500 lines
17 KiB
Lua
500 lines
17 KiB
Lua
local dfhack = dfhack
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local _ENV = dfhack.BASE_G
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local buildings = dfhack.buildings
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local utils = require 'utils'
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-- Uninteresting values for filter attributes when reading them from DF memory.
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-- Differs from the actual defaults of the job_item constructor in allow_artifact.
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buildings.input_filter_defaults = {
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item_type = -1,
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item_subtype = -1,
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mat_type = -1,
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mat_index = -1,
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flags1 = {},
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-- Instead of noting those that allow artifacts, mark those that forbid them.
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-- Leaves actually enabling artifacts to the discretion of the API user,
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-- which is the right thing because unlike the game UI these filters are
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-- used in a way that does not give the user a chance to choose manually.
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flags2 = { allow_artifact = true },
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flags3 = {},
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flags4 = 0,
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flags5 = 0,
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reaction_class = '',
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has_material_reaction_product = '',
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metal_ore = -1,
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min_dimension = -1,
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has_tool_use = -1,
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quantity = 1
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}
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--[[ Building input material table. ]]
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local building_inputs = {
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[df.building_type.Chair] = { { item_type=df.item_type.CHAIR, vector_id=df.job_item_vector_id.CHAIR } },
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[df.building_type.Bed] = { { item_type=df.item_type.BED, vector_id=df.job_item_vector_id.BED } },
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[df.building_type.Table] = { { item_type=df.item_type.TABLE, vector_id=df.job_item_vector_id.TABLE } },
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[df.building_type.Coffin] = { { item_type=df.item_type.COFFIN, vector_id=df.job_item_vector_id.COFFIN } },
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[df.building_type.FarmPlot] = { },
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[df.building_type.TradeDepot] = { { flags2={ building_material=true, non_economic=true }, quantity=3 } },
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[df.building_type.Door] = { { item_type=df.item_type.DOOR, vector_id=df.job_item_vector_id.DOOR } },
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[df.building_type.Floodgate] = {
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{
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item_type=df.item_type.FLOODGATE,
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vector_id=df.job_item_vector_id.FLOODGATE
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}
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},
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[df.building_type.Box] = {
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{
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flags1={ empty=true },
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item_type=df.item_type.BOX,
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vector_id=df.job_item_vector_id.BOX
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}
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},
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[df.building_type.Weaponrack] = {
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{
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item_type=df.item_type.WEAPONRACK,
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vector_id=df.job_item_vector_id.WEAPONRACK
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}
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},
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[df.building_type.Armorstand] = {
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{
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item_type=df.item_type.ARMORSTAND,
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vector_id=df.job_item_vector_id.ARMORSTAND
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}
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},
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[df.building_type.Cabinet] = {
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{ item_type=df.item_type.CABINET, vector_id=df.job_item_vector_id.CABINET }
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},
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[df.building_type.Statue] = { { item_type=df.item_type.STATUE, vector_id=df.job_item_vector_id.STATUE } },
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[df.building_type.WindowGlass] = { { item_type=df.item_type.WINDOW, vector_id=df.job_item_vector_id.WINDOW } },
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[df.building_type.WindowGem] = {
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{
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item_type=df.item_type.SMALLGEM,
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quantity=3,
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vector_id=df.job_item_vector_id.ANY_GENERIC35
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}
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},
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[df.building_type.Well] = {
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{
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item_type=df.item_type.BLOCKS,
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vector_id=df.job_item_vector_id.ANY_GENERIC35
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},
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{
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name='bucket',
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flags2={ lye_milk_free=true },
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item_type=df.item_type.BUCKET,
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vector_id=df.job_item_vector_id.BUCKET
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},
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{
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name='chain',
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item_type=df.item_type.CHAIN,
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vector_id=df.job_item_vector_id.CHAIN
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},
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{
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name='mechanism',
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item_type=df.item_type.TRAPPARTS,
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vector_id=df.job_item_vector_id.TRAPPARTS
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}
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},
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[df.building_type.Bridge] = { { flags2={ building_material=true, non_economic=true }, quantity=-1 } },
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[df.building_type.RoadDirt] = { },
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[df.building_type.RoadPaved] = { { flags2={ building_material=true, non_economic=true }, quantity=-1 } },
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[df.building_type.AnimalTrap] = {
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{
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flags1={ empty=true },
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item_type=df.item_type.ANIMALTRAP,
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vector_id=df.job_item_vector_id.ANIMALTRAP
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}
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},
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[df.building_type.Support] = { { flags2={ building_material=true, non_economic=true } } },
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[df.building_type.ArcheryTarget] = { { flags2={ building_material=true, non_economic=true } } },
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[df.building_type.Chain] = { { item_type=df.item_type.CHAIN, vector_id=df.job_item_vector_id.CHAIN } },
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[df.building_type.Cage] = { { item_type=df.item_type.CAGE, vector_id=df.job_item_vector_id.CAGE } },
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[df.building_type.Weapon] = { { name='weapon', vector_id=df.job_item_vector_id.ANY_SPIKE } },
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[df.building_type.ScrewPump] = {
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{
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item_type=df.item_type.BLOCKS,
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vector_id=df.job_item_vector_id.ANY_GENERIC35
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},
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{
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name='screw',
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flags2={ screw=true },
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item_type=df.item_type.TRAPCOMP,
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vector_id=df.job_item_vector_id.ANY_WEAPON
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},
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{
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name='pipe',
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item_type=df.item_type.PIPE_SECTION,
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vector_id=df.job_item_vector_id.PIPE_SECTION
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}
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},
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[df.building_type.Construction] = { { flags2={ building_material=true, non_economic=true } } },
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[df.building_type.Hatch] = {
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{
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item_type=df.item_type.HATCH_COVER,
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vector_id=df.job_item_vector_id.HATCH_COVER
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}
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},
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[df.building_type.GrateWall] = { { item_type=df.item_type.GRATE, vector_id=df.job_item_vector_id.GRATE } },
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[df.building_type.GrateFloor] = { { item_type=df.item_type.GRATE, vector_id=df.job_item_vector_id.GRATE } },
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[df.building_type.BarsVertical] = {
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{ item_type=df.item_type.BAR, vector_id=df.job_item_vector_id.ANY_GENERIC35 }
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},
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[df.building_type.BarsFloor] = {
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{ item_type=df.item_type.BAR, vector_id=df.job_item_vector_id.ANY_GENERIC35 }
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},
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[df.building_type.GearAssembly] = {
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{
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name='mechanism',
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item_type=df.item_type.TRAPPARTS,
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vector_id=df.job_item_vector_id.TRAPPARTS
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}
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},
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[df.building_type.AxleHorizontal] = {
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{ item_type=df.item_type.WOOD, vector_id=df.job_item_vector_id.WOOD, quantity=-1 }
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},
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[df.building_type.AxleVertical] = { { item_type=df.item_type.WOOD, vector_id=df.job_item_vector_id.WOOD } },
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[df.building_type.WaterWheel] = {
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{
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item_type=df.item_type.WOOD,
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quantity=3,
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vector_id=df.job_item_vector_id.WOOD
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}
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},
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[df.building_type.Windmill] = {
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{
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item_type=df.item_type.WOOD,
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quantity=4,
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vector_id=df.job_item_vector_id.WOOD
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}
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},
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[df.building_type.TractionBench] = {
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{
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item_type=df.item_type.TRACTION_BENCH,
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vector_id=df.job_item_vector_id.TRACTION_BENCH
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}
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},
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[df.building_type.Slab] = { { item_type=df.item_type.SLAB } },
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[df.building_type.NestBox] = { { has_tool_use=df.tool_uses.NEST_BOX, item_type=df.item_type.TOOL } },
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[df.building_type.Hive] = { { has_tool_use=df.tool_uses.HIVE, item_type=df.item_type.TOOL } },
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[df.building_type.Rollers] = {
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{
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name='mechanism',
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item_type=df.item_type.TRAPPARTS,
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quantity=-1,
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vector_id=df.job_item_vector_id.TRAPPARTS
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},
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{
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name='chain',
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item_type=df.item_type.CHAIN,
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vector_id=df.job_item_vector_id.CHAIN
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}
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}
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}
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--[[ Furnace building input material table. ]]
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local furnace_inputs = {
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[df.furnace_type.WoodFurnace] = { { flags2={ building_material=true, fire_safe=true, non_economic=true } } },
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[df.furnace_type.Smelter] = { { flags2={ building_material=true, fire_safe=true, non_economic=true } } },
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[df.furnace_type.GlassFurnace] = { { flags2={ building_material=true, fire_safe=true, non_economic=true } } },
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[df.furnace_type.Kiln] = { { flags2={ building_material=true, fire_safe=true, non_economic=true } } },
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[df.furnace_type.MagmaSmelter] = { { flags2={ building_material=true, magma_safe=true, non_economic=true } } },
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[df.furnace_type.MagmaGlassFurnace] = { { flags2={ building_material=true, magma_safe=true, non_economic=true } } },
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[df.furnace_type.MagmaKiln] = { { flags2={ building_material=true, magma_safe=true, non_economic=true } } }
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}
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--[[ Workshop building input material table. ]]
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local workshop_inputs = {
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[df.workshop_type.Carpenters] = { { flags2={ building_material=true, non_economic=true } } },
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[df.workshop_type.Farmers] = { { flags2={ building_material=true, non_economic=true } } },
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[df.workshop_type.Masons] = { { flags2={ building_material=true, non_economic=true } } },
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[df.workshop_type.Craftsdwarfs] = { { flags2={ building_material=true, non_economic=true } } },
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[df.workshop_type.Jewelers] = { { flags2={ building_material=true, non_economic=true } } },
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[df.workshop_type.MetalsmithsForge] = {
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{
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name='anvil',
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flags2={ fire_safe=true },
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item_type=df.item_type.ANVIL,
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vector_id=df.job_item_vector_id.ANVIL
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},
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{ flags2={ building_material=true, fire_safe=true, non_economic=true } }
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},
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[df.workshop_type.MagmaForge] = {
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{
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name='anvil',
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flags2={ magma_safe=true },
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item_type=df.item_type.ANVIL,
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vector_id=df.job_item_vector_id.ANVIL
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},
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{ flags2={ building_material=true, magma_safe=true, non_economic=true } }
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},
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[df.workshop_type.Bowyers] = { { flags2={ building_material=true, non_economic=true } } },
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[df.workshop_type.Mechanics] = { { flags2={ building_material=true, non_economic=true } } },
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[df.workshop_type.Siege] = { { flags2={ building_material=true, non_economic=true }, quantity=3 } },
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[df.workshop_type.Butchers] = { { flags2={ building_material=true, non_economic=true } } },
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[df.workshop_type.Leatherworks] = { { flags2={ building_material=true, non_economic=true } } },
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[df.workshop_type.Tanners] = { { flags2={ building_material=true, non_economic=true } } },
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[df.workshop_type.Clothiers] = { { flags2={ building_material=true, non_economic=true } } },
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[df.workshop_type.Fishery] = { { flags2={ building_material=true, non_economic=true } } },
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[df.workshop_type.Still] = { { flags2={ building_material=true, non_economic=true } } },
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[df.workshop_type.Loom] = { { flags2={ building_material=true, non_economic=true } } },
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[df.workshop_type.Quern] = { { item_type=df.item_type.QUERN, vector_id=df.job_item_vector_id.QUERN } },
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[df.workshop_type.Kennels] = { { flags2={ building_material=true, non_economic=true } } },
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[df.workshop_type.Kitchen] = { { flags2={ building_material=true, non_economic=true } } },
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[df.workshop_type.Ashery] = {
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{
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item_type=df.item_type.BLOCKS,
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vector_id=df.job_item_vector_id.ANY_GENERIC35
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},
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{
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name='barrel',
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flags1={ empty=true },
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item_type=df.item_type.BARREL,
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vector_id=df.job_item_vector_id.BARREL
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},
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{
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name='bucket',
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flags2={ lye_milk_free=true },
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item_type=df.item_type.BUCKET,
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vector_id=df.job_item_vector_id.BUCKET
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}
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},
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[df.workshop_type.Dyers] = {
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{
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name='barrel',
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flags1={ empty=true },
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item_type=df.item_type.BARREL,
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vector_id=df.job_item_vector_id.BARREL
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},
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{
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name='bucket',
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flags2={ lye_milk_free=true },
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item_type=df.item_type.BUCKET,
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vector_id=df.job_item_vector_id.BUCKET
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}
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},
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[df.workshop_type.Millstone] = {
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{
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item_type=df.item_type.MILLSTONE,
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vector_id=df.job_item_vector_id.MILLSTONE
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},
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{
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name='mechanism',
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item_type=df.item_type.TRAPPARTS,
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vector_id=df.job_item_vector_id.TRAPPARTS
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}
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}
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}
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--[[ Trap building input material table. ]]
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local trap_inputs = {
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[df.trap_type.StoneFallTrap] = {
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{
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name='mechanism',
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item_type=df.item_type.TRAPPARTS,
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vector_id=df.job_item_vector_id.TRAPPARTS
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}
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},
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[df.trap_type.WeaponTrap] = {
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{
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name='mechanism',
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item_type=df.item_type.TRAPPARTS,
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vector_id=df.job_item_vector_id.TRAPPARTS
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},
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{
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name='weapon',
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vector_id=df.job_item_vector_id.ANY_WEAPON
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}
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},
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[df.trap_type.Lever] = {
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{
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name='mechanism',
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item_type=df.item_type.TRAPPARTS,
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vector_id=df.job_item_vector_id.TRAPPARTS
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}
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},
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[df.trap_type.PressurePlate] = {
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{
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name='mechanism',
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item_type=df.item_type.TRAPPARTS,
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vector_id=df.job_item_vector_id.TRAPPARTS
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}
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},
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[df.trap_type.CageTrap] = {
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{
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name='mechanism',
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item_type=df.item_type.TRAPPARTS,
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vector_id=df.job_item_vector_id.TRAPPARTS
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}
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},
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[df.trap_type.TrackStop] = { { flags2={ building_material=true, non_economic=true } } }
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}
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--[[ Functions for lookup in tables. ]]
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local function get_custom_inputs(custom)
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local defn = df.building_def.find(custom)
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if defn ~= nil then
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return utils.clone_with_default(defn.build_items, buildings.input_filter_defaults)
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end
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end
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local function get_inputs_by_type(type,subtype,custom)
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if type == df.building_type.Workshop then
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if subtype == df.workshop_type.Custom then
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return get_custom_inputs(custom)
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else
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return workshop_inputs[subtype]
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end
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elseif type == df.building_type.Furnace then
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if subtype == df.furnace_type.Custom then
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return get_custom_inputs(custom)
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else
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return furnace_inputs[subtype]
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end
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elseif type == df.building_type.Trap then
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return trap_inputs[subtype]
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else
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return building_inputs[type]
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end
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end
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local function augment_input(input, argtable)
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local rv = {}
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local arg = argtable[input.name or 'material']
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if arg then
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utils.assign(rv, arg)
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end
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utils.assign(rv, input)
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if rv.mat_index and safe_index(rv, 'flags2', 'non_economic') then
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rv.flags2.non_economic = false
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end
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rv.new = true
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rv.name = nil
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return rv
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end
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function buildings.getFiltersByType(argtable,type,subtype,custom)
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local inputs = get_inputs_by_type(type,subtype,custom)
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if not inputs then
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return nil
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end
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local rv = {}
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for i,v in ipairs(inputs) do
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rv[i] = augment_input(v, argtable)
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end
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return rv
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end
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--[[
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Wraps all steps necessary to create a building with
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a construct job into one function.
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dfhack.buildings.constructBuilding{
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-- Position:
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pos = { x = ..., y = ..., z = ... },
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-- OR
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x = ..., y = ..., z = ...,
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-- Type:
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type = df.building_type.FOO, subtype = ..., custom = ...,
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-- Field initialization:
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fields = { ... },
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-- Size and orientation:
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width = ..., height = ..., direction = ...,
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-- Abort if not all tiles in the rectangle are available:
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full_rectangle = true,
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-- Materials:
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items = { item, item ... },
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-- OR
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filters = { { ... }, { ... }... }
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-- OR
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abstract = true
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-- OR
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material = { filter_properties... }
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mechanism = { filter_properties... }
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barrel, bucket, chain, anvil, screw, pipe
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}
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Returns: the created building, or 'nil, error'
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--]]
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function buildings.constructBuilding(info)
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local btype = info.type
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local subtype = info.subtype or -1
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local custom = info.custom or -1
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local filters = info.filters
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if not (info.pos or info.x) then
|
|
error('position is required')
|
|
end
|
|
if not (info.abstract or info.items or filters) then
|
|
filters = buildings.getFiltersByType(info,btype,subtype,custom)
|
|
if not filters then
|
|
error('one of items, filters or abstract is required')
|
|
end
|
|
elseif filters then
|
|
for _,v in ipairs(filters) do
|
|
v.new = true
|
|
end
|
|
end
|
|
if type(btype) ~= 'number' or not df.building_type[btype] then
|
|
error('Invalid building type: '..tostring(btype))
|
|
end
|
|
|
|
local pos = info.pos or xyz2pos(info.x, info.y, info.z)
|
|
|
|
local instance = buildings.allocInstance(pos, btype, subtype, custom)
|
|
if not instance then
|
|
error('Could not create building of type '..df.building_type[btype])
|
|
end
|
|
|
|
local to_delete = instance
|
|
return dfhack.with_finalize(
|
|
function()
|
|
df.delete(to_delete)
|
|
end,
|
|
function()
|
|
if info.fields then
|
|
instance:assign(info.fields)
|
|
end
|
|
local ok,w,h,area,r_area = buildings.setSize(
|
|
instance,info.width,info.height,info.direction
|
|
)
|
|
if not ok then
|
|
return nil, "cannot place at this position"
|
|
end
|
|
if info.full_rectangle and area ~= r_area then
|
|
return nil, "not all tiles can be used"
|
|
end
|
|
if info.abstract then
|
|
ok = buildings.constructAbstract(instance)
|
|
elseif info.items then
|
|
ok = buildings.constructWithItems(instance, info.items)
|
|
else
|
|
ok = buildings.constructWithFilters(instance, filters)
|
|
end
|
|
if not ok then
|
|
return nil, "could not construct the building"
|
|
end
|
|
-- Success
|
|
to_delete = nil
|
|
return instance
|
|
end
|
|
)
|
|
end
|
|
|
|
return buildings |