285 lines
8.4 KiB
Lua
285 lines
8.4 KiB
Lua
-- Show and modify properties of jobs in a workshop.
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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 guimat = require 'gui.materials'
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local widgets = require 'gui.widgets'
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local dlg = require 'gui.dialogs'
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JobDetails = defclass(JobDetails, guidm.MenuOverlay)
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JobDetails.focus_path = 'workshop-job'
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JobDetails.ATTRS {
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job = DEFAULT_NIL,
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frame_inset = 1,
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frame_background = COLOR_BLACK,
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}
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function JobDetails:init(args)
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self.building = dfhack.job.getHolder(self.job)
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local status = { text = 'No worker', pen = COLOR_DARKGREY }
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local worker = dfhack.job.getWorker(self.job)
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if self.job.flags.suspend then
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status = { text = 'Suspended', pen = COLOR_RED }
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elseif worker then
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status = { text = dfhack.TranslateName(dfhack.units.getVisibleName(worker)), pen = COLOR_GREEN }
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end
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self:addviews{
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widgets.Label{
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frame = { l = 0, t = 0 },
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text = {
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{ text = df.job_type.attrs[self.job.job_type].caption }, NEWLINE, NEWLINE,
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' ', status
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}
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},
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widgets.Label{
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frame = { l = 0, t = 4 },
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text = {
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{ key = 'CUSTOM_I', text = ': Input item, ',
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enabled = self:callback('canChangeIType'),
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on_activate = self:callback('onChangeIType') },
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{ key = 'CUSTOM_M', text = ': Material',
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enabled = self:callback('canChangeMat'),
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on_activate = self:callback('onChangeMat') }
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}
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},
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widgets.List{
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view_id = 'list',
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frame = { t = 6, b = 2 },
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row_height = 4,
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scroll_keys = widgets.SECONDSCROLL,
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},
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widgets.Label{
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frame = { l = 0, b = 0 },
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text = {
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{ key = 'LEAVESCREEN', text = ': Back',
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on_activate = self:callback('dismiss') }
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}
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},
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}
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self:initListChoices()
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end
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function JobDetails:onGetSelectedBuilding()
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return self.building
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end
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function JobDetails:onGetSelectedJob()
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return self.job
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end
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function describe_item_type(iobj)
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local itemline = 'any item'
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if iobj.item_type >= 0 then
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itemline = df.item_type.attrs[iobj.item_type].caption or iobj.item_type
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local def = dfhack.items.getSubtypeDef(iobj.item_type, iobj.item_subtype)
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local count = dfhack.items.getSubtypeCount(iobj.item_type, iobj.item_subtype)
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if def then
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itemline = def.name
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elseif count >= 0 then
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itemline = 'any '..itemline
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end
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end
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return itemline
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end
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function is_caste_mat(iobj)
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return dfhack.items.isCasteMaterial(iobj.item_type)
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end
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function describe_material(iobj)
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local matline = 'any material'
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if is_caste_mat(iobj) then
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matline = 'material not applicable'
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elseif iobj.mat_type >= 0 then
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local info = dfhack.matinfo.decode(iobj.mat_type, iobj.mat_index)
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if info then
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matline = info:toString()
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else
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matline = iobj.mat_type..':'..iobj.mat_index
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end
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end
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return matline
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end
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function list_flags(list, bitfield)
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for name,val in pairs(bitfield) do
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if val then
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table.insert(list, name)
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end
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end
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end
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function JobDetails:initListChoices()
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local items = {}
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for i,ref in ipairs(self.job.items) do
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local idx = ref.job_item_idx
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if idx >= 0 then
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items[idx] = (items[idx] or 0) + 1
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end
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end
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local choices = {}
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for i,iobj in ipairs(self.job.job_items) do
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local head = 'Item '..(i+1)..': '..(items[i] or 0)..' of '..iobj.quantity
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if iobj.min_dimension > 0 then
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head = head .. '(size '..iobj.min_dimension..')'
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end
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local line1 = {}
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local reaction = df.reaction.find(iobj.reaction_id)
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if reaction and #iobj.contains > 0 then
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for _,ri in ipairs(iobj.contains) do
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table.insert(line1, 'has '..utils.call_with_string(
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reaction.reagents[ri],'getDescription',iobj.reaction_id
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))
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end
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end
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if iobj.metal_ore >= 0 then
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local ore = dfhack.matinfo.decode(0, iobj.metal_ore)
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if ore then
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table.insert(line1, 'ore of '..ore:toString())
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end
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end
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if iobj.has_material_reaction_product ~= '' then
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table.insert(line1, 'product '..iobj.has_material_reaction_product)
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end
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if iobj.reaction_class ~= '' then
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table.insert(line1, 'class '..iobj.reaction_class)
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end
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if iobj.has_tool_use >= 0 then
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table.insert(line1, 'has use '..df.tool_uses[iobj.has_tool_use])
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end
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list_flags(line1, iobj.flags1)
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list_flags(line1, iobj.flags2)
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list_flags(line1, iobj.flags3)
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if #line1 == 0 then
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table.insert(line1, 'no flags')
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end
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table.insert(choices, {
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index = i,
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iobj = iobj,
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text = {
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head, NEWLINE,
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' ', { text = curry(describe_item_type, iobj) }, NEWLINE,
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' ', { text = curry(describe_material, iobj) }, NEWLINE,
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' ', table.concat(line1, ', '), NEWLINE
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}
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})
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end
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self.subviews.list:setChoices(choices)
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end
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function JobDetails:canChangeIType()
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local idx, obj = self.subviews.list:getSelected()
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return obj ~= nil
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end
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function JobDetails:setItemType(obj, item_type, item_subtype)
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obj.iobj.item_type = item_type
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obj.iobj.item_subtype = item_subtype
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if is_caste_mat(obj.iobj) then
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self:setMaterial(obj, -1, -1)
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end
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end
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function JobDetails:onChangeIType()
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local idx, obj = self.subviews.list:getSelected()
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guimat.ItemTypeDialog{
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prompt = 'Please select a new item type for input '..idx,
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none_caption = 'any item',
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item_filter = curry(dfhack.job.isSuitableItem, obj.iobj),
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on_select = self:callback('setItemType', obj)
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}:show()
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end
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function JobDetails:canChangeMat()
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local idx, obj = self.subviews.list:getSelected()
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return obj ~= nil and not is_caste_mat(obj.iobj)
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end
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function JobDetails:setMaterial(obj, mat_type, mat_index)
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if obj.index == 0
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and self.job.mat_type == obj.iobj.mat_type
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and self.job.mat_index == obj.iobj.mat_index
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and self.job.job_type ~= df.job_type.PrepareMeal
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then
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self.job.mat_type = mat_type
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self.job.mat_index = mat_index
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end
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obj.iobj.mat_type = mat_type
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obj.iobj.mat_index = mat_index
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end
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function JobDetails:findUnambiguousItem(iobj)
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local count = 0
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local itype
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for i = 0,df.item_type._last_item do
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if dfhack.job.isSuitableItem(iobj, i, -1) then
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count = count + 1
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if count > 1 then return nil end
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itype = i
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end
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end
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return itype
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end
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function JobDetails:onChangeMat()
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local idx, obj = self.subviews.list:getSelected()
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if obj.iobj.item_type == -1 and obj.iobj.mat_type == -1 then
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-- If the job allows only one specific item type, use it
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local vitype = self:findUnambiguousItem(obj.iobj)
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if vitype then
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obj.iobj.item_type = vitype
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else
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dlg.showMessage(
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'Bug Alert',
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{ 'Please set a specific item type first.\n\n',
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'Otherwise the material will be matched\n',
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'incorrectly due to a limitation in DF code.' },
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COLOR_YELLOW
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)
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return
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end
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end
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guimat.MaterialDialog{
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prompt = 'Please select a new material for input '..idx,
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none_caption = 'any material',
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mat_filter = function(mat,parent,mat_type,mat_index)
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return dfhack.job.isSuitableMaterial(obj.iobj, mat_type, mat_index)
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end,
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on_select = self:callback('setMaterial', obj)
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}:show()
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end
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function JobDetails:onInput(keys)
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if self:propagateMoveKeys(keys) then
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if df.global.world.selected_building ~= self.building then
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self:dismiss()
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end
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else
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JobDetails.super.onInput(self, keys)
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end
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end
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if not string.match(dfhack.gui.getCurFocus(), '^dwarfmode/QueryBuilding/Some/Workshop/Job') then
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qerror("This script requires a workshop job selected in the 'q' mode")
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end
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local dlg = JobDetails{ job = dfhack.gui.getSelectedJob() }
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dlg:show()
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