dfhack/plugins/manipulator.cpp

1321 lines
49 KiB
C++

// Dwarf Manipulator - a Therapist-style labor editor
#include "Core.h"
#include <Console.h>
#include <Export.h>
#include <PluginManager.h>
#include <MiscUtils.h>
#include <modules/Screen.h>
#include <modules/Translation.h>
#include <modules/Units.h>
#include <vector>
#include <string>
#include <set>
#include <algorithm>
#include <VTableInterpose.h>
#include "df/world.h"
#include "df/ui.h"
#include "df/graphic.h"
#include "df/enabler.h"
#include "df/viewscreen_unitlistst.h"
#include "df/interface_key.h"
#include "df/unit.h"
#include "df/unit_soul.h"
#include "df/unit_skill.h"
#include "df/creature_graphics_role.h"
#include "df/creature_raw.h"
#include "df/caste_raw.h"
#include "df/historical_entity.h"
#include "df/entity_raw.h"
using std::set;
using std::vector;
using std::string;
using namespace DFHack;
using namespace df::enums;
using df::global::world;
using df::global::ui;
using df::global::gps;
using df::global::enabler;
struct SkillLevel
{
const char *name;
int points;
char abbrev;
};
#define NUM_SKILL_LEVELS (sizeof(skill_levels) / sizeof(SkillLevel))
// The various skill rankings. Zero skill is hardcoded to "Not" and '-'.
const SkillLevel skill_levels[] = {
{"Dabbling", 500, '0'},
{"Novice", 600, '1'},
{"Adequate", 700, '2'},
{"Competent", 800, '3'},
{"Skilled", 900, '4'},
{"Proficient", 1000, '5'},
{"Talented", 1100, '6'},
{"Adept", 1200, '7'},
{"Expert", 1300, '8'},
{"Professional",1400, '9'},
{"Accomplished",1500, 'A'},
{"Great", 1600, 'B'},
{"Master", 1700, 'C'},
{"High Master", 1800, 'D'},
{"Grand Master",1900, 'E'},
{"Legendary", 2000, 'U'},
{"Legendary+1", 2100, 'V'},
{"Legendary+2", 2200, 'W'},
{"Legendary+3", 2300, 'X'},
{"Legendary+4", 2400, 'Y'},
{"Legendary+5", 0, 'Z'}
};
struct SkillColumn
{
int group; // for navigation and mass toggling
int8_t color; // for column headers
df::profession profession; // to display graphical tiles
df::unit_labor labor; // toggled when pressing Enter
df::job_skill skill; // displayed rating
char label[3]; // column header
bool special; // specified labor is mutually exclusive with all other special labors
bool isValidLabor (df::historical_entity *entity = NULL) const
{
if (labor == unit_labor::NONE)
return false;
if (entity && entity->entity_raw && !entity->entity_raw->jobs.permitted_labor[labor])
return false;
return true;
}
};
#define NUM_COLUMNS (sizeof(columns) / sizeof(SkillColumn))
// All of the skill/labor columns we want to display.
const SkillColumn columns[] = {
// Mining
{0, 7, profession::MINER, unit_labor::MINE, job_skill::MINING, "Mi", true},
// Woodworking
{1, 14, profession::CARPENTER, unit_labor::CARPENTER, job_skill::CARPENTRY, "Ca"},
{1, 14, profession::BOWYER, unit_labor::BOWYER, job_skill::BOWYER, "Bw"},
{1, 14, profession::WOODCUTTER, unit_labor::CUTWOOD, job_skill::WOODCUTTING, "WC", true},
// Stoneworking
{2, 15, profession::MASON, unit_labor::MASON, job_skill::MASONRY, "Ma"},
{2, 15, profession::ENGRAVER, unit_labor::DETAIL, job_skill::DETAILSTONE, "En"},
// Hunting/Related
{3, 2, profession::ANIMAL_TRAINER, unit_labor::ANIMALTRAIN, job_skill::ANIMALTRAIN, "Tn"},
{3, 2, profession::ANIMAL_CARETAKER, unit_labor::ANIMALCARE, job_skill::ANIMALCARE, "Ca"},
{3, 2, profession::HUNTER, unit_labor::HUNT, job_skill::SNEAK, "Hu", true},
{3, 2, profession::TRAPPER, unit_labor::TRAPPER, job_skill::TRAPPING, "Tr"},
{3, 2, profession::ANIMAL_DISSECTOR, unit_labor::DISSECT_VERMIN, job_skill::DISSECT_VERMIN, "Di"},
// Healthcare
{4, 5, profession::DIAGNOSER, unit_labor::DIAGNOSE, job_skill::DIAGNOSE, "Di"},
{4, 5, profession::SURGEON, unit_labor::SURGERY, job_skill::SURGERY, "Su"},
{4, 5, profession::BONE_SETTER, unit_labor::BONE_SETTING, job_skill::SET_BONE, "Bo"},
{4, 5, profession::SUTURER, unit_labor::SUTURING, job_skill::SUTURE, "St"},
{4, 5, profession::DOCTOR, unit_labor::DRESSING_WOUNDS, job_skill::DRESS_WOUNDS, "Dr"},
{4, 5, profession::NONE, unit_labor::FEED_WATER_CIVILIANS, job_skill::NONE, "Fd"},
{4, 5, profession::NONE, unit_labor::RECOVER_WOUNDED, job_skill::NONE, "Re"},
// Farming/Related
{5, 6, profession::BUTCHER, unit_labor::BUTCHER, job_skill::BUTCHER, "Bu"},
{5, 6, profession::TANNER, unit_labor::TANNER, job_skill::TANNER, "Ta"},
{5, 6, profession::PLANTER, unit_labor::PLANT, job_skill::PLANT, "Gr"},
{5, 6, profession::DYER, unit_labor::DYER, job_skill::DYER, "Dy"},
{5, 6, profession::SOAP_MAKER, unit_labor::SOAP_MAKER, job_skill::SOAP_MAKING, "So"},
{5, 6, profession::WOOD_BURNER, unit_labor::BURN_WOOD, job_skill::WOOD_BURNING, "WB"},
{5, 6, profession::POTASH_MAKER, unit_labor::POTASH_MAKING, job_skill::POTASH_MAKING, "Po"},
{5, 6, profession::LYE_MAKER, unit_labor::LYE_MAKING, job_skill::LYE_MAKING, "Ly"},
{5, 6, profession::MILLER, unit_labor::MILLER, job_skill::MILLING, "Ml"},
{5, 6, profession::BREWER, unit_labor::BREWER, job_skill::BREWING, "Br"},
{5, 6, profession::HERBALIST, unit_labor::HERBALIST, job_skill::HERBALISM, "He"},
{5, 6, profession::THRESHER, unit_labor::PROCESS_PLANT, job_skill::PROCESSPLANTS, "Th"},
{5, 6, profession::CHEESE_MAKER, unit_labor::MAKE_CHEESE, job_skill::CHEESEMAKING, "Ch"},
{5, 6, profession::MILKER, unit_labor::MILK, job_skill::MILK, "Mk"},
{5, 6, profession::SHEARER, unit_labor::SHEARER, job_skill::SHEARING, "Sh"},
{5, 6, profession::SPINNER, unit_labor::SPINNER, job_skill::SPINNING, "Sp"},
{5, 6, profession::COOK, unit_labor::COOK, job_skill::COOK, "Co"},
{5, 6, profession::PRESSER, unit_labor::PRESSING, job_skill::PRESSING, "Pr"},
{5, 6, profession::BEEKEEPER, unit_labor::BEEKEEPING, job_skill::BEEKEEPING, "Be"},
// Fishing/Related
{6, 1, profession::FISHERMAN, unit_labor::FISH, job_skill::FISH, "Fi"},
{6, 1, profession::FISH_CLEANER, unit_labor::CLEAN_FISH, job_skill::PROCESSFISH, "Cl"},
{6, 1, profession::FISH_DISSECTOR, unit_labor::DISSECT_FISH, job_skill::DISSECT_FISH, "Di"},
// Metalsmithing
{7, 8, profession::FURNACE_OPERATOR, unit_labor::SMELT, job_skill::SMELT, "Fu"},
{7, 8, profession::WEAPONSMITH, unit_labor::FORGE_WEAPON, job_skill::FORGE_WEAPON, "We"},
{7, 8, profession::ARMORER, unit_labor::FORGE_ARMOR, job_skill::FORGE_ARMOR, "Ar"},
{7, 8, profession::BLACKSMITH, unit_labor::FORGE_FURNITURE, job_skill::FORGE_FURNITURE, "Bl"},
{7, 8, profession::METALCRAFTER, unit_labor::METAL_CRAFT, job_skill::METALCRAFT, "Cr"},
// Jewelry
{8, 10, profession::GEM_CUTTER, unit_labor::CUT_GEM, job_skill::CUTGEM, "Cu"},
{8, 10, profession::GEM_SETTER, unit_labor::ENCRUST_GEM, job_skill::ENCRUSTGEM, "Se"},
// Crafts
{9, 9, profession::LEATHERWORKER, unit_labor::LEATHER, job_skill::LEATHERWORK, "Le"},
{9, 9, profession::WOODCRAFTER, unit_labor::WOOD_CRAFT, job_skill::WOODCRAFT, "Wo"},
{9, 9, profession::STONECRAFTER, unit_labor::STONE_CRAFT, job_skill::STONECRAFT, "St"},
{9, 9, profession::BONE_CARVER, unit_labor::BONE_CARVE, job_skill::BONECARVE, "Bo"},
{9, 9, profession::GLASSMAKER, unit_labor::GLASSMAKER, job_skill::GLASSMAKER, "Gl"},
{9, 9, profession::WEAVER, unit_labor::WEAVER, job_skill::WEAVING, "We"},
{9, 9, profession::CLOTHIER, unit_labor::CLOTHESMAKER, job_skill::CLOTHESMAKING, "Cl"},
{9, 9, profession::STRAND_EXTRACTOR, unit_labor::EXTRACT_STRAND, job_skill::EXTRACT_STRAND, "Ad"},
{9, 9, profession::POTTER, unit_labor::POTTERY, job_skill::POTTERY, "Po"},
{9, 9, profession::GLAZER, unit_labor::GLAZING, job_skill::GLAZING, "Gl"},
{9, 9, profession::WAX_WORKER, unit_labor::WAX_WORKING, job_skill::WAX_WORKING, "Wx"},
// Engineering
{10, 12, profession::SIEGE_ENGINEER, unit_labor::SIEGECRAFT, job_skill::SIEGECRAFT, "En"},
{10, 12, profession::SIEGE_OPERATOR, unit_labor::SIEGEOPERATE, job_skill::SIEGEOPERATE, "Op"},
{10, 12, profession::MECHANIC, unit_labor::MECHANIC, job_skill::MECHANICS, "Me"},
{10, 12, profession::PUMP_OPERATOR, unit_labor::OPERATE_PUMP, job_skill::OPERATE_PUMP, "Pu"},
// Hauling
{11, 3, profession::NONE, unit_labor::HAUL_STONE, job_skill::NONE, "St"},
{11, 3, profession::NONE, unit_labor::HAUL_WOOD, job_skill::NONE, "Wo"},
{11, 3, profession::NONE, unit_labor::HAUL_ITEM, job_skill::NONE, "It"},
{11, 3, profession::NONE, unit_labor::HAUL_BODY, job_skill::NONE, "Bu"},
{11, 3, profession::NONE, unit_labor::HAUL_FOOD, job_skill::NONE, "Fo"},
{11, 3, profession::NONE, unit_labor::HAUL_REFUSE, job_skill::NONE, "Re"},
{11, 3, profession::NONE, unit_labor::HAUL_FURNITURE, job_skill::NONE, "Fu"},
{11, 3, profession::NONE, unit_labor::HAUL_ANIMALS, job_skill::NONE, "An"},
{11, 3, profession::NONE, unit_labor::HANDLE_VEHICLES, job_skill::NONE, "Ve"},
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{11, 3, profession::NONE, unit_labor::HAUL_TRADE, job_skill::NONE, "Tr"},
{11, 3, profession::NONE, unit_labor::HAUL_WATER, job_skill::NONE, "Wa"},
// Other Jobs
{12, 4, profession::ARCHITECT, unit_labor::ARCHITECT, job_skill::DESIGNBUILDING, "Ar"},
{12, 4, profession::ALCHEMIST, unit_labor::ALCHEMIST, job_skill::ALCHEMY, "Al"},
{12, 4, profession::NONE, unit_labor::CLEAN, job_skill::NONE, "Cl"},
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{12, 4, profession::NONE, unit_labor::PULL_LEVER, job_skill::NONE, "Lv"},
{12, 4, profession::NONE, unit_labor::REMOVE_CONSTRUCTION, job_skill::NONE, "Co"},
// Military - Weapons
{13, 7, profession::WRESTLER, unit_labor::NONE, job_skill::WRESTLING, "Wr"},
{13, 7, profession::AXEMAN, unit_labor::NONE, job_skill::AXE, "Ax"},
{13, 7, profession::SWORDSMAN, unit_labor::NONE, job_skill::SWORD, "Sw"},
{13, 7, profession::MACEMAN, unit_labor::NONE, job_skill::MACE, "Mc"},
{13, 7, profession::HAMMERMAN, unit_labor::NONE, job_skill::HAMMER, "Ha"},
{13, 7, profession::SPEARMAN, unit_labor::NONE, job_skill::SPEAR, "Sp"},
{13, 7, profession::CROSSBOWMAN, unit_labor::NONE, job_skill::CROSSBOW, "Cb"},
{13, 7, profession::THIEF, unit_labor::NONE, job_skill::DAGGER, "Kn"},
{13, 7, profession::BOWMAN, unit_labor::NONE, job_skill::BOW, "Bo"},
{13, 7, profession::BLOWGUNMAN, unit_labor::NONE, job_skill::BLOWGUN, "Bl"},
{13, 7, profession::PIKEMAN, unit_labor::NONE, job_skill::PIKE, "Pk"},
{13, 7, profession::LASHER, unit_labor::NONE, job_skill::WHIP, "La"},
// Military - Other Combat
{14, 15, profession::NONE, unit_labor::NONE, job_skill::BITE, "Bi"},
{14, 15, profession::NONE, unit_labor::NONE, job_skill::GRASP_STRIKE, "St"},
{14, 15, profession::NONE, unit_labor::NONE, job_skill::STANCE_STRIKE, "Ki"},
{14, 15, profession::NONE, unit_labor::NONE, job_skill::MISC_WEAPON, "Mi"},
{14, 15, profession::NONE, unit_labor::NONE, job_skill::MELEE_COMBAT, "Fg"},
{14, 15, profession::NONE, unit_labor::NONE, job_skill::RANGED_COMBAT, "Ac"},
{14, 15, profession::NONE, unit_labor::NONE, job_skill::ARMOR, "Ar"},
{14, 15, profession::NONE, unit_labor::NONE, job_skill::SHIELD, "Sh"},
{14, 15, profession::NONE, unit_labor::NONE, job_skill::DODGING, "Do"},
// Military - Misc
{15, 8, profession::NONE, unit_labor::NONE, job_skill::LEADERSHIP, "Ld"},
{15, 8, profession::NONE, unit_labor::NONE, job_skill::TEACHING, "Te"},
{15, 8, profession::NONE, unit_labor::NONE, job_skill::KNOWLEDGE_ACQUISITION, "St"},
{15, 8, profession::NONE, unit_labor::NONE, job_skill::DISCIPLINE, "Di"},
{15, 8, profession::NONE, unit_labor::NONE, job_skill::CONCENTRATION, "Co"},
{15, 8, profession::NONE, unit_labor::NONE, job_skill::SITUATIONAL_AWARENESS, "Ob"},
{15, 8, profession::NONE, unit_labor::NONE, job_skill::COORDINATION, "Cr"},
{15, 8, profession::NONE, unit_labor::NONE, job_skill::BALANCE, "Ba"},
{15, 8, profession::NONE, unit_labor::NONE, job_skill::CLIMBING, "Cl"},
// Social
{16, 3, profession::NONE, unit_labor::NONE, job_skill::PERSUASION, "Pe"},
{16, 3, profession::NONE, unit_labor::NONE, job_skill::NEGOTIATION, "Ne"},
{16, 3, profession::NONE, unit_labor::NONE, job_skill::JUDGING_INTENT, "Ju"},
{16, 3, profession::NONE, unit_labor::NONE, job_skill::LYING, "Li"},
{16, 3, profession::NONE, unit_labor::NONE, job_skill::INTIMIDATION, "In"},
{16, 3, profession::NONE, unit_labor::NONE, job_skill::CONVERSATION, "Cn"},
{16, 3, profession::NONE, unit_labor::NONE, job_skill::COMEDY, "Cm"},
{16, 3, profession::NONE, unit_labor::NONE, job_skill::FLATTERY, "Fl"},
{16, 3, profession::NONE, unit_labor::NONE, job_skill::CONSOLE, "Cs"},
{16, 3, profession::NONE, unit_labor::NONE, job_skill::PACIFY, "Pc"},
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// Noble
{17, 5, profession::TRADER, unit_labor::NONE, job_skill::APPRAISAL, "Ap"},
{17, 5, profession::ADMINISTRATOR, unit_labor::NONE, job_skill::ORGANIZATION, "Or"},
{17, 5, profession::CLERK, unit_labor::NONE, job_skill::RECORD_KEEPING, "RK"},
// Miscellaneous
{18, 3, profession::NONE, unit_labor::NONE, job_skill::THROW, "Th"},
{18, 3, profession::NONE, unit_labor::NONE, job_skill::CRUTCH_WALK, "CW"},
{18, 3, profession::NONE, unit_labor::NONE, job_skill::SWIMMING, "Sw"},
{18, 3, profession::NONE, unit_labor::NONE, job_skill::KNAPPING, "Kn"},
{19, 6, profession::NONE, unit_labor::NONE, job_skill::WRITING, "Wr"},
{19, 6, profession::NONE, unit_labor::NONE, job_skill::PROSE, "Pr"},
{19, 6, profession::NONE, unit_labor::NONE, job_skill::POETRY, "Po"},
{19, 6, profession::NONE, unit_labor::NONE, job_skill::READING, "Rd"},
{19, 6, profession::NONE, unit_labor::NONE, job_skill::SPEAKING, "Sp"},
{20, 5, profession::NONE, unit_labor::NONE, job_skill::MILITARY_TACTICS, "MT"},
{20, 5, profession::NONE, unit_labor::NONE, job_skill::TRACKING, "Tr"},
{20, 5, profession::NONE, unit_labor::NONE, job_skill::MAGIC_NATURE, "Dr"},
};
struct UnitInfo
{
df::unit *unit;
bool allowEdit;
string name;
string transname;
string profession;
int8_t color;
int active_index;
string squad_effective_name;
string squad_info;
};
enum altsort_mode {
ALTSORT_NAME,
ALTSORT_PROFESSION_OR_SQUAD,
ALTSORT_HAPPINESS,
ALTSORT_ARRIVAL,
ALTSORT_MAX
};
bool descending;
df::job_skill sort_skill;
df::unit_labor sort_labor;
bool sortByName (const UnitInfo *d1, const UnitInfo *d2)
{
if (descending)
return (d1->name > d2->name);
else
return (d1->name < d2->name);
}
bool sortByProfession (const UnitInfo *d1, const UnitInfo *d2)
{
if (descending)
return (d1->profession > d2->profession);
else
return (d1->profession < d2->profession);
}
bool sortBySquad (const UnitInfo *d1, const UnitInfo *d2)
{
bool gt = false;
if (d1->unit->military.squad_id == -1 && d2->unit->military.squad_id == -1)
gt = d1->name > d2->name;
else if (d1->unit->military.squad_id == -1)
gt = true;
else if (d2->unit->military.squad_id == -1)
gt = false;
else if (d1->unit->military.squad_id != d2->unit->military.squad_id)
gt = d1->squad_effective_name > d2->squad_effective_name;
else
gt = d1->unit->military.squad_position > d2->unit->military.squad_position;
return descending ? gt : !gt;
}
bool sortByHappiness (const UnitInfo *d1, const UnitInfo *d2)
{
if (descending)
return (d1->unit->status.happiness > d2->unit->status.happiness);
else
return (d1->unit->status.happiness < d2->unit->status.happiness);
}
bool sortByArrival (const UnitInfo *d1, const UnitInfo *d2)
{
if (descending)
return (d1->active_index > d2->active_index);
else
return (d1->active_index < d2->active_index);
}
bool sortBySkill (const UnitInfo *d1, const UnitInfo *d2)
{
if (sort_skill != job_skill::NONE)
{
if (!d1->unit->status.current_soul)
return !descending;
if (!d2->unit->status.current_soul)
return descending;
df::unit_skill *s1 = binsearch_in_vector<df::unit_skill,df::job_skill>(d1->unit->status.current_soul->skills, &df::unit_skill::id, sort_skill);
df::unit_skill *s2 = binsearch_in_vector<df::unit_skill,df::job_skill>(d2->unit->status.current_soul->skills, &df::unit_skill::id, sort_skill);
int l1 = s1 ? s1->rating : 0;
int l2 = s2 ? s2->rating : 0;
int e1 = s1 ? s1->experience : 0;
int e2 = s2 ? s2->experience : 0;
if (descending)
{
if (l1 != l2)
return l1 > l2;
if (e1 != e2)
return e1 > e2;
}
else
{
if (l1 != l2)
return l1 < l2;
if (e1 != e2)
return e1 < e2;
}
}
if (sort_labor != unit_labor::NONE)
{
if (descending)
return d1->unit->status.labors[sort_labor] > d2->unit->status.labors[sort_labor];
else
return d1->unit->status.labors[sort_labor] < d2->unit->status.labors[sort_labor];
}
return false;
}
enum display_columns {
DISP_COLUMN_HAPPINESS,
DISP_COLUMN_NAME,
DISP_COLUMN_PROFESSION_OR_SQUAD,
DISP_COLUMN_LABORS,
DISP_COLUMN_MAX,
};
class viewscreen_unitlaborsst : public dfhack_viewscreen {
public:
void feed(set<df::interface_key> *events);
void logic() {
dfhack_viewscreen::logic();
if (do_refresh_names)
refreshNames();
}
void render();
void resize(int w, int h) { calcSize(); }
void help() { }
std::string getFocusString() { return "unitlabors"; }
df::unit *getSelectedUnit();
viewscreen_unitlaborsst(vector<df::unit*> &src, int cursor_pos);
~viewscreen_unitlaborsst() { };
protected:
vector<UnitInfo *> units;
altsort_mode altsort;
bool show_squad;
bool do_refresh_names;
int first_row, sel_row, num_rows;
int first_column, sel_column;
int col_widths[DISP_COLUMN_MAX];
int col_offsets[DISP_COLUMN_MAX];
void refreshNames();
void calcSize ();
};
viewscreen_unitlaborsst::viewscreen_unitlaborsst(vector<df::unit*> &src, int cursor_pos)
{
std::map<df::unit*,int> active_idx;
auto &active = world->units.active;
for (size_t i = 0; i < active.size(); i++)
active_idx[active[i]] = i;
for (size_t i = 0; i < src.size(); i++)
{
df::unit *unit = src[i];
if (!unit)
{
if (cursor_pos > i)
cursor_pos--;
continue;
}
UnitInfo *cur = new UnitInfo;
cur->unit = unit;
cur->allowEdit = true;
cur->active_index = active_idx[unit];
if (unit->race != ui->race_id)
cur->allowEdit = false;
if (unit->civ_id != ui->civ_id)
cur->allowEdit = false;
if (unit->flags1.bits.dead)
cur->allowEdit = false;
if (!ENUM_ATTR(profession, can_assign_labor, unit->profession))
cur->allowEdit = false;
cur->color = Units::getProfessionColor(unit);
units.push_back(cur);
}
altsort = ALTSORT_NAME;
show_squad = false;
first_column = sel_column = 0;
refreshNames();
first_row = 0;
sel_row = cursor_pos;
calcSize();
// recalculate first_row to roughly match the original layout
first_row = 0;
while (first_row < sel_row - num_rows + 1)
first_row += num_rows + 2;
// make sure the selection stays visible
if (first_row > sel_row)
first_row = sel_row - num_rows + 1;
// don't scroll beyond the end
if (first_row > units.size() - num_rows)
first_row = units.size() - num_rows;
}
void viewscreen_unitlaborsst::refreshNames()
{
do_refresh_names = false;
for (size_t i = 0; i < units.size(); i++)
{
UnitInfo *cur = units[i];
df::unit *unit = cur->unit;
cur->name = Translation::TranslateName(Units::getVisibleName(unit), false);
cur->transname = Translation::TranslateName(Units::getVisibleName(unit), true);
cur->profession = Units::getProfessionName(unit);
if (unit->military.squad_id > -1) {
cur->squad_effective_name = Units::getSquadName(unit);
cur->squad_info = stl_sprintf("%i", unit->military.squad_position + 1) + "." + cur->squad_effective_name;
} else {
cur->squad_effective_name = "";
cur->squad_info = "";
}
}
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calcSize();
}
void viewscreen_unitlaborsst::calcSize()
{
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auto dim = Screen::getWindowSize();
num_rows = dim.y - 11;
if (num_rows > units.size())
num_rows = units.size();
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int num_columns = dim.x - DISP_COLUMN_MAX - 1;
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// min/max width of columns
int col_minwidth[DISP_COLUMN_MAX];
int col_maxwidth[DISP_COLUMN_MAX];
col_minwidth[DISP_COLUMN_HAPPINESS] = 4;
col_maxwidth[DISP_COLUMN_HAPPINESS] = 4;
col_minwidth[DISP_COLUMN_NAME] = 16;
col_maxwidth[DISP_COLUMN_NAME] = 16; // adjusted in the loop below
col_minwidth[DISP_COLUMN_PROFESSION_OR_SQUAD] = 10;
col_maxwidth[DISP_COLUMN_PROFESSION_OR_SQUAD] = 10; // adjusted in the loop below
col_minwidth[DISP_COLUMN_LABORS] = num_columns*3/5; // 60%
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col_maxwidth[DISP_COLUMN_LABORS] = NUM_COLUMNS;
// get max_name/max_prof from strings length
for (size_t i = 0; i < units.size(); i++)
{
if (col_maxwidth[DISP_COLUMN_NAME] < units[i]->name.size())
col_maxwidth[DISP_COLUMN_NAME] = units[i]->name.size();
if (show_squad) {
if (col_maxwidth[DISP_COLUMN_PROFESSION_OR_SQUAD] < units[i]->squad_info.size())
col_maxwidth[DISP_COLUMN_PROFESSION_OR_SQUAD] = units[i]->squad_info.size();
} else {
if (col_maxwidth[DISP_COLUMN_PROFESSION_OR_SQUAD] < units[i]->profession.size())
col_maxwidth[DISP_COLUMN_PROFESSION_OR_SQUAD] = units[i]->profession.size();
}
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}
// check how much room we have
int width_min = 0, width_max = 0;
for (int i = 0; i < DISP_COLUMN_MAX; i++)
{
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width_min += col_minwidth[i];
width_max += col_maxwidth[i];
}
if (width_max <= num_columns)
{
// lots of space, distribute leftover (except last column)
int col_margin = (num_columns - width_max) / (DISP_COLUMN_MAX-1);
int col_margin_r = (num_columns - width_max) % (DISP_COLUMN_MAX-1);
for (int i = DISP_COLUMN_MAX-1; i>=0; i--)
{
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col_widths[i] = col_maxwidth[i];
if (i < DISP_COLUMN_MAX-1)
{
col_widths[i] += col_margin;
if (col_margin_r)
{
col_margin_r--;
col_widths[i]++;
}
}
}
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}
else if (width_min <= num_columns)
{
// constrained, give between min and max to every column
int space = num_columns - width_min;
// max size columns not yet seen may consume
int next_consume_max = width_max - width_min;
for (int i = 0; i < DISP_COLUMN_MAX; i++)
{
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// divide evenly remaining space
int col_margin = space / (DISP_COLUMN_MAX-i);
// take more if the columns after us cannot
next_consume_max -= (col_maxwidth[i]-col_minwidth[i]);
if (col_margin < space-next_consume_max)
col_margin = space - next_consume_max;
// no more than maxwidth
if (col_margin > col_maxwidth[i] - col_minwidth[i])
col_margin = col_maxwidth[i] - col_minwidth[i];
col_widths[i] = col_minwidth[i] + col_margin;
space -= col_margin;
}
}
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else
{
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// should not happen, min screen is 80x25
int space = num_columns;
for (int i = 0; i < DISP_COLUMN_MAX; i++)
{
col_widths[i] = space / (DISP_COLUMN_MAX-i);
space -= col_widths[i];
}
}
for (int i = 0; i < DISP_COLUMN_MAX; i++)
{
if (i == 0)
col_offsets[i] = 1;
else
col_offsets[i] = col_offsets[i - 1] + col_widths[i - 1] + 1;
}
// don't adjust scroll position immediately after the window opened
if (units.size() == 0)
return;
// if the window grows vertically, scroll upward to eliminate blank rows from the bottom
if (first_row > units.size() - num_rows)
first_row = units.size() - num_rows;
// if it shrinks vertically, scroll downward to keep the cursor visible
if (first_row < sel_row - num_rows + 1)
first_row = sel_row - num_rows + 1;
// if the window grows horizontally, scroll to the left to eliminate blank columns from the right
if (first_column > NUM_COLUMNS - col_widths[DISP_COLUMN_LABORS])
first_column = NUM_COLUMNS - col_widths[DISP_COLUMN_LABORS];
// if it shrinks horizontally, scroll to the right to keep the cursor visible
if (first_column < sel_column - col_widths[DISP_COLUMN_LABORS] + 1)
first_column = sel_column - col_widths[DISP_COLUMN_LABORS] + 1;
}
void viewscreen_unitlaborsst::feed(set<df::interface_key> *events)
{
bool leave_all = events->count(interface_key::LEAVESCREEN_ALL);
if (leave_all || events->count(interface_key::LEAVESCREEN))
{
events->clear();
Screen::dismiss(this);
if (leave_all)
{
events->insert(interface_key::LEAVESCREEN);
parent->feed(events);
events->clear();
}
return;
}
if (!units.size())
return;
if (do_refresh_names)
refreshNames();
int old_sel_row = sel_row;
if (events->count(interface_key::CURSOR_UP) || events->count(interface_key::CURSOR_UPLEFT) || events->count(interface_key::CURSOR_UPRIGHT))
sel_row--;
if (events->count(interface_key::CURSOR_UP_FAST) || events->count(interface_key::CURSOR_UPLEFT_FAST) || events->count(interface_key::CURSOR_UPRIGHT_FAST))
sel_row -= 10;
if (events->count(interface_key::CURSOR_DOWN) || events->count(interface_key::CURSOR_DOWNLEFT) || events->count(interface_key::CURSOR_DOWNRIGHT))
sel_row++;
if (events->count(interface_key::CURSOR_DOWN_FAST) || events->count(interface_key::CURSOR_DOWNLEFT_FAST) || events->count(interface_key::CURSOR_DOWNRIGHT_FAST))
sel_row += 10;
if ((sel_row > 0) && events->count(interface_key::CURSOR_UP_Z_AUX))
{
sel_row = 0;
}
if ((sel_row < units.size()-1) && events->count(interface_key::CURSOR_DOWN_Z_AUX))
{
sel_row = units.size()-1;
}
if (sel_row < 0)
{
if (old_sel_row == 0 && events->count(interface_key::CURSOR_UP))
sel_row = units.size() - 1;
else
sel_row = 0;
}
if (sel_row > units.size() - 1)
{
if (old_sel_row == units.size()-1 && events->count(interface_key::CURSOR_DOWN))
sel_row = 0;
else
sel_row = units.size() - 1;
}
if (events->count(interface_key::STRING_A000))
sel_row = 0;
if (sel_row < first_row)
first_row = sel_row;
if (first_row < sel_row - num_rows + 1)
first_row = sel_row - num_rows + 1;
if (events->count(interface_key::CURSOR_LEFT) || events->count(interface_key::CURSOR_UPLEFT) || events->count(interface_key::CURSOR_DOWNLEFT))
sel_column--;
if (events->count(interface_key::CURSOR_LEFT_FAST) || events->count(interface_key::CURSOR_UPLEFT_FAST) || events->count(interface_key::CURSOR_DOWNLEFT_FAST))
sel_column -= 10;
if (events->count(interface_key::CURSOR_RIGHT) || events->count(interface_key::CURSOR_UPRIGHT) || events->count(interface_key::CURSOR_DOWNRIGHT))
sel_column++;
if (events->count(interface_key::CURSOR_RIGHT_FAST) || events->count(interface_key::CURSOR_UPRIGHT_FAST) || events->count(interface_key::CURSOR_DOWNRIGHT_FAST))
sel_column += 10;
if ((sel_column != 0) && events->count(interface_key::CURSOR_UP_Z))
{
// go to beginning of current column group; if already at the beginning, go to the beginning of the previous one
sel_column--;
int cur = columns[sel_column].group;
while ((sel_column > 0) && columns[sel_column - 1].group == cur)
sel_column--;
}
if ((sel_column != NUM_COLUMNS - 1) && events->count(interface_key::CURSOR_DOWN_Z))
{
// go to beginning of next group
int cur = columns[sel_column].group;
int next = sel_column+1;
while ((next < NUM_COLUMNS) && (columns[next].group == cur))
next++;
if ((next < NUM_COLUMNS) && (columns[next].group != cur))
sel_column = next;
}
if (events->count(interface_key::STRING_A000))
sel_column = 0;
if (sel_column < 0)
sel_column = 0;
if (sel_column > NUM_COLUMNS - 1)
sel_column = NUM_COLUMNS - 1;
if (events->count(interface_key::CURSOR_DOWN_Z) || events->count(interface_key::CURSOR_UP_Z))
{
// when moving by group, ensure the whole group is shown onscreen
int endgroup_column = sel_column;
while ((endgroup_column < NUM_COLUMNS-1) && columns[endgroup_column+1].group == columns[sel_column].group)
endgroup_column++;
if (first_column < endgroup_column - col_widths[DISP_COLUMN_LABORS] + 1)
first_column = endgroup_column - col_widths[DISP_COLUMN_LABORS] + 1;
}
if (sel_column < first_column)
first_column = sel_column;
if (first_column < sel_column - col_widths[DISP_COLUMN_LABORS] + 1)
first_column = sel_column - col_widths[DISP_COLUMN_LABORS] + 1;
int input_row = sel_row;
int input_column = sel_column;
int input_sort = altsort;
// Translate mouse input to appropriate keyboard input
if (enabler->tracking_on && gps->mouse_x != -1 && gps->mouse_y != -1)
{
int click_header = DISP_COLUMN_MAX; // group ID of the column header clicked
int click_body = DISP_COLUMN_MAX; // group ID of the column body clicked
int click_unit = -1; // Index into units[] (-1 if out of range)
int click_labor = -1; // Index into columns[] (-1 if out of range)
for (int i = 0; i < DISP_COLUMN_MAX; i++)
{
if ((gps->mouse_x >= col_offsets[i]) &&
(gps->mouse_x < col_offsets[i] + col_widths[i]))
{
if ((gps->mouse_y >= 1) && (gps->mouse_y <= 2))
click_header = i;
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if ((gps->mouse_y >= 4) && (gps->mouse_y < 4 + num_rows))
click_body = i;
}
}
if ((gps->mouse_x >= col_offsets[DISP_COLUMN_LABORS]) &&
(gps->mouse_x < col_offsets[DISP_COLUMN_LABORS] + col_widths[DISP_COLUMN_LABORS]))
click_labor = gps->mouse_x - col_offsets[DISP_COLUMN_LABORS] + first_column;
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if ((gps->mouse_y >= 4) && (gps->mouse_y < 4 + num_rows))
click_unit = gps->mouse_y - 4 + first_row;
switch (click_header)
{
case DISP_COLUMN_HAPPINESS:
if (enabler->mouse_lbut || enabler->mouse_rbut)
{
input_sort = ALTSORT_HAPPINESS;
if (enabler->mouse_lbut)
events->insert(interface_key::SECONDSCROLL_PAGEUP);
if (enabler->mouse_rbut)
events->insert(interface_key::SECONDSCROLL_PAGEDOWN);
}
break;
case DISP_COLUMN_NAME:
if (enabler->mouse_lbut || enabler->mouse_rbut)
{
input_sort = ALTSORT_NAME;
if (enabler->mouse_lbut)
events->insert(interface_key::SECONDSCROLL_PAGEDOWN);
if (enabler->mouse_rbut)
events->insert(interface_key::SECONDSCROLL_PAGEUP);
}
break;
case DISP_COLUMN_PROFESSION_OR_SQUAD:
if (enabler->mouse_lbut || enabler->mouse_rbut)
{
input_sort = ALTSORT_PROFESSION_OR_SQUAD;
if (enabler->mouse_lbut)
events->insert(interface_key::SECONDSCROLL_PAGEDOWN);
if (enabler->mouse_rbut)
events->insert(interface_key::SECONDSCROLL_PAGEUP);
}
break;
case DISP_COLUMN_LABORS:
if (enabler->mouse_lbut || enabler->mouse_rbut)
{
input_column = click_labor;
if (enabler->mouse_lbut)
events->insert(interface_key::SECONDSCROLL_UP);
if (enabler->mouse_rbut)
events->insert(interface_key::SECONDSCROLL_DOWN);
}
break;
}
switch (click_body)
{
case DISP_COLUMN_HAPPINESS:
// do nothing
break;
case DISP_COLUMN_NAME:
case DISP_COLUMN_PROFESSION_OR_SQUAD:
// left-click to view, right-click to zoom
if (enabler->mouse_lbut)
{
input_row = click_unit;
events->insert(interface_key::UNITJOB_VIEW);
}
if (enabler->mouse_rbut)
{
input_row = click_unit;
events->insert(interface_key::UNITJOB_ZOOM_CRE);
}
break;
case DISP_COLUMN_LABORS:
// left-click to toggle, right-click to just highlight
if (enabler->mouse_lbut || enabler->mouse_rbut)
{
if (enabler->mouse_lbut)
{
input_row = click_unit;
input_column = click_labor;
events->insert(interface_key::SELECT);
}
if (enabler->mouse_rbut)
{
sel_row = click_unit;
sel_column = click_labor;
}
}
break;
}
enabler->mouse_lbut = enabler->mouse_rbut = 0;
}
UnitInfo *cur = units[input_row];
if (events->count(interface_key::SELECT) && (cur->allowEdit) && columns[input_column].isValidLabor(ui->main.fortress_entity))
{
df::unit *unit = cur->unit;
const SkillColumn &col = columns[input_column];
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bool newstatus = !unit->status.labors[col.labor];
if (col.special)
{
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if (newstatus)
{
for (int i = 0; i < NUM_COLUMNS; i++)
{
if ((columns[i].labor != unit_labor::NONE) && columns[i].special)
unit->status.labors[columns[i].labor] = false;
}
}
unit->military.pickup_flags.bits.update = true;
}
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unit->status.labors[col.labor] = newstatus;
}
if (events->count(interface_key::SELECT_ALL) && (cur->allowEdit) && columns[input_column].isValidLabor(ui->main.fortress_entity))
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{
df::unit *unit = cur->unit;
const SkillColumn &col = columns[input_column];
bool newstatus = !unit->status.labors[col.labor];
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for (int i = 0; i < NUM_COLUMNS; i++)
{
if (columns[i].group != col.group)
continue;
if (!columns[i].isValidLabor(ui->main.fortress_entity))
continue;
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if (columns[i].special)
{
if (newstatus)
{
for (int j = 0; j < NUM_COLUMNS; j++)
{
if ((columns[j].labor != unit_labor::NONE) && columns[j].special)
unit->status.labors[columns[j].labor] = false;
}
}
unit->military.pickup_flags.bits.update = true;
}
unit->status.labors[columns[i].labor] = newstatus;
}
}
if (events->count(interface_key::SECONDSCROLL_UP) || events->count(interface_key::SECONDSCROLL_DOWN))
{
descending = events->count(interface_key::SECONDSCROLL_UP);
sort_skill = columns[input_column].skill;
sort_labor = columns[input_column].labor;
std::stable_sort(units.begin(), units.end(), sortBySkill);
}
if (events->count(interface_key::SECONDSCROLL_PAGEUP) || events->count(interface_key::SECONDSCROLL_PAGEDOWN))
{
descending = events->count(interface_key::SECONDSCROLL_PAGEUP);
switch (input_sort)
{
case ALTSORT_NAME:
std::stable_sort(units.begin(), units.end(), sortByName);
break;
case ALTSORT_PROFESSION_OR_SQUAD:
std::stable_sort(units.begin(), units.end(), show_squad ? sortBySquad : sortByProfession);
break;
case ALTSORT_HAPPINESS:
std::stable_sort(units.begin(), units.end(), sortByHappiness);
break;
case ALTSORT_ARRIVAL:
std::stable_sort(units.begin(), units.end(), sortByArrival);
break;
}
}
if (events->count(interface_key::CHANGETAB))
{
switch (altsort)
{
case ALTSORT_NAME:
altsort = ALTSORT_PROFESSION_OR_SQUAD;
break;
case ALTSORT_PROFESSION_OR_SQUAD:
altsort = ALTSORT_HAPPINESS;
break;
case ALTSORT_HAPPINESS:
altsort = ALTSORT_ARRIVAL;
break;
case ALTSORT_ARRIVAL:
altsort = ALTSORT_NAME;
break;
}
}
if (events->count(interface_key::OPTION20))
{
show_squad = !show_squad;
}
if (VIRTUAL_CAST_VAR(unitlist, df::viewscreen_unitlistst, parent))
{
if (events->count(interface_key::UNITJOB_VIEW) || events->count(interface_key::UNITJOB_ZOOM_CRE))
{
for (int i = 0; i < unitlist->units[unitlist->page].size(); i++)
{
if (unitlist->units[unitlist->page][i] == units[input_row]->unit)
{
unitlist->cursor_pos[unitlist->page] = i;
unitlist->feed(events);
if (Screen::isDismissed(unitlist))
Screen::dismiss(this);
else
do_refresh_names = true;
break;
}
}
}
}
}
void OutputString(int8_t color, int &x, int y, const std::string &text)
{
Screen::paintString(Screen::Pen(' ', color, 0), x, y, text);
x += text.length();
}
void viewscreen_unitlaborsst::render()
{
if (Screen::isDismissed(this))
return;
dfhack_viewscreen::render();
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auto dim = Screen::getWindowSize();
Screen::clear();
Screen::drawBorder(" Dwarf Manipulator - Manage Labors ");
Screen::paintString(Screen::Pen(' ', 7, 0), col_offsets[DISP_COLUMN_HAPPINESS], 2, "Hap.");
Screen::paintString(Screen::Pen(' ', 7, 0), col_offsets[DISP_COLUMN_NAME], 2, "Name");
Screen::paintString(Screen::Pen(' ', 7, 0), col_offsets[DISP_COLUMN_PROFESSION_OR_SQUAD], 2, show_squad ? "Squad" : "Profession");
for (int col = 0; col < col_widths[DISP_COLUMN_LABORS]; col++)
{
int col_offset = col + first_column;
if (col_offset >= NUM_COLUMNS)
break;
int8_t fg = columns[col_offset].color;
int8_t bg = 0;
if (col_offset == sel_column)
{
fg = 0;
bg = 7;
}
Screen::paintTile(Screen::Pen(columns[col_offset].label[0], fg, bg), col_offsets[DISP_COLUMN_LABORS] + col, 1);
Screen::paintTile(Screen::Pen(columns[col_offset].label[1], fg, bg), col_offsets[DISP_COLUMN_LABORS] + col, 2);
df::profession profession = columns[col_offset].profession;
if ((profession != profession::NONE) && (ui->race_id != -1))
{
auto graphics = world->raws.creatures.all[ui->race_id]->graphics;
Screen::paintTile(
Screen::Pen(' ', fg, 0,
graphics.profession_add_color[creature_graphics_role::DEFAULT][profession],
graphics.profession_texpos[creature_graphics_role::DEFAULT][profession]),
col_offsets[DISP_COLUMN_LABORS] + col, 3);
}
}
for (int row = 0; row < num_rows; row++)
{
int row_offset = row + first_row;
if (row_offset >= units.size())
break;
UnitInfo *cur = units[row_offset];
df::unit *unit = cur->unit;
int8_t fg = 15, bg = 0;
int happy = cur->unit->status.happiness;
string happiness = stl_sprintf("%4i", happy);
if (happy == 0) // miserable
fg = 13; // 5:1
else if (happy <= 25) // very unhappy
fg = 12; // 4:1
else if (happy <= 50) // unhappy
fg = 4; // 4:0
else if (happy < 75) // fine
fg = 14; // 6:1
else if (happy < 125) // quite content
fg = 6; // 6:0
else if (happy < 150) // happy
fg = 2; // 2:0
else // ecstatic
fg = 10; // 2:1
Screen::paintString(Screen::Pen(' ', fg, bg), col_offsets[DISP_COLUMN_HAPPINESS], 4 + row, happiness);
fg = 15;
if (row_offset == sel_row)
{
fg = 0;
bg = 7;
}
string name = cur->name;
name.resize(col_widths[DISP_COLUMN_NAME]);
Screen::paintString(Screen::Pen(' ', fg, bg), col_offsets[DISP_COLUMN_NAME], 4 + row, name);
bg = 0;
string profession_or_squad;
if (show_squad) {
fg = 11;
profession_or_squad = cur->squad_info;
} else {
fg = cur->color;
profession_or_squad = cur->profession;
}
profession_or_squad.resize(col_widths[DISP_COLUMN_PROFESSION_OR_SQUAD]);
Screen::paintString(Screen::Pen(' ', fg, bg), col_offsets[DISP_COLUMN_PROFESSION_OR_SQUAD], 4 + row, profession_or_squad);
// Print unit's skills and labor assignments
for (int col = 0; col < col_widths[DISP_COLUMN_LABORS]; col++)
{
int col_offset = col + first_column;
fg = 15;
bg = 0;
uint8_t c = 0xFA;
if ((col_offset == sel_column) && (row_offset == sel_row))
fg = 9;
if (columns[col_offset].skill != job_skill::NONE)
{
df::unit_skill *skill = NULL;
if (unit->status.current_soul)
skill = binsearch_in_vector<df::unit_skill,df::job_skill>(unit->status.current_soul->skills, &df::unit_skill::id, columns[col_offset].skill);
if ((skill != NULL) && (skill->rating || skill->experience))
{
int level = skill->rating;
if (level > NUM_SKILL_LEVELS - 1)
level = NUM_SKILL_LEVELS - 1;
c = skill_levels[level].abbrev;
}
else
c = '-';
}
if (columns[col_offset].labor != unit_labor::NONE)
{
if (unit->status.labors[columns[col_offset].labor])
{
bg = 7;
if (columns[col_offset].skill == job_skill::NONE)
c = 0xF9;
}
}
else
bg = 3;
Screen::paintTile(Screen::Pen(c, fg, bg), col_offsets[DISP_COLUMN_LABORS] + col, 4 + row);
}
}
UnitInfo *cur = units[sel_row];
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bool canToggle = false;
if (cur != NULL)
{
df::unit *unit = cur->unit;
int x = 1, y = 3 + num_rows + 2;
Screen::Pen white_pen(' ', 15, 0);
Screen::paintString(white_pen, x, y, (cur->unit && cur->unit->sex) ? "\x0b" : "\x0c");
x += 2;
Screen::paintString(white_pen, x, y, cur->transname);
x += cur->transname.length();
if (cur->transname.length())
{
Screen::paintString(white_pen, x, y, ", ");
x += 2;
}
Screen::paintString(white_pen, x, y, cur->profession);
x += cur->profession.length();
Screen::paintString(white_pen, x, y, ": ");
x += 2;
string str;
if (columns[sel_column].skill == job_skill::NONE)
{
str = ENUM_ATTR_STR(unit_labor, caption, columns[sel_column].labor);
if (unit->status.labors[columns[sel_column].labor])
str += " Enabled";
else
str += " Not Enabled";
}
else
{
df::unit_skill *skill = NULL;
if (unit->status.current_soul)
skill = binsearch_in_vector<df::unit_skill,df::job_skill>(unit->status.current_soul->skills, &df::unit_skill::id, columns[sel_column].skill);
if (skill)
{
int level = skill->rating;
if (level > NUM_SKILL_LEVELS - 1)
level = NUM_SKILL_LEVELS - 1;
str = stl_sprintf("%s %s", skill_levels[level].name, ENUM_ATTR_STR(job_skill, caption_noun, columns[sel_column].skill));
if (level != NUM_SKILL_LEVELS - 1)
str += stl_sprintf(" (%d/%d)", skill->experience, skill_levels[level].points);
}
else
str = stl_sprintf("Not %s (0/500)", ENUM_ATTR_STR(job_skill, caption_noun, columns[sel_column].skill));
}
Screen::paintString(Screen::Pen(' ', 9, 0), x, y, str);
if (cur->unit->military.squad_id > -1) {
x = 1;
y++;
string squadLabel = "Squad: ";
Screen::paintString(white_pen, x, y, squadLabel);
x += squadLabel.size();
string squad = cur->squad_effective_name;
Screen::paintString(Screen::Pen(' ', 11, 0), x, y, squad);
x += squad.size();
string pos = stl_sprintf(" Pos %i", cur->unit->military.squad_position + 1);
Screen::paintString(Screen::Pen(' ', 9, 0), x, y, pos);
}
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canToggle = (cur->allowEdit) && columns[sel_column].isValidLabor(ui->main.fortress_entity);
}
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int x = 2, y = dim.y - 3;
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OutputString(10, x, y, Screen::getKeyDisplay(interface_key::SELECT));
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OutputString(canToggle ? 15 : 8, x, y, ": Toggle labor, ");
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OutputString(10, x, y, Screen::getKeyDisplay(interface_key::SELECT_ALL));
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OutputString(canToggle ? 15 : 8, x, y, ": Toggle Group, ");
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OutputString(10, x, y, Screen::getKeyDisplay(interface_key::UNITJOB_VIEW));
OutputString(15, x, y, ": ViewCre, ");
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OutputString(10, x, y, Screen::getKeyDisplay(interface_key::UNITJOB_ZOOM_CRE));
OutputString(15, x, y, ": Zoom-Cre");
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x = 2; y = dim.y - 2;
OutputString(10, x, y, Screen::getKeyDisplay(interface_key::LEAVESCREEN));
OutputString(15, x, y, ": Done, ");
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OutputString(10, x, y, Screen::getKeyDisplay(interface_key::OPTION20));
OutputString(15, x, y, ": Toggle View, ");
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OutputString(10, x, y, Screen::getKeyDisplay(interface_key::SECONDSCROLL_DOWN));
OutputString(10, x, y, Screen::getKeyDisplay(interface_key::SECONDSCROLL_UP));
OutputString(15, x, y, ": Sort by Skill, ");
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OutputString(10, x, y, Screen::getKeyDisplay(interface_key::SECONDSCROLL_PAGEDOWN));
OutputString(10, x, y, Screen::getKeyDisplay(interface_key::SECONDSCROLL_PAGEUP));
OutputString(15, x, y, ": Sort by (");
OutputString(10, x, y, Screen::getKeyDisplay(interface_key::CHANGETAB));
OutputString(15, x, y, ") ");
switch (altsort)
{
case ALTSORT_NAME:
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OutputString(15, x, y, "Name");
break;
case ALTSORT_PROFESSION_OR_SQUAD:
OutputString(15, x, y, show_squad ? "Squad" : "Profession");
break;
case ALTSORT_HAPPINESS:
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OutputString(15, x, y, "Happiness");
break;
case ALTSORT_ARRIVAL:
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OutputString(15, x, y, "Arrival");
break;
default:
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OutputString(15, x, y, "Unknown");
break;
}
}
df::unit *viewscreen_unitlaborsst::getSelectedUnit()
{
// This query might be from the rename plugin
do_refresh_names = true;
return units[sel_row]->unit;
}
struct unitlist_hook : df::viewscreen_unitlistst
{
typedef df::viewscreen_unitlistst interpose_base;
DEFINE_VMETHOD_INTERPOSE(void, feed, (set<df::interface_key> *input))
{
if (input->count(interface_key::UNITVIEW_PRF_PROF))
{
if (units[page].size())
{
Screen::show(new viewscreen_unitlaborsst(units[page], cursor_pos[page]));
return;
}
}
INTERPOSE_NEXT(feed)(input);
}
DEFINE_VMETHOD_INTERPOSE(void, render, ())
{
INTERPOSE_NEXT(render)();
if (units[page].size())
{
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auto dim = Screen::getWindowSize();
int x = 2, y = dim.y - 2;
OutputString(12, x, y, Screen::getKeyDisplay(interface_key::UNITVIEW_PRF_PROF));
OutputString(15, x, y, ": Manage labors (DFHack)");
}
}
};
IMPLEMENT_VMETHOD_INTERPOSE(unitlist_hook, feed);
IMPLEMENT_VMETHOD_INTERPOSE(unitlist_hook, render);
DFHACK_PLUGIN("manipulator");
DFHACK_PLUGIN_IS_ENABLED(is_enabled);
DFhackCExport command_result plugin_enable(color_ostream &out, bool enable)
{
if (!gps)
return CR_FAILURE;
if (enable != is_enabled)
{
if (!INTERPOSE_HOOK(unitlist_hook, feed).apply(enable) ||
!INTERPOSE_HOOK(unitlist_hook, render).apply(enable))
return CR_FAILURE;
is_enabled = enable;
}
return CR_OK;
}
DFhackCExport command_result plugin_init ( color_ostream &out, vector <PluginCommand> &commands)
{
return CR_OK;
}
DFhackCExport command_result plugin_shutdown ( color_ostream &out )
{
INTERPOSE_HOOK(unitlist_hook, feed).remove();
INTERPOSE_HOOK(unitlist_hook, render).remove();
return CR_OK;
}