_suitability,item_counts
|
|
end
|
|
function AssignJobItems(args)
|
|
--print("----")
|
|
if settings.df_assign then --use df default logic and hope that it would work
|
|
return true
|
|
end
|
|
-- first find items that you want to use for the job
|
|
local job=args.job
|
|
local its=EnumItems_with_settings(args)
|
|
|
|
local item_suitability,item_counts=find_suitable_items(job,its)
|
|
--[[while(#job.items>0) do --clear old job items
|
|
job.items[#job.items-1]:delete()
|
|
job.items:erase(#job.items-1)
|
|
end]]
|
|
|
|
|
|
|
|
if settings.gui_item_select and #job.job_items>0 then
|
|
local item_dialog=require('hack.scripts.gui.advfort_items')
|
|
local ret=item_dialog.showItemEditor(job,item_suitability)
|
|
if ret then
|
|
finish_item_assign(args)
|
|
return true
|
|
else
|
|
print("Failed job, i'm confused...")
|
|
end
|
|
|
|
--end)
|
|
return false,"Selecting items"
|
|
else
|
|
if not settings.build_by_items then
|
|
for job_id, trg_job_item in ipairs(job.job_items) do
|
|
if item_counts[job_id]>0 then
|
|
print("Not enough items for this job")
|
|
return false, "Not enough items for this job"
|
|
end
|
|
end
|
|
end
|
|
finish_item_assign(args)
|
|
return true
|
|
end
|
|
|
|
|
|
|
|
end
|
|
|
|
CheckAndFinishBuilding=function (args,bld)
|
|
args.building=args.building or bld
|
|
for idx,job in pairs(bld.jobs) do
|
|
if job.job_type==df.job_type.ConstructBuilding then
|
|
args.job=job
|
|
break
|
|
end
|
|
end
|
|
|
|
if args.job~=nil then
|
|
args.pre_actions={AssignJobItems}
|
|
else
|
|
local t={items=buildings.getFiltersByType({},bld:getType(),bld:getSubtype(),bld:getCustomType())}
|
|
args.pre_actions={dfhack.curry(setFiltersUp,t),AssignBuildingRef}--,AssignJobItems
|
|
end
|
|
makeJob(args)
|
|
end
|
|
function AssignJobToBuild(args)
|
|
local bld=args.building or dfhack.buildings.findAtTile(args.pos)
|
|
args.building=bld
|
|
args.job_type=df.job_type.ConstructBuilding
|
|
if bld~=nil then
|
|
CheckAndFinishBuilding(args,bld)
|
|
else
|
|
bdialog.BuildingDialog{on_select=dfhack.curry(BuildingChosen,args),hide_none=true,building_filter=deon_filter}:show()
|
|
end
|
|
return true
|
|
end
|
|
function BuildLast(args)
|
|
local bld=dfhack.buildings.findAtTile(args.pos)
|
|
args.job_type=df.job_type.ConstructBuilding
|
|
if bld~=nil then
|
|
CheckAndFinishBuilding(args,bld)
|
|
else
|
|
--bdialog.BuildingDialog{on_select=dfhack.curry(BuildingChosen,args),hide_none=true}:show()
|
|
if last_building and last_building.type then
|
|
BuildingChosen(args,last_building.type,last_building.subtype,last_building.custom)
|
|
end
|
|
end
|
|
return true
|
|
end
|
|
function CancelJob(unit)
|
|
local c_job=unit.job.current_job
|
|
if c_job then
|
|
unit.job.current_job =nil --todo add real cancelation
|
|
for k,v in pairs(c_job.general_refs) do
|
|
if df.general_ref_unit_workerst:is_instance(v) then
|
|
v:delete()
|
|
c_job.general_refs:erase(k)
|
|
return
|
|
end
|
|
end
|
|
end
|
|
end
|
|
function ContinueJob(unit)
|
|
local c_job=unit.job.current_job
|
|
--no job to continue
|
|
if not c_job then return end
|
|
--reset suspends...
|
|
c_job.flags.suspend=false
|
|
for k,v in pairs(c_job.items) do --try fetching missing items
|
|
if v.is_fetching==1 then
|
|
unit.path.dest:assign(v.item.pos)
|
|
return
|
|
end
|
|
end
|
|
|
|
--unit.path.dest:assign(c_job.pos) -- FIXME: job pos is not always the target pos!!
|
|
addJobAction(c_job,unit)
|
|
end
|
|
-- function assign_link_refs(args )
|
|
-- local job=args.job
|
|
-- --job.general_refs:insert("#",{new=df.general_ref_building_holderst,building_id=args.building.id})
|
|
-- job.general_refs:insert("#",{new=df.general_ref_building_triggertargetst,building_id=args.triggertarget.id})
|
|
-- printall(job)
|
|
-- end
|
|
-- function assign_link_roles( args )
|
|
-- if #args.job.items~=2 then
|
|
-- print("AAA FAILED!")
|
|
-- return false
|
|
-- end
|
|
-- args.job.items[0].role=df.job_item_ref.T_role.LinkToTarget
|
|
-- args.job.items[1].role=df.job_item_ref.T_role.LinkToTrigger
|
|
-- end
|
|
function fake_linking(lever,building,slots)
|
|
local item1=slots[1].items[1]
|
|
local item2=slots[2].items[1]
|
|
if not dfhack.items.moveToBuilding(item1,lever,2) then
|
|
qerror("failed to move item to building")
|
|
end
|
|
if not dfhack.items.moveToBuilding(item2,building,2) then
|
|
qerror("failed to move item2 to building")
|
|
end
|
|
item2.general_refs:insert("#",{new=df.general_ref_building_triggerst,building_id=lever.id})
|
|
item1.general_refs:insert("#",{new=df.general_ref_building_triggertargetst,building_id=building.id})
|
|
|
|
lever.linked_mechanisms:insert("#",item2)
|
|
--fixes...
|
|
if building:getType()==df.building_type.Door then
|
|
building.door_flags.operated_by_mechanisms=true
|
|
end
|
|
|
|
dfhack.gui.showAnnouncement("Linked!",COLOR_YELLOW,true)
|
|
end
|
|
function LinkBuilding(args)
|
|
local bld=args.building or dfhack.buildings.findAtTile(args.pos)
|
|
args.building=bld
|
|
|
|
local lever_bld
|
|
if lever_id then --intentionally global!
|
|
lever_bld=df.building.find(lever_id)
|
|
if lever_bld==nil then
|
|
lever_id=nil
|
|
end
|
|
end
|
|
if lever_bld==nil then
|
|
if bld:getType()==df.building_type.Trap and bld:getSubtype()==df.trap_type.Lever then
|
|
lever_id=bld.id
|
|
dfhack.gui.showAnnouncement("Selected lever for linking",COLOR_YELLOW,true)
|
|
return
|
|
else
|
|
dfhack.gui.showAnnouncement("You first need a lever",COLOR_RED,true)
|
|
end
|
|
else
|
|
if lever_bld==bld then
|
|
dfhack.gui.showAnnouncement("Invalid target",COLOR_RED,true) --todo more invalid targets
|
|
return
|
|
end
|
|
-- args.job_type=df.job_type.LinkBuildingToTrigger
|
|
-- args.building=lever_bld
|
|
-- args.triggertarget=bld
|
|
-- args.pre_actions={
|
|
-- dfhack.curry(setFiltersUp,{items={{quantity=1,item_type=df.item_type.TRAPPARTS},{quantity=1,item_type=df.item_type.TRAPPARTS}}}),
|
|
-- AssignJobItems,
|
|
-- assign_link_refs,}
|
|
-- args.post_actions={AssignBuildingRef,assign_link_roles}
|
|
-- makeJob(args)
|
|
local input_filter_defaults = { --stolen from buildings lua to better customize...
|
|
item_type = df.item_type.TRAPPARTS,
|
|
item_subtype = -1,
|
|
mat_type = -1,
|
|
mat_index = -1,
|
|
flags1 = {},
|
|
-- Instead of noting those that allow artifacts, mark those that forbid them.
|
|
-- Leaves actually enabling artifacts to the discretion of the API user,
|
|
-- which is the right thing because unlike the game UI these filters are
|
|
-- used in a way that does not give the user a chance to choose manually.
|
|
flags2 = { allow_artifact = true },
|
|
flags3 = {},
|
|
flags4 = 0,
|
|
flags5 = 0,
|
|
reaction_class = '',
|
|
has_material_reaction_product = '',
|
|
metal_ore = -1,
|
|
min_dimension = -1,
|
|
has_tool_use = -1,
|
|
quantity = 1
|
|
}
|
|
local job_items={copyall(input_filter_defaults),copyall(input_filter_defaults)}
|
|
local its=EnumItems_with_settings(args)
|
|
local suitability=find_suitable_items(nil,its,job_items)
|
|
require('hack.scripts.gui.advfort_items').jobitemEditor{items=suitability,job_items=job_items,on_okay=dfhack.curry(fake_linking,lever_bld,bld)}:show()
|
|
lever_id=nil
|
|
end
|
|
--one item as LinkToTrigger role
|
|
--one item as LinkToTarget
|
|
--genref for holder(lever)
|
|
--genref for triggertarget
|
|
|
|
end
|
|
--[[ Plant gathering attemped fix No. 35]]
|
|
function get_design_block_ev(blk)
|
|
for i,v in ipairs(blk.block_events) do
|
|
if v:getType()==df.block_square_event_type.designation_priority then
|
|
return v
|
|
end
|
|
end
|
|
end
|
|
function PlantGatherFix(args)
|
|
args.job.flags[17]=true --??
|
|
|
|
local pos=args.pos
|
|
local block=dfhack.maps.getTileBlock(pos)
|
|
local ev=get_design_block_ev(block)
|
|
if ev==nil then
|
|
block.block_events:insert("#",{new=df.block_square_event_designation_priorityst})
|
|
ev=block.block_events[#block.block_events-1]
|
|
end
|
|
ev.priority[pos.x % 16][pos.y % 16]=bit32.bor(ev.priority[pos.x % 16][pos.y % 16],4000)
|
|
|
|
args.job.item_category:assign{furniture=true,corpses=true,ammo=true} --this is actually required in fort mode
|
|
end
|
|
actions={
|
|
{"CarveFortification" ,df.job_type.CarveFortification,{IsWall,IsHardMaterial}},
|
|
{"DetailWall" ,df.job_type.DetailWall,{IsWall,IsHardMaterial}},
|
|
{"DetailFloor" ,df.job_type.DetailFloor,{IsFloor,IsHardMaterial,SameSquare}},
|
|
{"CarveTrack" ,df.job_type.CarveTrack,{IsFloor,IsHardMaterial}
|
|
,{SetCarveDir}},
|
|
{"Dig" ,df.job_type.Dig,{MakePredicateWieldsItem(df.job_skill.MINING),IsWall}},
|
|
{"CarveUpwardStaircase" ,df.job_type.CarveUpwardStaircase,{MakePredicateWieldsItem(df.job_skill.MINING),IsWall}},
|
|
{"CarveDownwardStaircase",df.job_type.CarveDownwardStaircase,{MakePredicateWieldsItem(df.job_skill.MINING)}},
|
|
{"CarveUpDownStaircase" ,df.job_type.CarveUpDownStaircase,{MakePredicateWieldsItem(df.job_skill.MINING)}},
|
|
{"CarveRamp" ,df.job_type.CarveRamp,{MakePredicateWieldsItem(df.job_skill.MINING),IsWall}},
|
|
{"DigChannel" ,df.job_type.DigChannel,{MakePredicateWieldsItem(df.job_skill.MINING)}},
|
|
{"FellTree" ,df.job_type.FellTree,{MakePredicateWieldsItem(df.job_skill.AXE),IsTree}},
|
|
{"Fish" ,df.job_type.Fish,{IsWater}},
|
|
--{"Diagnose Patient" ,df.job_type.DiagnosePatient,{IsUnit},{SetPatientRef}},
|
|
--{"Surgery" ,df.job_type.Surgery,{IsUnit},{SetPatientRef}},
|
|
{"TameAnimal" ,df.job_type.TameAnimal,{IsUnit},{SetCreatureRef}},
|
|
{"GatherPlants" ,df.job_type.GatherPlants,{IsPlant,SameSquare},{PlantGatherFix}},
|
|
{"RemoveConstruction" ,df.job_type.RemoveConstruction,{IsConstruct}},
|
|
{"RemoveBuilding" ,RemoveBuilding,{IsBuilding}},
|
|
{"RemoveStairs" ,df.job_type.RemoveStairs,{IsStairs,NotConstruct}},
|
|
--{"HandleLargeCreature" ,df.job_type.HandleLargeCreature,{isUnit},{SetCreatureRef}},
|
|
{"Build" ,AssignJobToBuild,{NoConstructedBuilding}},
|
|
{"BuildLast" ,BuildLast,{NoConstructedBuilding}},
|
|
{"Clean" ,df.job_type.Clean,{}},
|
|
{"GatherWebs" ,df.job_type.CollectWebs,{--[[HasWeb]]},{SetWebRef}},
|
|
{"Link Buildings" ,LinkBuilding,{IsBuilding}},
|
|
|
|
}
|
|
|
|
for id,action in pairs(actions) do
|
|
if action[1]==mode_name then
|
|
mode=id-1
|
|
break
|
|
end
|
|
end
|
|
usetool=defclass(usetool,gui.Screen)
|
|
usetool.focus_path = 'advfort'
|
|
function usetool:getModeName()
|
|
local adv=df.global.world.units.active[0]
|
|
if adv.job.current_job then
|
|
return string.format("%s working(%d) ",(actions[(mode or 0)+1][1] or ""),adv.job.current_job.completion_timer)
|
|
else
|
|
return actions[(mode or 0)+1][1] or " "
|
|
end
|
|
|
|
end
|
|
|
|
function usetool:init(args)
|
|
self:addviews{
|
|
wid.Label{
|
|
view_id="mainLabel",
|
|
frame = {xalign=0,yalign=0},
|
|
text={{key=keybinds.prevJob.key},{gap=1,text=self:callback("getModeName")},{gap=1,key=keybinds.nextJob.key},
|
|
}
|
|
},
|
|
|
|
|
|
wid.Label{
|
|
view_id="shopLabel",
|
|
frame = {l=35,xalign=0,yalign=0},
|
|
visible=false,
|
|
text={
|
|
{id="text1",gap=1,key=keybinds.workshop.key,key_sep="()", text="Workshop menu",pen=dfhack.pen.parse{fg=COLOR_YELLOW,bg=0}},{id="clutter"}}
|
|
},
|
|
|
|
wid.Label{
|
|
view_id="siteLabel",
|
|
frame = {t=1,xalign=-1,yalign=0},
|
|
visible=false,
|
|
text={
|
|
{id="text1", text="Site:"},{id="site", text="name"}
|
|
}
|
|
}
|
|
}
|
|
local labors=df.global.world.units.active[0].status.labors
|
|
for i,v in ipairs(labors) do
|
|
labors[i]=true
|
|
end
|
|
end
|
|
MOVEMENT_KEYS = {
|
|
A_CARE_MOVE_N = { 0, -1, 0 }, A_CARE_MOVE_S = { 0, 1, 0 },
|
|
A_CARE_MOVE_W = { -1, 0, 0 }, A_CARE_MOVE_E = { 1, 0, 0 },
|
|
A_CARE_MOVE_NW = { -1, -1, 0 }, A_CARE_MOVE_NE = { 1, -1, 0 },
|
|
A_CARE_MOVE_SW = { -1, 1, 0 }, A_CARE_MOVE_SE = { 1, 1, 0 },
|
|
--[[A_MOVE_N = { 0, -1, 0 }, A_MOVE_S = { 0, 1, 0 },
|
|
A_MOVE_W = { -1, 0, 0 }, A_MOVE_E = { 1, 0, 0 },
|
|
A_MOVE_NW = { -1, -1, 0 }, A_MOVE_NE = { 1, -1, 0 },
|
|
A_MOVE_SW = { -1, 1, 0 }, A_MOVE_SE = { 1, 1, 0 },--]]
|
|
A_CUSTOM_CTRL_D = { 0, 0, -1 },
|
|
A_CUSTOM_CTRL_E = { 0, 0, 1 },
|
|
CURSOR_UP_Z_AUX = { 0, 0, 1 }, CURSOR_DOWN_Z_AUX = { 0, 0, -1 },
|
|
A_MOVE_SAME_SQUARE={0,0,0},
|
|
SELECT={0,0,0},
|
|
}
|
|
ALLOWED_KEYS={
|
|
A_MOVE_N=true,A_MOVE_S=true,A_MOVE_W=true,A_MOVE_E=true,A_MOVE_NW=true,
|
|
A_MOVE_NE=true,A_MOVE_SW=true,A_MOVE_SE=true,A_STANCE=true,SELECT=true,A_MOVE_DOWN_AUX=true,
|
|
A_MOVE_UP_AUX=true,A_LOOK=true,CURSOR_DOWN=true,CURSOR_UP=true,CURSOR_LEFT=true,CURSOR_RIGHT=true,
|
|
CURSOR_UPLEFT=true,CURSOR_UPRIGHT=true,CURSOR_DOWNLEFT=true,CURSOR_DOWNRIGHT=true,A_CLEAR_ANNOUNCEMENTS=true,
|
|
CURSOR_UP_Z=true,CURSOR_DOWN_Z=true,
|
|
}
|
|
function moddedpos(pos,delta)
|
|
return {x=pos.x+delta[1],y=pos.y+delta[2],z=pos.z+delta[3]}
|
|
end
|
|
function usetool:onHelp()
|
|
showHelp()
|
|
end
|
|
function setFiltersUp(specific,args)
|
|
local job=args.job
|
|
if specific.job_fields~=nil then
|
|
job:assign(specific.job_fields)
|
|
end
|
|
--printall(specific)
|
|
for _,v in ipairs(specific.items) do
|
|
--printall(v)
|
|
local filter=v
|
|
filter.new=true
|
|
job.job_items:insert("#",filter)
|
|
end
|
|
return true
|
|
end
|
|
function onWorkShopJobChosen(args,idx,choice)
|
|
args.pos=args.from_pos
|
|
args.building=args.building or dfhack.buildings.findAtTile(args.pos)
|
|
args.job_type=choice.job_id
|
|
args.post_actions={AssignBuildingRef}
|
|
args.pre_actions={dfhack.curry(setFiltersUp,choice.filter),AssignJobItems}
|
|
makeJob(args)
|
|
end
|
|
function siegeWeaponActionChosen(args,actionid)
|
|
local building=args.building
|
|
if actionid==1 then --Tunr
|
|
building.facing=(args.building.facing+1)%4
|
|
return
|
|
elseif actionid==2 then --Load
|
|
local action=df.job_type.LoadBallista
|
|
if building:getSubtype()==df.siegeengine_type.Catapult then
|
|
action=df.job_type.LoadCatapult
|
|
args.pre_actions={dfhack.curry(setFiltersUp,{items={{quantity=1}}}),AssignJobItems} --TODO just boulders here
|
|
else
|
|
args.pre_actions={dfhack.curry(setFiltersUp,{items={{quantity=1,item_type=df.SIEGEAMMO}}}),AssignJobItems}
|
|
end
|
|
args.job_type=action
|
|
args.unit=df.global.world.units.active[0]
|
|
local from_pos={x=args.unit.pos.x,y=args.unit.pos.y, z=args.unit.pos.z}
|
|
args.from_pos=from_pos
|
|
args.pos=from_pos
|
|
elseif actionid==3 then --Fire
|
|
local action=df.job_type.FireBallista
|
|
if building:getSubtype()==df.siegeengine_type.Catapult then
|
|
action=df.job_type.FireCatapult
|
|
end
|
|
args.job_type=action
|
|
args.unit=df.global.world.units.active[0]
|
|
local from_pos={x=args.unit.pos.x,y=args.unit.pos.y, z=args.unit.pos.z}
|
|
args.from_pos=from_pos
|
|
args.pos=from_pos
|
|
end
|
|
args.post_actions={AssignBuildingRef}
|
|
makeJob(args)
|
|
end
|
|
function putItemToBuilding(building,item)
|
|
if building:getType()==df.building_type.Table then
|
|
dfhack.items.moveToBuilding(item,building,0)
|
|
else
|
|
local container=building.contained_items[0].item --todo maybe iterate over all, add if usemode==2?
|
|
dfhack.items.moveToContainer(item,container)
|
|
end
|
|
end
|
|
function usetool:openPutWindow(building)
|
|
|
|
local adv=df.global.world.units.active[0]
|
|
local items=EnumItems{pos=adv.pos,unit=adv,
|
|
inv={[df.unit_inventory_item.T_mode.Hauled]=true,--[df.unit_inventory_item.T_mode.Worn]=true,
|
|
[df.unit_inventory_item.T_mode.Weapon]=true,},deep=true}
|
|
local choices={}
|
|
for k,v in pairs(items) do
|
|
table.insert(choices,{text=dfhack.items.getDescription(v,0),item=v})
|
|
end
|
|
dialog.showListPrompt("Item choice", "Choose item to put into:", COLOR_WHITE,choices,function (idx,choice) putItemToBuilding(building,choice.item) end)
|
|
end
|
|
function usetool:openSiegeWindow(building)
|
|
local args={building=building,screen=self}
|
|
dialog.showListPrompt("Engine job choice", "Choose what to do:",COLOR_WHITE,{"Turn","Load","Fire"},
|
|
dfhack.curry(siegeWeaponActionChosen,args))
|
|
end
|
|
function usetool:onWorkShopButtonClicked(building,index,choice)
|
|
local adv=df.global.world.units.active[0]
|
|
local args={unit=adv,building=building}
|
|
if df.interface_button_building_new_jobst:is_instance(choice.button) then
|
|
print("pre-click")
|
|
choice.button:click()
|
|
print("post-click",#building.jobs)
|
|
if #building.jobs>0 then
|
|
local job=building.jobs[#building.jobs-1]
|
|
args.job=job
|
|
args.pos=adv.pos
|
|
args.from_pos=adv.pos
|
|
args.pre_actions={AssignJobItems}
|
|
args.screen=self
|
|
makeJob(args)
|
|
end
|
|
elseif df.interface_button_building_category_selectorst:is_instance(choice.button) or
|
|
df.interface_button_building_material_selectorst:is_instance(choice.button) then
|
|
choice.button:click()
|
|
self:openShopWindowButtoned(building,true)
|
|
end
|
|
end
|
|
|
|
function usetool:openShopWindowButtoned(building,no_reset)
|
|
self:setupFields()
|
|
local wui=df.global.ui_sidebar_menus.workshop_job
|
|
if not no_reset then
|
|
-- [[ manual reset incase the df-one does not exist?
|
|
wui:assign{category_id=-1,mat_type=-1,mat_index=-1}
|
|
for k,v in pairs(wui.material_category) do
|
|
wui.material_category[k]=false
|
|
end
|
|
--]]
|
|
--[[building:fillSidebarMenu()
|
|
if #wui.choices_all>0 then
|
|
wui.choices_all[#wui.choices_all-1]:click()
|
|
end
|
|
--]]
|
|
end
|
|
building:fillSidebarMenu()
|
|
|
|
local list={}
|
|
for id,choice in pairs(wui.choices_visible) do
|
|
table.insert(list,{text=utils.call_with_string(choice,"getLabel"),button=choice})
|
|
end
|
|
if #list ==0 and not no_reset then
|
|
print("Fallback")
|
|
self:openShopWindow(building)
|
|
return
|
|
--qerror("No jobs for this workshop")
|
|
end
|
|
dialog.showListPrompt("Workshop job choice", "Choose what to make",COLOR_WHITE,list,self:callback("onWorkShopButtonClicked",building)
|
|
,nil, nil,true)
|
|
end
|
|
function usetool:openShopWindow(building)
|
|
local adv=df.global.world.units.active[0]
|
|
|
|
local filter_pile=workshopJobs.getJobs(building:getType(),building:getSubtype(),building:getCustomType())
|
|
if filter_pile then
|
|
local state={unit=adv,from_pos={x=adv.pos.x,y=adv.pos.y, z=adv.pos.z},building=building
|
|
,screen=self,bld=building,common=filter_pile.common}
|
|
choices={}
|
|
for k,v in pairs(filter_pile) do
|
|
table.insert(choices,{job_id=0,text=v.name:lower(),filter=v})
|
|
end
|
|
dialog.showListPrompt("Workshop job choice", "Choose what to make",COLOR_WHITE,choices,dfhack.curry(onWorkShopJobChosen,state)
|
|
,nil, nil,true)
|
|
else
|
|
qerror("No jobs for this workshop")
|
|
end
|
|
end
|
|
function usetool:armCleanTrap(building)
|
|
local adv=df.global.world.units.active[0]
|
|
--[[
|
|
Lever,
|
|
PressurePlate,
|
|
CageTrap,
|
|
StoneFallTrap,
|
|
WeaponTrap,
|
|
TrackStop
|
|
--]]
|
|
if building.state==0 then
|
|
--CleanTrap
|
|
--[[ LoadCageTrap,
|
|
LoadStoneTrap,
|
|
LoadWeaponTrap,
|
|
]]
|
|
if building.trap_type==df.trap_type.Lever then
|
|
--link
|
|
return
|
|
end
|
|
--building.trap_type==df.trap_type.PressurePlate then
|
|
--settings/link
|
|
local args={unit=adv,post_actions={AssignBuildingRef},pos=adv.pos,from_pos=adv.pos,
|
|
building=building,job_type=df.job_type.CleanTrap}
|
|
if building.trap_type==df.trap_type.CageTrap then
|
|
args.job_type=df.job_type.LoadCageTrap
|
|
local job_filter={items={{quantity=1,item_type=df.item_type.CAGE}} }
|
|
args.pre_actions={dfhack.curry(setFiltersUp,job_filter),AssignJobItems}
|
|
|
|
elseif building.trap_type==df.trap_type.StoneFallTrap then
|
|
args.job_type=df.job_type.LoadStoneTrap
|
|
local job_filter={items={{quantity=1,item_type=df.item_type.BOULDER}} }
|
|
args.pre_actions={dfhack.curry(setFiltersUp,job_filter),AssignJobItems}
|
|
elseif building.trap_type==df.trap_type.WeaponTrap then
|
|
qerror("TODO")
|
|
else
|
|
return
|
|
end
|
|
args.screen=self
|
|
makeJob(args)
|
|
end
|
|
end
|
|
function usetool:hiveActions(building)
|
|
local adv=df.global.world.units.active[0]
|
|
local args={unit=adv,post_actions={AssignBuildingRef},pos=adv.pos,
|
|
from_pos=adv.pos,job_type=df.job_type.InstallColonyInHive,building=building,screen=self}
|
|
local job_filter={items={{quantity=1,item_type=df.item_type.VERMIN}} }
|
|
args.pre_actions={dfhack.curry(setFiltersUp,job_filter),AssignJobItems}
|
|
makeJob(args)
|
|
--InstallColonyInHive,
|
|
--CollectHiveProducts,
|
|
end
|
|
function usetool:operatePump(building)
|
|
|
|
local adv=df.global.world.units.active[0]
|
|
makeJob{unit=adv,post_actions={AssignBuildingRef},pos=adv.pos,from_pos=adv.pos,job_type=df.job_type.OperatePump,screen=self}
|
|
end
|
|
function usetool:farmPlot(building)
|
|
local adv=df.global.world.units.active[0]
|
|
local do_harvest=false
|
|
for id, con_item in pairs(building.contained_items) do
|
|
if con_item.use_mode==2 and con_item.item:getType()==df.item_type.PLANT then
|
|
if same_xyz(adv.pos,con_item.item.pos) then
|
|
do_harvest=true
|
|
end
|
|
end
|
|
end
|
|
--check if there tile is without plantseeds,add job
|
|
|
|
local args={unit=adv,pos=adv.pos,from_pos=adv.pos,screen=self}
|
|
if do_harvest then
|
|
args.job_type=df.job_type.HarvestPlants
|
|
args.post_actions={AssignBuildingRef}
|
|
else
|
|
local seedjob={items={{quantity=1,item_type=df.item_type.SEEDS}}}
|
|
args.job_type=df.job_type.PlantSeeds
|
|
args.pre_actions={dfhack.curry(setFiltersUp,seedjob)}
|
|
args.post_actions={AssignBuildingRef,AssignJobItems}
|
|
end
|
|
|
|
makeJob(args)
|
|
end
|
|
function usetool:bedActions(building)
|
|
local adv=df.global.world.units.active[0]
|
|
local args={unit=adv,pos=adv.pos,from_pos=adv.pos,screen=self,building=building,
|
|
job_type=df.job_type.Sleep,post_actions={AssignBuildingRef}}
|
|
makeJob(args)
|
|
end
|
|
function usetool:chairActions(building)
|
|
local adv=df.global.world.units.active[0]
|
|
local eatjob={items={{quantity=1,item_type=df.item_type.FOOD}}}
|
|
local args={unit=adv,pos=adv.pos,from_pos=adv.pos,screen=self,job_type=df.job_type.Eat,building=building,
|
|
pre_actions={dfhack.curry(setFiltersUp,eatjob),AssignJobItems},post_actions={AssignBuildingRef}}
|
|
makeJob(args)
|
|
end
|
|
MODES={
|
|
[df.building_type.Table]={ --todo filters...
|
|
name="Put items",
|
|
input=usetool.openPutWindow,
|
|
},
|
|
[df.building_type.Coffin]={
|
|
name="Put items",
|
|
input=usetool.openPutWindow,
|
|
},
|
|
[df.building_type.Box]={
|
|
name="Put items",
|
|
input=usetool.openPutWindow,
|
|
},
|
|
[df.building_type.Weaponrack]={
|
|
name="Put items",
|
|
input=usetool.openPutWindow,
|
|
},
|
|
[df.building_type.Armorstand]={
|
|
name="Put items",
|
|
input=usetool.openPutWindow,
|
|
},
|
|
[df.building_type.Cabinet]={
|
|
name="Put items",
|
|
input=usetool.openPutWindow,
|
|
},
|
|
[df.building_type.Workshop]={
|
|
name="Workshop menu",
|
|
input=usetool.openShopWindowButtoned,
|
|
},
|
|
[df.building_type.Furnace]={
|
|
name="Workshop menu",
|
|
input=usetool.openShopWindowButtoned,
|
|
},
|
|
[df.building_type.SiegeEngine]={
|
|
name="Siege menu",
|
|
input=usetool.openSiegeWindow,
|
|
},
|
|
[df.building_type.FarmPlot]={
|
|
name="Plant/Harvest",
|
|
input=usetool.farmPlot,
|
|
},
|
|
[df.building_type.ScrewPump]={
|
|
name="Operate Pump",
|
|
input=usetool.operatePump,
|
|
},
|
|
[df.building_type.Trap]={
|
|
name="Interact",
|
|
input=usetool.armCleanTrap,
|
|
},
|
|
[df.building_type.Hive]={
|
|
name="Hive actions",
|
|
input=usetool.hiveActions,
|
|
},
|
|
[df.building_type.Bed]={
|
|
name="Rest",
|
|
input=usetool.bedActions,
|
|
},
|
|
[df.building_type.Chair]={
|
|
name="Eat",
|
|
input=usetool.chairActions,
|
|
},
|
|
}
|
|
function usetool:shopMode(enable,mode,building)
|
|
self.subviews.shopLabel.visible=enable
|
|
if mode then
|
|
self.subviews.shopLabel:itemById("text1").text=mode.name
|
|
if building:getClutterLevel()<=1 then
|
|
self.subviews.shopLabel:itemById("clutter").text=""
|
|
else
|
|
self.subviews.shopLabel:itemById("clutter").text=" Clutter:"..tostring(building:getClutterLevel())
|
|
end
|
|
self.building=building
|
|
end
|
|
self.mode=mode
|
|
end
|
|
function usetool:shopInput(keys)
|
|
if keys[keybinds.workshop.key] then
|
|
self:openShopWindowButtoned(self.in_shop)
|
|
end
|
|
end
|
|
function usetool:wait_tick()
|
|
self:sendInputToParent("A_SHORT_WAIT")
|
|
end
|
|
function usetool:setupFields()
|
|
local adv=df.global.world.units.active[0]
|
|
local civ_id=df.global.world.units.active[0].civ_id
|
|
local ui=df.global.ui
|
|
ui.civ_id = civ_id
|
|
ui.main.fortress_entity=df.historical_entity.find(civ_id)
|
|
ui.race_id=adv.race
|
|
local nem=dfhack.units.getNemesis(adv)
|
|
if nem then
|
|
local links=nem.figure.entity_links
|
|
for _,link in ipairs(links) do
|
|
local hist_entity=df.historical_entity.find(link.entity_id)
|
|
if hist_entity and hist_entity.type==df.historical_entity_type.SiteGovernment then
|
|
ui.group_id=link.entity_id
|
|
break
|
|
end
|
|
end
|
|
end
|
|
local site= inSite()
|
|
if site then
|
|
ui.site_id=site.id
|
|
end
|
|
end
|
|
function usetool:fieldInput(keys)
|
|
local adv=df.global.world.units.active[0]
|
|
local cur_mode=actions[(mode or 0)+1]
|
|
local failed=false
|
|
for code,_ in pairs(keys) do
|
|
--print(code)
|
|
if MOVEMENT_KEYS[code] then
|
|
local state={unit=adv,pos=moddedpos(adv.pos,MOVEMENT_KEYS[code]),dir=MOVEMENT_KEYS[code],
|
|
from_pos={x=adv.pos.x,y=adv.pos.y, z=adv.pos.z},post_actions=cur_mode[4],pre_actions=cur_mode[5],job_type=cur_mode[2],screen=self}
|
|
if code=="SELECT" then
|
|
if df.global.cursor.x~=-30000 then
|
|
state.pos={x=df.global.cursor.x,y=df.global.cursor.y,z=df.global.cursor.z}
|
|
else
|
|
break
|
|
end
|
|
end
|
|
|
|
for _,p in pairs(cur_mode[3] or {}) do
|
|
local ok,msg=p(state)
|
|
if ok==false then
|
|
dfhack.gui.showAnnouncement(msg,5,1)
|
|
failed=true
|
|
end
|
|
end
|
|
|
|
if not failed then
|
|
local ok,msg
|
|
if type(cur_mode[2])=="function" then
|
|
ok,msg=cur_mode[2](state)
|
|
else
|
|
makeJob(state)
|
|
--(adv,moddedpos(adv.pos,MOVEMENT_KEYS[code]),cur_mode[2],adv.pos,cur_mode[4])
|
|
|
|
end
|
|
|
|
if code=="SELECT" then
|
|
self:sendInputToParent("LEAVESCREEN")
|
|
end
|
|
self.long_wait=true
|
|
end
|
|
return code
|
|
end
|
|
if code~="_STRING" and code~="_MOUSE_L" and code~="_MOUSE_R" then
|
|
if ALLOWED_KEYS[code] then
|
|
self:sendInputToParent(code)
|
|
end
|
|
end
|
|
end
|
|
|
|
end
|
|
function usetool:onInput(keys)
|
|
local adv=df.global.world.units.active[0]
|
|
|
|
if keys.LEAVESCREEN then
|
|
if df.global.cursor.x~=-30000 then
|
|
self:sendInputToParent("LEAVESCREEN")
|
|
else
|
|
self:dismiss()
|
|
CancelJob(adv)
|
|
end
|
|
elseif keys[keybinds.nextJob.key] then
|
|
mode=(mode+1)%#actions
|
|
elseif keys[keybinds.prevJob.key] then
|
|
mode=mode-1
|
|
if mode<0 then mode=#actions-1 end
|
|
--elseif keys.A_LOOK then
|
|
-- self:sendInputToParent("A_LOOK")
|
|
elseif keys["A_SHORT_WAIT"] then
|
|
--ContinueJob(adv)
|
|
self:sendInputToParent("A_SHORT_WAIT")
|
|
elseif keys[keybinds.continue.key] then
|
|
--ContinueJob(adv)
|
|
--self:sendInputToParent("A_SHORT_WAIT")
|
|
self.long_wait=true
|
|
else
|
|
if self.mode~=nil then
|
|
if keys[keybinds.workshop.key] then
|
|
self.mode.input(self,self.building)
|
|
end
|
|
self:fieldInput(keys)
|
|
else
|
|
self:fieldInput(keys)
|
|
end
|
|
end
|
|
local site=inSite()
|
|
|
|
if site then
|
|
self.subviews.siteLabel.visible=true
|
|
self.subviews.siteLabel:itemById("site").text=dfhack.TranslateName(site.name)
|
|
else
|
|
self.subviews.siteLabel.visible=false
|
|
end
|
|
end
|
|
|
|
function usetool:onIdle()
|
|
local adv=df.global.world.units.active[0]
|
|
local job_ptr=adv.job.current_job
|
|
local job_action=findAction(adv,df.unit_action_type.Job)
|
|
|
|
if job_ptr and self.long_wait and not job_action then
|
|
if adv.job.current_job.completion_timer==-1 then
|
|
self.long_wait=false
|
|
end
|
|
ContinueJob(adv)
|
|
self:sendInputToParent("A_SHORT_WAIT") --todo continue till finished
|
|
end
|
|
self._native.parent:logic()
|
|
end
|
|
function usetool:isOnBuilding()
|
|
local adv=df.global.world.units.active[0]
|
|
local bld=dfhack.buildings.findAtTile(adv.pos)
|
|
if bld and MODES[bld:getType()]~=nil and bld:getBuildStage()==bld:getMaxBuildStage() then
|
|
return true,MODES[bld:getType()],bld
|
|
else
|
|
return false
|
|
end
|
|
end
|
|
function usetool:onRenderBody(dc)
|
|
self:shopMode(self:isOnBuilding())
|
|
self:renderParent()
|
|
end
|
|
if not (dfhack.gui.getCurFocus()=="dungeonmode/Look" or dfhack.gui.getCurFocus()=="dungeonmode/Default") then
|
|
qerror("This script requires an adventurer mode with (l)ook or default mode.")
|
|
end
|
|
usetool():show()
|