dfhack/plugins/lua/sort/slab.lua

115 lines
3.6 KiB
Lua

local _ENV = mkmodule('plugins.sort.slab')
local gui = require('gui')
local sortoverlay = require('plugins.sort.sortoverlay')
local widgets = require('gui.widgets')
local building = df.global.game.main_interface.building
-- ----------------------
-- SlabOverlay
--
SlabOverlay = defclass(SlabOverlay, sortoverlay.SortOverlay)
SlabOverlay.ATTRS{
default_pos={x=-40, y=12},
viewscreens='dwarfmode/ViewSheets/BUILDING/Workshop',
frame={w=57, h=3},
}
function SlabOverlay:init()
local panel = widgets.Panel{
frame_background=gui.CLEAR_PEN,
visible=self:callback('get_key'),
}
panel:addviews{
widgets.BannerPanel{
frame={l=0, t=0, r=0, h=1},
subviews={
widgets.EditField{
view_id='search',
frame={l=1, t=0, r=1},
label_text="Search: ",
key='CUSTOM_ALT_S',
on_change=function(text) self:do_search(text) end,
},
},
},
widgets.BannerPanel{
frame={l=0, t=2, r=0, h=1},
subviews={
widgets.ToggleHotkeyLabel{
view_id='only_needs_slab',
frame={l=1, t=0, r=1},
label="Show only citizens who need a slab:",
key='CUSTOM_SHIFT_E',
initial_option=false,
on_change=function() self:do_search(self.subviews.search.text, true) end,
},
},
},
}
self:addviews{panel}
self:register_handler('SLAB', building.filtered_button,
curry(sortoverlay.single_vector_search,
{
get_search_key_fn=self:callback('get_search_key'),
matches_filters_fn=self:callback('matches_filters'),
}))
end
function SlabOverlay:onInput(keys)
if SlabOverlay.super.onInput(self, keys) then return true end
if keys._MOUSE_L and self:get_key() and self:getMousePos() then
return true
end
end
function SlabOverlay:get_key()
-- DF fails to set building.category back to NONE if there are no units that
-- can be memorialized, so we have to manually check for a populated button vector
if #building.button > 0 and
building.category == df.interface_category_building.SELECT_MEMORIAL_UNIT
then
return 'SLAB'
else
if safe_index(self.state, 'SLAB', 'saved_original') then
-- elements get freed as soon as the screen changes
self.state.SLAB.saved_original = nil
end
end
end
function SlabOverlay:reset()
SlabOverlay.super.reset(self)
self.subviews.only_needs_slab:setOption(false, false)
end
local function get_unit(if_button)
local hf = df.historical_figure.find(if_button.spec_id)
return hf and df.unit.find(hf.unit_id) or nil
end
function SlabOverlay:get_search_key(if_button)
local unit = get_unit(if_button)
if not unit then return if_button.filter_str end
return sortoverlay.get_unit_search_key(unit)
end
local function needs_slab(if_button)
local unit = get_unit(if_button)
if not unit then return false end
if not dfhack.units.isOwnGroup(unit) then return false end
local info = dfhack.toSearchNormalized(if_button.info)
if not info:find('no slabs engraved', 1, true) then return false end
return info:find('not memorialized', 1, true) or info:find('ghost', 1, true)
end
function SlabOverlay:matches_filters(if_button)
local only_needs_slab = self.subviews.only_needs_slab:getOptionValue()
return not only_needs_slab or needs_slab(if_button)
end
return _ENV