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do-job-now.lua
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do-job-now.lua
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-- makes a job involving current selection high priority
local function print_help()
print [====[
do-job-now
==========
The script will try its best to find a job related to the selected entity
(which can be a job, dwarf, animal, item, building, plant or work order) and then
mark this job as high priority. There is no visual indicator, please look
at the dfhack console for output. If a work order is selected, every job
currently present job from this work order is affected, but not the future ones.
For best experience add the following to your ``dfhack*.init``::
keybinding add Alt-N do-job-now
Also see ``do-job-now`` `tweak` and `prioritize`.
]====]
end
local utils = require 'utils'
local function getUnitName(unit)
local language_name = dfhack.units.getVisibleName(unit)
if language_name.has_name then
return dfhack.df2console(dfhack.TranslateName( language_name ))
end
-- animals
return dfhack.units.getProfessionName(unit)
end
local function doJobNow(job)
local job_str = dfhack.job.getName(job)
if not job.flags.do_now then
job.flags.do_now = true
print("Made the job " .. job_str .. " top priority")
else
print("The job " .. job_str .. " is already top priority")
end
local building = dfhack.job.getHolder(job)
if building then
print("... at " .. utils.getBuildingName(building))
end
local unit = dfhack.job.getWorker(job)
if unit then
print("... by " .. getUnitName(unit) )
end
end
local function doItemJobNow(item)
if not item.flags.in_job then
qerror(dfhack.items.getDescription(item, 0) .. " must be in a job! (look for 'TSK')")
end
local sref = dfhack.items.getSpecificRef(item, df.specific_ref_type.JOB)
if sref then
doJobNow(sref.data.job)
return
end
print("Couldn't find any job for " .. dfhack.items.getDescription(item, 0))
end
local function doBuildingJobNow(building)
--print('This will attempt to make a job of a building a top priority')
if #building.jobs > 0
and (
building.jobs[0].job_type == df.job_type.ConstructBuilding
or building.jobs[0].job_type == df.job_type.DestroyBuilding
)
then
doJobNow(building.jobs[0])
return
end
print("Couldn't find either construct or destroy building job for " .. utils.getBuildingName(building))
end
local function doUnitJobNow(unit)
if dfhack.units.isCitizen(unit) then
--print('This will attempt to make a job of ' .. getUnitName(unit) .. ' a top priority')
local t_job = unit.job
if t_job then
local job = t_job.current_job
if job then
doJobNow(job)
return
end
end
print("Couldn't find any job for " .. getUnitName(unit) )
else
--print('This will attempt to make a job with ' .. getUnitName(unit) .. ' a top priority')
local needle = unit.id
for _link, job in utils.listpairs(df.global.world.jobs.list) do
if #job.general_refs > 0 then
for _, gref in ipairs(job.general_refs) do
--if gref:getType() == df.general_ref_type.UNIT then -- can't do this: there are many different types that can be units
local u = gref:getUnit()
if u and u.id == needle then
doJobNow(job)
return
end
--end
end
end
end
print("Couldn't find any job involving " .. getUnitName(unit) )
end
end
local function doPlantJobNow(plant)
--print('This will attempt to make a job with a plant a top priority')
for _link, job in utils.listpairs(df.global.world.jobs.list) do
if plant.pos.x == job.pos.x
and plant.pos.y == job.pos.y
and plant.pos.z == job.pos.z
then
doJobNow(job)
return
end
end
print("Couldn't find any job involving this plant.")
end
local function doWorkOrderJobsNow(order)
local needle = order.id
local cnt = 0
for _link, job in utils.listpairs(df.global.world.jobs.list) do
if job.order_id == needle then
doJobNow(job)
cnt = cnt + 1
end
end
if cnt > 0 then
print("Found " .. cnt .. " jobs for this work order.")
else
print("Couldn't find any job for this work order.")
end
end
local function getSelectedWorkOrder()
local scr = dfhack.gui.getCurViewscreen()
local orders
local idx
if df.viewscreen_jobmanagementst:is_instance(scr) then
orders = df.global.world.manager_orders
idx = scr.sel_idx
elseif df.viewscreen_workshop_profilest:is_instance(scr)
and scr.tab == df.viewscreen_workshop_profilest.T_tab.Orders
then
orders = scr.orders
idx = scr.order_idx
end
if orders then
if idx < #orders then
return orders[idx]
else
qerror("Invalid work order selected")
end
end
return nil
end
local function doSelectedEntityJobNow()
-- do we have a job selected?
local job = dfhack.gui.getSelectedJob(true)
if job then
doJobNow(job)
return
end
-- do we have an item selected?
local item = dfhack.gui.getSelectedItem(true)
if item then
doItemJobNow(item)
return
end
-- do we have a building selected?
local building = dfhack.gui.getSelectedBuilding(true)
if building then
doBuildingJobNow(building)
return
end
-- do we have a unit selected?
local unit = dfhack.gui.getSelectedUnit(true)
if unit then
doUnitJobNow(unit)
return
end
-- do we have a plant selected?
local plant = dfhack.gui.getSelectedPlant(true)
if plant then
doPlantJobNow(plant)
return
end
-- do we have a work order selected?
local order = getSelectedWorkOrder()
if order then
doWorkOrderJobsNow(order)
return
end
qerror("Select something job-related in game.")
end
local default_action = print_help
local actions = {
-- help
["-?"] = print_help,
["?"] = print_help,
["--help"] = print_help,
["help"] = print_help,
-- action
["default"] = doSelectedEntityJobNow,
}
-- Lua is beautiful.
(actions[ (...) or "default" ] or default_action)(...)