dfhack/scripts/gui/gm-unit.lua

268 lines
7.3 KiB
Lua

-- Interface powered (somewhat user friendly) unit editor.
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
2015-07-26 03:53:48 -06:00
function editor_skills:remove_rust(skill)
--TODO
end
add_editor(editor_skills)
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------- 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)
-------------------------------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()