dfhack/plugins/lua/buildingplan/mechanisms.lua

173 lines
5.8 KiB
Lua

local _ENV = mkmodule('plugins.buildingplan.mechanisms')
local itemselection = require('plugins.buildingplan.itemselection')
local overlay = require('plugins.overlay')
local widgets = require('gui.widgets')
local view_sheets = df.global.game.main_interface.view_sheets
--------------------------------
-- MechanismOverlay
--
MechanismOverlay = defclass(MechanismOverlay, overlay.OverlayWidget)
MechanismOverlay.ATTRS{
default_pos={x=5,y=5},
default_enabled=true,
viewscreens='dwarfmode/LinkingLever',
frame={w=57, h=13},
}
function MechanismOverlay:init()
self:addviews{
widgets.BannerPanel{
frame={t=5, l=1, r=1, h=1},
subviews={
widgets.Label{
frame={t=0, l=1},
text='Mechanism safety:'
},
widgets.CycleHotkeyLabel{
view_id='safety_lever',
frame={t=0, l=20, w=15},
key='CUSTOM_G',
label='Lever:',
options={
{label='Any', value=0},
{label='Magma', value=2, pen=COLOR_RED},
{label='Fire', value=1, pen=COLOR_LIGHTRED},
},
initial_option=0,
on_change=self:callback('choose_mechanism', 'lever', true),
},
widgets.CycleHotkeyLabel{
view_id='safety_target',
frame={t=0, l=38, w=16},
key='CUSTOM_SHIFT_G',
label='Target:',
options={
{label='Any', value=0},
{label='Magma', value=2, pen=COLOR_RED},
{label='Fire', value=1, pen=COLOR_LIGHTRED},
},
initial_option=0,
on_change=self:callback('choose_mechanism', 'target', true),
},
}
},
widgets.HotkeyLabel{
frame={t=7, l=8, w=49, h=2},
key='CUSTOM_M',
label=function()
return itemselection.get_item_description(view_sheets.linking_lever_mech_lever_id,
nil,
self.subviews.safety_lever:getOptionLabel())
end,
auto_height=false,
enabled=function() return view_sheets.linking_lever_mech_lever_id ~= -1 end,
on_activate=self:callback('choose_mechanism', 'lever', false),
},
widgets.HotkeyLabel{
frame={t=10, l=8, w=49, h=2},
key='CUSTOM_SHIFT_M',
label=function()
return itemselection.get_item_description(view_sheets.linking_lever_mech_target_id,
nil,
self.subviews.safety_target:getOptionLabel())
end,
auto_height=false,
enabled=function() return view_sheets.linking_lever_mech_target_id ~= -1 end,
on_activate=self:callback('choose_mechanism', 'target', false),
},
}
end
local item_selection_dlg
local function reset_dlg()
if item_selection_dlg then
if item_selection_dlg:isActive() then
item_selection_dlg:dismiss()
end
item_selection_dlg = nil
end
end
local function get_available_items(safety, other_mechanism)
local item_ids = require('plugins.buildingplan').getAvailableItemsByHeat(
df.building_type.Trap, df.trap_type.Lever, -1, 0, safety)
for idx,item_id in ipairs(item_ids) do
if item_id == other_mechanism then
table.remove(item_ids, idx)
break
end
end
return item_ids
end
function MechanismOverlay:save_id(which, item_id)
local saved_id = ('saved_%s_id'):format(which)
local ui_id = ('linking_lever_mech_%s_id'):format(which)
view_sheets[ui_id] = item_id
self[saved_id] = item_id
end
function MechanismOverlay:choose_mechanism(which, autoselect)
local widget_id = 'safety_' .. which
local safety = self.subviews[widget_id]:getOptionValue()
local ui_other_id = ('linking_lever_mech_%s_id'):format(which == 'lever' and 'target' or 'lever')
local available_item_ids = get_available_items(safety, view_sheets[ui_other_id])
if autoselect then
self:save_id(which, available_item_ids[1] or -1)
return
end
-- to integrate with ItemSelection's last used sorting
df.global.buildreq.building_type = df.building_type.Trap
local desc = self.subviews[widget_id]:getOptionLabel()
if desc ~= 'Any' then
desc = desc .. ' safe'
end
desc = desc .. ' mechanism'
item_selection_dlg = item_selection_dlg or itemselection.ItemSelectionScreen{
get_available_items_fn=function() return available_item_ids end,
desc=desc,
quantity=1,
autoselect=false,
on_cancel=reset_dlg,
on_submit=function(chosen_ids)
self:save_id(which, chosen_ids[1] or available_item_ids[1] -1)
reset_dlg()
end,
}:show()
end
function MechanismOverlay:onInput(keys)
if MechanismOverlay.super.onInput(self, keys) then
return true
end
if keys._MOUSE_L then
if self:getMousePos() then
-- don't let clicks bleed through the panel
return true
end
-- don't allow the lever to be linked if mechanisms are not set
return view_sheets.linking_lever_mech_lever_id == -1 or
view_sheets.linking_lever_mech_target_id == -1
end
end
function MechanismOverlay:onRenderFrame(dc, rect)
MechanismOverlay.super.onRenderFrame(self, dc, rect)
if self.saved_lever_id ~= view_sheets.linking_lever_mech_lever_id then
self:choose_mechanism('lever', true)
end
if self.saved_target_id ~= view_sheets.linking_lever_mech_target_id then
self:choose_mechanism('target', true)
end
end
return _ENV