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Copy pathmaterials.lua
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703 lines (629 loc) · 21.8 KB
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-- Stock dialog for selecting materials
local _ENV = mkmodule('gui.materials')
local gui = require('gui')
local widgets = require('gui.widgets')
local dlg = require('gui.dialogs')
local utils = require('utils')
ARROW = string.char(26)
CREATURE_BASE = 19
PLANT_BASE = 419
MaterialDialog = defclass(MaterialDialog, gui.FramedScreen)
MaterialDialog.focus_path = 'MaterialDialog'
MaterialDialog.ATTRS{
prompt = 'Type or select a material from this list',
frame_style = gui.GREY_LINE_FRAME,
frame_inset = 1,
frame_title = 'Select Material',
-- new attrs
none_caption = 'none',
hide_none = false,
use_inorganic = true,
use_creature = true,
use_plant = true,
mat_filter = DEFAULT_NIL,
on_select = DEFAULT_NIL,
on_cancel = DEFAULT_NIL,
on_close = DEFAULT_NIL,
}
function MaterialDialog:init(info)
self:addviews{
widgets.Label{
text = {
self.prompt, '\n\n',
'Category: ', { text = self:cb_getfield('context_str'), pen = COLOR_CYAN }
},
text_pen = COLOR_WHITE,
frame = { l = 0, t = 0 },
},
widgets.Label{
view_id = 'back',
visible = false,
text = { { key = 'LEAVESCREEN', text = ': Back' } },
frame = { r = 0, b = 0 },
auto_width = true,
},
widgets.FilteredList{
view_id = 'list',
not_found_label = 'No matching materials',
frame = { l = 0, r = 0, t = 4, b = 2 },
icon_width = 2,
on_submit = self:callback('onSubmitItem'),
edit_on_char=function(c) return c:match('%l') end,
},
widgets.Label{
text = { {
key = 'SELECT', text = ': Select',
disabled = function() return not self.subviews.list:canSubmit() end
} },
frame = { l = 0, b = 0 },
}
}
self:initBuiltinMode()
end
function MaterialDialog:getWantedFrameSize(rect)
return math.max(self.frame_width or 40, #self.prompt), math.min(28, rect.height-8)
end
function MaterialDialog:onDestroy()
if self.on_close then
self.on_close()
end
end
function MaterialDialog:initBuiltinMode()
local choices = {}
if not self.hide_none then
table.insert(choices, { text = self.none_caption, mat_type = -1, mat_index = -1 })
end
if self.use_inorganic then
table.insert(choices, {
icon = ARROW, text = 'inorganic', key = 'CUSTOM_SHIFT_I',
cb = self:callback('initInorganicMode')
})
end
if self.use_creature then
table.insert(choices, {
icon = ARROW, text = 'creature', key = 'CUSTOM_SHIFT_C',
cb = self:callback('initCreatureMode')
})
end
if self.use_plant then
table.insert(choices, {
icon = ARROW, text = 'plant', key = 'CUSTOM_SHIFT_P',
cb = self:callback('initPlantMode')
})
end
local table = df.global.world.raws.mat_table.builtin
for i=0,df.builtin_mats._last_item do
self:addMaterial(choices, table[i], i, -1, false, nil)
end
self:pushContext('Any material', choices)
end
function MaterialDialog:initInorganicMode()
local choices = {}
for i,mat in ipairs(df.global.world.raws.inorganics) do
self:addMaterial(choices, mat.material, 0, i, false, mat)
end
self:pushContext('Inorganic materials', choices)
end
function MaterialDialog:initCreatureMode()
local choices = {}
for i,v in ipairs(df.global.world.raws.creatures.all) do
self:addObjectChoice(choices, v, v.name[0], CREATURE_BASE, i)
end
self:pushContext('Creature materials', choices)
end
function MaterialDialog:initPlantMode()
local choices = {}
for i,v in ipairs(df.global.world.raws.plants.all) do
self:addObjectChoice(choices, v, v.name, PLANT_BASE, i)
end
self:pushContext('Plant materials', choices)
end
function MaterialDialog:addObjectChoice(choices, obj, name, typ, index)
-- Check if any eligible children
local count = #obj.material
local idx = 0
if self.mat_filter then
count = 0
for i,v in ipairs(obj.material) do
if self.mat_filter(v, obj, typ+i, index) then
count = count + 1
if count > 1 then break end
idx = i
end
end
end
-- Create an entry
if count < 1 then
return
elseif count == 1 then
self:addMaterial(choices, obj.material[idx], typ+idx, index, true, obj)
else
table.insert(choices, {
icon = ARROW, text = name, mat_type = typ, mat_index = index,
obj = obj, cb = self:callback('onSelectObj')
})
end
end
function MaterialDialog:onSelectObj(item)
local choices = {}
for i,v in ipairs(item.obj.material) do
self:addMaterial(choices, v, item.mat_type+i, item.mat_index, false, item.obj)
end
self:pushContext(item.text, choices)
end
function MaterialDialog:addMaterial(choices, mat, typ, idx, pfix, parent)
if not mat then return end
-- Check the filter
if self.mat_filter and not self.mat_filter(mat, parent, typ, idx) then
return
end
-- Find the material name
local state = 0
if mat.heat.melting_point <= 10015 then
state = 1
end
local name = mat.state_name[state]
name = string.gsub(name, '^frozen ','')
name = string.gsub(name, '^molten ','')
name = string.gsub(name, '^condensed ','')
-- Add prefix if requested
local key
if pfix and mat.prefix ~= '' then
name = mat.prefix .. ' ' .. name
key = mat.prefix
end
table.insert(choices, {
text = name,
search_key = key,
material = mat,
mat_type = typ, mat_index = idx
})
end
function MaterialDialog:pushContext(name, choices)
if not self.back_stack then
self.back_stack = {}
self.subviews.back.visible = false
else
table.insert(self.back_stack, {
context_str = self.context_str,
all_choices = self.subviews.list:getChoices(),
edit_text = self.subviews.list:getFilter(),
selected = self.subviews.list:getSelected(),
})
self.subviews.back.visible = true
end
self.context_str = name
self.subviews.list:setChoices(choices, 1)
end
function MaterialDialog:onGoBack()
local save = table.remove(self.back_stack)
self.subviews.back.visible = (#self.back_stack > 0)
self.context_str = save.context_str
self.subviews.list:setChoices(save.all_choices)
self.subviews.list:setFilter(save.edit_text, save.selected)
end
function MaterialDialog:submitMaterial(typ, index)
self:dismiss()
if self.on_select then
self.on_select(typ, index)
end
end
function MaterialDialog:onSubmitItem(idx, item)
if item.cb then
item:cb(idx)
else
self:submitMaterial(item.mat_type, item.mat_index)
end
end
function MaterialDialog:onInput(keys)
if keys.LEAVESCREEN then
if self.subviews.back.visible then
self:onGoBack()
else
self:dismiss()
if self.on_cancel then
self.on_cancel()
end
end
return true
end
return self:inputToSubviews(keys)
end
function showMaterialPrompt(title, prompt, on_select, on_cancel, mat_filter)
MaterialDialog{
frame_title = title,
prompt = prompt,
mat_filter = mat_filter,
on_select = on_select,
on_cancel = on_cancel,
}:show()
end
function ItemTypeDialog(args)
args.text = args.prompt or 'Type or select an item type'
args.text_pen = COLOR_WHITE
args.with_filter = true
args.icon_width = 2
local choices = {}
if not args.hide_none then
table.insert(choices, {
icon = '?', text = args.none_caption or 'none',
item_type = -1, item_subtype = -1
})
end
local filter = args.item_filter
for itype = 0,df.item_type._last_item do
local attrs = df.item_type.attrs[itype]
local defcnt = dfhack.items.getSubtypeCount(itype)
if not filter or filter(itype,-1) then
local name = attrs.caption or df.item_type[itype]
local icon
if defcnt >= 0 then
name = 'any '..name
icon = '+'
end
table.insert(choices, {
icon = icon, text = string.lower(name), item_type = itype, item_subtype = -1
})
end
if defcnt > 0 then
for subtype = 0,defcnt-1 do
local def = dfhack.items.getSubtypeDef(itype, subtype)
local success, chain = pcall(function() return def.props.flags.CHAIN_METAL_TEXT end)
local text = success and chain and " (chain) " or " "
local success, adjective = pcall(function() return def.adjective end)
if success and adjective ~= "" then
text = text .. adjective .. " " .. def.name
else
text = text .. def.name
end
if not filter or filter(itype,subtype,def) then
table.insert(choices, {
icon = '\x1e', text = text, item_type = itype, item_subtype = subtype
})
end
end
end
end
args.choices = choices
if args.on_select then
local cb = args.on_select
args.on_select = function(idx, obj)
return cb(obj.item_type, obj.item_subtype)
end
end
return dlg.ListBox(args)
end
function ItemTraitsDialog(args)
local job_item_flags_map = {}
for i = 1, 5 do
if not df['job_item_flags'..i] then break end
for _, f in ipairs(df['job_item_flags'..i]) do
if f then
job_item_flags_map[f] = 'flags'..i
end
end
end
local job_item_flags = {}
for k, _ in pairs(job_item_flags_map) do
job_item_flags[#job_item_flags + 1] = k
end
table.sort(job_item_flags)
--------------------------------------
local tool_uses = {}
for i, _ in ipairs(df.tool_uses) do
tool_uses[#tool_uses + 1] = df.tool_uses[i]
end
local restore_none = false
if tool_uses[1] == 'NONE' then
restore_none = true
table.remove(tool_uses, 1)
end
table.sort(tool_uses)
if restore_none then
table.insert(tool_uses, 1, 'NONE')
end
--------------------------------------
local set_ore_ix = {}
for i, raw in ipairs(df.global.world.raws.inorganics) do
for _, ix in ipairs(raw.metal_ore.mat_index) do
set_ore_ix[ix] = true
end
end
local ores = {}
for ix in pairs(set_ore_ix) do
local raw = df.global.world.raws.inorganics[ix]
ores[#ores+1] = {mat_index = ix, name = raw.material.state_name.Solid}
end
table.sort(ores, function(a,b) return a.name < b.name end)
--------------------------------------
-- CALCIUM_CARBONATE, CAN_GLAZE, FAT, FLUX,
-- GYPSUM, PAPER_PLANT, PAPER_SLURRY, TALLOW, WAX
local reaction_classes_set = {}
for ix,reaction in ipairs(df.global.world.raws.reactions.reactions) do
if #reaction.reagents > 0 then
for _, r in ipairs(reaction.reagents) do
if r.reaction_class and r.reaction_class ~= '' then
reaction_classes_set[r.reaction_class] = true
end
end
end --if
end
local reaction_classes = {}
for k in pairs(reaction_classes_set) do
reaction_classes[#reaction_classes + 1] = k
end
table.sort(reaction_classes)
--------------------------------------
-- PRESS_LIQUID_MAT, TAN_MAT, BAG_ITEM etc
local product_materials_set = {}
for ix,reaction in ipairs(df.global.world.raws.reactions.reactions) do
if #reaction.products > 0 then
--for _, p in ipairs(reaction.products) do
-- in the list in work order conditions there is no SEED_MAT.
-- I think it's because the game doesn't iterate over all products.
local p = reaction.products[0]
local mat = p.get_material
if mat and mat.product_code ~= '' then
product_materials_set[mat.product_code] = true
end
--end
end --if
end
local product_materials = {}
for k in pairs(product_materials_set) do
product_materials[#product_materials + 1] = k
end
table.sort(product_materials)
--==================================--
local function set_search_keys(choices)
for _, choice in ipairs(choices) do
if not choice.search_key then
if type(choice.text) == 'table' then
local search_key = {}
for _, token in ipairs(choice.text) do
search_key[#search_key+1] = string.lower(token.text or '')
end
choice.search_key = table.concat(search_key, ' ')
elseif choice.text then
choice.search_key = string.lower(choice.text)
end
end
end
end
args.text = args.prompt or 'Type or select an item trait'
args.text_pen = COLOR_WHITE
args.with_filter = true
args.icon_width = 2
args.dismiss_on_select = false
local pen_active = COLOR_LIGHTCYAN
local pen_active_d = COLOR_CYAN
local pen_not_active = COLOR_LIGHTRED
local pen_not_active_d = COLOR_RED
local pen_action = COLOR_WHITE
local pen_action_d = COLOR_GREY
local job_item = args.job_item
local choices = {}
local pen_cb = function(args, fnc)
if not (args and fnc) then
return COLOR_YELLOW
end
return fnc(args) and pen_active or pen_not_active
end
local pen_d_cb = function(args, fnc)
if not (args and fnc) then
return COLOR_YELLOW
end
return fnc(args) and pen_active_d or pen_not_active_d
end
local icon_cb = function(args, fnc)
if not (args and fnc) then
return '\19' -- ‼
end
-- '\251' is a checkmark
-- '\254' is a square
return fnc(args) and '\251' or '\254'
end
if not args.hide_none then
table.insert(choices, {
icon = '!',
text = {{text = args.none_caption or 'none', pen = pen_action, dpen = pen_action_d}},
reset_all_traits = true
})
end
local isActiveFlag = function (obj)
return obj.job_item[obj.ffield][obj.flag]
end
table.insert(choices, {
icon = '!',
text = {{text = 'unset flags', pen = pen_action, dpen = pen_action_d}},
reset_flags = true
})
for _, flag in ipairs(job_item_flags) do
local ffield = job_item_flags_map[flag]
local text = 'is ' .. (value and '' or 'any ') .. string.lower(flag)
local args = {job_item=job_item, ffield=ffield, flag=flag}
table.insert(choices, {
icon = curry(icon_cb, args, isActiveFlag),
text = {{text = text,
pen = curry(pen_cb, args, isActiveFlag),
dpen = curry(pen_d_cb, args, isActiveFlag),
}},
ffield = ffield, flag = flag
})
end
local isActiveTool = function (args)
return df.tool_uses[args.tool_use] == args.job_item.has_tool_use
end
for _, tool_use in ipairs(tool_uses) do
if tool_use == 'NONE' then
table.insert(choices, {
icon = '!',
text = {{text = 'unset use', pen = pen_action, dpen = pen_action_d}},
tool_use = tool_use
})
else
local args = {job_item = job_item, tool_use=tool_use}
table.insert(choices, {
icon = ' ',
text = {{text = 'has use ' .. tool_use,
pen = curry(pen_cb, args, isActiveTool),
dpen = curry(pen_d_cb, args, isActiveTool),
}},
tool_use = tool_use
})
end
end
local isActiveOre = function(args)
return (args.job_item.metal_ore == args.mat_index)
end
table.insert(choices, {
icon = '!',
text = {{text = 'unset ore', pen = pen_action, dpen = pen_action_d}},
ore_ix = -1
})
for _, ore in ipairs(ores) do
local args = {job_item = job_item, mat_index=ore.mat_index}
table.insert(choices, {
icon = ' ',
text = {{text = 'ore of ' .. ore.name,
pen = curry(pen_cb, args, isActiveOre),
dpen = curry(pen_d_cb, args, isActiveOre),
}},
ore_ix = ore.mat_index
})
end
local isActiveReactionClass = function(args)
return (args.job_item.reaction_class == args.reaction_class)
end
table.insert(choices, {
icon = '!',
text = {{text = 'unset reaction class', pen = pen_action, dpen = pen_action_d}},
reaction_class = ''
})
for _, reaction_class in ipairs(reaction_classes) do
local args = {job_item = job_item, reaction_class=reaction_class}
table.insert(choices, {
icon = ' ',
text = {{text = 'reaction class ' .. reaction_class,
pen = curry(pen_cb, args, isActiveReactionClass),
dpen = curry(pen_d_cb, args, isActiveReactionClass)
}},
reaction_class = reaction_class
})
end
local isActiveProduct = function(args)
return (args.job_item.has_material_reaction_product == args.product_materials)
end
table.insert(choices, {
icon = '!',
text = {{text = 'unset producing', pen = pen_action, dpen = pen_action_d}},
product_materials = ''
})
for _, product_materials in ipairs(product_materials) do
local args = {job_item = job_item, product_materials=product_materials}
table.insert(choices, {
icon = ' ',
text = {{text = product_materials .. '-producing',
pen = curry(pen_cb, args, isActiveProduct),
dpen = curry(pen_d_cb, args, isActiveProduct)
}},
product_materials = product_materials
})
end
set_search_keys(choices)
args.choices = choices
if args.on_select then
local cb = args.on_select
args.on_select = function(idx, obj)
return cb(obj)
end
else
local function toggleFlag(obj, ffield, flag)
local job_item = obj.job_item
job_item[ffield][flag] = not job_item[ffield][flag]
end
local function toggleToolUse(obj, tool_use)
local job_item = obj.job_item
tool_use = df.tool_uses[tool_use]
if job_item.has_tool_use == tool_use then
job_item.has_tool_use = df.tool_uses.NONE
else
job_item.has_tool_use = tool_use
end
end
local function toggleMetalOre(obj, ore_ix)
local job_item = obj.job_item
if job_item.metal_ore == ore_ix then
job_item.metal_ore = -1
else
job_item.metal_ore = ore_ix
end
end
function toggleReactionClass(obj, reaction_class)
local job_item = obj.job_item
if job_item.reaction_class == reaction_class then
job_item.reaction_class = ''
else
job_item.reaction_class = reaction_class
end
end
local function toggleProductMaterial(obj, product_materials)
local job_item = obj.job_item
if job_item.has_material_reaction_product == product_materials then
job_item.has_material_reaction_product = ''
else
job_item.has_material_reaction_product = product_materials
end
end
local function unsetFlags(obj)
local job_item = obj.job_item
for flag, ffield in pairs(job_item_flags_map) do
if job_item[ffield][flag] then
toggleFlag(obj, ffield, flag)
end
end
end
local function setTrait(obj, sel)
if sel.ffield then
--print('toggle flag', sel.ffield, sel.flag)
toggleFlag(obj, sel.ffield, sel.flag)
elseif sel.reset_flags then
--print('reset every flag')
unsetFlags(obj)
elseif sel.tool_use then
--print('toggle tool_use', sel.tool_use)
toggleToolUse(obj, sel.tool_use)
elseif sel.ore_ix then
--print('toggle ore', sel.ore_ix)
toggleMetalOre(obj, sel.ore_ix)
elseif sel.reaction_class then
--print('toggle reaction class', sel.reaction_class)
toggleReactionClass(obj, sel.reaction_class)
elseif sel.product_materials then
--print('toggle product materials', sel.product_materials)
toggleProductMaterial(obj, sel.product_materials)
elseif sel.reset_all_traits then
--print('reset every trait')
-- flags
unsetFlags(obj)
-- tool use
toggleToolUse(obj, 'NONE')
-- metal ore
toggleMetalOre(obj, -1)
-- reaction class
toggleReactionClass(obj, '')
-- producing
toggleProductMaterial(obj, '')
else
print('unknown sel')
printall(sel)
error('Selected entry in ItemTraitsDialog was of unknown type')
end
end
args.on_select = function(idx, choice)
setTrait(args, choice)
end
end
return dlg.ListBox(args)
end
return _ENV
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