68 lines
2.7 KiB
Ruby
68 lines
2.7 KiB
Ruby
module DFHack
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class << self
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# return an Item
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# arg similar to unit.rb/unit_find; no arg = 'k' menu
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def item_find(what=:selected, y=nil, z=nil)
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if what == :selected
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case curview._rtti_classname
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when :viewscreen_itemst
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if ref = curview.entry_ref[curview.cursor_pos]
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ref.item_tg if ref.kind_of?(GeneralRefItem)
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else
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# not a container
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curview.item
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end
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when :viewscreen_storesst # z/stocks
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if curview.in_group_mode == 0 and curview.in_right_list == 1
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curview.items[curview.item_cursor]
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end
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else
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case ui.main.mode
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when :LookAround
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k = ui_look_list.items[ui_look_cursor]
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case k.type
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when :Item
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k.item
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when :Building
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# hilight a constructed bed/coffer
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mats = k.building.contained_items.find_all { |i| i.use_mode == 2 }
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mats[0].item if mats.length == 1
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end
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when :BuildingItems
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bld = world.selected_building
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bld.contained_items[ui_building_item_cursor].item if bld
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when :ViewUnits
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u = world.units.active[ui_selected_unit]
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u.inventory[ui_look_cursor].item if u and u.pos.z == cursor.z and
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ui_unit_view_mode.value == :Inventory and u.inventory[ui_look_cursor]
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else
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ui.follow_item_tg if ui.follow_item != -1
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end
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end
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elsif what.kind_of?(Integer)
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# search by id
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return world.items.all.binsearch(what) if not z
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# search by position
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x = what
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world.items.all.find { |i| i.pos.x == x and i.pos.y == y and i.pos.z == z }
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elsif what.respond_to?(:x) or what.respond_to?(:pos)
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world.items.all.find { |i| same_pos?(what, i) }
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else
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raise "what what?"
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end
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end
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# check item flags to see if it is suitable for use as a job input material
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def item_isfree(i)
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!i.flags.trader and
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!i.flags.in_job and
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!i.flags.in_inventory and
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!i.flags.removed and
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!i.flags.in_building and
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!i.flags.owned and
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!i.flags.forbid
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end
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end
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end
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