115 lines
3.2 KiB
Ruby
115 lines
3.2 KiB
Ruby
# create an infinite magma/water source/drain at the cursor
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=begin
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source
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======
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Create an infinite magma or water source or drain on a tile.
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For more complex commands, try the `liquids` plugin.
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This script registers a map tile as a liquid source, and every 12 game ticks
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that tile receives or remove 1 new unit of flow based on the configuration.
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Place the game cursor where you want to create the source (must be a
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flow-passable tile, and not too high in the sky) and call::
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source add [magma|water] [0-7]
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The number argument is the target liquid level (0 = drain, 7 = source).
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To add more than 1 unit everytime, call the command again on the same spot.
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To delete one source, place the cursor over its tile and use ``source delete``.
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To remove all existing sources, call ``source clear``.
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The ``list`` argument shows all existing sources.
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Examples::
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source add water - water source
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source add magma 7 - magma source
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source add water 0 - water drain
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=end
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$sources ||= []
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cur_source = {
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:liquid => 'water',
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:amount => 7,
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:pos => [df.cursor.x, df.cursor.y, df.cursor.z]
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}
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cmd = 'help'
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$script_args.each { |a|
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case a.downcase
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when 'water', 'magma'
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cur_source[:liquid] = a.downcase
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when /^\d+$/
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cur_source[:amount] = a.to_i
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when 'add', 'del', 'delete', 'clear', 'help', 'list'
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cmd = a.downcase
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else
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puts "source: unhandled argument #{a}"
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end
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}
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case cmd
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when 'add'
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$sources_onupdate ||= df.onupdate_register('sources', 12) {
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# called every 12 game ticks (100x a dwarf day)
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$sources.each { |s|
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if tile = df.map_tile_at(*s[:pos]) and tile.shape_passableflow
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# XXX does not check current liquid_type
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des = tile.designation
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cur = des.flow_size
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if cur != s[:amount]
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tile.spawn_liquid((cur > s[:amount] ? cur-1 : cur+1), s[:liquid] == 'magma')
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end
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end
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}
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if $sources.empty?
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df.onupdate_unregister($sources_onupdate)
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$sources_onupdate = nil
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end
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}
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if cur_source[:pos][0] >= 0
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if tile = df.map_tile_at(*cur_source[:pos])
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if tile.shape_passableflow
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$sources << cur_source
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else
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puts "Impassable tile: I'm afraid I can't do that, Dave"
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end
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else
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puts "Unallocated map block - build something here first"
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end
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else
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puts "Please put the game cursor where you want a source"
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end
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when 'del', 'delete'
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$sources.delete_if { |s| s[:pos] == cur_source[:pos] }
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when 'clear'
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$sources.clear
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when 'list'
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puts "Source list:", $sources.map { |s|
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" #{s[:pos].inspect} #{s[:liquid]} #{s[:amount]}"
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}
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puts "Current cursor pos: #{[df.cursor.x, df.cursor.y, df.cursor.z].inspect}" if df.cursor.x >= 0
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else
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puts <<EOS
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Creates a new infinite liquid source at the cursor.
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Examples:
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source add water - create a water source under cursor
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source add water 0 - create a water drain
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source add magma 5 - create a magma source, up to 5/7 deep
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source delete - delete source under cursor
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source clear - remove all sources
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source list
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EOS
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end
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