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Author Topic: DFHack 50.14-r1.1  (Read 892291 times)

expwnent

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Re: DFHack 0.43.05-r1
« Reply #120 on: June 30, 2017, 07:19:22 am »

I thought repeating functions not being able to cancel their own scheduling was a deliberate design decision.
Why would it be? Expwnent seems to agree that it's unintentional. I can't see much of an advantage from preventing repeating functions from cancelling themselves (particularly since they can cancel other ones already).

Definitely unintentional. We didn't notice until you pointed it out because it's actually pretty uncommon that you need to unregister a repeating event.
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Atkana

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Re: DFHack 0.43.05-r1
« Reply #121 on: June 30, 2017, 10:30:19 am »

-snip-
Thanks. For my actual script I ended up cutting out the middlescript and just used dfhack.timeout() itself, as well as redesigning it so it didn't have to cancel itself :P I'll keep that method in mind if I have to do something like that in the future, it just goes to show that I really need to make learning how GUI-related stuff works as my next priority...

Max™

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Re: DFHack 0.43.05-r1
« Reply #122 on: June 30, 2017, 03:34:11 pm »

Agreed, and having just started down this path let me point out that while the gui and screen portions of the lua api: https://github.com/DFHack/dfhack/blob/develop/docs/Lua%20API.rst#screen-api are handy, there are things involved which aren't really covered in there because a lot of them are actually contained in some of the dfhack scripts.

Open up the hack/lua/gui folder and look through the scripts in there to see how our lovely dfhack folks put together the widgets and dialogs and such, it makes it a lot easier to figure out how to get them working yourself.
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Hesperid

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Re: DFHack 0.43.05-r1
« Reply #123 on: June 30, 2017, 05:27:58 pm »

I thought repeating functions not being able to cancel their own scheduling was a deliberate design decision.
Why would it be? Expwnent seems to agree that it's unintentional.

I'm not claiming it's intentional. What I'm saying is that when I originally encountered this behavior, I assumed it was deliberate. That seemed like a reasonable assumption given the circumstances.
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Moonshine Fox

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Re: DFHack 0.43.05-r1
« Reply #124 on: July 02, 2017, 04:01:15 am »

I can't seem to figure this out. I keep getting segfaults literally all the time on my save in Linux now, and I've had it happen on earlier saves as well.

Code: [Select]
[DFHack]# .dwarffortress/dfhack: line 66: 22352 Segmentation fault      (core dumped) setarch i386 -R env LD_PRELOAD="$PRELOAD_LIB" ./libs/Dwarf_Fortress "$@"
Is what it most often ends with.

I'm using r1 DFHack and TWBT Next 6.18. Any ideas? It seems completely random as to when it happens, but usually within minutes of loading the save.
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lethosor

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Re: DFHack 0.43.05-r1
« Reply #125 on: July 02, 2017, 07:11:47 am »

Do you have any weapon traps?
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

Moonshine Fox

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Re: DFHack 0.43.05-r1
« Reply #126 on: July 02, 2017, 08:57:47 am »

Do you have any weapon traps?

Yes, I do. I just recently set a couple up outside my fort. Is this problem connected to Weapon Traps somehow?
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Rose

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Re: DFHack 0.43.05-r1
« Reply #127 on: July 02, 2017, 08:59:53 am »

Yup, there's a bug with weapon traps in vanilla df
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PatrikLundell

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Re: DFHack 0.43.05-r1
« Reply #128 on: July 02, 2017, 09:42:06 am »

Stuff in weapon tracks breaking due to wear (when the trap operates) causes DF to break as well...
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lethosor

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Re: DFHack 0.43.05-r1
« Reply #129 on: July 02, 2017, 12:39:42 pm »

Specifically, it's http://www.bay12games.com/dwarves/mantisbt/view.php?id=9888, which is fixed in the next version.
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

Moonshine Fox

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Re: DFHack 0.43.05-r1
« Reply #130 on: July 03, 2017, 01:15:31 am »

Specifically, it's http://www.bay12games.com/dwarves/mantisbt/view.php?id=9888, which is fixed in the next version.

Thank you! I for some reason didn't expect something that has been working fine for years to suddenly break. But I see a new wear code was put in, so welp. Thanks for pointing me in the right direction!
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scourge728

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Re: DFHack 0.43.05-r1
« Reply #131 on: July 03, 2017, 07:32:57 am »

I'm incredibly excited for the new update...

Max™

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Re: DFHack 0.43.05-r1
« Reply #132 on: July 04, 2017, 02:36:24 am »

Ok so, Atkana is fucking awesome apparently. I saw the script they set up to manipulate appearance and such during adventurer creation and thought "wow, I bet that could be gotten into gm-unit" and tried but failed at getting it fully working so I showed them right?

http://www.bay12forums.com/smf/index.php?topic=164709.msg7501676#msg7501676
Code: (gui/gm-unit.lua) [Select]
-- Interface powered, user friendly, unit editor

--[====[

gui/gm-unit
===========
An editor for various unit attributes.

]====]
local gui = require 'gui'
local dialog = require 'gui.dialogs'
local widgets =require 'gui.widgets'
local guiScript = require 'gui.script'
local utils = require 'utils'
local args={...}


local target
--TODO: add more ways to guess what unit you want to edit
if args[1]~= nil then
    target=df.units.find(args[1])
else
    target=dfhack.gui.getSelectedUnit(true)
end

if target==nil then
    qerror("No unit to edit") --TODO: better error message
end
local editors={}
function add_editor(editor_class)
    table.insert(editors,{text=editor_class.ATTRS.frame_title,on_submit=function ( unit )
        editor_class{target_unit=unit}:show()
    end})
end
-------------------------------various subeditors---------
--TODO set local sould or better yet skills vector to reduce long skill list access typing
editor_skills=defclass(editor_skills,gui.FramedScreen)
editor_skills.ATTRS={
    frame_style = gui.GREY_LINE_FRAME,
    frame_title = "Skill editor",
    target_unit = DEFAULT_NIL,
    learned_only= false,
}
function list_skills(unit,learned_only)
    local s_=df.job_skill
    local u_skills=unit.status.current_soul.skills
    local ret={}
    for i,v in ipairs(s_) do
        if i>=0 then
            local u_skill=utils.binsearch(u_skills,i,"id")
            if u_skill or not learned_only then
                if not u_skill then
                    u_skill={rating=-1,experience=0}
                end

                local rating
                if u_skill.rating >=0 then
                    rating=df.skill_rating.attrs[u_skill.rating]
                else
                    rating={caption="<unlearned>",xp_threshold=0}
                end

                local text=string.format("%s: %s %d %d/%d",df.job_skill.attrs[i].caption,rating.caption,u_skill.rating,u_skill.experience,rating.xp_threshold)
                table.insert(ret,{text=text,id=i})
            end
        end
    end
    return ret
end
function editor_skills:update_list(no_save_place)
    local skill_list=list_skills(self.target_unit,self.learned_only)
    if no_save_place then
        self.subviews.skills:setChoices(skill_list)
    else
        self.subviews.skills:setChoices(skill_list,self.subviews.skills:getSelected())
    end
end
function editor_skills:init( args )
    if self.target_unit.status.current_soul==nil then
        qerror("Unit does not have soul, can't edit skills")
    end

    local skill_list=list_skills(self.target_unit,self.learned_only)

    self:addviews{
    widgets.FilteredList{
        choices=skill_list,
        frame = {t=0, b=1,l=1},
        view_id="skills",
    },
    widgets.Label{
                frame = { b=0,l=1},
                text ={{text= ": exit editor ",
                    key  = "LEAVESCREEN",
                    on_activate= self:callback("dismiss")
                    },
                    {text=": remove level ",
                    key = "SECONDSCROLL_UP",
                    on_activate=self:callback("level_skill",-1)},
                    {text=": add level ",
                    key = "SECONDSCROLL_DOWN",
                    on_activate=self:callback("level_skill",1)}
                    ,
                    {text=": show learned only ",
                    key = "CHANGETAB",
                    on_activate=function ()
                        self.learned_only=not self.learned_only
                        self:update_list(true)
                    end}
                    }
            },
        }
end
function editor_skills:get_cur_skill()
    local list_wid=self.subviews.skills
    local _,choice=list_wid:getSelected()
    if choice==nil then
        qerror("Nothing selected")
    end
    local u_skill=utils.binsearch(self.target_unit.status.current_soul.skills,choice.id,"id")
    return choice,u_skill
end
function editor_skills:level_skill(lvl)
    local sk_en,sk=self:get_cur_skill()
    if lvl >0 then
        local rating

        if sk then
            rating=sk.rating+lvl
        else
            rating=lvl-1
        end

        utils.insert_or_update(self.target_unit.status.current_soul.skills, {new=true, id=sk_en.id, rating=rating}, 'id') --TODO set exp?
    elseif sk and sk.rating==0 and lvl<0 then
        utils.erase_sorted_key(self.target_unit.status.current_soul.skills,sk_en.id,"id")
    elseif sk and lvl<0 then
        utils.insert_or_update(self.target_unit.status.current_soul.skills, {new=true, id=sk_en.id, rating=sk.rating+lvl}, 'id') --TODO set exp?
    end
    self:update_list()
end
function editor_skills:remove_rust(skill)
    --TODO
end
add_editor(editor_skills)
------- civ editor
RaceBox = defclass(RaceBox, dialog.ListBox)
RaceBox.focus_path = 'RaceBox'

RaceBox.ATTRS{
    format_name="$NAME ($TOKEN)",
    with_filter=true,
    allow_none=false,
}
function RaceBox:format_creature(creature_raw)
    local t = {NAME=creature_raw.name[0],TOKEN=creature_raw.creature_id}
    return string.gsub(self.format_name, "%$(%w+)", t)
end
function RaceBox:preinit(info)
    self.format_name=RaceBox.ATTRS.format_name or info.format_name -- preinit does not have ATTRS set yet
    local choices={}
    if RaceBox.ATTRS.allow_none or info.allow_none then
        table.insert(choices,{text="<none>",num=-1})
    end
    for i,v in ipairs(df.global.world.raws.creatures.all) do
        local text=self:format_creature(v)
        table.insert(choices,{text=text,raw=v,num=i,search_key=text:lower()})
    end
    info.choices=choices
end
function showRacePrompt(title, text, tcolor, on_select, on_cancel, min_width,allow_none)
    RaceBox{
        frame_title = title,
        text = text,
        text_pen = tcolor,
        on_select = on_select,
        on_cancel = on_cancel,
        frame_width = min_width,
        allow_none = allow_none,
    }:show()
end
CivBox = defclass(CivBox,dialog.ListBox)
CivBox.focus_path = "CivBox"

CivBox.ATTRS={
    format_name="$NAME ($ENGLISH):$ID",
    format_no_name="<unnamed>:$ID",
    name_other="<other(-1)>",
    with_filter=true,
    allow_other=false,
}

function civ_name(id,format_name,format_no_name,name_other,name_invalid)
    if id==-1 then
        return name_other or "<other (-1)>"
    end
    local civ
    if type(id)=='userdata' then
        civ=id
    else
        civ=df.historical_entity.find(id)
        if civ==nil then
            return name_invalid or "<invalid>"
        end
    end
    local t={NAME=dfhack.TranslateName(civ.name),ENGLISH=dfhack.TranslateName(civ.name,true),ID=civ.id} --TODO race?, maybe something from raws?
    if t.NAME=="" then
        return string.gsub(format_no_name or "<unnamed>:$ID", "%$(%w+)", t)
    end
    return string.gsub(format_name or "$NAME ($ENGLISH):$ID", "%$(%w+)", t)
end
function CivBox:update_choices()
    local choices={}
    if self.allow_other then
        table.insert(choices,{text=self.name_other,num=-1})
    end

    for i,v in ipairs(df.global.world.entities.all) do
        if not self.race_filter or (v.race==self.race_filter) then --TODO filter type
            local text=civ_name(v,self.format_name,self.format_no_name,self.name_other,self.name_invalid)
            table.insert(choices,{text=text,raw=v,num=i})
        end
    end
    self.choices=choices
    if self.subviews.list then
        self.subviews.list:setChoices(self.choices)
    end
end
function CivBox:update_race_filter(id)
    local raw=df.creature_raw.find(id)
    if raw then
        self.subviews.race_label:setText(": "..raw.name[0])
        self.race_filter=id
    else
        self.subviews.race_label:setText(": <none>")
        self.race_filter=nil
    end

    self:update_choices()
end
function CivBox:choose_race()
    showRacePrompt("Choose race","Select new race:",nil,function (id,choice)
        self:update_race_filter(choice.num)
    end,nil,nil,true)
end
function CivBox:init(info)
    self.subviews.list.frame={t=3,r=0,l=0}
    self:addviews{
        widgets.Label{frame={t=1,l=0},text={
        {text="Filter race ",key="CUSTOM_CTRL_A",key_sep="()",on_activate=self:callback("choose_race")},
        }},
        widgets.Label{frame={t=1,l=21},view_id="race_label",
        text=": <none>",
        }
    }
    self:update_choices()
end
function showCivPrompt(title, text, tcolor, on_select, on_cancel, min_width,allow_other)
    CivBox{
        frame_title = title,
        text = text,
        text_pen = tcolor,
        on_select = on_select,
        on_cancel = on_cancel,
        frame_width = min_width,
        allow_other = allow_other,
    }:show()
end

editor_civ=defclass(editor_civ,gui.FramedScreen)
editor_civ.ATTRS={
    frame_style = gui.GREY_LINE_FRAME,
    frame_title = "Civilization editor",
    target_unit = DEFAULT_NIL,
    }

function editor_civ:update_curren_civ()
    self.subviews.civ_name:setText("Currently: "..civ_name(self.target_unit.civ_id))
end
function editor_civ:init( args )
    if self.target_unit==nil then
        qerror("invalid unit")
    end

    self:addviews{
    widgets.Label{view_id="civ_name",frame = { t=1,l=1}, text="Currently: "..civ_name(self.target_unit.civ_id)},
    widgets.Label{frame = { t=2,l=1}, text={{text=": set to other (-1, usually enemy)",key="CUSTOM_N",
        on_activate= function() self.target_unit.civ_id=-1;self:update_curren_civ() end}}},
    widgets.Label{frame = { t=3,l=1}, text={{text=": set to current civ("..df.global.ui.civ_id..")",key="CUSTOM_C",
        on_activate= function() self.target_unit.civ_id=df.global.ui.civ_id;self:update_curren_civ() end}}},
    widgets.Label{frame = { t=4,l=1}, text={{text=": manually enter",key="CUSTOM_E",
        on_activate=function ()
         dialog.showInputPrompt("Civ id","Enter new civ id:",COLOR_WHITE,
            tostring(self.target_unit.civ_id),function(new_value)
                self.target_unit.civ_id=new_value
                self:update_curren_civ()
            end)
        end}}
        },
    widgets.Label{frame= {t=5,l=1}, text={{text=": select from list",key="CUSTOM_L",
        on_activate=function (  )
            showCivPrompt("Choose civilization", "Select units civilization",nil,function ( id,choice )
                self.target_unit.civ_id=choice.num
                self:update_curren_civ()
            end,nil,nil,true)
        end
        }}},
    widgets.Label{
                frame = { b=0,l=1},
                text ={{text= ": exit editor ",
                    key  = "LEAVESCREEN",
                    on_activate= self:callback("dismiss")
                    },
                    }
            },
        }
end
add_editor(editor_civ)
------- counters editor
editor_counters=defclass(editor_counters,gui.FramedScreen)
editor_counters.ATTRS={
    frame_style = gui.GREY_LINE_FRAME,
    frame_title = "Counters editor",
    target_unit = DEFAULT_NIL,
    counters1={
    "think_counter",
    "job_counter",
    "swap_counter",
    "winded",
    "stunned",
    "unconscious",
    "suffocation",
    "webbed",
    "soldier_mood_countdown",
    "soldier_mood", --todo enum,
    "pain",
    "nausea",
    "dizziness",
    },
    counters2={
    "paralysis",
    "numbness",
    "fever",
    "exhaustion",
    "hunger_timer",
    "thirst_timer",
    "sleepiness_timer",
    "stomach_content",
    "stomach_food",
    "vomit_timeout",
    "stored_fat" --TODO what to reset to?
    }
}
function editor_counters:fill_counters()
    local ret={}
    local u=self.target_unit
    for i,v in ipairs(self.counters1) do
        table.insert(ret,{f=u.counters:_field(v),name=v})
    end
    for i,v in ipairs(self.counters2) do
        table.insert(ret,{f=u.counters2:_field(v),name=v})
    end
    return ret
end
function editor_counters:update_counters()
    for i,v in ipairs(self.counter_list) do
        v.text=string.format("%s:%d",v.name,v.f.value)
    end
    self.subviews.counters:setChoices(self.counter_list)
end
function editor_counters:set_cur_counter(value,index,choice)
    choice.f.value=value
    self:update_counters()
end
function editor_counters:choose_cur_counter(index,choice)
    dialog.showInputPrompt(choice.name,"Enter new value:",COLOR_WHITE,
            tostring(choice.f.value),function(new_value)
                self:set_cur_counter(new_value,index,choice)
            end)
end
function editor_counters:init( args )
    if self.target_unit==nil then
        qerror("invalid unit")
    end

    self.counter_list=self:fill_counters()


    self:addviews{
    widgets.FilteredList{
        choices=self.counter_list,
        frame = {t=0, b=1,l=1},
        view_id="counters",
        on_submit=self:callback("choose_cur_counter"),
        on_submit2=self:callback("set_cur_counter",0),--TODO some things need to be set to different defaults
    },
    widgets.Label{
                frame = { b=0,l=1},
                text ={{text= ": exit editor ",
                    key  = "LEAVESCREEN",
                    on_activate= self:callback("dismiss")
                    },
                    {text=": reset counter ",
                    key = "SEC_SELECT",
                    },
                    {text=": set counter ",
                    key = "SELECT",
                    }
                   
                    }
            },
        }
    self:update_counters()
end
add_editor(editor_counters)

wound_creator=defclass(wound_creator,gui.FramedScreen)
wound_creator.ATTRS={
    frame_style = gui.GREY_LINE_FRAME,
    frame_title = "Wound creator",
    target_wound = DEFAULT_NIL,
    --filter
}
function wound_creator:init( args )
    if self.target_wound==nil then
        qerror("invalid wound")
    end
   

    self:addviews{
    widgets.List{
       
        frame = {t=0, b=1,l=1},
        view_id="fields",
        on_submit=self:callback("edit_cur_wound"),
        on_submit2=self:callback("delete_current_wound")
    },
    widgets.Label{
                frame = { b=0,l=1},
                text ={{text= ": exit editor ",
                    key  = "LEAVESCREEN",
                    on_activate= self:callback("dismiss")},

                    {text=": edit wound ",
                    key = "SELECT"},

                    {text=": delete wound ",
                    key = "SEC_SELECT"},
                    {text=": create wound ",
                    key = "CUSTOM_CTRL_I",
                    on_activate= self:callback("create_new_wound")},

                    }
            },
        }
    self:update_wounds()
end
-------------------
editor_wounds=defclass(editor_wounds,gui.FramedScreen)
editor_wounds.ATTRS={
    frame_style = gui.GREY_LINE_FRAME,
    frame_title = "Wound editor",
    target_unit = DEFAULT_NIL,
    --filter
}
function is_scar( wound_part )
    return wound_part.flags1.scar_cut or wound_part.flags1.scar_smashed or
        wound_part.flags1.scar_edged_shake1 or wound_part.flags1.scar_blunt_shake1
end
function format_flag_name( fname )
    return fname:sub(1,1):upper()..fname:sub(2):gsub("_"," ")
end
function name_from_flags( wp )
    for i,v in ipairs(wp.flags1) do
        if v then
            return format_flag_name(df.wound_damage_flags1[i])
        end
    end
    for i,v in ipairs(wp.flags2) do
        if v then
            return format_flag_name(df.wound_damage_flags2[i])
        end
    end
    return "<unnamed wound>"
end
function format_wound( list_id,wound, unit)

    local name="<unnamed wound>"
    if #wound.parts>0 and #wound.parts[0].effect_type>0 then --try to make wound name by effect...
        name=tostring(df.wound_effect_type[wound.parts[0].effect_type[0]])
        if #wound.parts>1 then --cheap and probably incorrect...
            name=name.."s"
        end
    elseif #wound.parts>0 and is_scar(wound.parts[0]) then
        name="Scar"
    elseif #wound.parts>0 then
        local wp=wound.parts[0]
        name=name_from_flags(wp)
    end

    return string.format("%d. %s id=%d",list_id,name,wound.id)
end
function editor_wounds:update_wounds()
    local ret={}
    for i,v in ipairs(self.trg_wounds) do
        table.insert(ret,{text=format_wound(i,v,self.target_unit),wound=v})
    end
    self.subviews.wounds:setChoices(ret)
    self.wound_list=ret
end
function editor_wounds:dirty_unit()
    print("todo: implement unit status recalculation")
end
function editor_wounds:get_cur_wound()
    local list_wid=self.subviews.wounds
    local _,choice=list_wid:getSelected()
    if choice==nil then
        qerror("Nothing selected")
    end
    local ret_wound=utils.binsearch(self.trg_wounds,choice.id,"id")
    return choice,ret_wound
end
function editor_wounds:delete_current_wound(index,choice)
   
    utils.erase_sorted(self.trg_wounds,choice.wound,"id")
    choice.wound:delete()
    self:dirty_unit()
    self:update_wounds()
end
function editor_wounds:create_new_wound()
    print("Creating")
end
function editor_wounds:edit_cur_wound(index,choice)
   
end
function editor_wounds:init( args )
    if self.target_unit==nil then
        qerror("invalid unit")
    end
    self.trg_wounds=self.target_unit.body.wounds

    self:addviews{
    widgets.List{
       
        frame = {t=0, b=1,l=1},
        view_id="wounds",
        on_submit=self:callback("edit_cur_wound"),
        on_submit2=self:callback("delete_current_wound")
    },
    widgets.Label{
                frame = { b=0,l=1},
                text ={{text= ": exit editor ",
                    key  = "LEAVESCREEN",
                    on_activate= self:callback("dismiss")},

                    {text=": edit wound ",
                    key = "SELECT"},

                    {text=": delete wound ",
                    key = "SEC_SELECT"},
                    {text=": create wound ",
                    key = "CUSTOM_CTRL_I",
                    on_activate= self:callback("create_new_wound")},

                    }
            },
        }
    self:update_wounds()
end
add_editor(editor_wounds)

------ Body editor

modifier_selector = defclass(modifier_selector, gui.FramedScreen)

function modifierString(mod)
local out = df.appearance_modifier_type[mod.type]
out = out:lower() --Make lowercase
out = out:gsub("_", " ") --Replace underscores with spaces
out = out:gsub("^%l", string.upper) --capitalises first letter

return out
end

function showModifierScreen(data)
modifier_selector{
    frame_style = gui.GREY_LINE_FRAME,
    frame_title = "Select a modifier",
    target_unit = DEFAULT_NIL,
data = data
    }:show()
end

function modifier_selector:set_value(value,index,choice)
for i,v in ipairs(choice.changes) do
self.changeType[v] = value
end
self:update_features()
end

function modifier_selector:on_select(index, choice)
dialog.showInputPrompt(modifierString(choice.mod),"Enter new value:",COLOR_WHITE,
            tostring(self.changeType[choice.changes[1]]),function(new_value)
                self:set_value(new_value,index,choice)
            end)
end

function modifier_selector:update_features()
local out = {}
for i, v in ipairs(self.partPicked.modList) do
table.insert(out, {text = (modifierString(v.modifier) .. ": " .. self.changeType[v.changes[1]]), mod = v.modifier, changes = v.changes})
end
self.subviews.modifiers:setChoices(out)
end

function modifier_selector:init( info )
self.partPicked = info.data.choice --The part that was picked in editor_body

if info.data.choice.isPart then
self.changeType = target.appearance.bp_modifiers
else
self.changeType = target.appearance.body_modifiers
end

    self:addviews{
    widgets.FilteredList{
        frame = {t=0, b=1,l=1},
        view_id="modifiers",
on_submit=self:callback("on_select")
    },
    widgets.Label{
                frame = { b=0,l=1},
                text ={{text= ": back to part selector ",
                    key  = "LEAVESCREEN",
                    on_activate= self:callback("dismiss")
                    },
                    {text=": select modifier ",
                    key = "SELECT",
                    }
                   
                    }
            },
        }

    self:update_features()
end


editor_body=defclass(editor_body,gui.FramedScreen)
editor_body.ATTRS={
    frame_style = gui.GREY_LINE_FRAME,
    frame_title = "Body modifier editor",
    target_unit = DEFAULT_NIL,
}

function editor_body:bp_links()
local out = {}
local uc = self.ucaste
for i,v in ipairs(uc.bp_appearance.part_idx) do
out[i] = {["modId"] = uc.bp_appearance.modifier_idx[i], ["partId"] = uc.bp_appearance.part_idx[i]}
end

return out
end

--Following is a relic from my original change-appearance script. There's probably a more efficient way of doing this, but I'm not in the mood to be redesigning ;P
function editor_body:make_bplist()
local ret = {}
local bpm = self.ucaste.bp_appearance.modifiers
local links = self:bp_links()
local point = {}

for i, v in ipairs(bpm) do
local mod = v

local bpmname
if #mod.noun > 0 then
bpmname = mod.noun
else
bpmname = self.ucaste.body_info.body_parts[mod.body_parts[0]].name_singular[0].value
end

local changes = {}
for i2, v2 in ipairs(mod.body_parts) do
local partId = v2
for i3, v3 in ipairs(links) do
if v3.modId == i and v3.partId == partId then
table.insert(changes, i3) --?
end
end
end

if point[bpmname] then
table.insert(ret[point[bpmname]].modList, {["modifier"] = mod, ["changes"] = changes})
else
table.insert(ret, {["name"] = bpmname, ["modList"] = {[1] = {["modifier"] = mod, ["changes"] = changes}}})
point[bpmname] = #ret --Stores the index of the name for future additions
end
end
return ret
end

function editor_body:make_bodmodlist() --Version of make_bplist() to make a spoof version for body so it can be treated the same. Only makes modList
local ret = {}
local bm = self.ucaste.body_appearance_modifiers

for i, v in ipairs(bm) do
table.insert(ret, {["modifier"] = v, ["changes"] = {[1] = i}})
end

return ret
end

function editor_body:update_features()
self.bplist = self:make_bplist()
local out = {}
local uc = self.ucaste
self.bodmodlist = self:make_bodmodlist()
--Special case of body
--First check to discover if there are any body mods
if #uc.body_appearance_modifiers > 0 then
table.insert(out, {text = "Body", modList = self.bodmodlist})
end

for i,v in ipairs(self.bplist) do
table.insert(out, {text = v.name:gsub("^%l", string.upper), modList = v.modList, isPart = true})
end

self.subviews.body:setChoices(out)
end

function editor_body:choose_cur_bp(index, choice)
local data = {["choice"] = choice}

showModifierScreen(data)
end


function editor_body:init( args )
    if self.target_unit==nil then
        qerror("invalid unit")
    end

self.urace = self.target_unit.race
self.ucritter = df.creature_raw.find(self.urace)
self.ucaste = self.ucritter.caste[self.target_unit.caste]

    self:addviews{
    widgets.FilteredList{
        choices=self.features_list,
        frame = {t=0, b=1,l=1},
        view_id="body",
on_submit=self:callback("choose_cur_bp")
    },
    widgets.Label{
                frame = { b=0,l=1},
                text ={{text= ": exit editor ",
                    key  = "LEAVESCREEN",
                    on_activate= self:callback("dismiss")
                    },
                    {text=": select feature ",
                    key = "SELECT",
                    }
                   
                    }
            },
        }

    self:update_features()
end
add_editor(editor_body)

------ Colors editor
ColorBox = defclass(ColorBox, dialog.ListBox)
ColorBox.focus_path = 'ColorBox'

ColorBox.ATTRS{
with_filter = true,
allow_none = false,
}

function showColorPrompt(title, text, tcolor, on_select, on_cancel, min_width,allow_other, data)
    ColorBox{
        frame_title = title,
        text = text,
        text_pen = tcolor,
        on_select = on_select,
        on_cancel = on_cancel,
        frame_width = min_width,
        allow_other = allow_other,
data = data
    }:show()
end

function ColorBox:update_choices()
local choices = {}
for i,v in ipairs(self.mod.pattern_index) do
table.insert(choices, {text=patternString(self.mod.pattern_index[i]), index = i})
end

self.choices = choices
if self.subviews.list then
        self.subviews.list:setChoices(self.choices)
    end
end

function ColorBox:init(info)
self.mod = info.data.mod

self.target_unit = target
self:update_choices()
end

editor_colors=defclass(editor_colors,gui.FramedScreen)
editor_colors.ATTRS={
    frame_style = gui.GREY_LINE_FRAME,
    frame_title = "Colors editor",
    target_unit = DEFAULT_NIL,
}

function getColor(id)
return df.descriptor_color.find(id)
end

function getPattern(id)
return df.descriptor_pattern.find(id)
end

function patternString(id)
local pattern = getPattern(id)
local prefix
if pattern.pattern == 0 then --Monochrome
return getColor(pattern.colors[0]).name
elseif pattern.pattern == 1 then --Stripes
prefix = "striped"
elseif pattern.pattern == 2 then --Iris_eye
return getColor(pattern.colors[2]).name .. " eyes"
elseif pattern.pattern == 3 then --Spots
prefix = "spotted" --that's a guess
elseif pattern.pattern == 4 then --Pupil_eye
return getColor(pattern.colors[2]).name .. " eyes"
elseif pattern.pattern == 5 then --mottled
prefix = "mottled"
end
local out = prefix .. " "
for i=0, #pattern.colors-1 do
if i == #pattern.colors-1 then
out = out .. "and " .. getColor(pattern.colors[i]).name
elseif i == #pattern.colors-2 then
out = out .. getColor(pattern.colors[i]).name .. " "
else
out = out .. getColor(pattern.colors[i]).name .. ", "
end
end
return out
end

function editor_colors:change_color(index,patternId)
self.target_unit.appearance.colors[index] = patternId
end

function editor_colors:update_features()
local uc = self.ucaste
local out = {}
for i,v in ipairs(uc.color_modifiers) do
table.insert(out, {text=uc.color_modifiers[i].part:gsub("^%l", string.upper), mod = uc.color_modifiers[i], index = i})
end
self.subviews.colors:setChoices(out)
end

function editor_colors:choose_cur_feature(index,choice)
self.chosenFeature = choice
local data = {ucaste = self.ucaste, mod = choice.mod} --data to pass to color prompt
showColorPrompt("Choose color", "Select features color",nil,function ( id,choice )
self:change_color(self.chosenFeature.index, choice.index)
            end,nil,nil,true, data)
end


function editor_colors:init( args )
    if self.target_unit==nil then
        qerror("invalid unit")
    end

self.urace = self.target_unit.race
self.ucritter = df.creature_raw.find(self.urace)
self.ucaste = self.ucritter.caste[self.target_unit.caste]

    self:addviews{
    widgets.FilteredList{
        choices=self.features_list,
        frame = {t=0, b=1,l=1},
        view_id="colors",
on_submit=self:callback("choose_cur_feature")
    },
    widgets.Label{
                frame = { b=0,l=1},
                text ={{text= ": exit editor ",
                    key  = "LEAVESCREEN",
                    on_activate= self:callback("dismiss")
                    },
                    {text=": select feature ",
                    key = "SELECT",
                    }
                   
                    }
            },
        }

    self:update_features()
end
add_editor(editor_colors)

-------------------------------main window----------------
unit_editor = defclass(unit_editor, gui.FramedScreen)
unit_editor.ATTRS={
    frame_style = gui.GREY_LINE_FRAME,
    frame_title = "GameMaster's unit editor",
    target_unit = DEFAULT_NIL,
    }


function unit_editor:init(args)

    self:addviews{
    widgets.FilteredList{
        choices=editors,
        on_submit=function (idx,choice)
            if choice.on_submit then
                choice.on_submit(self.target_unit)
            end
        end
    },
    widgets.Label{
                frame = { b=0,l=1},
                text ={{text= ": exit editor",
                    key  = "LEAVESCREEN",
                    on_activate= self:callback("dismiss")
                    },
                    }
            },
        }
end


unit_editor{target_unit=target}:show()
That adds Body Modifier and Color entries, which frankly I think look good enough from a first pass to be in the main version.
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Moonshine Fox

  • Bay Watcher
    • View Profile
Re: DFHack 0.43.05-r1
« Reply #133 on: July 04, 2017, 08:27:29 am »

Hmm, problem still persists even though I've removed the Weapon Traps. Mind you, the traps were not completed, they were only planned, so no one could've stepped in them.
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mifki

  • Bay Watcher
  • works secretly...
    • View Profile
    • mifki
Re: DFHack 0.43.05-r1
« Reply #134 on: July 04, 2017, 04:52:18 pm »

Hmm, problem still persists even though I've removed the Weapon Traps. Mind you, the traps were not completed, they were only planned, so no one could've stepped in them.

Try TWBT 5.xx (not Next). There's a bug in Next that may cause crashes.
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