dfhack/plugins/lua/buildingplan.lua

704 lines
22 KiB
Lua

local _ENV = mkmodule('plugins.buildingplan')
--[[
Native functions:
* bool isPlannableBuilding(df::building_type type, int16_t subtype, int32_t custom)
* bool isPlannedBuilding(df::building *bld)
* void addPlannedBuilding(df::building *bld)
* void doCycle()
* void scheduleCycle()
--]]
local argparse = require('argparse')
local gui = require('gui')
local guidm = require('gui.dwarfmode')
local overlay = require('plugins.overlay')
local utils = require('utils')
local widgets = require('gui.widgets')
require('dfhack.buildings')
local function process_args(opts, args)
if args[1] == 'help' then
opts.help = true
return
end
return argparse.processArgsGetopt(args, {
{'h', 'help', handler=function() opts.help = true end},
})
end
function parse_commandline(...)
local args, opts = {...}, {}
local positionals = process_args(opts, args)
if opts.help then
return false
end
local command = table.remove(positionals, 1)
if not command or command == 'status' then
printStatus()
elseif command == 'set' then
setSetting(positionals[1], positionals[2] == 'true')
else
return false
end
return true
end
function get_num_filters(btype, subtype, custom)
local filters = dfhack.buildings.getFiltersByType({}, btype, subtype, custom)
return filters and #filters or 0
end
function get_job_item(btype, subtype, custom, index)
local filters = dfhack.buildings.getFiltersByType({}, btype, subtype, custom)
if not filters or not filters[index] then return nil end
local obj = df.job_item:new()
obj:assign(filters[index])
return obj
end
local texpos_base = -1
local reset_counts_flag = false
local reset_inspector_flag = false
function signal_reset()
texpos_base = dfhack.textures.getControlPanelTexposStart()
reset_counts_flag = true
reset_inspector_flag = true
end
--------------------------------
-- PlannerOverlay
--
local uibs = df.global.buildreq
local function cur_building_has_no_area()
if uibs.building_type == df.building_type.Construction then return false end
local filters = dfhack.buildings.getFiltersByType({},
uibs.building_type, uibs.building_subtype, uibs.custom_type)
-- this works because all variable-size buildings have either no item
-- filters or a quantity of -1 for their first (and only) item
return filters and filters[1] and (not filters[1].quantity or filters[1].quantity > 0)
end
local function is_choosing_area()
return uibs.selection_pos.x >= 0
end
local function get_cur_area_dims()
if not is_choosing_area() then return 1, 1, 1 end
return math.abs(uibs.selection_pos.x - uibs.pos.x) + 1,
math.abs(uibs.selection_pos.y - uibs.pos.y) + 1,
math.abs(uibs.selection_pos.z - uibs.pos.z) + 1
end
local function get_cur_filters()
return dfhack.buildings.getFiltersByType({}, uibs.building_type,
uibs.building_subtype, uibs.custom_type)
end
local function is_plannable()
return get_cur_filters() and
not (uibs.building_type == df.building_type.Construction
and uibs.building_subtype == df.construction_type.TrackNSEW)
end
local function is_stairs()
return uibs.building_type == df.building_type.Construction
and uibs.building_subtype == df.construction_type.UpDownStair
end
local direction_panel_frame = {t=4, h=13, w=46, r=28}
local direction_panel_types = utils.invert{
df.building_type.Bridge,
df.building_type.ScrewPump,
df.building_type.WaterWheel,
df.building_type.AxleHorizontal,
df.building_type.Rollers,
}
local function has_direction_panel()
return direction_panel_types[uibs.building_type]
or (uibs.building_type == df.building_type.Trap
and uibs.building_subtype == df.trap_type.TrackStop)
end
local pressure_plate_panel_frame = {t=4, h=37, w=46, r=28}
local function has_pressure_plate_panel()
return uibs.building_type == df.building_type.Trap
and uibs.building_subtype == df.trap_type.PressurePlate
end
local function is_over_options_panel()
local frame = nil
if has_direction_panel() then
frame = direction_panel_frame
elseif has_pressure_plate_panel() then
frame = pressure_plate_panel_frame
else
return false
end
local v = widgets.Widget{frame=frame}
local rect = gui.mkdims_wh(0, 0, dfhack.screen.getWindowSize())
v:updateLayout(gui.ViewRect{rect=rect})
return v:getMousePos()
end
local function to_title_case(str)
str = str:gsub('(%a)([%w_]*)',
function (first, rest) return first:upper()..rest:lower() end)
str = str:gsub('_', ' ')
return str
end
ItemLine = defclass(ItemLine, widgets.Panel)
ItemLine.ATTRS{
idx=DEFAULT_NIL,
}
function ItemLine:init()
self.frame.h = 1
self.visible = function() return #get_cur_filters() >= self.idx end
self:addviews{
widgets.Label{
frame={t=0, l=23},
text={
{tile=2600},
{gap=6, tile=2602},
{tile=2600},
{gap=1, tile=2602},
},
},
widgets.Label{
frame={t=0, l=0},
text={
{width=21, text=function() return self:get_item_line_text() end},
{gap=3, text='filter'},
{gap=2, text='x'},
{gap=3, text=function() return self.note end},
},
},
}
end
function ItemLine:reset()
self.desc = nil
self.available = nil
end
function get_desc(filter)
local desc = 'Unknown'
if filter.has_tool_use and filter.has_tool_use > -1 then
desc = to_title_case(df.tool_uses[filter.has_tool_use])
elseif filter.flags2 and filter.flags2.screw then
desc = 'Screw'
elseif filter.item_type and filter.item_type > -1 then
desc = to_title_case(df.item_type[filter.item_type])
elseif filter.vector_id and filter.vector_id > -1 then
desc = to_title_case(df.job_item_vector_id[filter.vector_id])
elseif filter.flags2 and filter.flags2.building_material then
desc = 'Building material';
if filter.flags2.fire_safe then
desc = 'Fire-safe material';
end
if filter.flags2.magma_safe then
desc = 'Magma-safe material';
end
end
if desc:endswith('s') then
desc = desc:sub(1,-2)
end
if desc == 'Trappart' then
desc = 'Mechanism'
elseif desc == 'Wood' then
desc = 'Log'
end
return desc
end
local function get_quantity(filter)
local quantity = filter.quantity or 1
local dimx, dimy, dimz = get_cur_area_dims()
if quantity < 1 then
quantity = (((dimx * dimy) // 4) + 1) * dimz
else
quantity = quantity * dimx * dimy * dimz
end
return quantity
end
function ItemLine:get_item_line_text()
local idx = self.idx
local filter = get_cur_filters()[idx]
local quantity = get_quantity(filter)
self.desc = self.desc or get_desc(filter)
self.available = self.available or countAvailableItems(uibs.building_type,
uibs.building_subtype, uibs.custom_type, idx - 1)
self.note = self.available >= quantity and
'Can build now' or 'Will build later'
return ('%d %s%s'):format(quantity, self.desc, quantity == 1 and '' or 's')
end
function ItemLine:reduce_quantity()
if not self.available then return end
local filter = get_cur_filters()[self.idx]
self.available = math.max(0, self.available - get_quantity(filter))
end
local function get_placement_errors()
local out = ''
for _,str in ipairs(uibs.errors) do
if #out > 0 then out = out .. NEWLINE end
out = out .. str.value
end
return out
end
PlannerOverlay = defclass(PlannerOverlay, overlay.OverlayWidget)
PlannerOverlay.ATTRS{
default_pos={x=5,y=9},
default_enabled=true,
viewscreens='dwarfmode/Building/Placement',
frame={w=56, h=20},
}
function PlannerOverlay:init()
local main_panel = widgets.Panel{
view_id='main',
frame={t=0, l=0, r=0, h=14},
frame_style=gui.MEDIUM_FRAME,
frame_background=gui.CLEAR_PEN,
}
main_panel:addviews{
widgets.Label{
frame={},
auto_width=true,
text='No items required.',
visible=function() return #get_cur_filters() == 0 end,
},
ItemLine{view_id='item1', frame={t=0, l=0, r=0}, idx=1},
ItemLine{view_id='item2', frame={t=2, l=0, r=0}, idx=2},
ItemLine{view_id='item3', frame={t=4, l=0, r=0}, idx=3},
ItemLine{view_id='item4', frame={t=6, l=0, r=0}, idx=4},
widgets.CycleHotkeyLabel{
view_id='stairs_top_subtype',
frame={t=4, l=4},
key='CUSTOM_R',
label='Top Stair Type: ',
visible=is_stairs,
options={
{label='Auto', value='auto'},
{label='UpDown', value=df.construction_type.UpDownStair},
{label='Down', value=df.construction_type.DownStair},
},
},
widgets.CycleHotkeyLabel {
view_id='stairs_bottom_subtype',
frame={t=5, l=4},
key='CUSTOM_B',
label='Bottom Stair Type: ',
visible=is_stairs,
options={
{label='Auto', value='auto'},
{label='UpDown', value=df.construction_type.UpDownStair},
{label='Up', value=df.construction_type.UpStair},
},
},
widgets.Label{
frame={b=3, l=17},
text={
'Selected area: ',
{text=function()
return ('%dx%dx%d'):format(get_cur_area_dims())
end
},
},
visible=is_choosing_area,
},
widgets.CycleHotkeyLabel{
view_id='safety',
frame={b=0, l=2},
key='CUSTOM_G',
label='Safety: ',
options={
{label='None', value='none'},
{label='Magma', value='magma'},
{label='Fire', value='fire'},
},
},
widgets.HotkeyLabel{
frame={b=1, l=0},
key='SELECT',
label='Choose item',
},
widgets.HotkeyLabel{
frame={b=1, l=21},
key='CUSTOM_F',
label='Filter',
},
widgets.HotkeyLabel{
frame={b=1, l=33},
key='CUSTOM_X',
label='Clear filter',
},
}
local error_panel = widgets.ResizingPanel{
view_id='errors',
frame={t=14, l=0, r=0},
frame_style=gui.MEDIUM_FRAME,
frame_background=gui.CLEAR_PEN,
}
error_panel:addviews{
widgets.WrappedLabel{
frame={t=0, l=0, r=0},
text_pen=COLOR_LIGHTRED,
text_to_wrap=get_placement_errors,
visible=function() return #uibs.errors > 0 end,
},
widgets.Label{
frame={t=0, l=0, r=0},
text_pen=COLOR_GREEN,
text='OK to build',
visible=function() return #uibs.errors == 0 end,
},
}
self:addviews{
main_panel,
error_panel,
}
end
function PlannerOverlay:reset()
self.subviews.item1:reset()
self.subviews.item2:reset()
self.subviews.item3:reset()
self.subviews.item4:reset()
reset_counts_flag = false
end
function PlannerOverlay:onInput(keys)
if not is_plannable() then return false end
if keys.LEAVESCREEN or keys._MOUSE_R_DOWN then
if uibs.selection_pos:isValid() then
uibs.selection_pos:clear()
return true
end
self:reset()
return false
end
if PlannerOverlay.super.onInput(self, keys) then
return true
end
if keys._MOUSE_L_DOWN then
if is_over_options_panel() then return false end
local detect_rect = copyall(self.frame_rect)
detect_rect.height = self.subviews.main.frame_rect.height +
self.subviews.errors.frame_rect.height
detect_rect.y2 = detect_rect.y1 + detect_rect.height - 1
if self.subviews.main:getMousePos(gui.ViewRect{rect=detect_rect})
or self.subviews.errors:getMousePos() then
return true
end
if #uibs.errors > 0 then return true end
local pos = dfhack.gui.getMousePos()
if pos then
if is_choosing_area() or cur_building_has_no_area() then
if #get_cur_filters() == 0 then
return false -- we don't add value; let the game place it
end
self.subviews.item1:reduce_quantity()
self.subviews.item2:reduce_quantity()
self.subviews.item3:reduce_quantity()
self.subviews.item4:reduce_quantity()
self:place_building()
uibs.selection_pos:clear()
return true
elseif not is_choosing_area() then
return false
end
end
end
return keys._MOUSE_L
end
function PlannerOverlay:render(dc)
if not is_plannable() then return end
self.subviews.errors:updateLayout()
PlannerOverlay.super.render(self, dc)
end
local to_pen = dfhack.pen.parse
local GOOD_PEN = to_pen{ch='o', fg=COLOR_GREEN,
tile=dfhack.screen.findGraphicsTile('CURSORS', 1, 2)}
local BAD_PEN = to_pen{ch='X', fg=COLOR_RED,
tile=dfhack.screen.findGraphicsTile('CURSORS', 3, 0)}
function PlannerOverlay:onRenderFrame(dc, rect)
PlannerOverlay.super.onRenderFrame(self, dc, rect)
if reset_counts_flag then
self:reset()
end
if not is_choosing_area() then return end
local bounds = {
x1 = math.min(uibs.selection_pos.x, uibs.pos.x),
x2 = math.max(uibs.selection_pos.x, uibs.pos.x),
y1 = math.min(uibs.selection_pos.y, uibs.pos.y),
y2 = math.max(uibs.selection_pos.y, uibs.pos.y),
}
local pen = #uibs.errors > 0 and BAD_PEN or GOOD_PEN
local function get_overlay_pen(pos)
return pen
end
guidm.renderMapOverlay(get_overlay_pen, bounds)
end
function PlannerOverlay:place_building()
local direction = uibs.direction
local width, height, depth = get_cur_area_dims()
local _, adjusted_width, adjusted_height = dfhack.buildings.getCorrectSize(
width, height, uibs.building_type, uibs.building_subtype,
uibs.custom_type, direction)
-- get the upper-left corner of the building/area at min z-level
local has_selection = is_choosing_area()
local start_pos = xyz2pos(
has_selection and math.min(uibs.selection_pos.x, uibs.pos.x) or uibs.pos.x - adjusted_width//2,
has_selection and math.min(uibs.selection_pos.y, uibs.pos.y) or uibs.pos.y - adjusted_height//2,
has_selection and math.min(uibs.selection_pos.z, uibs.pos.z) or uibs.pos.z
)
if uibs.building_type == df.building_type.ScrewPump then
if direction == df.screw_pump_direction.FromSouth then
start_pos.y = start_pos.y + 1
elseif direction == df.screw_pump_direction.FromEast then
start_pos.x = start_pos.x + 1
end
end
local min_x, max_x = start_pos.x, start_pos.x
local min_y, max_y = start_pos.y, start_pos.y
local min_z, max_z = start_pos.z, start_pos.z
if adjusted_width == 1 and adjusted_height == 1
and (width > 1 or height > 1 or depth > 1) then
max_x = min_x + width - 1
max_y = min_y + height - 1
max_z = math.max(uibs.selection_pos.z, uibs.pos.z)
end
local blds = {}
local subtype = uibs.building_subtype
for z=min_z,max_z do for y=min_y,max_y do for x=min_x,max_x do
local pos = xyz2pos(x, y, z)
if is_stairs() then
if z == min_z then
subtype = self.subviews.stairs_bottom_subtype:getOptionValue()
if subtype == 'auto' then
local tt = dfhack.maps.getTileType(pos)
local shape = df.tiletype.attrs[tt].shape
if shape == df.tiletype_shape.STAIR_DOWN then
subtype = uibs.building_subtype
else
subtype = df.construction_type.UpStair
end
end
elseif z == max_z then
subtype = self.subviews.stairs_top_subtype:getOptionValue()
if subtype == 'auto' then
local tt = dfhack.maps.getTileType(pos)
local shape = df.tiletype.attrs[tt].shape
if shape == df.tiletype_shape.STAIR_UP then
subtype = uibs.building_subtype
else
subtype = df.construction_type.DownStair
end
end
else
subtype = uibs.building_subtype
end
end
local bld, err = dfhack.buildings.constructBuilding{pos=pos,
type=uibs.building_type, subtype=subtype, custom=uibs.custom_type,
width=adjusted_width, height=adjusted_height, direction=direction}
if err then
for _,b in ipairs(blds) do
dfhack.buildings.deconstruct(b)
end
dfhack.printerr(err .. (' (%d, %d, %d)'):format(pos.x, pos.y, pos.z))
return
end
-- assign fields for the types that need them. we can't pass them all in
-- to the call to constructBuilding since attempting to assign unrelated
-- fields to building types that don't support them causes errors.
for k,v in pairs(bld) do
if k == 'friction' then bld.friction = uibs.friction end
if k == 'use_dump' then bld.use_dump = uibs.use_dump end
if k == 'dump_x_shift' then bld.dump_x_shift = uibs.dump_x_shift end
if k == 'dump_y_shift' then bld.dump_y_shift = uibs.dump_y_shift end
if k == 'speed' then bld.speed = uibs.speed end
end
table.insert(blds, bld)
end end end
for _,bld in ipairs(blds) do
addPlannedBuilding(bld)
end
scheduleCycle()
end
--------------------------------
-- InspectorOverlay
--
local function get_building_filters()
local bld = dfhack.gui.getSelectedBuilding()
return dfhack.buildings.getFiltersByType({},
bld:getType(), bld:getSubtype(), bld:getCustomType())
end
InspectorLine = defclass(InspectorLine, widgets.Panel)
InspectorLine.ATTRS{
idx=DEFAULT_NIL,
}
function InspectorLine:init()
self.frame.h = 2
self.visible = function() return #get_building_filters() >= self.idx end
self:addviews{
widgets.Label{
frame={t=0, l=0},
text={{text=self:callback('get_desc_string')}},
},
widgets.Label{
frame={t=1, l=2},
text={{text=self:callback('get_status_line')}},
},
}
end
function InspectorLine:get_desc_string()
if self.desc then return self.desc end
self.desc = getDescString(dfhack.gui.getSelectedBuilding(), self.idx-1)
return self.desc
end
function InspectorLine:get_status_line()
if self.status then return self.status end
local queue_pos = getQueuePosition(dfhack.gui.getSelectedBuilding(), self.idx-1)
if queue_pos <= 0 then
return 'Item attached'
end
self.status = ('Position in line: %d'):format(queue_pos)
return self.status
end
function InspectorLine:reset()
self.status = nil
end
InspectorOverlay = defclass(InspectorOverlay, overlay.OverlayWidget)
InspectorOverlay.ATTRS{
default_pos={x=-41,y=14},
default_enabled=true,
viewscreens='dwarfmode/ViewSheets/BUILDING',
frame={w=30, h=14},
frame_style=gui.MEDIUM_FRAME,
frame_background=gui.CLEAR_PEN,
}
function InspectorOverlay:init()
self:addviews{
widgets.Label{
frame={t=0, l=0},
text='Waiting for items:',
},
InspectorLine{view_id='item1', frame={t=2, l=0}, idx=1},
InspectorLine{view_id='item2', frame={t=4, l=0}, idx=2},
InspectorLine{view_id='item3', frame={t=6, l=0}, idx=3},
InspectorLine{view_id='item4', frame={t=8, l=0}, idx=4},
widgets.HotkeyLabel{
frame={t=10, l=0},
label='adjust filters',
key='CUSTOM_CTRL_F',
},
widgets.HotkeyLabel{
frame={t=11, l=0},
label='make top priority',
key='CUSTOM_CTRL_T',
on_activate=self:callback('make_top_priority'),
},
}
end
function InspectorOverlay:reset()
self.subviews.item1:reset()
self.subviews.item2:reset()
self.subviews.item3:reset()
self.subviews.item4:reset()
reset_inspector_flag = false
end
function InspectorOverlay:make_top_priority()
makeTopPriority(dfhack.gui.getSelectedBuilding())
self:reset()
end
function InspectorOverlay:onInput(keys)
if not isPlannedBuilding(dfhack.gui.getSelectedBuilding()) then
return false
end
if keys._MOUSE_L_DOWN or keys._MOUSE_R_DOWN or keys.LEAVESCREEN then
self:reset()
end
return InspectorOverlay.super.onInput(self, keys)
end
function InspectorOverlay:render(dc)
if not isPlannedBuilding(dfhack.gui.getSelectedBuilding()) then
return
end
if reset_inspector_flag then
self:reset()
end
InspectorOverlay.super.render(self, dc)
end
OVERLAY_WIDGETS = {
planner=PlannerOverlay,
inspector=InspectorOverlay,
}
-- returns whether the items matched by the specified filter can have a quality
-- rating. This also conveniently indicates whether an item can be decorated.
-- does not need the core suspended
-- reverse_idx is 0-based and is expected to be counted from the *last* filter
function item_can_be_improved(btype, subtype, custom, reverse_idx)
local filter = get_filter(btype, subtype, custom, reverse_idx)
if filter.flags2 and filter.flags2.building_material then
return false;
end
return filter.item_type ~= df.item_type.WOOD and
filter.item_type ~= df.item_type.BLOCKS and
filter.item_type ~= df.item_type.BAR and
filter.item_type ~= df.item_type.BOULDER
end
return _ENV