Merge pull request #3971 from myk002/myk_burrowsaaaa

[sort] military and burrow membership filters for burrow assignment
develop
Myk 2023-11-06 09:07:36 -08:00 committed by GitHub
commit 5f4ae06b98
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5 changed files with 229 additions and 42 deletions

@ -58,6 +58,7 @@ Template for new versions:
- `prospect`: can now give you an estimate of resources from the embark screen. hover the mouse over a potential embark area and run `prospect`.
- `burrow`: integrated 3d box fill and 2d/3d flood fill extensions for burrow painting mode
- `buildingplan`: allow specific mechanisms to be selected when linking levers
- `sort`: military and burrow membership filters for the burrow assignment screen
## Fixes
- `stockpiles`: hide configure and help buttons when the overlay panel is minimized

@ -1295,6 +1295,7 @@ OVERLAY_WIDGETS = {
location_selector=require('plugins.sort.locationselector').LocationSelectorOverlay,
unit_selector=require('plugins.sort.unitselector').UnitSelectorOverlay,
worker_assignment=require('plugins.sort.unitselector').WorkerAssignmentOverlay,
burrow_assignment=require('plugins.sort.unitselector').BurrowAssignmentOverlay,
slab=require('plugins.sort.slab').SlabOverlay,
world=require('plugins.sort.world').WorldOverlay,
}

@ -165,7 +165,7 @@ InfoOverlay.ATTRS{
frame={w=40, h=6},
}
local function get_squad_options()
function get_squad_options()
local options = {{label='Any', value='all', pen=COLOR_GREEN}}
local fort = df.historical_entity.find(df.global.plotinfo.group_id)
if not fort then return options end
@ -179,7 +179,7 @@ local function get_squad_options()
return options
end
local function get_burrow_options()
function get_burrow_options()
local options = {
{label='Any', value='all', pen=COLOR_GREEN},
{label='Unburrowed', value='none', pen=COLOR_LIGHTRED},
@ -194,6 +194,25 @@ local function get_burrow_options()
return options
end
function matches_squad_burrow_filters(unit, subset, target_squad_id, target_burrow_id)
if subset == 'all' then
return true
elseif subset == 'civilian' then
return unit.military.squad_id == -1
elseif subset == 'military' then
local squad_id = unit.military.squad_id
if squad_id == -1 then return false end
if target_squad_id == 'all' then return true end
return target_squad_id == squad_id
elseif subset == 'burrow' then
if target_burrow_id == 'all' then return #unit.burrows + #unit.inactive_burrows > 0 end
if target_burrow_id == 'none' then return #unit.burrows + #unit.inactive_burrows == 0 end
return utils.binsearch(unit.burrows, target_burrow_id) or
utils.binsearch(unit.inactive_burrows, target_burrow_id)
end
return true
end
function InfoOverlay:init()
self:addviews{
widgets.BannerPanel{
@ -217,7 +236,7 @@ function InfoOverlay:init()
subviews={
widgets.CycleHotkeyLabel{
view_id='subset',
frame={l=1, t=0},
frame={l=1, t=0, r=1},
key='CUSTOM_SHIFT_F',
label='Show:',
options={
@ -255,7 +274,7 @@ function InfoOverlay:init()
subviews={
widgets.CycleHotkeyLabel{
view_id='squad',
frame={l=1, t=0},
frame={l=1, t=0, r=1},
key='CUSTOM_SHIFT_S',
label='Squad:',
options={
@ -266,7 +285,7 @@ function InfoOverlay:init()
},
widgets.CycleHotkeyLabel{
view_id='burrow',
frame={l=1, t=0},
frame={l=1, t=0, r=1},
key='CUSTOM_SHIFT_B',
label='Burrow:',
options={
@ -400,24 +419,8 @@ function InfoOverlay:onInput(keys)
end
function InfoOverlay:matches_filters(unit)
local subset = self.subviews.subset:getOptionValue()
if subset == 'all' then
return true
elseif subset == 'civilian' then
return unit.military.squad_id == -1
elseif subset == 'military' then
local squad_id = unit.military.squad_id
if squad_id == -1 then return false end
local target_id = self.subviews.squad:getOptionValue()
if target_id == 'all' then return true end
return target_id == squad_id
elseif subset == 'burrow' then
local target_id = self.subviews.burrow:getOptionValue()
if target_id == 'all' then return #unit.burrows + #unit.inactive_burrows > 0 end
if target_id == 'none' then return #unit.burrows + #unit.inactive_burrows == 0 end
return utils.binsearch(unit.burrows, target_id) or utils.binsearch(unit.inactive_burrows, target_id)
end
return true
return matches_squad_burrow_filters(unit, self.subviews.subset:getOptionValue(),
self.subviews.squad:getOptionValue(), self.subviews.burrow:getOptionValue())
end
-- ----------------------

@ -5,9 +5,9 @@ local utils = require('utils')
function get_unit_search_key(unit)
return ('%s %s %s'):format(
dfhack.units.getReadableName(unit), -- last name is in english
dfhack.units.getReadableName(unit),
dfhack.units.getProfessionName(unit),
dfhack.TranslateName(unit.name, false, true)) -- get untranslated last name
dfhack.TranslateName(unit.name, true, true)) -- get English last name
end
local function copy_to_lua_table(vec)

@ -1,6 +1,9 @@
local _ENV = mkmodule('plugins.sort.unitselector')
local info = require('plugins.sort.info')
local gui = require('gui')
local sortoverlay = require('plugins.sort.sortoverlay')
local utils = require('utils')
local widgets = require('gui.widgets')
local unit_selector = df.global.game.main_interface.unit_selector
@ -9,12 +12,25 @@ local unit_selector = df.global.game.main_interface.unit_selector
-- UnitSelectorOverlay
--
local WIDGET_WIDTH = 31
UnitSelectorOverlay = defclass(UnitSelectorOverlay, sortoverlay.SortOverlay)
UnitSelectorOverlay.ATTRS{
default_pos={x=62, y=6},
viewscreens='dwarfmode/UnitSelector',
frame={w=31, h=1},
handled_screens=DEFAULT_NIL,
-- pen, pit, chain, and cage assignment are handled by dedicated screens
-- squad fill position screen has a specialized overlay
-- we *could* add search functionality to vanilla screens for pit and cage,
-- but then we'd have to handle the itemid vector
handled_screens={
ZONE_BEDROOM_ASSIGNMENT='already',
ZONE_OFFICE_ASSIGNMENT='already',
ZONE_DINING_HALL_ASSIGNMENT='already',
ZONE_TOMB_ASSIGNMENT='already',
OCCUPATION_ASSIGNMENT='selected',
SQUAD_KILL_ORDER='selected',
},
}
local function get_unit_id_search_key(unit_id)
@ -26,7 +42,7 @@ end
function UnitSelectorOverlay:init()
self:addviews{
widgets.BannerPanel{
frame={l=0, t=0, r=0, h=1},
frame={l=0, t=0, w=WIDGET_WIDTH, h=1},
visible=self:callback('get_key'),
subviews={
widgets.EditField{
@ -40,20 +56,10 @@ function UnitSelectorOverlay:init()
},
}
-- pen, pit, chain, and cage assignment are handled by dedicated screens
-- squad fill position screen has a specialized overlay
-- we *could* add search functionality to vanilla screens for pit and cage,
-- but then we'd have to handle the itemid vector
self.handled_screens = self.handled_screens or {
ZONE_BEDROOM_ASSIGNMENT='already',
ZONE_OFFICE_ASSIGNMENT='already',
ZONE_DINING_HALL_ASSIGNMENT='already',
ZONE_TOMB_ASSIGNMENT='already',
OCCUPATION_ASSIGNMENT='selected',
BURROW_ASSIGNMENT='selected',
SQUAD_KILL_ORDER='selected',
}
self:register_handlers()
end
function UnitSelectorOverlay:register_handlers()
for name,flags_vec in pairs(self.handled_screens) do
self:register_handler(name, unit_selector.unid,
curry(sortoverlay.flags_vector_search, {get_search_key_fn=get_unit_id_search_key},
@ -77,13 +83,15 @@ function UnitSelectorOverlay:onRenderBody(dc)
end
function UnitSelectorOverlay:onInput(keys)
if UnitSelectorOverlay.super.onInput(self, keys) then
return true
end
if keys._MOUSE_L then
self.refresh_search = true
end
return UnitSelectorOverlay.super.onInput(self, keys)
end
-- ----------------------
-- -----------------------
-- WorkerAssignmentOverlay
--
@ -95,4 +103,178 @@ WorkerAssignmentOverlay.ATTRS{
handled_screens={WORKER_ASSIGNMENT='selected'},
}
-- -----------------------
-- BurrowAssignmentOverlay
--
local DEFAULT_OVERLAY_WIDTH = 58
BurrowAssignmentOverlay = defclass(BurrowAssignmentOverlay, UnitSelectorOverlay)
BurrowAssignmentOverlay.ATTRS{
viewscreens='dwarfmode/UnitSelector',
frame={w=DEFAULT_OVERLAY_WIDTH, h=5},
handled_screens={BURROW_ASSIGNMENT='selected'},
}
local function get_screen_width()
local sw = dfhack.screen.getWindowSize()
return sw
end
local function toggle_all()
if #unit_selector.unid == 0 then return end
local burrow = df.burrow.find(unit_selector.burrow_id)
if not burrow then return end
local target_state = unit_selector.selected[0] == 0
local target_val = target_state and 1 or 0
for i,unit_id in ipairs(unit_selector.unid) do
local unit = df.unit.find(unit_id)
if unit then
dfhack.burrows.setAssignedUnit(burrow, unit, target_state)
unit_selector.selected[i] = target_val
end
end
end
function BurrowAssignmentOverlay:init()
self:addviews{
widgets.Panel{
view_id='top_mask',
frame={l=WIDGET_WIDTH, r=0, t=0, h=1},
frame_background=gui.CLEAR_PEN,
visible=function() return get_screen_width() >= 144 end,
},
widgets.Panel{
view_id='wide_mask',
frame={r=0, t=1, h=2, w=DEFAULT_OVERLAY_WIDTH},
frame_background=gui.CLEAR_PEN,
visible=function() return get_screen_width() >= 144 end,
},
widgets.Panel{
view_id='narrow_mask',
frame={l=0, t=1, h=2, w=24},
frame_background=gui.CLEAR_PEN,
visible=function() return get_screen_width() < 144 end,
},
widgets.BannerPanel{
view_id='subset_panel',
frame={l=0, t=1, w=WIDGET_WIDTH, h=1},
subviews={
widgets.CycleHotkeyLabel{
view_id='subset',
frame={l=1, t=0, r=1},
key='CUSTOM_SHIFT_F',
label='Show:',
options={
{label='All', value='all', pen=COLOR_GREEN},
{label='Military', value='military', pen=COLOR_YELLOW},
{label='Civilians', value='civilian', pen=COLOR_CYAN},
{label='Burrowed', value='burrow', pen=COLOR_MAGENTA},
},
on_change=function(value)
local squad = self.subviews.squad
local burrow = self.subviews.burrow
squad.visible = false
burrow.visible = false
if value == 'military' then
squad.options = info.get_squad_options()
squad:setOption('all')
squad.visible = true
elseif value == 'burrow' then
burrow.options = info.get_burrow_options()
burrow:setOption('all')
burrow.visible = true
end
self:do_search(self.subviews.search.text, true)
end,
},
},
},
widgets.BannerPanel{
view_id='subfilter_panel',
frame={l=0, t=2, w=WIDGET_WIDTH, h=1},
visible=function()
local subset = self.subviews.subset:getOptionValue()
return subset == 'military' or subset == 'burrow'
end,
subviews={
widgets.CycleHotkeyLabel{
view_id='squad',
frame={l=1, t=0, r=1},
key='CUSTOM_SHIFT_S',
label='Squad:',
options={
{label='Any', value='all', pen=COLOR_GREEN},
},
visible=false,
on_change=function() self:do_search(self.subviews.search.text, true) end,
},
widgets.CycleHotkeyLabel{
view_id='burrow',
frame={l=1, t=0, r=1},
key='CUSTOM_SHIFT_B',
label='Burrow:',
options={
{label='Any', value='all', pen=COLOR_GREEN},
},
visible=false,
on_change=function() self:do_search(self.subviews.search.text, true) end,
},
},
},
widgets.BannerPanel{
frame={r=0, t=4, w=25, h=1},
subviews={
widgets.HotkeyLabel{
frame={l=1, t=0, r=1},
label='Select all/none',
key='CUSTOM_CTRL_A',
on_activate=toggle_all,
},
},
},
}
end
function BurrowAssignmentOverlay:register_handlers()
for name,flags_vec in pairs(self.handled_screens) do
self:register_handler(name, unit_selector.unid,
curry(sortoverlay.flags_vector_search, {
get_search_key_fn=get_unit_id_search_key,
matches_filters_fn=self:callback('matches_filters'),
},
unit_selector[flags_vec]))
end
end
function BurrowAssignmentOverlay:matches_filters(unit_id)
local unit = df.unit.find(unit_id)
if not unit then return false end
return info.matches_squad_burrow_filters(unit, self.subviews.subset:getOptionValue(),
self.subviews.squad:getOptionValue(), self.subviews.burrow:getOptionValue())
end
local function clicked_on_mask(self, keys)
if not keys._MOUSE_L then return false end
for _,mask in ipairs{'top_mask', 'wide_mask', 'narrow_mask'} do
if utils.getval(self.subviews[mask].visible) then
if self.subviews[mask]:getMousePos() then
return true
end
end
end
return false
end
function BurrowAssignmentOverlay:onInput(keys)
return BurrowAssignmentOverlay.super.onInput(self, keys) or
clicked_on_mask(self, keys)
end
function BurrowAssignmentOverlay:onRenderFrame(dc, rect)
local sw = get_screen_width()
self.frame.w = math.min(DEFAULT_OVERLAY_WIDTH, sw - 94)
BurrowAssignmentOverlay.super.onRenderFrame(self, dc, rect)
end
return _ENV