add unit assignment screens for pits/cages/chains

refactor the existing Pasture assignment screen to handle variations
develop
Myk Taylor 2023-08-10 14:20:15 -07:00
parent 1307c727cf
commit 214b78ba3c
No known key found for this signature in database
1 changed files with 461 additions and 160 deletions

@ -2,26 +2,14 @@ local _ENV = mkmodule('plugins.zone')
local gui = require('gui')
local overlay = require('plugins.overlay')
local utils = require('utils')
local widgets = require('gui.widgets')
local CH_UP = string.char(30)
local CH_DN = string.char(31)
local CH_MALE = string.char(11)
local CH_FEMALE = string.char(12)
local STATUS = {
NONE={label='Unknown', value=0},
PASTURED_HERE={label='Pastured here', value=1},
PASTURED_ELSEWHERE={label='Pastured elsewhere', value=2},
RESTRAINT={label='On restraint', value=3},
BUILT_CAGE={label='On display in cage', value=4},
ITEM_CAGE={label='In movable cage', value=5},
ROAMING={label='Roaming', value=6},
}
local STATUS_REVMAP = {}
for k, v in pairs(STATUS) do
STATUS_REVMAP[v.value] = k
end
local CH_NEUTER = '?'
local DISPOSITION = {
NONE={label='Unknown', value=0},
@ -38,7 +26,7 @@ for k, v in pairs(DISPOSITION) do
end
-- -------------------
-- Pasture
-- AssignAnimal
--
local STATUS_COL_WIDTH = 18
@ -47,12 +35,20 @@ local GENDER_COL_WIDTH = 6
local SLIDER_LABEL_WIDTH = math.max(STATUS_COL_WIDTH, DISPOSITION_COL_WIDTH) + 4
local SLIDER_WIDTH = 48
Pasture = defclass(Pasture, widgets.Window)
Pasture.ATTRS {
frame_title='Assign units to pasture',
AssignAnimal = defclass(AssignAnimal, widgets.Window)
AssignAnimal.ATTRS {
frame_title='Animal and prisoner assignment',
frame={w=6+SLIDER_WIDTH*2, h=47},
resizable=true,
resize_min={h=27},
target_name=DEFAULT_NIL,
status=DEFAULT_NIL,
status_revmap=DEFAULT_NIL,
get_status=DEFAULT_NIL,
get_allow_vermin=DEFAULT_NIL,
get_multi_select=DEFAULT_NIL,
attach=DEFAULT_NIL,
initial_min_disposition=DISPOSITION.PET.value,
}
local function sort_noop(a, b)
@ -123,7 +119,19 @@ local function sort_by_status_asc(a, b)
return a.data.status > b.data.status
end
function Pasture:init()
function AssignAnimal:init()
local status_options = {}
for k, v in ipairs(self.status_revmap) do
status_options[k] = self.status[v]
end
local disposition_options = {}
for k, v in ipairs(DISPOSITION_REVMAP) do
disposition_options[k] = DISPOSITION[v]
end
local can_assign_pets = self.initial_min_disposition == DISPOSITION.PET.value
self:addviews{
widgets.CycleHotkeyLabel{
view_id='sort',
@ -159,15 +167,8 @@ function Pasture:init()
label_below=true,
key_back='CUSTOM_SHIFT_Z',
key='CUSTOM_SHIFT_X',
options={
{label=STATUS.PASTURED_HERE.label, value=STATUS.PASTURED_HERE.value},
{label=STATUS.PASTURED_ELSEWHERE.label, value=STATUS.PASTURED_ELSEWHERE.value},
{label=STATUS.RESTRAINT.label, value=STATUS.RESTRAINT.value},
{label=STATUS.BUILT_CAGE.label, value=STATUS.BUILT_CAGE.value},
{label=STATUS.ITEM_CAGE.label, value=STATUS.ITEM_CAGE.value},
{label=STATUS.ROAMING.label, value=STATUS.ROAMING.value},
},
initial_option=STATUS.PASTURED_HERE.value,
options=status_options,
initial_option=1,
on_change=function(val)
if self.subviews.max_status:getOptionValue() < val then
self.subviews.max_status:setOption(val)
@ -182,15 +183,8 @@ function Pasture:init()
label_below=true,
key_back='CUSTOM_SHIFT_Q',
key='CUSTOM_SHIFT_W',
options={
{label=STATUS.PASTURED_HERE.label, value=STATUS.PASTURED_HERE.value},
{label=STATUS.PASTURED_ELSEWHERE.label, value=STATUS.PASTURED_ELSEWHERE.value},
{label=STATUS.RESTRAINT.label, value=STATUS.RESTRAINT.value},
{label=STATUS.BUILT_CAGE.label, value=STATUS.BUILT_CAGE.value},
{label=STATUS.ITEM_CAGE.label, value=STATUS.ITEM_CAGE.value},
{label=STATUS.ROAMING.label, value=STATUS.ROAMING.value},
},
initial_option=STATUS.ROAMING.value,
options=status_options,
initial_option=#self.status_revmap,
on_change=function(val)
if self.subviews.min_status:getOptionValue() > val then
self.subviews.min_status:setOption(val)
@ -200,7 +194,7 @@ function Pasture:init()
},
widgets.RangeSlider{
frame={l=0, t=3},
num_stops=6,
num_stops=#self.status_revmap,
get_left_idx_fn=function()
return self.subviews.min_status:getOptionValue()
end,
@ -222,15 +216,8 @@ function Pasture:init()
label_below=true,
key_back='CUSTOM_SHIFT_C',
key='CUSTOM_SHIFT_V',
options={
{label=DISPOSITION.PET.label, value=DISPOSITION.PET.value},
{label=DISPOSITION.TAME.label, value=DISPOSITION.TAME.value},
{label=DISPOSITION.TRAINED.label, value=DISPOSITION.TRAINED.value},
{label=DISPOSITION.WILD_TRAINABLE.label, value=DISPOSITION.WILD_TRAINABLE.value},
{label=DISPOSITION.WILD_UNTRAINABLE.label, value=DISPOSITION.WILD_UNTRAINABLE.value},
{label=DISPOSITION.HOSTILE.label, value=DISPOSITION.HOSTILE.value},
},
initial_option=DISPOSITION.PET.value,
options=disposition_options,
initial_option=self.initial_min_disposition,
on_change=function(val)
if self.subviews.max_disposition:getOptionValue() < val then
self.subviews.max_disposition:setOption(val)
@ -245,14 +232,7 @@ function Pasture:init()
label_below=true,
key_back='CUSTOM_SHIFT_E',
key='CUSTOM_SHIFT_R',
options={
{label=DISPOSITION.PET.label, value=DISPOSITION.PET.value},
{label=DISPOSITION.TAME.label, value=DISPOSITION.TAME.value},
{label=DISPOSITION.TRAINED.label, value=DISPOSITION.TRAINED.value},
{label=DISPOSITION.WILD_TRAINABLE.label, value=DISPOSITION.WILD_TRAINABLE.value},
{label=DISPOSITION.WILD_UNTRAINABLE.label, value=DISPOSITION.WILD_UNTRAINABLE.value},
{label=DISPOSITION.HOSTILE.label, value=DISPOSITION.HOSTILE.value},
},
options=disposition_options,
initial_option=DISPOSITION.HOSTILE.value,
on_change=function(val)
if self.subviews.min_disposition:getOptionValue() > val then
@ -310,7 +290,7 @@ function Pasture:init()
},
widgets.Panel{
view_id='list_panel',
frame={t=12, l=0, r=0, b=4},
frame={t=12, l=0, r=0, b=4+(can_assign_pets and 0 or 1)},
subviews={
widgets.CycleHotkeyLabel{
view_id='sort_status',
@ -367,15 +347,20 @@ function Pasture:init()
}
},
widgets.HotkeyLabel{
frame={l=0, b=2},
frame={l=0, b=2+(can_assign_pets and 0 or 1)},
label='Assign all/none',
key='CUSTOM_CTRL_A',
on_activate=self:callback('toggle_visible'),
visible=self.get_multi_select,
auto_width=true,
},
widgets.WrappedLabel{
frame={b=0, l=0, r=0},
text_to_wrap='Click to assign/unassign to current pasture. Shift click to assign/unassign a range.',
text_to_wrap=function()
return 'Click to assign/unassign to ' .. self.target_name .. '.' ..
(self.get_multi_select() and ' Shift click to assign/unassign a range.' or '') ..
(not can_assign_pets and '\nNote that pets cannot be assigned to cages or restraints.' or '')
end,
},
}
@ -388,7 +373,7 @@ function Pasture:init()
self.subviews.list:setChoices(self:get_choices())
end
function Pasture:refresh_list(sort_widget, sort_fn)
function AssignAnimal: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
@ -405,25 +390,36 @@ function Pasture:refresh_list(sort_widget, sort_fn)
list:setFilter(saved_filter)
end
local function make_search_key(data)
local function make_search_key(desc)
local out = ''
for c in data.desc:gmatch("[%w%s]") do
for c in desc:gmatch("[%w%s]") do
out = out .. c:lower()
end
return out
end
local function make_choice_text(data)
function AssignAnimal:make_choice_text(data)
local gender_ch = CH_NEUTER
if data.gender == df.pronoun_type.she then
gender_ch = CH_FEMALE
elseif data.gender == df.pronoun_type.he then
gender_ch = CH_MALE
end
return {
{width=STATUS_COL_WIDTH, text=function() return STATUS[STATUS_REVMAP[data.status]].label end},
{width=STATUS_COL_WIDTH, text=function() return self.status[self.status_revmap[data.status]].label end},
{gap=2, width=DISPOSITION_COL_WIDTH, text=function() return DISPOSITION[DISPOSITION_REVMAP[data.disposition]].label end},
{gap=2, width=GENDER_COL_WIDTH, text=data.gender == 0 and CH_FEMALE or CH_MALE},
{gap=2, width=GENDER_COL_WIDTH, text=gender_ch},
{gap=2, text=data.desc},
}
end
local function get_cage_ref(unit)
return dfhack.units.getGeneralRef(unit, df.general_ref_type.CONTAINED_IN_ITEM)
local function get_general_ref(unit_or_vermin, ref_type)
local is_unit = df.unit:is_instance(unit_or_vermin)
return dfhack[is_unit and 'units' or 'items'].getGeneralRef(unit_or_vermin, ref_type)
end
local function get_cage_ref(unit_or_vermin)
return get_general_ref(unit_or_vermin, df.general_ref_type.CONTAINED_IN_ITEM)
end
local function get_built_cage(item_cage)
@ -437,30 +433,22 @@ local function get_built_cage(item_cage)
end
end
local function get_status(unit)
local assigned_pasture_ref = dfhack.units.getGeneralRef(unit, df.general_ref_type.BUILDING_CIVZONE_ASSIGNED)
if assigned_pasture_ref then
if df.global.game.main_interface.civzone.cur_bld.id == assigned_pasture_ref.building_id then
return STATUS.PASTURED_HERE.value
else
return STATUS.PASTURED_ELSEWHERE.value
local function get_bld_assignments()
local assignments = {}
for _,cage in ipairs(df.global.world.buildings.other.CAGE) do
for _,unit_id in ipairs(cage.assigned_units) do
assignments[unit_id] = cage
end
end
if dfhack.units.getGeneralRef(unit, df.general_ref_type.BUILDING_CHAIN) then
return STATUS.RESTRAINT.value
for _,chain in ipairs(df.global.world.buildings.other.CHAIN) do
if chain.assigned then
assignments[chain.assigned.id] = chain
end
local cage_ref = get_cage_ref(unit)
if cage_ref then
if get_built_cage(df.item.find(cage_ref.item_id)) then
return STATUS.BUILT_CAGE.value
else
return STATUS.ITEM_CAGE.value
end
end
return STATUS.ROAMING.value
return assignments
end
local function get_disposition(unit)
local function get_unit_disposition(unit)
local disposition = DISPOSITION.NONE
if dfhack.units.isPet(unit) then
disposition = DISPOSITION.PET
@ -478,7 +466,12 @@ local function get_disposition(unit)
return disposition.value
end
local function is_pasturable_unit(unit)
local function get_vermin_disposition(vermin)
-- TODO
return DISPOSITION.TAME.value
end
local function is_assignable_unit(unit)
return dfhack.units.isActive(unit) and
((dfhack.units.isAnimal(unit) and dfhack.units.isOwnCiv(unit)) or get_cage_ref(unit)) and
not dfhack.units.isDead(unit) and
@ -486,27 +479,57 @@ local function is_pasturable_unit(unit)
not dfhack.units.isForest(unit)
end
function Pasture:cache_choices()
local function is_assignable_vermin(vermin)
-- TODO are there unassignable vermin?
return true
end
local function get_vermin_desc(vermin, raw)
if not raw then return 'Unknown vermin' end
return ('%s [%d]'):format(raw.name[1], vermin.stack_size)
end
function AssignAnimal:cache_choices()
if self.choices then return self.choices end
local bld_assignments = get_bld_assignments()
local choices = {}
for _, unit in ipairs(df.global.world.units.active) do
if not is_pasturable_unit(unit) then goto continue end
if not is_assignable_unit(unit) then goto continue end
local raw = df.creature_raw.find(unit.race)
local data = {
unit=unit,
desc=dfhack.units.getReadableName(unit),
gender=unit.sex,
race=raw and raw.creature_id or -1,
status=get_status(unit),
disposition=get_disposition(unit),
status=self.get_status(unit, bld_assignments),
disposition=get_unit_disposition(unit),
egg=dfhack.units.isEggLayerRace(unit),
graze=dfhack.units.isGrazer(unit),
}
local choice = {
search_key=make_search_key(data),
search_key=make_search_key(data.desc),
data=data,
text=self:make_choice_text(data),
}
table.insert(choices, choice)
::continue::
end
for _, vermin in ipairs(df.global.world.items.other.VERMIN) do
if not is_assignable_vermin(vermin) then goto continue end
local raw = df.creature_raw.find(vermin.race)
local data = {
vermin=vermin,
desc=get_vermin_desc(vermin, raw),
gender=df.pronoun_type.it,
race=raw and raw.creature_id or -1,
status=self.get_status(vermin, bld_assignments),
disposition=get_vermin_disposition(vermin),
}
local choice = {
search_key=make_search_key(data.desc),
data=data,
text=make_choice_text(data),
text=self:make_choice_text(data),
}
table.insert(choices, choice)
::continue::
@ -516,8 +539,9 @@ function Pasture:cache_choices()
return choices
end
function Pasture:get_choices()
function AssignAnimal:get_choices()
local raw_choices = self:cache_choices()
local show_vermin = self.get_allow_vermin()
local min_status = self.subviews.min_status:getOptionValue()
local max_status = self.subviews.max_status:getOptionValue()
local min_disposition = self.subviews.min_disposition:getOptionValue()
@ -527,6 +551,7 @@ function Pasture:get_choices()
local choices = {}
for _,choice in ipairs(raw_choices) do
local data = choice.data
if not show_vermin and data.vermin then goto continue end
if min_status > data.status then goto continue end
if max_status < data.status then goto continue end
if min_disposition > data.disposition then goto continue end
@ -542,122 +567,180 @@ function Pasture:get_choices()
return choices
end
local function unassign_unit(bld, unit)
local function get_bld_assigned_vec(bld, unit_or_vermin)
if not bld then return end
return df.unit:is_instance(unit_or_vermin) and bld.assigned_units or bld.assigned_items
end
local function get_assigned_unit_or_vermin_idx(bld, unit_or_vermin, vec)
vec = vec or get_bld_assigned_vec(bld, unit_or_vermin)
if not vec then return end
for assigned_idx, assigned_id in ipairs(vec) do
if assigned_id == unit_or_vermin.id then
return assigned_idx
end
end
end
local function unassign_unit_or_vermin(bld, unit_or_vermin)
if not bld then return end
for au_idx, au_id in ipairs(bld.assigned_units) do
if au_id == unit.id then
bld.assigned_units:erase(au_idx)
if df.building_chainst:is_instance(bld) then
if bld.assigned == unit_or_vermin then
bld.assigned = nil
end
return
end
local vec = get_bld_assigned_vec(bld, unit_or_vermin)
local idx = get_assigned_unit_or_vermin_idx(bld, unit_or_vermin, vec)
if vec and idx then
vec:erase(idx)
end
end
local function detach_unit(unit)
for idx = #unit.general_refs-1, 0, -1 do
local ref = unit.general_refs[idx]
local function detach_unit_or_vermin(unit_or_vermin, bld_assignments)
for idx = #unit_or_vermin.general_refs-1, 0, -1 do
local ref = unit_or_vermin.general_refs[idx]
if df.general_ref_building_civzone_assignedst:is_instance(ref) then
unassign_unit(df.building.find(ref.building_id), unit)
unit.general_refs:erase(idx)
unassign_unit_or_vermin(df.building.find(ref.building_id), unit_or_vermin)
unit_or_vermin.general_refs:erase(idx)
ref:delete()
elseif df.general_ref_contained_in_itemst:is_instance(ref) then
local built_cage = get_built_cage(df.item.find(ref.item_id))
if built_cage and built_cage:getType() == df.building_type.Cage then
unassign_unit(built_cage, unit)
unassign_unit_or_vermin(built_cage, unit_or_vermin)
-- unit's general ref will be removed when the unit is released from the cage
end
elseif df.general_ref_building_chainst:is_instance(ref) then
local chain = df.building.find(ref.building_id)
if chain then
chain.assigned = nil
end
end
bld_assignments = bld_assignments or get_bld_assignments()
if bld_assignments[unit_or_vermin.id] then
unassign_unit_or_vermin(bld_assignments[unit_or_vermin.id], unit_or_vermin)
end
end
local function attach_unit(unit)
local pasture = df.global.game.main_interface.civzone.cur_bld
local ref = df.new(df.general_ref_building_civzone_assignedst)
ref.building_id = pasture.id;
unit.general_refs:insert('#', ref)
pasture.assigned_units:insert('#', unit.id)
end
function AssignAnimal:toggle_item_base(choice, target_value, bld_assignments)
local true_value = self.status[self.status_revmap[1]].value
local function toggle_item_base(choice, target_value)
if target_value == nil then
target_value = choice.data.status ~= STATUS.PASTURED_HERE.value
target_value = choice.data.status ~= true_value
end
if target_value and choice.data.status == STATUS.PASTURED_HERE.value then
return
if target_value and choice.data.status == true_value then
return target_value
end
if not target_value and choice.data.status ~= STATUS.PASTURED_HERE.value then
return
if not target_value and choice.data.status ~= true_value then
return target_value
end
if self.initial_min_disposition ~= DISPOSITION.PET.value and choice.data.disposition == DISPOSITION.PET.value then
return target_value
end
local unit = choice.data.unit
detach_unit(unit)
local unit_or_vermin = choice.data.unit or choice.data.vermin
detach_unit_or_vermin(unit_or_vermin, bld_assignments)
if target_value then
attach_unit(unit)
local displaced_unit = self.attach(unit_or_vermin)
if displaced_unit then
-- assigning a unit to a restraint can unassign a different unit
for _, c in ipairs(self.subviews.list:getChoices()) do
if c.data.unit == displaced_unit then
c.data.status = self.get_status(displaced_unit)
end
end
end
end
-- don't pass bld_assignments since it may no longer be valid
choice.data.status = self.get_status(unit_or_vermin)
choice.data.status = get_status(unit)
return target_value
end
function Pasture:select_item(idx, choice)
function AssignAnimal:select_item(idx, choice)
if not dfhack.internal.getModifiers().shift then
self.prev_list_idx = self.subviews.list.list:getSelected()
end
end
function Pasture:toggle_item(idx, choice)
toggle_item_base(choice)
function AssignAnimal:toggle_item(idx, choice)
self:toggle_item_base(choice)
end
function Pasture:toggle_range(idx, choice)
function AssignAnimal:toggle_range(idx, choice)
if not self.get_multi_select() then
self:toggle_item(idx, choice)
return
end
if not self.prev_list_idx then
self:toggle_item(idx, choice)
return
end
local choices = self.subviews.list:getVisibleChoices()
local list_idx = self.subviews.list.list:getSelected()
local bld_assignments = get_bld_assignments()
local target_value
for i = list_idx, self.prev_list_idx, list_idx < self.prev_list_idx and 1 or -1 do
target_value = toggle_item_base(choices[i], target_value)
target_value = self:toggle_item_base(choices[i], target_value, bld_assignments)
end
self.prev_list_idx = list_idx
end
function Pasture:toggle_visible()
function AssignAnimal:toggle_visible()
local bld_assignments = get_bld_assignments()
local target_value
for _, choice in ipairs(self.subviews.list:getVisibleChoices()) do
target_value = toggle_item_base(choice, target_value)
target_value = self:toggle_item_base(choice, target_value, bld_assignments)
end
end
-- -------------------
-- PastureScreen
-- AssignAnimalScreen
--
view = view or nil
PastureScreen = defclass(PastureScreen, gui.ZScreen)
PastureScreen.ATTRS {
focus_path='zone/pasture',
AssignAnimalScreen = defclass(AssignAnimalScreen, gui.ZScreen)
AssignAnimalScreen.ATTRS {
focus_path='zone/assign',
is_valid_ui_state=DEFAULT_NIL,
status=DEFAULT_NIL,
status_revmap=DEFAULT_NIL,
get_status=DEFAULT_NIL,
get_allow_vermin=DEFAULT_NIL,
get_multi_select=DEFAULT_NIL,
attach=DEFAULT_NIL,
initial_min_disposition=DEFAULT_NIL,
target_name=DEFAULT_NIL,
}
function PastureScreen:init()
self:addviews{Pasture{}}
function AssignAnimalScreen:init()
self:addviews{
AssignAnimal{
status=self.status,
status_revmap=self.status_revmap,
get_status=self.get_status,
get_allow_vermin=self.get_allow_vermin,
get_multi_select=self.get_multi_select,
attach=self.attach,
initial_min_disposition=self.initial_min_disposition,
target_name=self.target_name,
}
}
end
function PastureScreen:onInput(keys)
local handled = PastureScreen.super.onInput(self, keys)
function AssignAnimalScreen:onInput(keys)
local handled = AssignAnimalScreen.super.onInput(self, keys)
if not self.is_valid_ui_state() then
view:dismiss()
return
end
if keys._MOUSE_L_DOWN then
-- if any click is made outside of our window, we need to recheck unit properites
-- if any click is made outside of our window, we need to recheck unit properties
local window = self.subviews[1]
if not window:getMouseFramePos() then
for _, choice in ipairs(self.subviews.list:getChoices()) do
choice.data.status = get_status(choice.data.unit)
choice.data.status = self.get_status(choice.data.unit or choice.data.vermin)
end
window:refresh_list()
end
@ -665,42 +748,126 @@ function PastureScreen:onInput(keys)
return handled
end
function PastureScreen:onRenderFrame()
if df.global.game.main_interface.bottom_mode_selected ~= df.main_bottom_mode_type.ZONE or
not df.global.game.main_interface.civzone.cur_bld or
df.global.game.main_interface.civzone.cur_bld.type ~= df.civzone_type.Pen
then
function AssignAnimalScreen:onRenderFrame()
if not self.is_valid_ui_state() then
view:dismiss()
end
end
function PastureScreen:onDismiss()
function AssignAnimalScreen:onDismiss()
view = nil
end
-- -------------------
-- PastureOverlay
-- PasturePondOverlay
--
PastureOverlay = defclass(PastureOverlay, overlay.OverlayWidget)
PastureOverlay.ATTRS{
PasturePondOverlay = defclass(PasturePondOverlay, overlay.OverlayWidget)
PasturePondOverlay.ATTRS{
default_pos={x=7,y=13},
default_enabled=true,
viewscreens='dwarfmode/Zone/Some/Pen',
frame={w=31, h=3},
frame_background=gui.CLEAR_PEN,
viewscreens={'dwarfmode/Zone/Some/Pen', 'dwarfmode/Zone/Some/Pond'},
frame={w=31, h=4},
}
local function is_valid_zone()
return df.global.game.main_interface.bottom_mode_selected == df.main_bottom_mode_type.ZONE and
df.global.game.main_interface.civzone.cur_bld and
(df.global.game.main_interface.civzone.cur_bld.type == df.civzone_type.Pen or
df.global.game.main_interface.civzone.cur_bld.type == df.civzone_type.Pond)
end
local function is_pit_selected()
return df.global.game.main_interface.bottom_mode_selected == df.main_bottom_mode_type.ZONE and
df.global.game.main_interface.civzone.cur_bld and
df.global.game.main_interface.civzone.cur_bld.type == df.civzone_type.Pond
end
local function attach_to_zone(unit_or_vermin)
local zone = df.global.game.main_interface.civzone.cur_bld
local ref = df.new(df.general_ref_building_civzone_assignedst)
ref.building_id = zone.id;
unit_or_vermin.general_refs:insert('#', ref)
local is_unit = df.unit:is_instance(unit_or_vermin)
local vec = is_unit and zone.assigned_units or zone.assigned_items
utils.insert_sorted(vec, unit_or_vermin.id)
end
local PASTURE_STATUS = {
NONE={label='Unknown', value=0},
ASSIGNED_HERE={label='Assigned here', value=1},
PASTURED={label='In other pasture', value=2},
PITTED={label='In other pit/pond', value=3},
RESTRAINED={label='On restraint', value=4},
BUILT_CAGE={label='In built cage', value=5},
ITEM_CAGE={label='In stockpiled cage', value=6},
ROAMING={label='Roaming', value=7},
}
local PASTURE_STATUS_REVMAP = {}
for k, v in pairs(PASTURE_STATUS) do
PASTURE_STATUS_REVMAP[v.value] = k
end
local function get_zone_status(unit_or_vermin, bld_assignments)
local assigned_zone_ref = get_general_ref(unit_or_vermin, df.general_ref_type.BUILDING_CIVZONE_ASSIGNED)
if assigned_zone_ref then
if df.global.game.main_interface.civzone.cur_bld.id == assigned_zone_ref.building_id then
return PASTURE_STATUS.ASSIGNED_HERE.value
else
local civzone = df.building.find(assigned_zone_ref.building_id)
if civzone.type == df.civzone_type.Pen then
return PASTURE_STATUS.PASTURED.value
elseif civzone.type == df.civzone_type.Pond then
return PASTURE_STATUS.PITTED.value
else
return PASTURE_STATUS.NONE.value
end
end
end
if get_general_ref(unit_or_vermin, df.general_ref_type.BUILDING_CHAIN) then
return PASTURE_STATUS.RESTRAINED.value
end
local cage_ref = get_cage_ref(unit_or_vermin)
if cage_ref then
if get_built_cage(df.item.find(cage_ref.item_id)) then
return PASTURE_STATUS.BUILT_CAGE.value
else
return PASTURE_STATUS.ITEM_CAGE.value
end
end
bld_assignments = bld_assignments or get_bld_assignments()
if bld_assignments and bld_assignments[unit_or_vermin.id] then
if df.building_chainst:is_instance(bld_assignments[unit_or_vermin.id]) then
return PASTURE_STATUS.RESTRAINED.value
end
return PASTURE_STATUS.BUILT_CAGE.value
end
return PASTURE_STATUS.ROAMING.value
end
local function show_pasture_pond_screen()
return AssignAnimalScreen{
is_valid_ui_state=is_valid_zone,
status=PASTURE_STATUS,
status_revmap=PASTURE_STATUS_REVMAP,
get_status=get_zone_status,
get_allow_vermin=is_pit_selected,
get_multi_select=function() return true end,
attach=attach_to_zone,
target_name='pasture/pond/pit',
}:show()
end
function PastureOverlay:init()
function PasturePondOverlay:init()
self:addviews{
widgets.TextButton{
frame={t=0, l=0, r=0, h=1},
label='DFHack manage pasture',
frame={t=0, l=0, w=23, h=1},
label='DFHack assign',
key='CUSTOM_CTRL_T',
on_activate=function() view = view and view:raise() or PastureScreen{}:show() end,
on_activate=function() view = view and view:raise() or show_pasture_pond_screen() end,
},
widgets.TextButton{
frame={t=2, l=0, r=0, h=1},
frame={b=0, l=0, w=28, h=1},
label='DFHack autobutcher',
key='CUSTOM_CTRL_B',
on_activate=function() dfhack.run_script('gui/autobutcher') end,
@ -708,8 +875,142 @@ function PastureOverlay:init()
}
end
-- -------------------
-- CageChainOverlay
--
CageChainOverlay = defclass(CageChainOverlay, overlay.OverlayWidget)
CageChainOverlay.ATTRS{
default_pos={x=-40,y=34},
default_enabled=true,
viewscreens={'dwarfmode/ViewSheets/BUILDING/Cage', 'dwarfmode/ViewSheets/BUILDING/Chain'},
frame={w=23, h=1},
frame_background=gui.CLEAR_PEN,
}
local function is_valid_building()
local bld = dfhack.gui.getSelectedBuilding(true)
return bld and bld:getBuildStage() == bld:getMaxBuildStage() and
(bld:getType() == df.building_type.Cage or
bld:getType() == df.building_type.Chain)
end
local function is_cage_selected()
local bld = dfhack.gui.getSelectedBuilding(true)
return bld and bld:getType() == df.building_type.Cage
end
local function attach_to_building(unit_or_vermin)
local bld = dfhack.gui.getSelectedBuilding(true)
if not bld then return end
local is_unit = df.unit:is_instance(unit_or_vermin)
if is_unit and unit_or_vermin.relationship_ids[df.unit_relationship_type.Pet] ~= -1 then
-- pet owners would just release them
return
end
if bld:getType() == df.building_type.Cage then
local vec = is_unit and bld.assigned_units or bld.assigned_items
vec:insert('#', unit_or_vermin.id)
elseif is_unit and bld:getType() == df.building_type.Chain then
local prev_unit = bld.assigned
bld.assigned = unit_or_vermin
return prev_unit
end
end
local function get_built_chain(unit_or_vermin)
local built_chain_ref = get_general_ref(unit_or_vermin, df.general_ref_type.BUILDING_CHAIN)
if not built_chain_ref then return end
return df.building.find(built_chain_ref.building_id)
end
local CAGE_STATUS = {
NONE={label='Unknown', value=0},
ASSIGNED_HERE={label='Assigned here', value=1},
PASTURED={label='In pasture', value=2},
PITTED={label='In pit/pond', value=3},
RESTRAINED={label='On other chain', value=4},
BUILT_CAGE={label='In built cage', value=5},
ITEM_CAGE={label='In stockpiled cage', value=6},
ROAMING={label='Roaming', value=7},
}
local CAGE_STATUS_REVMAP = {}
for k, v in pairs(CAGE_STATUS) do
CAGE_STATUS_REVMAP[v.value] = k
end
local function get_cage_status(unit_or_vermin, bld_assignments)
local bld = dfhack.gui.getSelectedBuilding(true)
local is_chain = bld and df.building_chainst:is_instance(bld)
if is_chain and bld.assigned == unit_or_vermin then
return CAGE_STATUS.ASSIGNED_HERE.value
elseif not is_chain and get_assigned_unit_or_vermin_idx(bld, unit_or_vermin) then
return CAGE_STATUS.ASSIGNED_HERE.value
end
local cage_ref = get_cage_ref(unit_or_vermin)
if cage_ref then
if get_built_cage(df.item.find(cage_ref.item_id)) then
return CAGE_STATUS.BUILT_CAGE.value
end
return CAGE_STATUS.ITEM_CAGE.value
end
local built_chain = get_built_chain(unit_or_vermin)
if built_chain then
if bld and bld == built_chain then
return CAGE_STATUS.ASSIGNED_HERE.value
end
return CAGE_STATUS.RESTRAINED.value
end
local assigned_zone_ref = get_general_ref(unit_or_vermin, df.general_ref_type.BUILDING_CIVZONE_ASSIGNED)
if assigned_zone_ref then
local civzone = df.building.find(assigned_zone_ref.building_id)
if civzone.type == df.civzone_type.Pen then
return CAGE_STATUS.PASTURED.value
elseif civzone.type == df.civzone_type.Pond then
return CAGE_STATUS.PITTED.value
else
return CAGE_STATUS.NONE.value
end
end
bld_assignments = bld_assignments or get_bld_assignments()
if bld_assignments and bld_assignments[unit_or_vermin.id] then
if df.building_chainst:is_instance(bld_assignments[unit_or_vermin.id]) then
return CAGE_STATUS.RESTRAINED.value
end
return CAGE_STATUS.BUILT_CAGE.value
end
return CAGE_STATUS.ROAMING.value
end
local function show_cage_chain_screen()
return AssignAnimalScreen{
is_valid_ui_state=is_valid_building,
status=CAGE_STATUS,
status_revmap=CAGE_STATUS_REVMAP,
get_status=get_cage_status,
get_allow_vermin=is_cage_selected,
get_multi_select=is_cage_selected,
attach=attach_to_building,
initial_min_disposition=DISPOSITION.TAME.value,
target_name='cage/restraint',
}:show()
end
function CageChainOverlay:init()
self:addviews{
widgets.TextButton{
frame={t=0, l=0, r=0, h=1},
label='DFHack assign',
key='CUSTOM_CTRL_T',
on_activate=function() view = view and view:raise() or show_cage_chain_screen() end,
},
}
end
OVERLAY_WIDGETS = {
pasture=PastureOverlay,
pasturepond=PasturePondOverlay,
cagechain=CageChainOverlay,
}
return _ENV