dfhack/plugins/lua/sort.lua

1353 lines
54 KiB
Lua

local _ENV = mkmodule('plugins.sort')
local gui = require('gui')
local overlay = require('plugins.overlay')
local setbelief = reqscript('modtools/set-belief')
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local textures = require('gui.textures')
local utils = require('utils')
local widgets = require('gui.widgets')
local GLOBAL_KEY = 'sort'
local CH_UP = string.char(30)
local CH_DN = string.char(31)
local function get_rating(val, baseline, range, highest, high, med, low)
val = val - (baseline or 0)
range = range or 100
local percentile = (math.min(range, val) * 100) // range
if percentile < (low or 25) then return percentile, COLOR_RED end
if percentile < (med or 50) then return percentile, COLOR_LIGHTRED end
if percentile < (high or 75) then return percentile, COLOR_YELLOW end
if percentile < (highest or 90) then return percentile, COLOR_GREEN end
return percentile, COLOR_LIGHTGREEN
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end
local function sort_noop(a, b)
-- this function is used as a marker and never actually gets called
error('sort_noop should not be called')
end
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local function get_name(unit)
return unit and dfhack.toSearchNormalized(dfhack.TranslateName(dfhack.units.getVisibleName(unit)))
end
local function sort_by_name_desc(unit_id_1, unit_id_2)
if unit_id_1 == unit_id_2 then return 0 end
local unit1 = df.unit.find(unit_id_1)
local unit2 = df.unit.find(unit_id_2)
if not unit1 then return -1 end
if not unit2 then return 1 end
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local name1 = get_name(unit1)
local name2 = get_name(unit2)
return utils.compare_name(name1, name2)
end
local function sort_by_name_asc(unit_id_1, unit_id_2)
if unit_id_1 == unit_id_2 then return 0 end
local unit1 = df.unit.find(unit_id_1)
local unit2 = df.unit.find(unit_id_2)
if not unit1 then return -1 end
if not unit2 then return 1 end
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local name1 = get_name(unit1)
local name2 = get_name(unit2)
return utils.compare_name(name2, name1)
end
local active_units = df.global.world.units.active
local active_idx_cache = {}
local function get_active_idx_cache()
local num_active_units = #active_units
if num_active_units == 0 or active_idx_cache[active_units[num_active_units-1].id] ~= num_active_units-1 then
active_idx_cache = {}
for i,active_unit in ipairs(active_units) do
active_idx_cache[active_unit.id] = i
end
end
return active_idx_cache
end
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local function is_original_dwarf(unit)
return df.global.plotinfo.fortress_age == unit.curse.time_on_site // 10
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end
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local WAVE_END_GAP = 10000
local function get_most_recent_wave_oldest_active_idx(cache)
local oldest_unit
for idx=#active_units-1,0,-1 do
local unit = active_units[idx]
if not dfhack.units.isCitizen(unit) then goto continue end
if oldest_unit and unit.curse.time_on_site - oldest_unit.curse.time_on_site > WAVE_END_GAP then
return cache[oldest_unit.id]
else
oldest_unit = unit
end
::continue::
end
end
-- return green for most recent wave, red for the first wave, yellow for all others
-- rating is a three digit number that indicates the (potentially approximate) order
local function get_arrival_rating(unit)
local cache = get_active_idx_cache()
local unit_active_idx = cache[unit.id]
if not unit_active_idx then return end
local most_recent_wave_oldest_active_idx = get_most_recent_wave_oldest_active_idx(cache)
if not most_recent_wave_oldest_active_idx then return end
local num_active_units = #active_units
local rating = num_active_units < 1000 and unit_active_idx or ((unit_active_idx * 1000) // #active_units)
if most_recent_wave_oldest_active_idx < unit_active_idx then
return rating, COLOR_LIGHTGREEN
end
if is_original_dwarf(unit) then
return rating, COLOR_RED
end
return rating, COLOR_YELLOW
end
local function sort_by_arrival_desc(unit_id_1, unit_id_2)
if unit_id_1 == unit_id_2 then return 0 end
local cache = get_active_idx_cache()
if not cache[unit_id_1] then return -1 end
if not cache[unit_id_2] then return 1 end
return utils.compare(cache[unit_id_2], cache[unit_id_1])
end
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local function sort_by_arrival_asc(unit_id_1, unit_id_2)
if unit_id_1 == unit_id_2 then return 0 end
local cache = get_active_idx_cache()
if not cache[unit_id_1] then return -1 end
if not cache[unit_id_2] then return 1 end
return utils.compare(cache[unit_id_1], cache[unit_id_2])
end
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local function get_stress(unit)
return unit and
unit.status.current_soul and
unit.status.current_soul.personality.stress
end
local function get_stress_rating(unit)
return get_rating(dfhack.units.getStressCategory(unit), 0, 100, 4, 3, 2, 1)
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end
local function sort_by_stress_desc(unit_id_1, unit_id_2)
if unit_id_1 == unit_id_2 then return 0 end
local unit1 = df.unit.find(unit_id_1)
local unit2 = df.unit.find(unit_id_2)
if not unit1 then return -1 end
if not unit2 then return 1 end
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local happiness1 = get_stress(unit1)
local happiness2 = get_stress(unit2)
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if happiness1 == happiness2 then
return sort_by_name_desc(unit_id_1, unit_id_2)
end
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if not happiness2 then return -1 end
if not happiness1 then return 1 end
return utils.compare(happiness2, happiness1)
end
local function sort_by_stress_asc(unit_id_1, unit_id_2)
if unit_id_1 == unit_id_2 then return 0 end
local unit1 = df.unit.find(unit_id_1)
local unit2 = df.unit.find(unit_id_2)
if not unit1 then return -1 end
if not unit2 then return 1 end
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local happiness1 = get_stress(unit1)
local happiness2 = get_stress(unit2)
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if happiness1 == happiness2 then
return sort_by_name_desc(unit_id_1, unit_id_2)
end
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if not happiness2 then return 1 end
if not happiness1 then return -1 end
return utils.compare(happiness1, happiness2)
end
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local function get_skill(skill, unit)
return unit and
unit.status.current_soul and
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(utils.binsearch(unit.status.current_soul.skills, skill, 'id'))
end
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local function get_skill_rating(skill, unit)
local uskill = get_skill(skill, unit)
if not uskill then return nil end
return get_rating(uskill.rating, 0, 100, 10, 5, 1, 0)
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end
local MELEE_WEAPON_SKILLS = {
df.job_skill.AXE,
df.job_skill.SWORD,
df.job_skill.MACE,
df.job_skill.HAMMER,
df.job_skill.SPEAR,
}
local function melee_skill_effectiveness(unit)
-- Physical attributes
local strength = dfhack.units.getPhysicalAttrValue(unit, df.physical_attribute_type.STRENGTH)
local agility = dfhack.units.getPhysicalAttrValue(unit, df.physical_attribute_type.AGILITY)
local toughness = dfhack.units.getPhysicalAttrValue(unit, df.physical_attribute_type.TOUGHNESS)
local endurance = dfhack.units.getPhysicalAttrValue(unit, df.physical_attribute_type.ENDURANCE)
local body_size_base = unit.body.size_info.size_base
-- Mental attributes
local willpower = dfhack.units.getMentalAttrValue(unit, df.mental_attribute_type.WILLPOWER)
local spatial_sense = dfhack.units.getMentalAttrValue(unit, df.mental_attribute_type.SPATIAL_SENSE)
local kinesthetic_sense = dfhack.units.getMentalAttrValue(unit, df.mental_attribute_type.KINESTHETIC_SENSE)
-- Skills
-- Finding the highest skill
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local skill_rating = 0
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for _, skill in ipairs(MELEE_WEAPON_SKILLS) do
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local melee_skill = dfhack.units.getNominalSkill(unit, skill, true)
skill_rating = math.max(skill_rating, melee_skill)
end
local melee_combat_rating = dfhack.units.getNominalSkill(unit, df.job_skill.MELEE_COMBAT, true)
local rating = skill_rating * 27000 + melee_combat_rating * 9000
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+ strength * 180 + body_size_base * 100 + kinesthetic_sense * 50 + endurance * 50
+ agility * 30 + toughness * 20 + willpower * 20 + spatial_sense * 20
return rating
end
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local function get_melee_skill_effectiveness_rating(unit)
return get_rating(melee_skill_effectiveness(unit), 350000, 2750000, 64, 52, 40, 28)
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end
local function make_sort_by_melee_skill_effectiveness_desc()
return function(unit_id_1, unit_id_2)
if unit_id_1 == unit_id_2 then return 0 end
local unit1 = df.unit.find(unit_id_1)
local unit2 = df.unit.find(unit_id_2)
if not unit1 then return -1 end
if not unit2 then return 1 end
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local rating1 = melee_skill_effectiveness(unit1)
local rating2 = melee_skill_effectiveness(unit2)
if rating1 == rating2 then return sort_by_name_desc(unit_id_1, unit_id_2) end
return utils.compare(rating2, rating1)
end
end
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local function make_sort_by_melee_skill_effectiveness_asc()
return function(unit_id_1, unit_id_2)
if unit_id_1 == unit_id_2 then return 0 end
local unit1 = df.unit.find(unit_id_1)
local unit2 = df.unit.find(unit_id_2)
if not unit1 then return -1 end
if not unit2 then return 1 end
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local rating1 = melee_skill_effectiveness(unit1)
local rating2 = melee_skill_effectiveness(unit2)
if rating1 == rating2 then return sort_by_name_desc(unit_id_1, unit_id_2) end
return utils.compare(rating1, rating2)
end
end
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local RANGED_WEAPON_SKILLS = {
df.job_skill.CROSSBOW,
}
-- Function could easily be adapted to different weapon types.
local function ranged_skill_effectiveness(unit)
-- Physical attributes
local agility = dfhack.units.getPhysicalAttrValue(unit, df.physical_attribute_type.AGILITY)
-- Mental attributes
local spatial_sense = dfhack.units.getMentalAttrValue(unit, df.mental_attribute_type.SPATIAL_SENSE)
local kinesthetic_sense = dfhack.units.getMentalAttrValue(unit, df.mental_attribute_type.KINESTHETIC_SENSE)
local focus = dfhack.units.getMentalAttrValue(unit, df.mental_attribute_type.FOCUS)
-- Skills
-- Finding the highest skill
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local skill_rating = 0
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for _, skill in ipairs(RANGED_WEAPON_SKILLS) do
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local ranged_skill = dfhack.units.getNominalSkill(unit, skill, true)
skill_rating = math.max(skill_rating, ranged_skill)
end
local ranged_combat = dfhack.units.getNominalSkill(unit, df.job_skill.RANGED_COMBAT, true)
local rating = skill_rating * 24000 + ranged_combat * 8000
+ agility * 15 + spatial_sense * 15 + kinesthetic_sense * 6 + focus * 6
return rating
end
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local function get_ranged_skill_effectiveness_rating(unit)
return get_rating(ranged_skill_effectiveness(unit), 0, 800000, 72, 52, 31, 11)
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end
local function make_sort_by_ranged_skill_effectiveness_desc()
return function(unit_id_1, unit_id_2)
if unit_id_1 == unit_id_2 then return 0 end
local unit1 = df.unit.find(unit_id_1)
local unit2 = df.unit.find(unit_id_2)
if not unit1 then return -1 end
if not unit2 then return 1 end
local rating1 = ranged_skill_effectiveness(unit1)
local rating2 = ranged_skill_effectiveness(unit2)
if rating1 == rating2 then return sort_by_name_desc(unit_id_1, unit_id_2) end
return utils.compare(rating2, rating1)
end
end
local function make_sort_by_ranged_skill_effectiveness_asc()
return function(unit_id_1, unit_id_2)
if unit_id_1 == unit_id_2 then return 0 end
local unit1 = df.unit.find(unit_id_1)
local unit2 = df.unit.find(unit_id_2)
if not unit1 then return -1 end
if not unit2 then return 1 end
local rating1 = ranged_skill_effectiveness(unit1)
local rating2 = ranged_skill_effectiveness(unit2)
if rating1 == rating2 then return sort_by_name_desc(unit_id_1, unit_id_2) end
return utils.compare(rating1, rating2)
end
end
local function make_sort_by_skill_desc(sort_skill)
return function(unit_id_1, unit_id_2)
if unit_id_1 == unit_id_2 then return 0 end
if unit_id_1 == -1 then return -1 end
if unit_id_2 == -1 then return 1 end
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local s1 = get_skill(sort_skill, df.unit.find(unit_id_1))
local s2 = get_skill(sort_skill, df.unit.find(unit_id_2))
if s1 == s2 then return sort_by_name_desc(unit_id_1, unit_id_2) end
if not s2 then return -1 end
if not s1 then return 1 end
if s1.rating ~= s2.rating then
return utils.compare(s2.rating, s1.rating)
end
if s1.experience ~= s2.experience then
return utils.compare(s2.experience, s1.experience)
end
return sort_by_name_desc(unit_id_1, unit_id_2)
end
end
local function make_sort_by_skill_asc(sort_skill)
return function(unit_id_1, unit_id_2)
if unit_id_1 == unit_id_2 then return 0 end
if unit_id_1 == -1 then return -1 end
if unit_id_2 == -1 then return 1 end
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local s1 = get_skill(sort_skill, df.unit.find(unit_id_1))
local s2 = get_skill(sort_skill, df.unit.find(unit_id_2))
if s1 == s2 then return sort_by_name_desc(unit_id_1, unit_id_2) end
if not s2 then return 1 end
if not s1 then return -1 end
if s1.rating ~= s2.rating then
return utils.compare(s1.rating, s2.rating)
end
if s1.experience ~= s2.experience then
return utils.compare(s1.experience, s2.experience)
end
return sort_by_name_desc(unit_id_1, unit_id_2)
end
end
-- Statistical rating that is higher for dwarves that are mentally stable
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local function get_mental_stability(unit)
local altruism = unit.status.current_soul.personality.traits.ALTRUISM
local anxiety_propensity = unit.status.current_soul.personality.traits.ANXIETY_PROPENSITY
local bravery = unit.status.current_soul.personality.traits.BRAVERY
local cheer_propensity = unit.status.current_soul.personality.traits.CHEER_PROPENSITY
local curious = unit.status.current_soul.personality.traits.CURIOUS
local discord = unit.status.current_soul.personality.traits.DISCORD
local dutifulness = unit.status.current_soul.personality.traits.DUTIFULNESS
local emotionally_obsessive = unit.status.current_soul.personality.traits.EMOTIONALLY_OBSESSIVE
local humor = unit.status.current_soul.personality.traits.HUMOR
local love_propensity = unit.status.current_soul.personality.traits.LOVE_PROPENSITY
local perseverence = unit.status.current_soul.personality.traits.PERSEVERENCE
local politeness = unit.status.current_soul.personality.traits.POLITENESS
local privacy = unit.status.current_soul.personality.traits.PRIVACY
local stress_vulnerability = unit.status.current_soul.personality.traits.STRESS_VULNERABILITY
local tolerant = unit.status.current_soul.personality.traits.TOLERANT
local craftsmanship = setbelief.getUnitBelief(unit, df.value_type['CRAFTSMANSHIP'])
local family = setbelief.getUnitBelief(unit, df.value_type['FAMILY'])
local harmony = setbelief.getUnitBelief(unit, df.value_type['HARMONY'])
local independence = setbelief.getUnitBelief(unit, df.value_type['INDEPENDENCE'])
local knowledge = setbelief.getUnitBelief(unit, df.value_type['KNOWLEDGE'])
local leisure_time = setbelief.getUnitBelief(unit, df.value_type['LEISURE_TIME'])
local nature = setbelief.getUnitBelief(unit, df.value_type['NATURE'])
local skill = setbelief.getUnitBelief(unit, df.value_type['SKILL'])
-- calculate the rating using the defined variables
local rating = (craftsmanship * -0.01) + (family * -0.09) + (harmony * 0.05)
+ (independence * 0.06) + (knowledge * -0.30) + (leisure_time * 0.24)
+ (nature * 0.27) + (skill * -0.21) + (altruism * 0.13)
+ (anxiety_propensity * -0.06) + (bravery * 0.06)
+ (cheer_propensity * 0.41) + (curious * -0.06) + (discord * 0.14)
+ (dutifulness * -0.03) + (emotionally_obsessive * -0.13)
+ (humor * -0.05) + (love_propensity * 0.15) + (perseverence * -0.07)
+ (politeness * -0.14) + (privacy * 0.03) + (stress_vulnerability * -0.20)
+ (tolerant * -0.11)
return rating
end
local function sort_by_mental_stability_desc(unit_id_1, unit_id_2)
if unit_id_1 == unit_id_2 then return 0 end
local unit1 = df.unit.find(unit_id_1)
local unit2 = df.unit.find(unit_id_2)
if not unit1 then return -1 end
if not unit2 then return 1 end
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local rating1 = get_mental_stability(unit1)
local rating2 = get_mental_stability(unit2)
if rating1 == rating2 then
-- sorting by stress is opposite
-- more mental stable dwarves should have less stress
return sort_by_stress_asc(unit_id_1, unit_id_2)
end
return utils.compare(rating2, rating1)
end
local function sort_by_mental_stability_asc(unit_id_1, unit_id_2)
if unit_id_1 == unit_id_2 then return 0 end
local unit1 = df.unit.find(unit_id_1)
local unit2 = df.unit.find(unit_id_2)
if not unit1 then return -1 end
if not unit2 then return 1 end
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local rating1 = get_mental_stability(unit1)
local rating2 = get_mental_stability(unit2)
if rating1 == rating2 then
return sort_by_stress_desc(unit_id_1, unit_id_2)
end
return utils.compare(rating1, rating2)
end
-- Statistical rating that is higher for more potent dwarves in long run melee military training
-- Rating considers fighting melee opponents
-- Wounds are not considered!
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local function get_melee_combat_potential(unit)
-- Physical attributes
local strength = unit.body.physical_attrs.STRENGTH.max_value
local agility = unit.body.physical_attrs.AGILITY.max_value
local toughness = unit.body.physical_attrs.TOUGHNESS.max_value
local endurance = unit.body.physical_attrs.ENDURANCE.max_value
local body_size_base = unit.body.size_info.size_base
-- Mental attributes
local willpower = unit.status.current_soul.mental_attrs.WILLPOWER.max_value
local spatial_sense = unit.status.current_soul.mental_attrs.SPATIAL_SENSE.max_value
local kinesthetic_sense = unit.status.current_soul.mental_attrs.KINESTHETIC_SENSE.max_value
-- melee combat potential rating
local rating = strength * 264 + endurance * 84 + body_size_base * 77 + kinesthetic_sense * 74
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+ agility * 33 + willpower * 31 + spatial_sense * 27 + toughness * 25
return rating
end
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local function get_melee_combat_potential_rating(unit)
return get_rating(get_melee_combat_potential(unit), 300000, 2600000, 81, 64, 46, 29)
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end
local function sort_by_melee_combat_potential_desc(unit_id_1, unit_id_2)
if unit_id_1 == unit_id_2 then return 0 end
local unit1 = df.unit.find(unit_id_1)
local unit2 = df.unit.find(unit_id_2)
if not unit1 then return -1 end
if not unit2 then return 1 end
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local rating1 = get_melee_combat_potential(unit1)
local rating2 = get_melee_combat_potential(unit2)
if rating1 == rating2 then
return sort_by_mental_stability_desc(unit_id_1, unit_id_2)
end
return utils.compare(rating2, rating1)
end
local function sort_by_melee_combat_potential_asc(unit_id_1, unit_id_2)
if unit_id_1 == unit_id_2 then return 0 end
local unit1 = df.unit.find(unit_id_1)
local unit2 = df.unit.find(unit_id_2)
if not unit1 then return -1 end
if not unit2 then return 1 end
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local rating1 = get_melee_combat_potential(unit1)
local rating2 = get_melee_combat_potential(unit2)
if rating1 == rating2 then
return sort_by_mental_stability_asc(unit_id_1, unit_id_2)
end
return utils.compare(rating1, rating2)
end
-- Statistical rating that is higher for more potent dwarves in long run ranged military training
-- Wounds are not considered!
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local function get_ranged_combat_potential(unit)
-- Physical attributes
local agility = unit.body.physical_attrs.AGILITY.max_value
-- Mental attributes
local focus = unit.status.current_soul.mental_attrs.FOCUS.max_value
local spatial_sense = unit.status.current_soul.mental_attrs.SPATIAL_SENSE.max_value
local kinesthetic_sense = unit.status.current_soul.mental_attrs.KINESTHETIC_SENSE.max_value
-- ranged combat potential formula
local rating = agility * 5 + kinesthetic_sense * 2 + spatial_sense * 5 + focus * 2
return rating
end
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local function get_ranged_combat_potential_rating(unit)
return get_rating(get_ranged_combat_potential(unit), 0, 70000, 73, 57, 41, 25)
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end
local function sort_by_ranged_combat_potential_desc(unit_id_1, unit_id_2)
if unit_id_1 == unit_id_2 then return 0 end
local unit1 = df.unit.find(unit_id_1)
local unit2 = df.unit.find(unit_id_2)
if not unit1 then return -1 end
if not unit2 then return 1 end
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local rating1 = get_ranged_combat_potential(unit1)
local rating2 = get_ranged_combat_potential(unit2)
if rating1 == rating2 then
return sort_by_mental_stability_desc(unit_id_1, unit_id_2)
end
return utils.compare(rating2, rating1)
end
local function sort_by_ranged_combat_potential_asc(unit_id_1, unit_id_2)
if unit_id_1 == unit_id_2 then return 0 end
local unit1 = df.unit.find(unit_id_1)
local unit2 = df.unit.find(unit_id_2)
if not unit1 then return -1 end
if not unit2 then return 1 end
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local rating1 = get_ranged_combat_potential(unit1)
local rating2 = get_ranged_combat_potential(unit2)
if rating1 == rating2 then
return sort_by_mental_stability_asc(unit_id_1, unit_id_2)
end
return utils.compare(rating1, rating2)
end
local function get_need(unit)
if not unit or not unit.status.current_soul then return end
for _, need in ipairs(unit.status.current_soul.personality.needs) do
if need.id == df.need_type.MartialTraining and need.focus_level < 0 then
return -need.focus_level
end
end
end
local function get_need_rating(unit)
local focus_level = get_need(unit)
if not focus_level then return end
-- convert to stress ratings so we can use stress faces as labels
if focus_level > 100000 then return 0 end
if focus_level > 10000 then return 1 end
if focus_level > 1000 then return 2 end
if focus_level > 100 then return 3 end
return 6
end
local function sort_by_need_desc(unit_id_1, unit_id_2)
if unit_id_1 == unit_id_2 then return 0 end
local unit1 = df.unit.find(unit_id_1)
local unit2 = df.unit.find(unit_id_2)
if not unit1 then return -1 end
if not unit2 then return 1 end
local rating1 = get_need(unit1)
local rating2 = get_need(unit2)
if rating1 == rating2 then
return sort_by_stress_desc(unit_id_1, unit_id_2)
end
if not rating2 then return -1 end
if not rating1 then return 1 end
return utils.compare(rating2, rating1)
end
local function sort_by_need_asc(unit_id_1, unit_id_2)
if unit_id_1 == unit_id_2 then return 0 end
local unit1 = df.unit.find(unit_id_1)
local unit2 = df.unit.find(unit_id_2)
if not unit1 then return -1 end
if not unit2 then return 1 end
local rating1 = get_need(unit1)
local rating2 = get_need(unit2)
if rating1 == rating2 then
return sort_by_stress_asc(unit_id_1, unit_id_2)
end
if not rating2 then return 1 end
if not rating1 then return -1 end
return utils.compare(rating1, rating2)
end
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local sort_by_any_melee_desc=make_sort_by_melee_skill_effectiveness_desc()
local sort_by_any_melee_asc=make_sort_by_melee_skill_effectiveness_asc()
local sort_by_any_ranged_desc=make_sort_by_ranged_skill_effectiveness_desc()
local sort_by_any_ranged_asc=make_sort_by_ranged_skill_effectiveness_asc()
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local sort_by_teacher_desc=make_sort_by_skill_desc(df.job_skill.TEACHING)
local sort_by_teacher_asc=make_sort_by_skill_asc(df.job_skill.TEACHING)
local sort_by_tactics_desc=make_sort_by_skill_desc(df.job_skill.MILITARY_TACTICS)
local sort_by_tactics_asc=make_sort_by_skill_asc(df.job_skill.MILITARY_TACTICS)
local sort_by_axe_desc=make_sort_by_skill_desc(df.job_skill.AXE)
local sort_by_axe_asc=make_sort_by_skill_asc(df.job_skill.AXE)
local sort_by_sword_desc=make_sort_by_skill_desc(df.job_skill.SWORD)
local sort_by_sword_asc=make_sort_by_skill_asc(df.job_skill.SWORD)
local sort_by_mace_desc=make_sort_by_skill_desc(df.job_skill.MACE)
local sort_by_mace_asc=make_sort_by_skill_asc(df.job_skill.MACE)
local sort_by_hammer_desc=make_sort_by_skill_desc(df.job_skill.HAMMER)
local sort_by_hammer_asc=make_sort_by_skill_asc(df.job_skill.HAMMER)
local sort_by_spear_desc=make_sort_by_skill_desc(df.job_skill.SPEAR)
local sort_by_spear_asc=make_sort_by_skill_asc(df.job_skill.SPEAR)
local sort_by_crossbow_desc=make_sort_by_skill_desc(df.job_skill.CROSSBOW)
local sort_by_crossbow_asc=make_sort_by_skill_asc(df.job_skill.CROSSBOW)
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local SORT_LIBRARY = {
{label='melee effectiveness', desc_fn=sort_by_any_melee_desc, asc_fn=sort_by_any_melee_asc, rating_fn=get_melee_skill_effectiveness_rating},
{label='ranged effectiveness', desc_fn=sort_by_any_ranged_desc, asc_fn=sort_by_any_ranged_asc, rating_fn=get_ranged_skill_effectiveness_rating},
{label='name', desc_fn=sort_by_name_desc, asc_fn=sort_by_name_asc},
{label='teacher skill', desc_fn=sort_by_teacher_desc, asc_fn=sort_by_teacher_asc, rating_fn=curry(get_skill_rating, df.job_skill.TEACHING)},
{label='tactics skill', desc_fn=sort_by_tactics_desc, asc_fn=sort_by_tactics_asc, rating_fn=curry(get_skill_rating, df.job_skill.MILITARY_TACTICS)},
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{label='arrival order', desc_fn=sort_by_arrival_desc, asc_fn=sort_by_arrival_asc, rating_fn=get_arrival_rating},
{label='stress level', desc_fn=sort_by_stress_desc, asc_fn=sort_by_stress_asc, rating_fn=get_stress_rating, use_stress_faces=true},
{label='need for training', desc_fn=sort_by_need_desc, asc_fn=sort_by_need_asc, rating_fn=get_need_rating, use_stress_faces=true},
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{label='axe skill', desc_fn=sort_by_axe_desc, asc_fn=sort_by_axe_asc, rating_fn=curry(get_skill_rating, df.job_skill.AXE)},
{label='sword skill', desc_fn=sort_by_sword_desc, asc_fn=sort_by_sword_asc, rating_fn=curry(get_skill_rating, df.job_skill.SWORD)},
{label='mace skill', desc_fn=sort_by_mace_desc, asc_fn=sort_by_mace_asc, rating_fn=curry(get_skill_rating, df.job_skill.MACE)},
{label='hammer skill', desc_fn=sort_by_hammer_desc, asc_fn=sort_by_hammer_asc, rating_fn=curry(get_skill_rating, df.job_skill.HAMMER)},
{label='spear skill', desc_fn=sort_by_spear_desc, asc_fn=sort_by_spear_asc, rating_fn=curry(get_skill_rating, df.job_skill.SPEAR)},
{label='crossbow skill', desc_fn=sort_by_crossbow_desc, asc_fn=sort_by_crossbow_asc, rating_fn=curry(get_skill_rating, df.job_skill.CROSSBOW)},
{label='melee potential', desc_fn=sort_by_melee_combat_potential_desc, asc_fn=sort_by_melee_combat_potential_asc, rating_fn=get_melee_combat_potential_rating},
{label='ranged potential', desc_fn=sort_by_ranged_combat_potential_desc, asc_fn=sort_by_ranged_combat_potential_asc, rating_fn=get_ranged_combat_potential_rating},
}
local RATING_FNS = {}
local STRESS_FACE_FNS = {}
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for _, opt in ipairs(SORT_LIBRARY) do
RATING_FNS[opt.desc_fn] = opt.rating_fn
RATING_FNS[opt.asc_fn] = opt.rating_fn
if opt.use_stress_faces then
STRESS_FACE_FNS[opt.desc_fn] = true
STRESS_FACE_FNS[opt.asc_fn] = true
end
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end
-- ----------------------
-- SquadAssignmentOverlay
--
SquadAssignmentOverlay = defclass(SquadAssignmentOverlay, overlay.OverlayWidget)
SquadAssignmentOverlay.ATTRS{
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default_pos={x=18, y=5},
default_enabled=true,
viewscreens='dwarfmode/UnitSelector/SQUAD_FILL_POSITION',
version='2',
frame={w=38, h=31},
}
-- allow initial spacebar or two successive spacebars to fall through and
-- pause/unpause the game
local function search_on_char(ch, text)
if ch == ' ' then return text:match('%S$') end
return ch:match('[%l _-]')
end
function SquadAssignmentOverlay:init()
self.dirty = true
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local sort_options = {}
for _, opt in ipairs(SORT_LIBRARY) do
table.insert(sort_options, {
label=opt.label..CH_DN,
value=opt.desc_fn,
pen=COLOR_GREEN,
})
table.insert(sort_options, {
label=opt.label..CH_UP,
value=opt.asc_fn,
pen=COLOR_YELLOW,
})
end
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local main_panel = widgets.Panel{
frame={l=0, r=0, t=0, b=0},
frame_style=gui.FRAME_PANEL,
frame_background=gui.CLEAR_PEN,
autoarrange_subviews=true,
autoarrange_gap=1,
}
main_panel:addviews{
widgets.EditField{
view_id='search',
frame={l=0},
label_text='Search: ',
on_char=search_on_char,
on_change=function() self:refresh_list() end,
},
widgets.Panel{
frame={l=0, r=0, h=15},
frame_style=gui.FRAME_INTERIOR,
subviews={
widgets.CycleHotkeyLabel{
view_id='sort',
frame={t=0, l=0},
label='Sort by:',
key='CUSTOM_SHIFT_S',
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options=sort_options,
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initial_option=sort_by_any_melee_desc,
on_change=self:callback('refresh_list', 'sort'),
},
widgets.CycleHotkeyLabel{
view_id='sort_any_melee',
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frame={t=2, l=0, w=11},
options={
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{label='melee eff.', value=sort_noop},
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{label='melee eff.'..CH_DN, value=sort_by_any_melee_desc, pen=COLOR_GREEN},
{label='melee eff.'..CH_UP, value=sort_by_any_melee_asc, pen=COLOR_YELLOW},
},
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initial_option=sort_by_any_melee_desc,
option_gap=0,
on_change=self:callback('refresh_list', 'sort_any_melee'),
},
widgets.CycleHotkeyLabel{
view_id='sort_any_ranged',
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frame={t=2, r=8, w=12},
options={
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{label='ranged eff.', value=sort_noop},
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{label='ranged eff.'..CH_DN, value=sort_by_any_ranged_desc, pen=COLOR_GREEN},
{label='ranged eff.'..CH_UP, value=sort_by_any_ranged_asc, pen=COLOR_YELLOW},
},
option_gap=0,
on_change=self:callback('refresh_list', 'sort_any_ranged'),
},
widgets.CycleHotkeyLabel{
view_id='sort_name',
frame={t=2, r=0, w=5},
options={
{label='name', value=sort_noop},
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{label='name'..CH_DN, value=sort_by_name_desc, pen=COLOR_GREEN},
{label='name'..CH_UP, value=sort_by_name_asc, pen=COLOR_YELLOW},
},
option_gap=0,
on_change=self:callback('refresh_list', 'sort_name'),
},
widgets.CycleHotkeyLabel{
view_id='sort_teacher',
frame={t=4, l=0, w=8},
options={
{label='teacher', value=sort_noop},
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{label='teacher'..CH_DN, value=sort_by_teacher_desc, pen=COLOR_GREEN},
{label='teacher'..CH_UP, value=sort_by_teacher_asc, pen=COLOR_YELLOW},
},
option_gap=0,
on_change=self:callback('refresh_list', 'sort_teacher'),
},
widgets.CycleHotkeyLabel{
view_id='sort_tactics',
frame={t=4, l=10, w=8},
options={
{label='tactics', value=sort_noop},
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{label='tactics'..CH_DN, value=sort_by_tactics_desc, pen=COLOR_GREEN},
{label='tactics'..CH_UP, value=sort_by_tactics_asc, pen=COLOR_YELLOW},
},
option_gap=0,
on_change=self:callback('refresh_list', 'sort_tactics'),
},
widgets.CycleHotkeyLabel{
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view_id='sort_arrival',
frame={t=4, r=0, w=14},
options={
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{label='arrival order', value=sort_noop},
{label='arrival order'..CH_DN, value=sort_by_arrival_desc, pen=COLOR_GREEN},
{label='arrival order'..CH_UP, value=sort_by_arrival_asc, pen=COLOR_YELLOW},
},
option_gap=0,
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on_change=self:callback('refresh_list', 'sort_arrival'),
},
widgets.CycleHotkeyLabel{
view_id='sort_stress',
frame={t=6, l=0, w=7},
options={
{label='stress', value=sort_noop},
{label='stress'..CH_DN, value=sort_by_stress_desc, pen=COLOR_GREEN},
{label='stress'..CH_UP, value=sort_by_stress_asc, pen=COLOR_YELLOW},
},
option_gap=0,
on_change=self:callback('refresh_list', 'sort_stress'),
},
widgets.CycleHotkeyLabel{
view_id='sort_need',
frame={t=6, r=0, w=18},
options={
{label='need for training', value=sort_noop},
{label='need for training'..CH_DN, value=sort_by_need_desc, pen=COLOR_GREEN},
{label='need for training'..CH_UP, value=sort_by_need_asc, pen=COLOR_YELLOW},
},
option_gap=0,
on_change=self:callback('refresh_list', 'sort_need'),
},
widgets.CycleHotkeyLabel{
view_id='sort_axe',
frame={t=8, l=0, w=4},
options={
{label='axe', value=sort_noop},
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{label='axe'..CH_DN, value=sort_by_axe_desc, pen=COLOR_GREEN},
{label='axe'..CH_UP, value=sort_by_axe_asc, pen=COLOR_YELLOW},
},
option_gap=0,
on_change=self:callback('refresh_list', 'sort_axe'),
},
widgets.CycleHotkeyLabel{
view_id='sort_sword',
frame={t=8, w=6},
options={
{label='sword', value=sort_noop},
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{label='sword'..CH_DN, value=sort_by_sword_desc, pen=COLOR_GREEN},
{label='sword'..CH_UP, value=sort_by_sword_asc, pen=COLOR_YELLOW},
},
option_gap=0,
on_change=self:callback('refresh_list', 'sort_sword'),
},
widgets.CycleHotkeyLabel{
view_id='sort_mace',
frame={t=8, r=0, w=5},
options={
{label='mace', value=sort_noop},
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{label='mace'..CH_DN, value=sort_by_mace_desc, pen=COLOR_GREEN},
{label='mace'..CH_UP, value=sort_by_mace_asc, pen=COLOR_YELLOW},
},
option_gap=0,
on_change=self:callback('refresh_list', 'sort_mace'),
},
widgets.CycleHotkeyLabel{
view_id='sort_hammer',
frame={t=10, l=0, w=7},
options={
{label='hammer', value=sort_noop},
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{label='hammer'..CH_DN, value=sort_by_hammer_desc, pen=COLOR_GREEN},
{label='hammer'..CH_UP, value=sort_by_hammer_asc, pen=COLOR_YELLOW},
},
option_gap=0,
on_change=self:callback('refresh_list', 'sort_hammer'),
},
widgets.CycleHotkeyLabel{
view_id='sort_spear',
frame={t=10, w=6},
options={
{label='spear', value=sort_noop},
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{label='spear'..CH_DN, value=sort_by_spear_desc, pen=COLOR_GREEN},
{label='spear'..CH_UP, value=sort_by_spear_asc, pen=COLOR_YELLOW},
},
option_gap=0,
on_change=self:callback('refresh_list', 'sort_spear'),
},
widgets.CycleHotkeyLabel{
view_id='sort_crossbow',
frame={t=10, r=0, w=9},
options={
{label='crossbow', value=sort_noop},
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{label='crossbow'..CH_DN, value=sort_by_crossbow_desc, pen=COLOR_GREEN},
{label='crossbow'..CH_UP, value=sort_by_crossbow_asc, pen=COLOR_YELLOW},
},
option_gap=0,
on_change=self:callback('refresh_list', 'sort_crossbow'),
},
widgets.CycleHotkeyLabel{
view_id='sort_melee_combat_potential',
frame={t=12, l=0, w=16},
options={
{label='melee potential', value=sort_noop},
{label='melee potential'..CH_DN, value=sort_by_melee_combat_potential_desc, pen=COLOR_GREEN},
{label='melee potential'..CH_UP, value=sort_by_melee_combat_potential_asc, pen=COLOR_YELLOW},
},
option_gap=0,
on_change=self:callback('refresh_list', 'sort_melee_combat_potential'),
},
widgets.CycleHotkeyLabel{
view_id='sort_ranged_combat_potential',
frame={t=12, r=0, w=17},
options={
{label='ranged potential', value=sort_noop},
{label='ranged potential'..CH_DN, value=sort_by_ranged_combat_potential_desc, pen=COLOR_GREEN},
{label='ranged potential'..CH_UP, value=sort_by_ranged_combat_potential_asc, pen=COLOR_YELLOW},
},
option_gap=0,
on_change=self:callback('refresh_list', 'sort_ranged_combat_potential'),
},
},
},
widgets.CycleHotkeyLabel{
view_id='military',
frame={l=0},
key='CUSTOM_SHIFT_Q',
label='Units in other squads:',
options={
{label='Include', value='include', pen=COLOR_GREEN},
{label='Only', value='only', pen=COLOR_YELLOW},
{label='Exclude', value='exclude', pen=COLOR_RED},
},
initial_option='include',
on_change=function() self:refresh_list() end,
},
widgets.CycleHotkeyLabel{
view_id='officials',
frame={l=0},
key='CUSTOM_SHIFT_O',
label='Appointed officials:',
options={
{label='Include', value='include', pen=COLOR_GREEN},
{label='Only', value='only', pen=COLOR_YELLOW},
{label='Exclude', value='exclude', pen=COLOR_RED},
},
initial_option='include',
on_change=function() self:refresh_list() end,
},
widgets.CycleHotkeyLabel{
view_id='nobles',
frame={l=0, w=20},
key='CUSTOM_SHIFT_N',
label='Nobility:',
options={
{label='Include', value='include', pen=COLOR_GREEN},
{label='Only', value='only', pen=COLOR_YELLOW},
{label='Exclude', value='exclude', pen=COLOR_RED},
},
initial_option='include',
on_change=function() self:refresh_list() end,
},
widgets.CycleHotkeyLabel{
view_id='infant',
frame={l=0},
key='CUSTOM_SHIFT_M',
label='Mothers with infants:',
options={
{label='Include', value='include', pen=COLOR_GREEN},
{label='Only', value='only', pen=COLOR_YELLOW},
{label='Exclude', value='exclude', pen=COLOR_RED},
},
initial_option='include',
on_change=function() self:refresh_list() end,
},
widgets.CycleHotkeyLabel{
view_id='unstable',
frame={l=0},
key='CUSTOM_SHIFT_F',
label='Weak mental fortitude:',
options={
{label='Include', value='include', pen=COLOR_GREEN},
{label='Only', value='only', pen=COLOR_YELLOW},
{label='Exclude', value='exclude', pen=COLOR_RED},
},
initial_option='include',
on_change=function() self:refresh_list() end,
},
widgets.CycleHotkeyLabel{
view_id='maimed',
frame={l=0},
key='CUSTOM_SHIFT_I',
label='Critically injured:',
options={
{label='Include', value='include', pen=COLOR_GREEN},
{label='Only', value='only', pen=COLOR_YELLOW},
{label='Exclude', value='exclude', pen=COLOR_RED},
},
initial_option='include',
on_change=function() self:refresh_list() end,
},
}
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self:addviews{
main_panel,
widgets.HelpButton{
frame={t=0, r=1},
command='sort',
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},
}
end
local function normalize_search_key(search_key)
local out = ''
for c in dfhack.toSearchNormalized(search_key):gmatch("[%w%s]") do
out = out .. c:lower()
end
return out
end
local function is_in_military(unit)
return unit.military.squad_id > -1
end
local function is_elected_or_appointed_official(unit)
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for _,occupation in ipairs(unit.occupations) do
if occupation.type ~= df.occupation_type.MERCENARY then
return true
end
end
for _, noble_pos in ipairs(dfhack.units.getNoblePositions(unit) or {}) do
if noble_pos.position.flags.ELECTED or
(noble_pos.position.mandate_max == 0 and noble_pos.position.demand_max == 0)
then
return true
end
end
return false
end
local function is_nobility(unit)
for _, noble_pos in ipairs(dfhack.units.getNoblePositions(unit) or {}) do
if not noble_pos.position.flags.ELECTED and
(noble_pos.position.mandate_max > 0 or noble_pos.position.demand_max > 0)
then
return true
end
end
return false
end
local function has_infant(unit)
for _, baby in ipairs(df.global.world.units.other.ANY_BABY2) do
if baby.relationship_ids.Mother == unit.id then
return true
end
end
return false
end
local function is_unstable(unit)
-- stddev percentiles are 61, 48, 35, 23
-- let's go with one stddev below the mean (35) as the cutoff
local _, color = get_rating(get_mental_stability(unit), -40, 80, 35, 0, 0, 0)
return color ~= COLOR_LIGHTGREEN
end
local function is_maimed(unit)
return not unit.flags2.vision_good or
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unit.status2.limbs_grasp_count < 2 or
unit.status2.limbs_stand_count == 0
end
local function filter_matches(unit_id, filter)
if unit_id == -1 then return true end
local unit = df.unit.find(unit_id)
if not unit then return false end
if filter.military == 'only' and not is_in_military(unit) then return false end
if filter.military == 'exclude' and is_in_military(unit) then return false end
if filter.officials == 'only' and not is_elected_or_appointed_official(unit) then return false end
if filter.officials == 'exclude' and is_elected_or_appointed_official(unit) then return false end
if filter.nobles == 'only' and not is_nobility(unit) then return false end
if filter.nobles == 'exclude' and is_nobility(unit) then return false end
if filter.infant == 'only' and not has_infant(unit) then return false end
if filter.infant == 'exclude' and has_infant(unit) then return false end
if filter.unstable == 'only' and not is_unstable(unit) then return false end
if filter.unstable == 'exclude' and is_unstable(unit) then return false end
if filter.maimed == 'only' and not is_maimed(unit) then return false end
if filter.maimed == 'exclude' and is_maimed(unit) then return false end
if #filter.search == 0 then return true end
local search_key = dfhack.TranslateName(dfhack.units.getVisibleName(unit))
return normalize_search_key(search_key):find(dfhack.toSearchNormalized(filter.search))
end
local function is_noop_filter(filter)
return #filter.search == 0 and
filter.military == 'include' and
filter.officials == 'include' and
filter.nobles == 'include' and
filter.infant == 'include' and
filter.unstable == 'include' and
filter.maimed == 'include'
end
local function is_filter_equal(a, b)
return a.search == b.search and
a.military == b.military and
a.officials == b.officials and
a.nobles == b.nobles and
a.infant == b.infant and
a.unstable == b.unstable and
a.maimed == b.maimed
end
local unit_selector = df.global.game.main_interface.unit_selector
-- this function uses the unused itemid and selected vectors to keep state,
-- taking advantage of the fact that they are reset by DF when the list of units changes
local function filter_vector(filter, prev_filter)
local unid_is_filtered = #unit_selector.selected >= 0 and unit_selector.selected[0] ~= 0
if is_noop_filter(filter) or #unit_selector.selected == 0 then
if not unid_is_filtered then
-- we haven't modified the unid vector; nothing to do here
return
end
-- restore the unid vector
unit_selector.unid:assign(unit_selector.itemid)
-- clear our "we meddled" flag
unit_selector.selected[0] = 0
return
end
if unid_is_filtered and is_filter_equal(filter, prev_filter) then
-- filter hasn't changed; we don't need to refilter
return
end
if unid_is_filtered then
-- restore the unid vector
unit_selector.unid:assign(unit_selector.itemid)
else
-- save the unid vector and set our meddle flag
unit_selector.itemid:assign(unit_selector.unid)
unit_selector.selected[0] = 1
end
-- do the actual filtering
for idx=#unit_selector.unid-1,0,-1 do
if not filter_matches(unit_selector.unid[idx], filter) then
unit_selector.unid:erase(idx)
end
end
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-- fix up scroll position if it would be off the end of the list
if unit_selector.scroll_position + 10 > #unit_selector.unid then
unit_selector.scroll_position = math.max(0, #unit_selector.unid - 10)
end
end
local use_stress_faces = false
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local rating_annotations = {}
local function annotate_visible_units(sort_fn)
use_stress_faces = STRESS_FACE_FNS[sort_fn]
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rating_annotations = {}
rating_fn = RATING_FNS[sort_fn]
local max_idx = math.min(#unit_selector.unid-1, unit_selector.scroll_position+9)
for idx = unit_selector.scroll_position, max_idx do
local annotation_idx = idx - unit_selector.scroll_position + 1
local unit = df.unit.find(unit_selector.unid[idx])
rating_annotations[annotation_idx] = nil
if unit and rating_fn then
local val, color = rating_fn(unit)
if val then
rating_annotations[annotation_idx] = {val=val, color=color}
end
end
end
end
local SORT_WIDGET_NAMES = {
'sort',
'sort_any_melee',
'sort_any_ranged',
'sort_name',
'sort_teacher',
'sort_tactics',
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'sort_arrival',
'sort_stress',
'sort_need',
'sort_axe',
'sort_sword',
'sort_mace',
'sort_hammer',
'sort_spear',
'sort_crossbow',
'sort_melee_combat_potential',
'sort_ranged_combat_potential',
}
function SquadAssignmentOverlay:refresh_list(sort_widget, sort_fn)
sort_widget = sort_widget or 'sort'
sort_fn = sort_fn or self.subviews.sort:getOptionValue()
if sort_fn == sort_noop then
self.subviews[sort_widget]:cycle()
return
end
for _,widget_name in ipairs(SORT_WIDGET_NAMES) do
self.subviews[widget_name]:setOption(sort_fn)
end
local filter = {
search=self.subviews.search.text,
military=self.subviews.military:getOptionValue(),
officials=self.subviews.officials:getOptionValue(),
nobles=self.subviews.nobles:getOptionValue(),
infant=self.subviews.infant:getOptionValue(),
unstable=self.subviews.unstable:getOptionValue(),
maimed=self.subviews.maimed:getOptionValue(),
}
filter_vector(filter, self.prev_filter or {})
self.prev_filter = filter
utils.sort_vector(unit_selector.unid, nil, sort_fn)
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annotate_visible_units(sort_fn)
self.saved_scroll_position = unit_selector.scroll_position
end
function SquadAssignmentOverlay:onInput(keys)
if keys._MOUSE_R or (keys._MOUSE_L and not self:getMouseFramePos()) then
-- if any click is made outside of our window, we may need to refresh our list
self.dirty = true
end
return SquadAssignmentOverlay.super.onInput(self, keys)
end
function SquadAssignmentOverlay:onRenderFrame(dc, frame_rect)
SquadAssignmentOverlay.super.onRenderFrame(self, dc, frame_rect)
if self.dirty then
self:refresh_list()
self.dirty = false
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elseif self.saved_scroll_position ~= unit_selector.scroll_position then
annotate_visible_units(self.subviews.sort:getOptionValue())
self.saved_scroll_position = unit_selector.scroll_position
end
end
-- ----------------------
-- SquadAnnotationOverlay
--
SquadAnnotationOverlay = defclass(SquadAnnotationOverlay, overlay.OverlayWidget)
SquadAnnotationOverlay.ATTRS{
default_pos={x=56, y=5},
default_enabled=true,
viewscreens='dwarfmode/UnitSelector/SQUAD_FILL_POSITION',
frame={w=5, h=35},
frame_style=gui.FRAME_INTERIOR_MEDIUM,
frame_background=gui.CLEAR_PEN,
}
function get_annotation_text(idx)
local elem = rating_annotations[idx]
if not elem or not tonumber(elem.val) then return ' - ' end
return tostring(math.tointeger(elem.val))
end
function get_annotation_color(idx)
local elem = rating_annotations[idx]
return elem and elem.color or nil
end
local to_pen = dfhack.pen.parse
local DASH_PEN = to_pen{ch='-', fg=COLOR_WHITE, keep_lower=true}
local FACE_TILES = {}
local function init_face_tiles()
for idx=0,6 do
FACE_TILES[idx] = {}
local face_off = (6 - idx) * 2
for y=0,1 do
for x=0,1 do
local tile = dfhack.screen.findGraphicsTile('INTERFACE_BITS', 32 + face_off + x, 6 + y)
ensure_key(FACE_TILES[idx], y)[x] = tile
end
end
end
for idx,color in ipairs{COLOR_RED, COLOR_LIGHTRED, COLOR_YELLOW, COLOR_WHITE, COLOR_GREEN, COLOR_LIGHTGREEN, COLOR_LIGHTCYAN} do
local face = {}
ensure_key(face, 0)[0] = to_pen{tile=FACE_TILES[idx-1][0][0], ch=1, fg=color}
ensure_key(face, 0)[1] = to_pen{tile=FACE_TILES[idx-1][0][1], ch='\\', fg=color}
ensure_key(face, 1)[0] = to_pen{tile=FACE_TILES[idx-1][1][0], ch='\\', fg=color}
ensure_key(face, 1)[1] = to_pen{tile=FACE_TILES[idx-1][1][1], ch='/', fg=color}
FACE_TILES[idx-1] = face
end
end
function get_stress_face_tile(idx, x, y)
local elem = rating_annotations[idx]
if not elem or not elem.val or elem.val < 0 then
return x == 0 and y == 1 and DASH_PEN or gui.CLEAR_PEN
end
local val = math.min(6, elem.val)
return FACE_TILES[val][y][x]
end
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function SquadAnnotationOverlay:init()
for idx = 1, 10 do
self:addviews{
widgets.Label{
frame={t=idx*3+1, h=1, w=3},
text={
{
text=curry(get_annotation_text, idx),
pen=curry(get_annotation_color, idx),
width=3,
rjustify=true,
},
},
visible=function() return not use_stress_faces end,
},
widgets.Label{
frame={t=idx*3, r=0, h=2, w=2},
auto_height=false,
text={
{width=1, tile=curry(get_stress_face_tile, idx, 0, 0)},
{width=1, tile=curry(get_stress_face_tile, idx, 1, 0)},
NEWLINE,
{width=1, tile=curry(get_stress_face_tile, idx, 0, 1)},
{width=1, tile=curry(get_stress_face_tile, idx, 1, 1)},
},
visible=function() return use_stress_faces end,
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},
}
end
end
OVERLAY_WIDGETS = {
squad_assignment=SquadAssignmentOverlay,
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squad_annotation=SquadAnnotationOverlay,
info=require('plugins.sort.info').InfoOverlay,
candidates=require('plugins.sort.info').CandidatesOverlay,
interrogation=require('plugins.sort.info').InterrogationOverlay,
location_selector=require('plugins.sort.locationselector').LocationSelectorOverlay,
unit_selector=require('plugins.sort.unitselector').UnitSelectorOverlay,
worker_assignment=require('plugins.sort.unitselector').WorkerAssignmentOverlay,
slab=require('plugins.sort.slab').SlabOverlay,
world=require('plugins.sort.world').WorldOverlay,
}
dfhack.onStateChange[GLOBAL_KEY] = function(sc)
if sc ~= SC_MAP_LOADED or df.global.gamemode ~= df.game_mode.DWARF then
return
end
init_face_tiles()
end
--[[
local utils = require('utils')
local units = require('plugins.sort.units')
local items = require('plugins.sort.items')
orders = orders or {}
orders.units = units.orders
orders.items = items.orders
function parse_ordering_spec(type,...)
local group = orders[type]
if group == nil then
dfhack.printerr('Invalid ordering class: '..tostring(type))
return nil
end
local specs = table.pack(...)
local rv = { }
for _,spec in ipairs(specs) do
local nil_first = false
if string.sub(spec,1,1) == '<' then
nil_first = true
spec = string.sub(spec,2)
end
local reverse = false
if string.sub(spec,1,1) == '>' then
reverse = true
spec = string.sub(spec,2)
end
local cm = group[spec]
if cm == nil then
dfhack.printerr('Unknown order for '..type..': '..tostring(spec))
return nil
end
if nil_first or reverse then
cm = copyall(cm)
cm.nil_first = nil_first
cm.reverse = reverse
end
rv[#rv+1] = cm
end
return rv
end
make_sort_order = utils.make_sort_order
]]
return _ENV