263 lines
9.8 KiB
Lua
263 lines
9.8 KiB
Lua
local _ENV = mkmodule('plugins.buildingplan')
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--[[
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Native functions:
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* void setSetting(string name, boolean value)
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* bool isPlanModeEnabled(df::building_type type, int16_t subtype, int32_t custom)
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* bool isPlannableBuilding(df::building_type type, int16_t subtype, int32_t custom)
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* bool isPlannedBuilding(df::building *bld)
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* void addPlannedBuilding(df::building *bld)
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* void doCycle()
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* void scheduleCycle()
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--]]
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local dialogs = require('gui.dialogs')
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local guidm = require('gui.dwarfmode')
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require('dfhack.buildings')
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-- does not need the core suspended
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function get_num_filters(btype, subtype, custom)
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local filters = dfhack.buildings.getFiltersByType(
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{}, btype, subtype, custom)
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if filters then return #filters end
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return 0
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end
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local function to_title_case(str)
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str = str:gsub('(%a)([%w_]*)',
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function (first, rest) return first:upper()..rest:lower() end)
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str = str:gsub('_', ' ')
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return str
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end
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local function get_filter(btype, subtype, custom, reverse_idx)
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local filters = dfhack.buildings.getFiltersByType(
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{}, btype, subtype, custom)
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if not filters or reverse_idx < 0 or reverse_idx >= #filters then
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error(string.format('invalid index: %d', reverse_idx))
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end
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return filters[#filters-reverse_idx]
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end
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-- returns a reasonable label for the item based on the qualities of the filter
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-- does not need the core suspended
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-- reverse_idx is 0-based and is expected to be counted from the *last* filter
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function get_item_label(btype, subtype, custom, reverse_idx)
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local filter = get_filter(btype, subtype, custom, reverse_idx)
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if filter.has_tool_use then
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return to_title_case(df.tool_uses[filter.has_tool_use])
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end
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if filter.item_type then
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return to_title_case(df.item_type[filter.item_type])
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end
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if filter.flags2 and filter.flags2.building_material then
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if filter.flags2.fire_safe then
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return "Fire-safe building material";
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end
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if filter.flags2.magma_safe then
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return "Magma-safe building material";
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end
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return "Generic building material";
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end
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if filter.vector_id then
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return to_title_case(df.job_item_vector_id[filter.vector_id])
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end
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return "Unknown";
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end
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-- returns whether the items matched by the specified filter can have a quality
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-- rating. This also conveniently indicates whether an item can be decorated.
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-- does not need the core suspended
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-- reverse_idx is 0-based and is expected to be counted from the *last* filter
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function item_can_be_improved(btype, subtype, custom, reverse_idx)
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local filter = get_filter(btype, subtype, custom, reverse_idx)
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if filter.flags2 and filter.flags2.building_material then
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return false;
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end
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return filter.item_type ~= df.item_type.WOOD and
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filter.item_type ~= df.item_type.BLOCKS and
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filter.item_type ~= df.item_type.BAR and
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filter.item_type ~= df.item_type.BOULDER
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end
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-- needs the core suspended
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-- returns a vector of constructed buildings (usually of size 1, but potentially
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-- more for constructions)
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function construct_buildings_from_ui_state()
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local uibs = df.global.buildreq
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local world = df.global.world
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local direction = world.selected_direction
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local _, width, height = dfhack.buildings.getCorrectSize(
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world.building_width, world.building_height, uibs.building_type,
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uibs.building_subtype, uibs.custom_type, direction)
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-- the cursor is at the center of the building; we need the upper-left
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-- corner of the building
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local pos = guidm.getCursorPos()
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pos.x = pos.x - math.floor(width/2)
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pos.y = pos.y - math.floor(height/2)
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local min_x, max_x = pos.x, pos.x
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local min_y, max_y = pos.y, pos.y
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if width == 1 and height == 1 and
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(world.building_width > 1 or world.building_height > 1) then
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min_x = math.ceil(pos.x - world.building_width/2)
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max_x = min_x + world.building_width - 1
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min_y = math.ceil(pos.y - world.building_height/2)
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max_y = min_y + world.building_height - 1
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end
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local blds = {}
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for y=min_y,max_y do for x=min_x,max_x do
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local bld, err = dfhack.buildings.constructBuilding{
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type=uibs.building_type, subtype=uibs.building_subtype,
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custom=uibs.custom_type, pos=xyz2pos(x, y, pos.z),
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width=width, height=height, direction=direction}
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if err then
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for _,b in ipairs(blds) do
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dfhack.buildings.deconstruct(b)
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end
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error(err)
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end
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-- assign fields for the types that need them. we can't pass them all in
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-- to the call to constructBuilding since attempting to assign unrelated
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-- fields to building types that don't support them causes errors.
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for k,v in pairs(bld) do
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if k == 'friction' then bld.friction = uibs.friction end
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if k == 'use_dump' then bld.use_dump = uibs.use_dump end
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if k == 'dump_x_shift' then bld.dump_x_shift = uibs.dump_x_shift end
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if k == 'dump_y_shift' then bld.dump_y_shift = uibs.dump_y_shift end
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if k == 'speed' then bld.speed = uibs.speed end
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end
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table.insert(blds, bld)
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end end
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return blds
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end
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--
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-- GlobalSettings dialog
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--
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local GlobalSettings = defclass(GlobalSettings, dialogs.MessageBox)
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GlobalSettings.focus_path = 'buildingplan_globalsettings'
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GlobalSettings.ATTRS{
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settings = {}
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}
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function GlobalSettings:onDismiss()
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for k,v in pairs(self.settings) do
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-- call back into C++ to save changes
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setSetting(k, v)
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end
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end
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-- does not need the core suspended.
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function show_global_settings_dialog(settings)
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GlobalSettings{
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frame_title="Buildingplan Global Settings",
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settings=settings,
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}:show()
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end
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function GlobalSettings:toggle_setting(name)
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self.settings[name] = not self.settings[name]
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end
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function GlobalSettings:get_setting_string(name)
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if self.settings[name] then return 'On' end
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return 'Off'
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end
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function GlobalSettings:get_setting_pen(name)
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if self.settings[name] then return COLOR_LIGHTGREEN end
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return COLOR_LIGHTRED
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end
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function GlobalSettings:is_setting_enabled(name)
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return self.settings[name]
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end
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function GlobalSettings:make_setting_label_token(text, key, name, width)
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return {text=text, key=key, key_sep=': ', key_pen=COLOR_LIGHTGREEN,
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on_activate=self:callback('toggle_setting', name), width=width}
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end
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function GlobalSettings:make_setting_value_token(name)
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return {text=self:callback('get_setting_string', name),
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enabled=self:callback('is_setting_enabled', name),
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pen=self:callback('get_setting_pen', name),
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dpen=COLOR_GRAY}
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end
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-- mockup:
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--[[
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Buildingplan Global Settings
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e: Enable all: Off
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Enables buildingplan for all building types. Use this to avoid having to
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manually enable buildingplan for each building type that you want to plan.
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Note that DFHack quickfort will use buildingplan to manage buildings
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regardless of whether buildingplan is "enabled" for the building type.
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Allowed types for generic, fire-safe, and magma-safe building material:
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b: Blocks: On
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s: Boulders: On
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w: Wood: On
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r: Bars: Off
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Changes to these settings will be applied to newly-planned buildings.
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A: Apply building material filter settings to existing planned buildings
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Use this if your planned buildings can't be completed because the settings
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above were too restrictive when the buildings were originally planned.
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M: Edit list of materials to avoid
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potash
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pearlash
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ash
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coal
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Buildingplan will avoid using these material types when a planned building's
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material filter is set to 'any'. They can stil be matched when they are
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explicitly allowed by a planned building's material filter. Changes to this
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list take effect for existing buildings immediately.
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g: Allow bags: Off
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This allows bags to be placed where a 'coffer' is planned.
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f: Legacy Quickfort Mode: Off
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Compatibility mode for the legacy Python-based Quickfort application. This
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setting is not needed for DFHack quickfort.
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--]]
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function GlobalSettings:init()
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self.subviews.label:setText{
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self:make_setting_label_token('Enable all', 'CUSTOM_E', 'all_enabled', 12),
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self:make_setting_value_token('all_enabled'), '\n',
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' Enables buildingplan for all building types. Use this to avoid having\n',
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' to manually enable buildingplan for each building type that you want\n',
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' to plan. Note that DFHack quickfort will use buildingplan to manage\n',
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' buildings regardless of whether buildingplan is "enabled" for the\n',
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' building type.\n',
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'\n',
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'Allowed types for generic, fire-safe, and magma-safe building material:\n',
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self:make_setting_label_token('Blocks', 'CUSTOM_B', 'blocks', 10),
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self:make_setting_value_token('blocks'), '\n',
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self:make_setting_label_token('Boulders', 'CUSTOM_S', 'boulders', 10),
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self:make_setting_value_token('boulders'), '\n',
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self:make_setting_label_token('Wood', 'CUSTOM_W', 'logs', 10),
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self:make_setting_value_token('logs'), '\n',
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self:make_setting_label_token('Bars', 'CUSTOM_R', 'bars', 10),
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self:make_setting_value_token('bars'), '\n',
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' Changes to these settings will be applied to newly-planned buildings.\n',
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' If no types are enabled above, then any building material is allowed.\n',
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'\n',
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self:make_setting_label_token('Legacy Quickfort Mode', 'CUSTOM_F',
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'quickfort_mode', 23),
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self:make_setting_value_token('quickfort_mode'), '\n',
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' Compatibility mode for the legacy Python-based Quickfort application.\n',
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' This setting is not needed for DFHack quickfort.'
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}
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end
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return _ENV
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