dfhack/scripts/gui/advfort.lua

1612 lines
56 KiB
Lua

-- allows to do jobs in adv. mode.
--[==[
version: 0.021
changelog:
*0.021
- advfort_items now autofills items
- tried out few things to fix gather plants
*0.02
- fixed axles not being able to be placed in other direction (thanks SyrusLD)
- added lever linking
- restructured advfort_items, don't forget to update that too!
- Added clutter view if shop is cluttered.
*0.013
- fixed siege weapons and traps (somewhat). Now you can load them with new menu :)
*0.012
- fix for some jobs not finding correct building.
*0.011
- fixed crash with building jobs (other jobs might have been crashing too!)
- fixed bug with building asking twice to input items
*0.01
- instant job startation
- item selection screen (!)
- BUG:custom jobs need stuff on ground to work
*0.003
- fixed farms (i think...)
- added faster time pasing (yay for random deaths from local wildlife)
- still hasn't fixed gather plants. but you can visit local market, buy a few local fruits/vegetables eat them and use seeds
- other stuff
*0.002
- kind-of fixed the item problem... now they get teleported (if teleport_items=true which should be default for adventurer)
- gather plants still not working... Other jobs seem to work.
- added new-and-improved waiting. Interestingly it could be improved to be interuptable.
todo list:
- document everything! Maybe somebody would understand what is happening then and help me :<
- when building trap add to known traps (or known adventurers?) so that it does not trigger on adventurer
bugs list:
- items blocking construction stuck the game
- burning charcoal crashed game
- gem thingies probably broken
- custom reactions semibroken
--]==]
--keybinding, change to your hearts content. Only the key part.
keybinds={
nextJob={key="CUSTOM_SHIFT_T",desc="Next job in the list"},
prevJob={key="CUSTOM_SHIFT_R",desc="Previous job in the list"},
continue={key="A_WAIT",desc="Continue job if available"},
down_alt1={key="CUSTOM_CTRL_D",desc="Use job down"},
down_alt2={key="CURSOR_DOWN_Z_AUX",desc="Use job down"},
up_alt1={key="CUSTOM_CTRL_E",desc="Use job up"},
up_alt2={key="CURSOR_UP_Z_AUX",desc="Use job up"},
use_same={key="A_MOVE_SAME_SQUARE",desc="Use job at the tile you are standing"},
workshop={key="CHANGETAB",desc="Show building menu"},
}
-- building filters
build_filter={
forbid_all=false, --this forbits all except the "allow"
allow={"MetalSmithsForge"}, --ignored if forbit_all=false
forbid={} --ignored if forbit_all==true
}
build_filter.HUMANish={
forbid_all=true,
allow={"Masons"},
forbid={}
}
--[[ FIXME: maybe let player select which to disable?]]
for k,v in ipairs(df.global.ui.economic_stone) do df.global.ui.economic_stone[k]=0 end
local gui = require 'gui'
local wid=require 'gui.widgets'
local dialog=require 'gui.dialogs'
local buildings=require 'dfhack.buildings'
local bdialog=require 'gui.buildings'
local workshopJobs=require 'dfhack.workshops'
local utils=require 'utils'
local gscript=require 'gui.script'
local tile_attrs = df.tiletype.attrs
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}
function hasValue(tbl,val)
for k,v in pairs(tbl) do
if v==val then
return true
end
end
return false
end
function reverseRaceLookup(id)
return df.global.world.raws.creatures.all[id].creature_id
end
function deon_filter(name,type_id,subtype_id,custom_id, parent)
--print(name)
local adv=df.global.world.units.active[0]
local race_filter=build_filter[reverseRaceLookup(adv.race)]
if race_filter then
if race_filter.forbid_all then
return hasValue(race_filter.allow,name)
else
return not hasValue(race_filter.forbid,name)
end
else
if build_filter.forbid_all then
return hasValue(build_filter.allow,name)
else
return not hasValue(build_filter.forbid,name)
end
end
end
local mode_name
for k,v in ipairs({...}) do --setting parsing
if v=="-c" or v=="--cheat" then
settings.build_by_items=true
settings.df_assign=false
elseif v=="-i" or v=="--inventory" then
settings.check_inv=true
settings.df_assign=false
elseif v=="-a" or v=="--nodfassign" then
settings.df_assign=false
else
mode_name=v
end
end
mode=mode or 0
last_building=last_building or {}
function Disclaimer(tlb)
local dsc={"The Gathering Against ",{text="Goblin ",pen=dfhack.pen.parse{fg=COLOR_GREEN,bg=0}}, "Oppresion ",
"(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}}}
if tlb then
for _,v in ipairs(dsc) do
table.insert(tlb,v)
end
end
return dsc
end
function showHelp()
local helptext={
"This tool allow you to perform jobs as a dwarf would in dwarf mode. When ",NEWLINE,
"cursor is available you can press ",{key="SELECT", text="select",key_sep="()"},
" to enqueue a job from",NEWLINE,"pointer location. If job is 'Build' and there is no planed construction",NEWLINE,
"at cursor this tool show possible building choices.",NEWLINE,NEWLINE,{text="Keybindings:",pen=dfhack.pen.parse{fg=COLOR_CYAN,bg=0}},NEWLINE
}
for k,v in pairs(keybinds) do
table.insert(helptext,{key=v.key,text=v.desc,key_sep=":"})
table.insert(helptext,NEWLINE)
end
table.insert(helptext,{text="CAREFULL MOVE",pen=dfhack.pen.parse{fg=COLOR_LIGHTGREEN,bg=0}})
table.insert(helptext,": use job in that direction")
table.insert(helptext,NEWLINE)
table.insert(helptext,NEWLINE)
Disclaimer(helptext)
dialog.showMessage("Help!?!",helptext)
end
--[[ Util functions ]]--
function advGlobalPos()
local map=df.global.world.map
local wd=df.global.world.world_data
local adv=df.global.world.units.active[0]
--wd.adv_region_x*16+wd.adv_emb_x,wd.adv_region_y*16+wd.adv_emb_y
--return wd.adv_region_x*16+wd.adv_emb_x,wd.adv_region_y*16+wd.adv_emb_y
--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
--print(map.region_x,map.region_y,adv.pos.x,adv.pos.y)
--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)
return math.floor(map.region_x+adv.pos.x/48), math.floor(map.region_y+adv.pos.y/48)
end
function inSite()
local tx,ty=advGlobalPos()
--print(tx,ty)
for k,v in pairs(df.global.world.world_data.sites) do
local tp={v.pos.x,v.pos.y}
if tx>=tp[1]*16+v.rgn_min_x and tx<=tp[1]*16+v.rgn_max_x and
ty>=tp[2]*16+v.rgn_min_y and ty<=tp[2]*16+v.rgn_max_y then
--print(k)
return v
end
end
end
--[[ low level job management ]]--
function findAction(unit,ltype)
ltype=ltype or df.unit_action_type.None
for i,v in ipairs(unit.actions) do
if v.type==ltype then
return v
end
end
end
function add_action(unit,action_data)
local action=findAction(unit) --find empty action
if action then
action:assign(action_data)
action.id=unit.next_action_id
unit.next_action_id=unit.next_action_id+1
else
local tbl=copyall(action_data)
tbl.new=true
tbl.id=unit.next_action_id
unit.actions:insert("#",tbl)
unit.next_action_id=unit.next_action_id+1
end
end
function addJobAction(job,unit) --what about job2?
if job==nil then
error("invalid job")
end
if findAction(unit,df.unit_action_type.Job) or findAction(unit,df.unit_action_type.Job2) then
print("Already has job action")
return
end
local action=findAction(unit)
local pos=copyall(unit.pos)
--local pos=copyall(job.pos)
unit.path.dest:assign(pos)
--job
local data={type=df.unit_action_type.Job,data={job={x=pos.x,y=pos.y,z=pos.z,timer=10}}}
--job2:
--local data={type=df.unit_action_type.Job2,data={job2={timer=10}}}
add_action(unit,data)
--add_action(unit,{type=df.unit_action_type.Unsteady,data={unsteady={timer=5}}})
end
function make_native_job(args)
if args.job == nil then
local newJob=df.job:new()
newJob.id=df.global.job_next_id
df.global.job_next_id=df.global.job_next_id+1
newJob.flags.special=true
newJob.job_type=args.job_type
newJob.completion_timer=-1
newJob.pos:assign(args.pos)
--newJob.pos:assign(args.unit.pos)
args.job=newJob
args.unlinked=true
end
end
function makeJob(args)
gscript.start(function ()
make_native_job(args)
local failed
for k,v in ipairs(args.pre_actions or {}) do
local ok,msg=v(args)
if not ok then
failed=msg
break
end
end
if failed==nil then
AssignUnitToJob(args.job,args.unit,args.from_pos)
for k,v in ipairs(args.post_actions or {}) do
local ok,msg=v(args)
if not ok then
failed=msg
break
end
end
if failed then
UnassignJob(args.job,args.unit)
end
end
if failed==nil then
if args.unlinked then
dfhack.job.linkIntoWorld(args.job,true)
args.unlinked=false
end
addJobAction(args.job,args.unit)
args.screen:wait_tick()
else
args.job:delete()
dfhack.gui.showAnnouncement(msg,5,1)
end
end)
end
function UnassignJob(job,unit,unit_pos)
unit.job.current_job=nil
end
function AssignUnitToJob(job,unit,unit_pos)
job.general_refs:insert("#",{new=df.general_ref_unit_workerst,unit_id=unit.id})
unit.job.current_job=job
unit_pos=unit_pos or {x=job.pos.x,y=job.pos.y,z=job.pos.z}
unit.path.dest:assign(unit_pos)
return true
end
function SetCreatureRef(args)
local job=args.job
local pos=args.pos
for k,v in pairs(df.global.world.units.active) do
if v.pos.x==pos.x and v.pos.y==pos.y and v.pos.z==pos.z then
job.general_refs:insert("#",{new=df.general_ref_unit_cageest,unit_id=v.id})
return
end
end
end
function SetWebRef(args)
local pos=args.pos
for k,v in pairs(df.global.world.items.other.ANY_WEBS) do
if v.pos.x==pos.x and v.pos.y==pos.y and v.pos.z==pos.z then
args.job.general_refs:insert("#",{new=df.general_ref_item,item_id=v.id})
return
end
end
end
function SetPatientRef(args)
local job=args.job
local pos=args.pos
for k,v in pairs(df.global.world.units.active) do
if v.pos.x==pos.x and v.pos.y==pos.y and v.pos.z==pos.z then
job.general_refs:insert("#",{new=df.general_ref_unit_patientst,unit_id=v.id})
return
end
end
end
function SetCarveDir(args)
local job=args.job
local pos=args.pos
local from_pos=args.from_pos
local dirs={up=18,down=19,right=20,left=21}
if pos.x>from_pos.x then
job.item_category[dirs.right]=true
elseif pos.x<from_pos.x then
job.item_category[dirs.left]=true
elseif pos.y>from_pos.y then
job.item_category[dirs.up]=true
elseif pos.y<from_pos.y then
job.item_category[dirs.down]=true
end
end
function MakePredicateWieldsItem(item_skill)
local pred=function(args)
local inv=args.unit.inventory
for k,v in pairs(inv) do
if v.mode==1 and v.item:getMeleeSkill()==item_skill and args.unit.body.weapon_bp==v.body_part_id then
return true
end
end
return false,"Correct tool not equiped"
end
return pred
end
function makeset(args)
local tbl={}
for k,v in pairs(args) do
tbl[v]=true
end
return tbl
end
function NotConstruct(args)
local tt=dfhack.maps.getTileType(args.pos)
if tile_attrs[tt].material~=df.tiletype_material.CONSTRUCTION and dfhack.buildings.findAtTile(args.pos)==nil then
return true
else
return false, "Can only do it on non constructions"
end
end
function NoConstructedBuilding(args)
local bld=dfhack.buildings.findAtTile(args.pos)
if bld and bld.construction_stage==3 then
return false, "Can only do it on clear area or non-finished buildings"
end
return true
end
function IsBuilding(args)
if dfhack.buildings.findAtTile(args.pos) then
return true
end
return false, "Can only do it on buildings"
end
function IsConstruct(args)
local tt=dfhack.maps.getTileType(args.pos)
if tile_attrs[tt].material==df.tiletype_material.CONSTRUCTION then
return true
else
return false, "Can only do it on constructions"
end
end
function SameSquare(args)
local pos1=args.pos
local pos2=args.from_pos
if pos1.x==pos2.x and pos1.y==pos2.y and pos1.z==pos2.z then
return true
else
return false, "Can only do it on same square"
end
end
function IsHardMaterial(args)
local tt=dfhack.maps.getTileType(args.pos)
local mat=tile_attrs[tt].material
local hard_materials=makeset{df.tiletype_material.STONE,df.tiletype_material.FEATURE,
df.tiletype_material.LAVA_STONE,df.tiletype_material.MINERAL,df.tiletype_material.FROZEN_LIQUID,}
if hard_materials[mat] then
return true
else
return false, "Can only do it on hard materials"
end
end
function IsStairs(args)
local tt=dfhack.maps.getTileType(args.pos)
local shape=tile_attrs[tt].shape
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
return true
else
return false,"Can only do it on stairs/ramps"
end
end
function IsFloor(args)
local tt=dfhack.maps.getTileType(args.pos)
local shape=tile_attrs[tt].shape
if shape==df.tiletype_shape.FLOOR or shape==df.tiletype_shape.BOULDER or shape==df.tiletype_shape.PEBBLES then
return true
else
return false,"Can only do it on floors"
end
end
function IsWall(args)
local tt=dfhack.maps.getTileType(args.pos)
if tile_attrs[tt].shape==df.tiletype_shape.WALL then
return true
else
return false, "Can only do it on walls"
end
end
function IsTree(args)
local tt=dfhack.maps.getTileType(args.pos)
if tile_attrs[tt].material==df.tiletype_material.TREE then
return true
else
return false, "Can only do it on trees"
end
end
function IsPlant(args)
local tt=dfhack.maps.getTileType(args.pos)
if tile_attrs[tt].shape==df.tiletype_shape.SHRUB then
return true
else
return false, "Can only do it on plants"
end
end
function IsWater(args)
return true
end
function IsUnit(args)
local pos=args.pos
for k,v in pairs(df.global.world.units.active) do
if v.pos.x==pos.x and v.pos.y==pos.y and v.pos.z==pos.z then
return true
end
end
return false,"Unit must be present"
end
function itemsAtPos(pos,tbl)
local ret=tbl or {}
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()