497 lines
15 KiB
Lua
497 lines
15 KiB
Lua
-- Front-end for the siege engine plugin.
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local utils = require 'utils'
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local gui = require 'gui'
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local guidm = require 'gui.dwarfmode'
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local dlg = require 'gui.dialogs'
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local plugin = require 'plugins.siege-engine'
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local wmap = df.global.world.map
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local LEGENDARY = df.skill_rating.Legendary
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-- Globals kept between script calls
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last_target_min = last_target_min or nil
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last_target_max = last_target_max or nil
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local item_choices = {
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{ caption = 'boulders (default)', item_type = df.item_type.BOULDER },
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{ caption = 'blocks', item_type = df.item_type.BLOCKS },
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{ caption = 'weapons', item_type = df.item_type.WEAPON },
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{ caption = 'trap components', item_type = df.item_type.TRAPCOMP },
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{ caption = 'bins', item_type = df.item_type.BIN },
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{ caption = 'barrels', item_type = df.item_type.BARREL },
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{ caption = 'cages', item_type = df.item_type.CAGE },
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{ caption = 'anything', item_type = -1 },
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}
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local item_choice_idx = {}
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for i,v in ipairs(item_choices) do
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item_choice_idx[v.item_type] = i
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end
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SiegeEngine = defclass(SiegeEngine, guidm.MenuOverlay)
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SiegeEngine.focus_path = 'siege-engine'
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SiegeEngine.ATTRS{ building = DEFAULT_NIL }
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function SiegeEngine:init()
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self:assign{
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center = utils.getBuildingCenter(self.building),
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selected_pile = 1,
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mode_main = {
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render = self:callback 'onRenderBody_main',
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input = self:callback 'onInput_main',
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},
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mode_aim = {
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render = self:callback 'onRenderBody_aim',
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input = self:callback 'onInput_aim',
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},
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mode_pile = {
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render = self:callback 'onRenderBody_pile',
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input = self:callback 'onInput_pile',
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}
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}
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end
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function SiegeEngine:onShow()
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SiegeEngine.super.onShow(self)
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self.old_cursor = guidm.getCursorPos()
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self.old_viewport = self:getViewport()
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self.mode = self.mode_main
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self:showCursor(false)
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end
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function SiegeEngine:onDestroy()
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if self.save_profile then
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plugin.saveWorkshopProfile(self.building)
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end
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if not self.no_select_building then
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self:selectBuilding(self.building, self.old_cursor, self.old_viewport, 10)
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end
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end
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function SiegeEngine:onGetSelectedBuilding()
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return df.global.world.selected_building
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end
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function SiegeEngine:showCursor(enable)
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local cursor = guidm.getCursorPos()
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if cursor and not enable then
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self.cursor = cursor
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self.target_select_first = nil
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guidm.clearCursorPos()
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elseif not cursor and enable then
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local view = self:getViewport()
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cursor = self.cursor
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if not cursor or not view:isVisible(cursor) then
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cursor = view:getCenter()
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end
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self.cursor = nil
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guidm.setCursorPos(cursor)
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end
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end
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function SiegeEngine:centerViewOn(pos)
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local cursor = guidm.getCursorPos()
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if cursor then
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guidm.setCursorPos(pos)
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else
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self.cursor = pos
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end
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self:getViewport():centerOn(pos):set()
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end
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function SiegeEngine:zoomToTarget()
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local target_min, target_max = plugin.getTargetArea(self.building)
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if target_min then
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local cx = math.floor((target_min.x + target_max.x)/2)
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local cy = math.floor((target_min.y + target_max.y)/2)
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local cz = math.floor((target_min.z + target_max.z)/2)
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local pos = plugin.adjustToTarget(self.building, xyz2pos(cx,cy,cz))
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self:centerViewOn(pos)
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end
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end
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function paint_target_grid(dc, view, origin, p1, p2)
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local r1, sz, r2 = guidm.getSelectionRange(p1, p2)
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if view.z < r1.z or view.z > r2.z then
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return
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end
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local p1 = view:tileToScreen(r1)
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local p2 = view:tileToScreen(r2)
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local org = view:tileToScreen(origin)
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dc:pen{ fg = COLOR_CYAN, bg = COLOR_CYAN, ch = '+', bold = true }
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-- Frame
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dc:fill(p1.x,p1.y,p1.x,p2.y)
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dc:fill(p1.x,p1.y,p2.x,p1.y)
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dc:fill(p2.x,p1.y,p2.x,p2.y)
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dc:fill(p1.x,p2.y,p2.x,p2.y)
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-- Grid
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local gxmin = org.x+10*math.ceil((p1.x-org.x)/10)
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local gxmax = org.x+10*math.floor((p2.x-org.x)/10)
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local gymin = org.y+10*math.ceil((p1.y-org.y)/10)
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local gymax = org.y+10*math.floor((p2.y-org.y)/10)
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for x = gxmin,gxmax,10 do
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for y = gymin,gymax,10 do
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dc:fill(p1.x,y,p2.x,y)
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dc:fill(x,p1.y,x,p2.y)
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end
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end
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end
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function SiegeEngine:renderTargetView(target_min, target_max)
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local view = self:getViewport()
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local map = self.df_layout.map
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local map_dc = gui.Painter.new(map)
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plugin.paintAimScreen(
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self.building, view:getPos(),
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xy2pos(map.x1, map.y1), view:getSize()
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)
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if target_min and math.floor(dfhack.getTickCount()/500) % 2 == 0 then
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paint_target_grid(map_dc, view, self.center, target_min, target_max)
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end
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local cursor = guidm.getCursorPos()
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if cursor then
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local cx, cy, cz = pos2xyz(view:tileToScreen(cursor))
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if cz == 0 then
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map_dc:seek(cx,cy):char('X', COLOR_YELLOW)
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end
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end
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end
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function SiegeEngine:scrollPiles(delta)
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local links = plugin.getStockpileLinks(self.building)
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if links then
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self.selected_pile = 1+(self.selected_pile+delta-1) % #links
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return links[self.selected_pile]
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end
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end
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function SiegeEngine:renderStockpiles(dc, links, nlines)
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local idx = (self.selected_pile-1) % #links
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local page = math.floor(idx/nlines)
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for i = page*nlines,math.min(#links,(page+1)*nlines)-1 do
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local color = COLOR_BROWN
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if i == idx then
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color = COLOR_YELLOW
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end
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dc:newline(2):string(utils.getBuildingName(links[i+1]), color)
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end
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end
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function SiegeEngine:onRenderBody_main(dc)
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dc:newline(1):pen(COLOR_WHITE):string("Target: ")
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local target_min, target_max = plugin.getTargetArea(self.building)
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if target_min then
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dc:string(
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(target_max.x-target_min.x+1).."x"..
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(target_max.y-target_min.y+1).."x"..
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(target_max.z-target_min.z+1).." Rect"
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)
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else
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dc:string("None (default)")
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end
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dc:newline(3):key('CUSTOM_R'):string(": Rectangle")
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if last_target_min then
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dc:string(", "):key('CUSTOM_P'):string(": Paste")
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end
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dc:newline(3)
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if target_min then
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dc:key('CUSTOM_X'):string(": Clear, ")
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dc:key('CUSTOM_Z'):string(": Zoom")
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end
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dc:newline():newline(1)
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if self.building.type == df.siegeengine_type.Ballista then
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dc:string("Uses ballista arrows")
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else
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local item = plugin.getAmmoItem(self.building)
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dc:key('CUSTOM_U'):string(": Use ")
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if item_choice_idx[item] then
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dc:string(item_choices[item_choice_idx[item]].caption)
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else
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dc:string(df.item_type[item])
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end
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end
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dc:newline():newline(1)
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dc:key('CUSTOM_T'):string(": Take from stockpile"):newline(3)
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local links = plugin.getStockpileLinks(self.building)
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local bottom = dc.height - 5
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if links then
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dc:key('CUSTOM_D'):string(": Delete, ")
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dc:key('CUSTOM_O'):string(": Zoom"):newline()
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self:renderStockpiles(dc, links, bottom-2-dc:cursorY())
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dc:newline():newline()
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end
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local prof = self.building:getWorkshopProfile() or {}
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dc:seek(1,math.max(dc:cursorY(),19))
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dc:key('CUSTOM_G'):key('CUSTOM_H'):key('CUSTOM_J'):key('CUSTOM_K')
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dc:string(': ')
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dc:string(df.skill_rating.attrs[prof.min_level or 0].caption):string('-')
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dc:string(df.skill_rating.attrs[math.min(LEGENDARY,prof.max_level or 3000)].caption)
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dc:newline():newline()
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if self.target_select_first then
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self:renderTargetView(self.target_select_first, guidm.getCursorPos())
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else
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self:renderTargetView(target_min, target_max)
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end
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end
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function SiegeEngine:setTargetArea(p1, p2)
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self.target_select_first = nil
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if not plugin.setTargetArea(self.building, p1, p2) then
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dlg.showMessage(
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'Set Target Area',
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'Could not set the target area', COLOR_LIGHTRED
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)
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else
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last_target_min = p1
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last_target_max = p2
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end
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end
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function SiegeEngine:setAmmoItem(choice)
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if self.building.type == df.siegeengine_type.Ballista then
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return
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end
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if not plugin.setAmmoItem(self.building, choice.item_type) then
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dlg.showMessage(
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'Set Ammo Item',
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'Could not set the ammo item', COLOR_LIGHTRED
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)
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end
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end
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function SiegeEngine:onInput_main(keys)
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if keys.CUSTOM_R then
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self:showCursor(true)
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self.target_select_first = nil
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self.mode = self.mode_aim
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elseif keys.CUSTOM_P and last_target_min then
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self:setTargetArea(last_target_min, last_target_max)
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elseif keys.CUSTOM_U then
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local item = plugin.getAmmoItem(self.building)
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local idx = 1 + (item_choice_idx[item] or 0) % #item_choices
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self:setAmmoItem(item_choices[idx])
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elseif keys.CUSTOM_Z then
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self:zoomToTarget()
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elseif keys.CUSTOM_X then
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plugin.clearTargetArea(self.building)
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elseif keys.SECONDSCROLL_UP then
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self:scrollPiles(-1)
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elseif keys.SECONDSCROLL_DOWN then
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self:scrollPiles(1)
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elseif keys.CUSTOM_D then
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local pile = self:scrollPiles(0)
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if pile then
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plugin.removeStockpileLink(self.building, pile)
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end
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elseif keys.CUSTOM_O then
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local pile = self:scrollPiles(0)
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if pile then
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self:centerViewOn(utils.getBuildingCenter(pile))
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end
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elseif keys.CUSTOM_T then
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self:showCursor(true)
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self.mode = self.mode_pile
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self:sendInputToParent('CURSOR_DOWN_Z')
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self:sendInputToParent('CURSOR_UP_Z')
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elseif keys.CUSTOM_G then
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local prof = plugin.saveWorkshopProfile(self.building)
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prof.min_level = math.max(0, prof.min_level-1)
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plugin.saveWorkshopProfile(self.building)
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elseif keys.CUSTOM_H then
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local prof = plugin.saveWorkshopProfile(self.building)
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prof.min_level = math.min(LEGENDARY, prof.min_level+1)
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plugin.saveWorkshopProfile(self.building)
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elseif keys.CUSTOM_J then
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local prof = plugin.saveWorkshopProfile(self.building)
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prof.max_level = math.max(0, math.min(LEGENDARY,prof.max_level)-1)
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plugin.saveWorkshopProfile(self.building)
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elseif keys.CUSTOM_K then
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local prof = plugin.saveWorkshopProfile(self.building)
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prof.max_level = math.min(LEGENDARY, prof.max_level+1)
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if prof.max_level >= LEGENDARY then prof.max_level = 3000 end
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plugin.saveWorkshopProfile(self.building)
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elseif self:simulateViewScroll(keys) then
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self.cursor = nil
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else
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return false
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end
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return true
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end
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local status_table = {
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ok = { pen = COLOR_GREEN, msg = "Target accessible" },
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out_of_range = { pen = COLOR_CYAN, msg = "Target out of range" },
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blocked = { pen = COLOR_RED, msg = "Target obstructed" },
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semi_blocked = { pen = COLOR_BROWN, msg = "Partially obstructed" },
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}
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function SiegeEngine:onRenderBody_aim(dc)
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local cursor = guidm.getCursorPos()
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local first = self.target_select_first
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dc:newline(1):string('Select target rectangle'):newline()
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local info = status_table[plugin.getTileStatus(self.building, cursor)]
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if info then
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dc:newline(2):string(info.msg, info.pen)
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else
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dc:newline(2):string('ERROR', COLOR_RED)
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end
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dc:newline():newline(1):key('SELECT')
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if first then
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dc:string(": Finish rectangle")
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else
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dc:string(": Start rectangle")
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end
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dc:newline()
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local target_min, target_max = plugin.getTargetArea(self.building)
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if target_min then
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dc:newline(1):key('CUSTOM_Z'):string(": Zoom to current target")
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end
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if first then
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self:renderTargetView(first, cursor)
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else
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local target_min, target_max = plugin.getTargetArea(self.building)
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self:renderTargetView(target_min, target_max)
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end
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end
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function SiegeEngine:onInput_aim(keys)
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if keys.SELECT then
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local cursor = guidm.getCursorPos()
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if self.target_select_first then
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self:setTargetArea(self.target_select_first, cursor)
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self.mode = self.mode_main
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self:showCursor(false)
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else
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self.target_select_first = cursor
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end
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elseif keys.CUSTOM_Z then
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self:zoomToTarget()
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elseif keys.LEAVESCREEN then
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self.mode = self.mode_main
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self:showCursor(false)
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elseif self:simulateCursorMovement(keys) then
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self.cursor = nil
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else
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return false
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end
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return true
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end
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function SiegeEngine:onRenderBody_pile(dc)
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dc:newline(1):string('Select pile to take from'):newline():newline(2)
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local sel = df.global.world.selected_building
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if df.building_stockpilest:is_instance(sel) then
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dc:string(utils.getBuildingName(sel), COLOR_GREEN):newline():newline(1)
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if plugin.isLinkedToPile(self.building, sel) then
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dc:string("Already taking from here"):newline():newline(2)
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dc:key('CUSTOM_D'):string(": Delete link")
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else
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dc:key('SELECT'):string(": Take from this pile")
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end
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elseif sel then
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dc:string(utils.getBuildingName(sel), COLOR_DARKGREY)
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dc:newline():newline(1)
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dc:string("Not a stockpile",COLOR_LIGHTRED)
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else
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dc:string("No building selected", COLOR_DARKGREY)
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end
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end
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function SiegeEngine:onInput_pile(keys)
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if keys.SELECT then
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local sel = df.global.world.selected_building
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if df.building_stockpilest:is_instance(sel)
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and not plugin.isLinkedToPile(self.building, sel) then
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plugin.addStockpileLink(self.building, sel)
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df.global.world.selected_building = self.building
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self.mode = self.mode_main
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self:showCursor(false)
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end
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elseif keys.CUSTOM_D then
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local sel = df.global.world.selected_building
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if df.building_stockpilest:is_instance(sel) then
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plugin.removeStockpileLink(self.building, sel)
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end
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elseif keys.LEAVESCREEN then
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df.global.world.selected_building = self.building
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self.mode = self.mode_main
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self:showCursor(false)
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elseif self:propagateMoveKeys(keys) then
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--
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else
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return false
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end
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return true
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end
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function SiegeEngine:onRenderBody(dc)
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dc:clear()
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dc:seek(1,1):pen(COLOR_WHITE):string(utils.getBuildingName(self.building)):newline()
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self.mode.render(dc)
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dc:seek(1, math.max(dc:cursorY(), 21)):pen(COLOR_WHITE)
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dc:key('LEAVESCREEN'):string(": Back, ")
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dc:key('CUSTOM_C'):string(": Recenter")
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end
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function SiegeEngine:onInput(keys)
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if self.mode.input(keys) then
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--
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elseif keys.CUSTOM_C then
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self:centerViewOn(self.center)
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elseif keys.LEAVESCREEN then
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self:dismiss()
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elseif keys.LEAVESCREEN_ALL then
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self:dismiss()
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self.no_select_building = true
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guidm.clearCursorPos()
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df.global.ui.main.mode = df.ui_sidebar_mode.Default
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df.global.world.selected_building = nil
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end
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end
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if not string.match(dfhack.gui.getCurFocus(), '^dwarfmode/QueryBuilding/Some/SiegeEngine') then
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qerror("This script requires a siege engine selected in 'q' mode")
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end
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local building = df.global.world.selected_building
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if not df.building_siegeenginest:is_instance(building) then
|
|
qerror("A siege engine must be selected")
|
|
end
|
|
|
|
local list = SiegeEngine{ building = building }
|
|
list:show()
|