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Copy pathadvfort.lua
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1440 lines (1380 loc) · 48.3 KB
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-- allows to do jobs in adv. mode.
--keybinding, change to your hearts content. Only the key part.
keybinds={
nextJob={key="CUSTOM_SHIFT_T",desc="Next job in the list"},
prevJob={key="CUSTOM_SHIFT_R",desc="Previous job in the list"},
continue={key="A_WAIT",desc="Continue job if available"},
down_alt1={key="CUSTOM_CTRL_D",desc="Use job down"},
down_alt2={key="CURSOR_DOWN_Z_AUX",desc="Use job down"},
up_alt1={key="CUSTOM_CTRL_E",desc="Use job up"},
up_alt2={key="CURSOR_UP_Z_AUX",desc="Use job up"},
use_same={key="A_MOVE_SAME_SQUARE",desc="Use job at the tile you are standing"},
workshop={key="CHANGETAB",desc="Show building menu"},
}
-- building filters
build_filter={
forbid_all=true, --this forbits all except the "allow"
allow={"MetalSmithsForge"}, --ignored if forbit_all=false
forbid={"Custom"} --ignored if forbit_all==true
}
build_filter.HUMANish={
forbid_all=true,
allow={"Masons"},
forbid={}
}
local gui = require 'gui'
local wid=require 'gui.widgets'
local dialog=require 'gui.dialogs'
local buildings=require 'dfhack.buildings'
local bdialog=require 'gui.buildings'
local workshopJobs=require 'dfhack.workshops'
local utils=require 'utils'
local tile_attrs = df.tiletype.attrs
settings={build_by_items=false,check_inv=false,df_assign=true}
function hasValue(tbl,val)
for k,v in pairs(tbl) do
if v==val then
return true
end
end
return false
end
function reverseRaceLookup(id)
return df.global.world.raws.creatures.all[id].creature_id
end
function deon_filter(name,type_id,subtype_id,custom_id, parent)
print(name)
local adv=df.global.world.units.active[0]
local race_filter=build_filter[reverseRaceLookup(adv.race)]
if race_filter then
if race_filter.forbid_all then
return hasValue(race_filter.allow,name)
else
return not hasValue(race_filter.forbid,name)
end
else
if build_filter.forbid_all then
return hasValue(build_filter.allow,name)
else
return not hasValue(build_filter.forbid,name)
end
end
end
local mode_name
for k,v in ipairs({...}) do --setting parsing
if v=="-c" or v=="--cheat" then
settings.build_by_items=true
settings.df_assign=false
elseif v=="-i" or v=="--inventory" then
settings.check_inv=true
settings.df_assign=false
elseif v=="-a" or v=="--nodfassign" then
settings.df_assign=false
else
mode_name=v
end
end
mode=mode or 0
last_building=last_building or {}
function Disclaimer(tlb)
local dsc={"The Gathering Against ",{text="Goblin ",pen=dfhack.pen.parse{fg=COLOR_GREEN,bg=0}}, "Oppresion ",
"(TGAGO) is not responsible for all ",NEWLINE,"the damage that this tool can (and will) cause to you and your loved worlds",NEWLINE,"and/or sanity.Please use with caution.",NEWLINE,{text="Magma not included.",pen=dfhack.pen.parse{fg=COLOR_LIGHTRED,bg=0}}}
if tlb then
for _,v in ipairs(dsc) do
table.insert(tlb,v)
end
end
return dsc
end
function showHelp()
local helptext={
"This tool allow you to perform jobs as a dwarf would in dwarf mode. When ",NEWLINE,
"cursor is available you can press ",{key="SELECT", text="select",key_sep="()"},
" to enqueue a job from",NEWLINE,"pointer location. If job is 'Build' and there is no planed construction",NEWLINE,
"at cursor this tool show possible building choices.",NEWLINE,NEWLINE,{text="Keybindings:",pen=dfhack.pen.parse{fg=COLOR_CYAN,bg=0}},NEWLINE
}
for k,v in pairs(keybinds) do
table.insert(helptext,{key=v.key,text=v.desc,key_sep=":"})
table.insert(helptext,NEWLINE)
end
table.insert(helptext,{text="CAREFULL MOVE",pen=dfhack.pen.parse{fg=COLOR_LIGHTGREEN,bg=0}})
table.insert(helptext,": use job in that direction")
table.insert(helptext,NEWLINE)
table.insert(helptext,NEWLINE)
Disclaimer(helptext)
dialog.showMessage("Help!?!",helptext)
end
--[[ Util functions ]]--
function advGlobalPos()
local map=df.global.world.map
local wd=df.global.world.world_data
local adv=df.global.world.units.active[0]
--wd.adv_region_x*16+wd.adv_emb_x,wd.adv_region_y*16+wd.adv_emb_y
--return wd.adv_region_x*16+wd.adv_emb_x,wd.adv_region_y*16+wd.adv_emb_y
--return wd.adv_region_x*16+wd.adv_emb_x+adv.pos.x/16,wd.adv_region_y*16+wd.adv_emb_y+adv.pos.y/16
--print(map.region_x,map.region_y,adv.pos.x,adv.pos.y)
--print(map.region_x+adv.pos.x/48, map.region_y+adv.pos.y/48,wd.adv_region_x*16+wd.adv_emb_x,wd.adv_region_y*16+wd.adv_emb_y)
return math.floor(map.region_x+adv.pos.x/48), math.floor(map.region_y+adv.pos.y/48)
end
function inSite()
local tx,ty=advGlobalPos()
--print(tx,ty)
for k,v in pairs(df.global.world.world_data.sites) do
local tp={v.pos.x,v.pos.y}
if tx>=tp[1]*16+v.rgn_min_x and tx<=tp[1]*16+v.rgn_max_x and
ty>=tp[2]*16+v.rgn_min_y and ty<=tp[2]*16+v.rgn_max_y then
--print(k)
return v
end
end
end
--[[ low level job management ]]--
function getLastJobLink()
local st=df.global.world.job_list
while st.next~=nil do
st=st.next
end
return st
end
function addNewJob(job)
local lastLink=getLastJobLink()
local newLink=df.job_list_link:new()
newLink.prev=lastLink
lastLink.next=newLink
newLink.item=job
job.list_link=newLink
end
function makeJob(args)
local newJob=df.job:new()
newJob.id=df.global.job_next_id
df.global.job_next_id=df.global.job_next_id+1
--newJob.flags.special=true
newJob.job_type=args.job_type
newJob.completion_timer=-1
newJob.pos:assign(args.pos)
args.job=newJob
local failed
for k,v in ipairs(args.pre_actions or {}) do
local ok,msg=v(args)
if not ok then
failed=msg
break
end
end
if failed==nil then
AssignUnitToJob(newJob,args.unit,args.from_pos)
for k,v in ipairs(args.post_actions or {}) do
local ok,msg=v(args)
if not ok then
failed=msg
break
end
end
if failed then
UnassignJob(newJob,args.unit)
end
end
if failed==nil then
addNewJob(newJob)
return newJob
else
newJob:delete()
return false,failed
end
end
function UnassignJob(job,unit,unit_pos)
unit.job.current_job=nil
end
function AssignUnitToJob(job,unit,unit_pos)
job.general_refs:insert("#",{new=df.general_ref_unit_workerst,unit_id=unit.id})
unit.job.current_job=job
unit_pos=unit_pos or {x=job.pos.x,y=job.pos.y,z=job.pos.z}
unit.path.dest:assign(unit_pos)
return true
end
function SetCreatureRef(args)
local job=args.job
local pos=args.pos
for k,v in pairs(df.global.world.units.active) do
if v.pos.x==pos.x and v.pos.y==pos.y and v.pos.z==pos.z then
job.general_refs:insert("#",{new=df.general_ref_unit_cageest,unit_id=v.id})
return
end
end
end
function SetWebRef(args)
local pos=args.pos
for k,v in pairs(df.global.world.items.other.ANY_WEBS) do
if v.pos.x==pos.x and v.pos.y==pos.y and v.pos.z==pos.z then
job.general_refs:insert("#",{new=df.general_ref_item,item_id=v.id})
end
end
end
function SetPatientRef(args)
local job=args.job
local pos=args.pos
for k,v in pairs(df.global.world.units.active) do
if v.pos.x==pos.x and v.pos.y==pos.y and v.pos.z==pos.z then
job.general_refs:insert("#",{new=df.general_ref_unit_patientst,unit_id=v.id})
return
end
end
end
function SetCarveDir(args)
local job=args.job
local pos=args.pos
local from_pos=args.from_pos
local dirs={up=18,down=19,right=20,left=21}
if pos.x>from_pos.x then
job.item_category[dirs.right]=true
elseif pos.x<from_pos.x then
job.item_category[dirs.left]=true
elseif pos.y>from_pos.y then
job.item_category[dirs.up]=true
elseif pos.y<from_pos.y then
job.item_category[dirs.down]=true
end
end
function MakePredicateWieldsItem(item_skill)
local pred=function(args)
local inv=args.unit.inventory
for k,v in pairs(inv) do
if v.mode==1 and v.item:getMeleeSkill()==item_skill and args.unit.body.weapon_bp==v.body_part_id then
return true
end
end
return false,"Correct tool not equiped"
end
return pred
end
function makeset(args)
local tbl={}
for k,v in pairs(args) do
tbl[v]=true
end
return tbl
end
function NotConstruct(args)
local tt=dfhack.maps.getTileType(args.pos)
if tile_attrs[tt].material~=df.tiletype_material.CONSTRUCTION and dfhack.buildings.findAtTile(args.pos)==nil then
return true
else
return false, "Can only do it on non constructions"
end
end
function NoConstructedBuilding(args)
local bld=dfhack.buildings.findAtTile(args.pos)
if bld and bld.construction_stage==3 then
return false, "Can only do it on clear area or non-finished buildings"
end
return true
end
function IsBuilding(args)
if dfhack.buildings.findAtTile(args.pos) then
return true
end
return false, "Can only do it on buildings"
end
function IsConstruct(args)
local tt=dfhack.maps.getTileType(args.pos)
if tile_attrs[tt].material==df.tiletype_material.CONSTRUCTION then
return true
else
return false, "Can only do it on constructions"
end
end
function SameSquare(args)
local pos1=args.pos
local pos2=args.from_pos
if pos1.x==pos2.x and pos1.y==pos2.y and pos1.z==pos2.z then
return true
else
return false, "Can only do it on same square"
end
end
function IsHardMaterial(args)
local tt=dfhack.maps.getTileType(args.pos)
local mat=tile_attrs[tt].material
local hard_materials=makeset{df.tiletype_material.STONE,df.tiletype_material.FEATURE,
df.tiletype_material.LAVA_STONE,df.tiletype_material.MINERAL,df.tiletype_material.FROZEN_LIQUID,}
if hard_materials[mat] then
return true
else
return false, "Can only do it on hard materials"
end
end
function IsStairs(args)
local tt=dfhack.maps.getTileType(args.pos)
local shape=tile_attrs[tt].shape
if shape==df.tiletype_shape.STAIR_UP or shape==df.tiletype_shape.STAIR_DOWN or shape==df.tiletype_shape.STAIR_UPDOWN or shape==df.tiletype_shape.RAMP then
return true
else
return false,"Can only do it on stairs/ramps"
end
end
function IsFloor(args)
local tt=dfhack.maps.getTileType(args.pos)
local shape=tile_attrs[tt].shape
if shape==df.tiletype_shape.FLOOR or shape==df.tiletype_shape.BOULDER or shape==df.tiletype_shape.PEBBLES then
return true
else
return false,"Can only do it on floors"
end
end
function IsWall(args)
local tt=dfhack.maps.getTileType(args.pos)
if tile_attrs[tt].shape==df.tiletype_shape.WALL then
return true
else
return false, "Can only do it on walls"
end
end
function IsTree(args)
local tt=dfhack.maps.getTileType(args.pos)
if tile_attrs[tt].shape==df.tiletype_shape.TREE then
return true
else
return false, "Can only do it on trees"
end
end
function IsPlant(args)
local tt=dfhack.maps.getTileType(args.pos)
if tile_attrs[tt].shape==df.tiletype_shape.SHRUB then
return true
else
return false, "Can only do it on plants"
end
end
function IsWater(args)
return true
end
function IsUnit(args)
local pos=args.pos
for k,v in pairs(df.global.world.units.active) do
if v.pos.x==pos.x and v.pos.y==pos.y and v.pos.z==pos.z then
return true
end
end
return false,"Unit must be present"
end
function itemsAtPos(pos,tbl)
local ret=tbl or {}
for k,v in pairs(df.global.world.items.all) do
if v.pos.x==pos.x and v.pos.y==pos.y and v.pos.z==pos.z and v.flags.on_ground then
table.insert(ret,v)
end
end
return ret
end
function AssignBuildingRef(args)
local bld=dfhack.buildings.findAtTile(args.pos)
args.job.general_refs:insert("#",{new=df.general_ref_building_holderst,building_id=bld.id})
bld.jobs:insert("#",args.job)
return true
end
function chooseBuildingWidthHeightDir(args) --TODO nicer selection dialog
local btype=df.building_type
local area=makeset{"w","h"}
local all=makeset{"w","h","d"}
local needs={[btype.FarmPlot]=area,[btype.Bridge]=all,
[btype.RoadDirt]=area,[btype.RoadPaved]=area,[btype.ScrewPump]=makeset{"d"},
[btype.AxleHorizontal]=makeset{"w","h"},[btype.WaterWheel]=makeset{"d"},[btype.Rollers]=makeset{"d"}}
local myneeds=needs[args.type]
if myneeds==nil then return end
if args.width==nil and myneeds.w then
--args.width=3
dialog.showInputPrompt("Building size:", "Input building width:", nil, "1",
function(txt) args.width=tonumber(txt);BuildingChosen(args) end)
return true
end
if args.height==nil and myneeds.h then
--args.height=4
dialog.showInputPrompt("Building size:", "Input building height:", nil, "1",
function(txt) args.height=tonumber(txt);BuildingChosen(args) end)
return true
end
if args.direction==nil and myneeds.d then
--args.direction=0--?
dialog.showInputPrompt("Building size:", "Input building direction:", nil, "0",
function(txt) args.direction=tonumber(txt);BuildingChosen(args) end)
return true
end
return false
--width = ..., height = ..., direction = ...
end
function BuildingChosen(inp_args,type_id,subtype_id,custom_id)
local args=inp_args or {}
args.type=type_id or args.type
args.subtype=subtype_id or args.subtype
args.custom=custom_id or args.custom_id
if inp_args then
args.pos=inp_args.pos or args.pos
end
last_building.type=args.type
last_building.subtype=args.subtype
last_building.custom=args.custom
if chooseBuildingWidthHeightDir(args) then
return
end
--if settings.build_by_items then
-- args.items=itemsAtPos(inp_args.from_pos)
--end
buildings.constructBuilding(args)
end
function RemoveBuilding(args)
local bld=dfhack.buildings.findAtTile(args.pos)
if bld~=nil then
bld:queueDestroy()
for k,v in ipairs(bld.jobs) do
if v.job_type==df.job_type.DestroyBuilding then
AssignUnitToJob(v,args.unit,args.from_pos)
return true
end
end
return false,"Building removal job failed to be created"
else
return false,"No building to remove"
end
end
function isSuitableItem(job_item,item)
--todo butcher test
if job_item.item_type~=-1 then
if item:getType()~= job_item.item_type then
return false, "type"
elseif job_item.item_subtype~=-1 then
if item:getSubtype()~=job_item.item_subtype then
return false,"subtype"
end
end
end
if job_item.mat_type~=-1 then
if item:getActualMaterial()~= job_item.mat_type then --unless we would want to make hist-fig specific reactions
return false, "material"
elseif job_item.mat_index~=-1 then
if item:getActualMaterialIndex()~=job_item.mat_index then
return false,"material index"
end
end
end
if job_item.flags1.sand_bearing and not item:isSandBearing() then
return false,"not sand bearing"
end
if job_item.flags1.butcherable and not (item:getType()== df.item_type.CORPSE or item:getType()==df.item_type.CORPSEPIECE) then
return false,"not butcherable"
end
local matinfo=dfhack.matinfo.decode(item)
--print(matinfo:getCraftClass())
--print("Matching ",item," vs ",job_item)
if not matinfo:matches(job_item) then
return false,"matinfo"
end
-- some bonus checks:
if job_item.flags2.building_material and not item:isBuildMat() then
return false,"non-build mat"
end
-- *****************
--print("--Matched")
--reagen_index?? reaction_id??
if job_item.metal_ore~=-1 and not item:isMetalOre(job_item.metal_ore) then
return false,"metal ore"
end
if job_item.min_dimension~=-1 then
end
if #job_item.contains~=0 then
end
if job_item.has_tool_use~=-1 then
if not item:hasToolUse(job_item.has_tool_use) then
return false,"tool use"
end
end
if job_item.has_material_reaction_product~="" then
local ok=false
for k,v in pairs(matinfo.material.reaction_product.id) do
if v.value==job_item.has_material_reaction_product then
ok=true
break
end
end
if not ok then
return false, "no material reaction product"
end
end
if job_item.reaction_class~="" then
local ok=false
for k,v in pairs(matinfo.material.reaction_class) do
if v.value==job_item.reaction_class then
ok=true
break
end
end
if not ok then
return false, "no material reaction class"
end
end
return true
end
function getItemsUncollected(job)
local ret={}
for id,jitem in pairs(job.items) do
local x,y,z=dfhack.items.getPosition(jitem.item)
if x~=job.pos.x or y~=job.pos.y or z~=job.pos.z then
table.insert(ret,jitem)
end
end
return ret
end
function AddItem(tbl,item,recurse,skip_add)
if not skip_add then
table.insert(tbl,item)
end
if recurse then
local subitems=dfhack.items.getContainedItems(item)
if subitems~=nil then
for k,v in pairs(subitems) do
AddItem(tbl,v,recurse)
end
end
end
end
function EnumItems(args)
local ret=args.table or {}
if args.all then
for k,v in pairs(df.global.world.items.all) do
if v.flags.on_ground then
AddItem(ret,v,args.deep)
end
end
elseif args.pos~=nil then
for k,v in pairs(df.global.world.items.all) do
if v.pos.x==args.pos.x and v.pos.y==args.pos.y and v.pos.z==args.pos.z and v.flags.on_ground then
AddItem(ret,v,args.deep)
end
end
end
if args.unit~=nil then
for k,v in pairs(args.unit.inventory) do
if args.inv[v.mode] then
AddItem(ret,v.item,args.deep)
elseif args.deep then
AddItem(ret,v.item,args.deep,true)
end
end
end
return ret
end
jobitemEditor=defclass(jobitemEditor,gui.FramedScreen)
jobitemEditor.ATTRS{
frame_style = gui.GREY_LINE_FRAME,
frame_inset = 1,
allow_add=false,
allow_remove=false,
allow_any_item=false,
job=DEFAULT_NIL,
items=DEFAULT_NIL,
}
function jobitemEditor:init(args)
--self.job=args.job
if self.job==nil then qerror("This screen must have job target") end
if self.items==nil then qerror("This screen must have item list") end
local itemChoices={}
table.insert(itemChoices,{text="<nothing>"})
for k,v in pairs(self.items) do
table.insert(itemChoices,{item=v,text=dfhack.items.getDescription(v, 0)})
end
self.itemChoices=itemChoices
self:addviews{
wid.Label{
view_id = 'label',
text = args.prompt,
text_pen = args.text_pen,
frame = { l = 0, t = 0 },
},
wid.List{
view_id = 'itemList',
frame = { l = 0, t = 2 ,b=2},
on_submit = self:callback("selectJobItem")
},
wid.Label{
frame = { b=1,l=1},
text ={{text= ": cancel",
key = "LEAVESCREEN",
on_activate= self:callback("dismiss")
},
{
gap=3,
text= ": accept",
key = "SEC_SELECT",
on_activate= self:callback("commit"),
enabled=self:callback("jobValid")
},
{
gap=3,
text= ": add",
key = "CUSTOM_A",
enabled=false,
--on_activate= self:callback("commit")
},
{
gap=3,
text= ": remove",
key = "CUSTOM_R",
enabled=false,
--on_activate= self:callback("commit")
},}
},
}
self.assigned={}
self:fill(self.job)
end
function jobitemEditor:fill(job)
local choices={}
for item_id, trg_job_item in ipairs(job.job_items) do
local str="<nothing>"
if self.assigned[item_id] ~=nil then
str=dfhack.items.getDescription(self.assigned[item_id],0)
end
local text={string.format("%3d:",item_id)}
if self.assigned[item_id]~=nil then
for subid,assigned_item in ipairs(self.assigned[item_id]) do
table.insert(text," "..dfhack.items.getDescription(assigned_item,0))
table.insert(text,"\n")
end
else
table.insert(text,"<nothing>")
end
table.insert(choices,{text=text,
job_item=trg_job_item,job_item_idx=item_id})
end
self.choices=choices
self.subviews.itemList:setChoices(choices)
end
function jobitemEditor:countMatched(job_item_idx,job_item)
local sum=0
if self.assigned[job_item_idx]==nil then return false end
for k,v in pairs(self.assigned[job_item_idx]) do
sum=sum+v:getTotalDimension()
end
return job_item.quantity<=sum
end
function jobitemEditor:jobValid()
for k,v in pairs(self.job.job_items) do
if not self:countMatched(k,v) then
return false
end
end
return true
end
function jobitemEditor:itemChosen(job_choice,index,choice)
if choice.item==nil then
self.assigned[job_choice.job_item_idx]=nil
else
self.assigned[job_choice.job_item_idx]=self.assigned[job_choice.job_item_idx] or {}
table.insert(self.assigned[job_choice.job_item_idx],choice.item)
if not self:countMatched(job_choice.job_item_idx,job_choice.job_item) then
self:selectJobItem(nil,job_choice)
end
end
self:fill(self.job)
end
function jobitemEditor:selectJobItem(index,choice)
local filtered_items={}
for k,v in pairs(self.itemChoices) do
if (v.text=="<nothing>" or isSuitableItem(choice.job_item,v.item)) and (v.item==nil or not self:isAssigned(v.item)) then
table.insert(filtered_items,v)
end
end
dialog.showListPrompt("Item choice", "Choose item:", nil, filtered_items, self:callback("itemChosen",choice), nil,nil,true) --custom item choice dialog req
end
function jobitemEditor:isAssigned(item)
for k,v in pairs(self.assigned) do
for subid, aitem in pairs(v) do
if aitem.id==item.id then
return true
end
end
end
end
function jobitemEditor:commit()
for job_item_id,v in pairs(self.assigned) do
for sub_id,cur_item in pairs(v) do
self.job.items:insert("#",{new=true,item=cur_item,role=df.job_item_ref.T_role.Reagent,job_item_idx=job_item_id})
end
end
local uncollected = getItemsUncollected(job)
if #uncollected == 0 then
self.job.flags.working=true
else
uncollected[1].is_fetching=1
self.job.flags.fetching=true
end
self:dismiss()
end
function AssignJobItems(args)
if settings.df_assign then --use df default logic and hope that it would work
return true
end
-- first find items that you want to use for the job
local job=args.job
local its=EnumItems{pos=args.from_pos,unit=args.unit,
inv={[df.unit_inventory_item.T_mode.Hauled]=settings.check_inv,[df.unit_inventory_item.T_mode.Worn]=settings.check_inv,
[df.unit_inventory_item.T_mode.Weapon]=settings.check_inv,},deep=true}
--[[ job item editor...
jobitemEditor{job=args.job,items=its}:show()
local ok=job.flags.working or job.flags.fetching
if not ok then
return ok, "Stuff"
else
return ok
end
--]]
-- [=[
--[[while(#job.items>0) do --clear old job items
job.items[#job.items-1]:delete()
job.items:erase(#job.items-1)
end]]
local item_counts={}
for job_id, trg_job_item in ipairs(job.job_items) do
item_counts[job_id]=trg_job_item.quantity
end
local used_item_id={}
for job_id, trg_job_item in ipairs(job.job_items) do
for _,cur_item in pairs(its) do
if not used_item_id[cur_item.id] then
local item_suitable,msg=isSuitableItem(trg_job_item,cur_item)
--if msg then
-- print(cur_item,msg)
--end
if (item_counts[job_id]>0 and item_suitable) or settings.build_by_items then
--cur_item.flags.in_job=true
job.items:insert("#",{new=true,item=cur_item,role=df.job_item_ref.T_role.Reagent,job_item_idx=job_id})
item_counts[job_id]=item_counts[job_id]-cur_item:getTotalDimension()
--print(string.format("item added, job_item_id=%d, item %s, quantity left=%d",job_id,tostring(cur_item),item_counts[job_id]))
used_item_id[cur_item.id]=true
end
end
end
end
if not settings.build_by_items then
for job_id, trg_job_item in ipairs(job.job_items) do
if item_counts[job_id]>0 then
return false, "Not enough items for this job"
end
end
end
local uncollected = getItemsUncollected(job)
if #uncollected == 0 then
job.flags.working=true
else
job.flags.fetching=true
uncollected[1].is_fetching=1
end
--todo set working for workshops if items are present, else set fetching (and at least one item to is_fetching=1)
--job.flags.working=true
return true
--]=]
end
function CheckAndFinishBuilding(args,bld)
for idx,job in pairs(bld.jobs) do
if job.job_type==df.job_type.ConstructBuilding then
args.job=job
break
end
end
if args.job~=nil then
local ok,msg=AssignJobItems(args)
if not ok then
return false,msg
else
AssignUnitToJob(args.job,args.unit,args.from_pos)
end
else
local t={items=buildings.getFiltersByType({},bld:getType(),bld:getSubtype(),bld:getCustomType())}
args.pre_actions={dfhack.curry(setFiltersUp,t),AssignJobItems,AssignBuildingRef}
local ok,msg=makeJob(args)
return ok,msg
end
end
function AssignJobToBuild(args)
local bld=dfhack.buildings.findAtTile(args.pos)
args.job_type=df.job_type.ConstructBuilding
if bld~=nil then
CheckAndFinishBuilding(args,bld)
else
bdialog.BuildingDialog{on_select=dfhack.curry(BuildingChosen,args),hide_none=true,building_filter=deon_filter}:show()
end
return true
end
function BuildLast(args)
local bld=dfhack.buildings.findAtTile(args.pos)
args.job_type=df.job_type.ConstructBuilding
if bld~=nil then
CheckAndFinishBuilding(args,bld)
else
--bdialog.BuildingDialog{on_select=dfhack.curry(BuildingChosen,args),hide_none=true}:show()
if last_building and last_building.type then
BuildingChosen(args,last_building.type,last_building.subtype,last_building.custom)
end
end
return true
end
function CancelJob(unit)
local c_job=unit.job.current_job
if c_job then
unit.job.current_job =nil --todo add real cancelation
for k,v in pairs(c_job.general_refs) do
if df.general_ref_unit_workerst:is_instance(v) then
v:delete()
c_job.general_refs:erase(k)
return
end
end
end
end
function ContinueJob(unit)
local c_job=unit.job.current_job
if c_job then
c_job.flags.suspend=false
for k,v in pairs(c_job.items) do
if v.is_fetching==1 then
unit.path.dest:assign(v.item.pos)
return
end
end
unit.path.dest:assign(c_job.pos)
end
end
actions={
{"CarveFortification" ,df.job_type.CarveFortification,{IsWall,IsHardMaterial}},
{"DetailWall" ,df.job_type.DetailWall,{MakePredicateWieldsItem(df.job_skill.MINING),IsWall,IsHardMaterial}},
{"DetailFloor" ,df.job_type.DetailFloor,{MakePredicateWieldsItem(df.job_skill.MINING),IsFloor,IsHardMaterial,SameSquare}},
{"CarveTrack" ,df.job_type.CarveTrack,{MakePredicateWieldsItem(df.job_skill.MINING),IsFloor,IsHardMaterial}
,{SetCarveDir}},
{"Dig" ,df.job_type.Dig,{MakePredicateWieldsItem(df.job_skill.MINING),IsWall}},
{"CarveUpwardStaircase" ,df.job_type.CarveUpwardStaircase,{MakePredicateWieldsItem(df.job_skill.MINING),IsWall}},
{"CarveDownwardStaircase",df.job_type.CarveDownwardStaircase,{MakePredicateWieldsItem(df.job_skill.MINING)}},
{"CarveUpDownStaircase" ,df.job_type.CarveUpDownStaircase,{MakePredicateWieldsItem(df.job_skill.MINING)}},
{"CarveRamp" ,df.job_type.CarveRamp,{MakePredicateWieldsItem(df.job_skill.MINING),IsWall}},
{"DigChannel" ,df.job_type.DigChannel,{MakePredicateWieldsItem(df.job_skill.MINING)}},
{"FellTree" ,df.job_type.FellTree,{MakePredicateWieldsItem(df.job_skill.AXE),IsTree}},
{"Fish" ,df.job_type.Fish,{IsWater}},
--{"Diagnose Patient" ,df.job_type.DiagnosePatient,{IsUnit},{SetPatientRef}},
--{"Surgery" ,df.job_type.Surgery,{IsUnit},{SetPatientRef}},
{"TameAnimal" ,df.job_type.TameAnimal,{IsUnit},{SetCreatureRef}},
{"GatherPlants" ,df.job_type.GatherPlants,{IsPlant,SameSquare}},
{"RemoveConstruction" ,df.job_type.RemoveConstruction,{IsConstruct}},
{"RemoveBuilding" ,RemoveBuilding,{IsBuilding}},
{"RemoveStairs" ,df.job_type.RemoveStairs,{IsStairs,NotConstruct}},
--{"HandleLargeCreature" ,df.job_type.HandleLargeCreature,{isUnit},{SetCreatureRef}},
{"Build" ,AssignJobToBuild,{NoConstructedBuilding}},
{"BuildLast" ,BuildLast,{NoConstructedBuilding}},
{"Clean" ,df.job_type.Clean,{}},
{"GatherWebs" ,df.job_type.CollectWebs,{--[[HasWeb]]},{SetWebRef}},
}
for id,action in pairs(actions) do
if action[1]==mode_name then
mode=id-1
break
end
end
usetool=defclass(usetool,gui.Screen)
usetool.focus_path = 'advfort'
function usetool:getModeName()
local adv=df.global.world.units.active[0]
if adv.job.current_job then
return string.format("%s working(%d) ",(actions[(mode or 0)+1][1] or ""),adv.job.current_job.completion_timer)
else
return actions[(mode or 0)+1][1] or " "
end
end
function usetool:init(args)
self:addviews{
wid.Label{
view_id="mainLabel",
frame = {xalign=0,yalign=0},
text={{key=keybinds.prevJob.key},{gap=1,text=self:callback("getModeName")},{gap=1,key=keybinds.nextJob.key},
}
},
wid.Label{
view_id="shopLabel",
frame = {l=35,xalign=0,yalign=0},
visible=false,
text={
{id="text1",gap=1,key=keybinds.workshop.key,key_sep="()", text="Workshop menu",pen=dfhack.pen.parse{fg=COLOR_YELLOW,bg=0}}}
},
wid.Label{
view_id="siteLabel",
frame = {t=1,xalign=-1,yalign=0},
visible=false,
text={
{id="text1", text="Site:"},{id="site", text="name"}
}
}
}
end
function usetool:onIdle()
self._native.parent:logic()
end
MOVEMENT_KEYS = {
A_CARE_MOVE_N = { 0, -1, 0 }, A_CARE_MOVE_S = { 0, 1, 0 },
A_CARE_MOVE_W = { -1, 0, 0 }, A_CARE_MOVE_E = { 1, 0, 0 },
A_CARE_MOVE_NW = { -1, -1, 0 }, A_CARE_MOVE_NE = { 1, -1, 0 },
A_CARE_MOVE_SW = { -1, 1, 0 }, A_CARE_MOVE_SE = { 1, 1, 0 },
--[[A_MOVE_N = { 0, -1, 0 }, A_MOVE_S = { 0, 1, 0 },
A_MOVE_W = { -1, 0, 0 }, A_MOVE_E = { 1, 0, 0 },
A_MOVE_NW = { -1, -1, 0 }, A_MOVE_NE = { 1, -1, 0 },
A_MOVE_SW = { -1, 1, 0 }, A_MOVE_SE = { 1, 1, 0 },--]]
A_CUSTOM_CTRL_D = { 0, 0, -1 },
A_CUSTOM_CTRL_E = { 0, 0, 1 },
CURSOR_UP_Z_AUX = { 0, 0, 1 }, CURSOR_DOWN_Z_AUX = { 0, 0, -1 },
A_MOVE_SAME_SQUARE={0,0,0},
SELECT={0,0,0},
}
ALLOWED_KEYS={
A_MOVE_N=true,A_MOVE_S=true,A_MOVE_W=true,A_MOVE_E=true,A_MOVE_NW=true,
A_MOVE_NE=true,A_MOVE_SW=true,A_MOVE_SE=true,A_STANCE=true,SELECT=true,A_MOVE_DOWN_AUX=true,
A_MOVE_UP_AUX=true,A_LOOK=true,CURSOR_DOWN=true,CURSOR_UP=true,CURSOR_LEFT=true,CURSOR_RIGHT=true,
CURSOR_UPLEFT=true,CURSOR_UPRIGHT=true,CURSOR_DOWNLEFT=true,CURSOR_DOWNRIGHT=true,A_CLEAR_ANNOUNCEMENTS=true,
CURSOR_UP_Z=true,CURSOR_DOWN_Z=true,
}
function moddedpos(pos,delta)
return {x=pos.x+delta[1],y=pos.y+delta[2],z=pos.z+delta[3]}
end
function usetool:onHelp()
showHelp()
end
function setFiltersUp(specific,args)
local job=args.job
if specific.job_fields~=nil then
job:assign(specific.job_fields)
end
--printall(specific)
for _,v in ipairs(specific.items) do
--printall(v)
local filter=v
filter.new=true
job.job_items:insert("#",filter)
end
return true
end
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