dfhack/plugins/lua/sort/info.lua

588 lines
20 KiB
Lua

local _ENV = mkmodule('plugins.sort.info')
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local gui = require('gui')
local overlay = require('plugins.overlay')
local widgets = require('gui.widgets')
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local utils = require('utils')
local info = df.global.game.main_interface.info
local creatures = info.creatures
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local justice = info.justice
local objects = info.artifacts
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local tasks = info.jobs
local work_details = info.labor.work_details
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local state = {}
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-- these sort functions attempt to match the vanilla info panel sort behavior, which
-- is not quite the same as the rest of DFHack. For example, in other DFHack sorts,
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-- we'd always sort by name descending as a secondary sort. To match vanilla sorting,
-- if the primary sort is ascending, the secondary name sort will also be ascending.
--
-- also note that vanilla sorts are not stable, so there might still be some jitter
-- if the player clicks one of the vanilla sort widgets after searching
local function sort_by_name_desc(a, b)
return a.sort_name < b.sort_name
end
local function sort_by_name_asc(a, b)
return a.sort_name > b.sort_name
end
local function sort_by_prof_desc(a, b)
if a.profession_list_order1 == b.profession_list_order1 then
return sort_by_name_desc(a, b)
end
return a.profession_list_order1 < b.profession_list_order1
end
local function sort_by_prof_asc(a, b)
if a.profession_list_order1 == b.profession_list_order1 then
return sort_by_name_asc(a, b)
end
return a.profession_list_order1 > b.profession_list_order1
end
local function sort_by_job_name_desc(a, b)
if a.job_sort_name == b.job_sort_name then
return sort_by_name_desc(a, b)
end
return a.job_sort_name < b.job_sort_name
end
local function sort_by_job_name_asc(a, b)
if a.job_sort_name == b.job_sort_name then
-- use descending tertiary sort for visual stability
return sort_by_name_desc(a, b)
end
return a.job_sort_name > b.job_sort_name
end
local function sort_by_job_desc(a, b)
if not not a.jb == not not b.jb then
return sort_by_job_name_desc(a, b)
end
return not not a.jb
end
local function sort_by_job_asc(a, b)
if not not a.jb == not not b.jb then
return sort_by_job_name_asc(a, b)
end
return not not b.jb
end
local function sort_by_stress_desc(a, b)
if a.stress == b.stress then
return sort_by_name_desc(a, b)
end
return a.stress > b.stress
end
local function sort_by_stress_asc(a, b)
if a.stress == b.stress then
return sort_by_name_asc(a, b)
end
return a.stress < b.stress
end
local function get_sort()
if creatures.sorting_cit_job then
return creatures.sorting_cit_job_is_ascending and sort_by_job_asc or sort_by_job_desc
elseif creatures.sorting_cit_stress then
return creatures.sorting_cit_stress_is_ascending and sort_by_stress_asc or sort_by_stress_desc
elseif creatures.sorting_cit_nameprof_doing_prof then
return creatures.sorting_cit_nameprof_is_ascending and sort_by_prof_asc or sort_by_prof_desc
else
return creatures.sorting_cit_nameprof_is_ascending and sort_by_name_asc or sort_by_name_desc
end
end
local function copy_to_lua_table(vec)
local tab = {}
for k,v in ipairs(vec) do
tab[k+1] = v
end
return tab
end
local function general_search(vec, get_search_key_fn, get_sort_fn, matches_filters_fn, data, filter, incremental)
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if not data.saved_original then
data.saved_original = copy_to_lua_table(vec)
elseif not incremental then
vec:assign(data.saved_original)
end
if matches_filters_fn ~= DEFAULT_NIL or filter ~= '' then
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local search_tokens = filter:split()
for idx = #vec-1,0,-1 do
local search_key = get_search_key_fn(vec[idx])
if (search_key and not utils.search_text(search_key, search_tokens)) or
(matches_filters_fn ~= DEFAULT_NIL and not matches_filters_fn(vec[idx]))
then
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vec:erase(idx)
end
end
end
data.saved_visible = copy_to_lua_table(vec)
if get_sort_fn then
table.sort(data.saved_visible, get_sort_fn())
vec:assign(data.saved_visible)
end
end
-- add dynamically allocated elements that were not visible at the time of
-- closure back to the vector so they can be cleaned up when it is next initialized
local function cri_unitst_cleanup(vec, data)
if not data.saved_visible or not data.saved_original then return end
for _,elem in ipairs(data.saved_original) do
if not utils.linear_index(data.saved_visible, elem) then
vec:insert('#', elem)
end
end
end
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local function get_unit_search_key(unit)
return ('%s %s %s'):format(
dfhack.units.getReadableName(unit), -- last name is in english
dfhack.units.getProfessionName(unit),
dfhack.TranslateName(unit.name, false, true)) -- get untranslated last name
end
local function make_cri_unitst_handlers(vec, sort_fn)
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return {
search_fn=curry(general_search, vec,
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function(elem)
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return ('%s %s'):format(
elem.un and get_unit_search_key(elem.un) or '',
elem.job_sort_name)
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end,
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sort_fn),
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cleanup_fn=curry(cri_unitst_cleanup, vec),
}
end
local function overall_training_search(matches_filters_fn, data, filter, incremental)
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general_search(creatures.atk_index, function(elem)
local raw = df.creature_raw.find(elem)
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if not raw then return end
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return raw.name[1]
end, nil, matches_filters_fn, data, filter, incremental)
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end
local function assign_trainer_search(matches_filters_fn, data, filter, incremental)
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general_search(creatures.trainer, function(elem)
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if not elem then return end
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return ('%s %s'):format(dfhack.TranslateName(elem.name), dfhack.units.getProfessionName(elem))
end, nil, matches_filters_fn, data, filter, incremental)
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end
local function work_details_search(matches_filters_fn, data, filter, incremental)
if work_details.selected_work_detail_index ~= data.selected then
data.saved_original = nil
data.selected = work_details.selected_work_detail_index
end
general_search(work_details.assignable_unit, get_unit_search_key,
nil, matches_filters_fn, data, filter, incremental)
end
-- independent implementation of search algorithm since we need to
-- keep two vectors in sync
local function interrogating_search(matches_filters_fn, data, filter, incremental)
local vec, flags_vec = justice.interrogation_list, justice.interrogation_list_flag
if not data.saved_original then
data.saved_original = copy_to_lua_table(vec)
data.saved_flags = copy_to_lua_table(flags_vec)
data.saved_idx_map = {}
for idx, unit in ipairs(data.saved_original) do
data.saved_idx_map[unit.id] = idx -- 1-based idx
end
else -- sync flag changes to saved vector
for idx, unit in ipairs(vec) do -- 0-based idx
data.saved_flags[data.saved_idx_map[unit.id]] = flags_vec[idx]
end
end
if not incremental then
vec:assign(data.saved_original)
flags_vec:assign(data.saved_flags)
end
if matches_filters_fn ~= DEFAULT_NIL or filter ~= '' then
local search_tokens = filter:split()
for idx = #vec-1,0,-1 do
local search_key = get_unit_search_key(vec[idx])
if (search_key and not utils.search_text(search_key, search_tokens)) or
(matches_filters_fn ~= DEFAULT_NIL and not matches_filters_fn(vec[idx], idx))
then
vec:erase(idx)
flags_vec:erase(idx)
end
end
end
end
local function convicting_search(matches_filters_fn, data, filter, incremental)
general_search(justice.conviction_list, get_unit_search_key,
nil, matches_filters_fn, data, filter, incremental)
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end
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local HANDLERS = {
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CITIZEN=make_cri_unitst_handlers(creatures.cri_unit.CITIZEN, get_sort),
PET=make_cri_unitst_handlers(creatures.cri_unit.PET, get_sort),
OTHER=make_cri_unitst_handlers(creatures.cri_unit.OTHER, get_sort),
DECEASED=make_cri_unitst_handlers(creatures.cri_unit.DECEASED, get_sort),
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PET_OT={search_fn=overall_training_search},
PET_AT={search_fn=assign_trainer_search},
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JOBS=make_cri_unitst_handlers(tasks.cri_job),
WORK_DETAILS={search_fn=work_details_search},
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INTERROGATING={search_fn=interrogating_search},
CONVICTING={search_fn=convicting_search},
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}
for idx,name in ipairs(df.artifacts_mode_type) do
if idx < 0 then goto continue end
HANDLERS[name] = {
search_fn=curry(general_search, objects.list[idx],
function(elem)
return ('%s %s'):format(dfhack.TranslateName(elem.name), dfhack.TranslateName(elem.name, true))
end, nil)
}
::continue::
end
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local function get_key()
if info.current_mode == df.info_interface_mode_type.JUSTICE then
if justice.interrogating then
return 'INTERROGATING'
elseif justice.convicting then
return 'CONVICTING'
end
elseif info.current_mode == df.info_interface_mode_type.CREATURES then
if creatures.current_mode == df.unit_list_mode_type.PET then
if creatures.showing_overall_training then
return 'PET_OT'
elseif creatures.adding_trainer then
return 'PET_AT'
end
end
return df.unit_list_mode_type[creatures.current_mode]
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elseif info.current_mode == df.info_interface_mode_type.JOBS then
return 'JOBS'
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elseif info.current_mode == df.info_interface_mode_type.ARTIFACTS then
return df.artifacts_mode_type[objects.mode]
elseif info.current_mode == df.info_interface_mode_type.LABOR then
if info.labor.mode == df.labor_mode_type.WORK_DETAILS then
return 'WORK_DETAILS'
end
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end
end
local function check_context(self, key_ctx)
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local key = get_key()
if state[key_ctx] ~= key then
state[key_ctx] = key
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local prev_text = key and ensure_key(state, key).prev_text or ''
self.subviews.search:setText(prev_text)
end
end
local function do_search(matches_filters_fn, text, force_full_search)
if not force_full_search and not next(state) and text == '' then return end
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-- the EditField state is guaranteed to be consistent with the current
-- context since when clicking to switch tabs, onRenderBody is always called
-- before this text_input callback, even if a key is pressed before the next
-- graphical frame would otherwise be printed. if this ever becomes untrue,
-- then we can add an on_char handler to the EditField that also calls
-- check_context.
local key = get_key()
if not key then return end
local prev_text = ensure_key(state, key).prev_text
-- some screens reset their contents between context switches; regardless
-- a switch back to the context should results in an incremental search
local incremental = not force_full_search and prev_text and text:startswith(prev_text)
HANDLERS[key].search_fn(matches_filters_fn, state[key], text, incremental)
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state[key].prev_text = text
end
local function on_update(self)
if self.overlay_onupdate_max_freq_seconds == 0 and
not dfhack.gui.matchFocusString('dwarfmode/Info', dfhack.gui.getDFViewscreen(true))
then
for k,v in pairs(state) do
local cleanup_fn = safe_index(HANDLERS, k, 'cleanup_fn')
if cleanup_fn then cleanup_fn(v) end
end
state = {}
self.subviews.search:setText('')
self.subviews.search:setFocus(false)
self.overlay_onupdate_max_freq_seconds = 60
end
end
local function on_input(self, clazz, keys)
if keys._MOUSE_R and self.subviews.search.focus and self:get_handled_key() then
self.subviews.search:setFocus(false)
return true
end
return clazz.super.onInput(self, keys)
end
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local function is_interrogate_or_convict()
local key = get_key()
return key == 'INTERROGATING' or key == 'CONVICTING'
end
-- ----------------------
-- InfoOverlay
--
InfoOverlay = defclass(InfoOverlay, overlay.OverlayWidget)
InfoOverlay.ATTRS{
default_pos={x=64, y=8},
default_enabled=true,
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viewscreens='dwarfmode/Info',
hotspot=true,
overlay_onupdate_max_freq_seconds=0,
frame={w=40, h=4},
}
function InfoOverlay:init()
self:addviews{
widgets.BannerPanel{
view_id='panel',
frame={l=0, t=0, r=0, h=1},
visible=self:callback('get_handled_key'),
subviews={
widgets.EditField{
view_id='search',
frame={l=1, t=0, r=1},
label_text="Search: ",
key='CUSTOM_ALT_S',
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on_change=function(text) do_search(DEFAULT_NIL, text) end,
},
},
},
}
end
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function InfoOverlay:overlay_onupdate()
on_update(self)
end
function InfoOverlay:get_handled_key()
return not is_interrogate_or_convict() and get_key() or nil
end
local function resize_overlay(self)
local sw = dfhack.screen.getWindowSize()
local overlay_width = math.min(40, sw-(self.frame_rect.x1 + 30))
if overlay_width ~= self.frame.w then
self.frame.w = overlay_width
return true
end
end
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local function is_tabs_in_two_rows()
return dfhack.screen.readTile(64, 6, false).ch == 0
end
local function get_panel_offsets()
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local tabs_in_two_rows = is_tabs_in_two_rows()
local shift_right = info.current_mode == df.info_interface_mode_type.ARTIFACTS or
info.current_mode == df.info_interface_mode_type.LABOR
local l_offset = (not tabs_in_two_rows and shift_right) and 4 or 0
local t_offset = 1
if tabs_in_two_rows then
t_offset = shift_right and 0 or 3
end
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if info.current_mode == df.info_interface_mode_type.JOBS then
t_offset = t_offset - 1
end
return l_offset, t_offset
end
function InfoOverlay:updateFrames()
local ret = resize_overlay(self)
local l, t = get_panel_offsets()
local frame = self.subviews.panel.frame
if (frame.l == l and frame.t == t) then return ret end
frame.l, frame.t = l, t
return true
end
function InfoOverlay:onRenderBody(dc)
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if next(state) then
check_context(self, InfoOverlay)
end
if self:updateFrames() then
self:updateLayout()
end
if self.refresh_search then
self.refresh_search = nil
do_search(DEFAULT_NIL, self.subviews.search.text)
end
self.overlay_onupdate_max_freq_seconds = 0
InfoOverlay.super.onRenderBody(self, dc)
end
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function InfoOverlay:onInput(keys)
if keys._MOUSE_L and get_key() == 'WORK_DETAILS' then
self.refresh_search = true
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end
return on_input(self, InfoOverlay, keys)
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end
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-- ----------------------
-- InterrogationOverlay
--
InterrogationOverlay = defclass(InterrogationOverlay, overlay.OverlayWidget)
InterrogationOverlay.ATTRS{
default_pos={x=47, y=10},
default_enabled=true,
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viewscreens='dwarfmode/Info/JUSTICE',
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frame={w=27, h=9},
hotspot=true,
overlay_onupdate_max_freq_seconds=0,
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}
function InterrogationOverlay:overlay_onupdate()
on_update(self)
end
function InterrogationOverlay:get_handled_key()
return is_interrogate_or_convict() and get_key() or nil
end
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function InterrogationOverlay:init()
self:addviews{
widgets.Panel{
view_id='panel',
frame={l=0, t=4, h=5, r=0},
frame_background=gui.CLEAR_PEN,
frame_style=gui.FRAME_MEDIUM,
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visible=is_interrogate_or_convict,
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subviews={
widgets.EditField{
view_id='search',
frame={l=0, t=0, r=0},
label_text="Search: ",
key='CUSTOM_ALT_S',
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on_change=function(text) do_search(self:callback('matches_filters'), text) end,
},
widgets.ToggleHotkeyLabel{
view_id='include_interviewed',
frame={l=0, t=1, w=23},
key='CUSTOM_SHIFT_I',
label='Interviewed:',
options={
{label='Include', value=true, pen=COLOR_GREEN},
{label='Exclude', value=false, pen=COLOR_RED},
},
visible=function() return justice.interrogating end,
on_change=function()
do_search(self:callback('matches_filters'), self.subviews.search.text, true)
end,
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},
widgets.CycleHotkeyLabel{
view_id='subset',
frame={l=0, t=2, w=28},
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key='CUSTOM_SHIFT_F',
label='Show:',
options={
{label='All', value='all', pen=COLOR_GREEN},
{label='Risky visitors', value='risky', pen=COLOR_RED},
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{label='Other visitors', value='visitors', pen=COLOR_LIGHTRED},
{label='Residents', value='residents', pen=COLOR_YELLOW},
{label='Citizens', value='citizens', pen=COLOR_CYAN},
{label='Animals', value='animals', pen=COLOR_BLUE},
{label='Deceased or missing', value='deceased', pen=COLOR_MAGENTA},
{label='Others', value='others', pen=COLOR_GRAY},
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},
on_change=function()
do_search(self:callback('matches_filters'), self.subviews.search.text, true)
end,
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},
},
},
}
end
local RISKY_PROFESSIONS = utils.invert{
df.profession.THIEF,
df.profession.MASTER_THIEF,
df.profession.CRIMINAL,
}
local function is_risky(unit)
if RISKY_PROFESSIONS[unit.profession] or RISKY_PROFESSIONS[unit.profession2] then
return true
end
if dfhack.units.getReadableName(unit):endswith('necromancer') then return true end
return not dfhack.units.isAlive(unit) -- detect intelligent undead
end
function InterrogationOverlay:matches_filters(unit, idx)
if justice.interrogating then
local include_interviewed = self.subviews.include_interviewed:getOptionValue()
if not include_interviewed and justice.interrogation_list_flag[idx] == 2 then
return false
end
end
local subset = self.subviews.subset:getOptionValue()
if subset == 'all' then
return true
elseif dfhack.units.isDead(unit) or not dfhack.units.isActive(unit) then
return subset == 'deceased'
elseif dfhack.units.isVisiting(unit) then
local risky = is_risky(unit)
return (subset == 'risky' and risky) or (subset == 'visitors' and not risky)
elseif dfhack.units.isAnimal(unit) then
return subset == 'animals'
elseif dfhack.units.isCitizen(unit) then
return subset == 'citizens'
elseif unit.flags2.roaming_wilderness_population_source then
return subset == 'others'
end
return subset == 'residents'
end
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function InterrogationOverlay:render(dc)
local sw = dfhack.screen.getWindowSize()
local info_panel_border = 31 -- from edges of panel to screen edges
local info_panel_width = sw - info_panel_border
local info_panel_center = info_panel_width // 2
local panel_x_offset = (info_panel_center + 5) - self.frame_rect.x1
local frame_w = math.min(panel_x_offset + 37, info_panel_width - 56)
local panel_l = panel_x_offset
local panel_t = is_tabs_in_two_rows() and 4 or 0
if self.frame.w ~= frame_w or
self.subviews.panel.frame.l ~= panel_l or
self.subviews.panel.frame.t ~= panel_t
then
self.frame.w = frame_w
self.subviews.panel.frame.l = panel_l
self.subviews.panel.frame.t = panel_t
self:updateLayout()
end
InterrogationOverlay.super.render(self, dc)
end
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function InterrogationOverlay:onRenderBody(dc)
if next(state) then
check_context(self, InterrogationOverlay)
else
self.subviews.include_interviewed:setOption(true, false)
self.subviews.subset:setOption('all')
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end
self.overlay_onupdate_max_freq_seconds = 0
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InterrogationOverlay.super.onRenderBody(self, dc)
end
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function InterrogationOverlay:onInput(keys)
return on_input(self, InterrogationOverlay, keys)
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end
return _ENV