first draft of squad assignment search and sort

develop
Myk Taylor 2023-08-14 16:40:53 -07:00
parent a843364262
commit 7544641377
No known key found for this signature in database
3 changed files with 524 additions and 80 deletions

@ -156,7 +156,7 @@ if(BUILD_SUPPORTED)
dfhack_plugin(seedwatch seedwatch.cpp LINK_LIBRARIES lua)
dfhack_plugin(showmood showmood.cpp)
#dfhack_plugin(siege-engine siege-engine.cpp LINK_LIBRARIES lua)
#dfhack_plugin(sort sort.cpp LINK_LIBRARIES lua)
dfhack_plugin(sort sort.cpp LINK_LIBRARIES lua)
#dfhack_plugin(steam-engine steam-engine.cpp)
#add_subdirectory(spectate)
#dfhack_plugin(stockflow stockflow.cpp LINK_LIBRARIES lua)

@ -1,5 +1,506 @@
local _ENV = mkmodule('plugins.sort')
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 MELEE_WEAPON_SKILLS = {
df.job_skill.AXE,
df.job_skill.SWORD,
df.job_skill.MACE,
df.job_skill.HAMMER,
df.job_skill.SPEAR,
df.job_skill.MELEE_COMBAT, --Fighter
}
local RANGED_WEAPON_SKILLS = {
df.job_skill.CROSSBOW,
df.job_skill.RANGED_COMBAT,
}
local LEADERSHIP_SKILLS = {
df.job_skill.MILITARY_TACTICS,
df.job_skill.LEADERSHIP,
df.job_skill.TEACHING,
}
local function sort_noop(a, b)
-- this function is used as a marker and never actually gets called
error('sort_noop should not be called')
end
local function sort_by_name_desc(unit_id_1, unit_id_2)
if unit_id_1 == unit_id_2 then return 0 end
local unit1 = df.unit.find(unit_id_1)
local unit2 = df.unit.find(unit_id_2)
if not unit1 then return -1 end
if not unit2 then return 1 end
local name1 = dfhack.TranslateName(dfhack.units.getVisibleName(unit1))
local name2 = dfhack.TranslateName(dfhack.units.getVisibleName(unit2))
return utils.compare_name(name1, name2)
end
local function sort_by_name_asc(unit_id_1, unit_id_2)
if unit_id_1 == unit_id_2 then return 0 end
local unit1 = df.unit.find(unit_id_1)
local unit2 = df.unit.find(unit_id_2)
if not unit1 then return -1 end
if not unit2 then return 1 end
local name1 = dfhack.TranslateName(dfhack.units.getVisibleName(unit1))
local name2 = dfhack.TranslateName(dfhack.units.getVisibleName(unit2))
return utils.compare_name(name2, name1)
end
local function sort_by_migrant_wave_desc(unit_id_1, unit_id_2)
if unit_id_1 == unit_id_2 then return 0 end
local unit1 = df.unit.find(unit_id_1)
local unit2 = df.unit.find(unit_id_2)
if not unit1 then return -1 end
if not unit2 then return 1 end
return utils.compare(unit2.id, unit1.id)
end
local function sort_by_migrant_wave_asc(unit_id_1, unit_id_2)
if unit_id_1 == unit_id_2 then return 0 end
local unit1 = df.unit.find(unit_id_1)
local unit2 = df.unit.find(unit_id_2)
if not unit1 then return -1 end
if not unit2 then return 1 end
return utils.compare(unit1.id, unit2.id)
end
local function get_skill(unit_id, skill, unit)
unit = unit or df.unit.find(unit_id)
return unit and
unit.status.current_soul and
utils.binsearch(unit.status.current_soul.skills, skill, 'id')
end
local function get_max_skill(unit_id, list)
local unit = df.unit.find(unit_id)
if not unit or not unit.status.current_soul then return end
local max
for _,skill in ipairs(list) do
local s = get_skill(unit_id, skill, unit)
if s then
if not max then
max = s
else
if max.rating == s.rating and max.experience < s.experience then
max = s
elseif max.rating < s.rating then
max = s
end
end
end
end
return max
end
local function make_sort_by_skill_list_desc(list)
return function(unit_id_1, unit_id_2)
if unit_id_1 == unit_id_2 then return 0 end
if unit_id_1 == -1 then return -1 end
if unit_id_2 == -1 then return 1 end
local s1 = get_max_skill(unit_id_1, list)
local s2 = get_max_skill(unit_id_2, list)
if s1 == s2 then return sort_by_name_desc(unit_id_1, unit_id_2) end
if not s2 then return -1 end
if not s1 then return 1 end
if s1.rating ~= s2.rating then
return utils.compare(s2.rating, s1.rating)
end
if s1.experience ~= s2.experience then
return utils.compare(s2.experience, s1.experience)
end
return sort_by_name_desc(unit_id_1, unit_id_2)
end
end
local function make_sort_by_skill_list_asc(list)
return function(unit_id_1, unit_id_2)
if unit_id_1 == unit_id_2 then return 0 end
if unit_id_1 == -1 then return -1 end
if unit_id_2 == -1 then return 1 end
local s1 = get_max_skill(unit_id_1, list)
local s2 = get_max_skill(unit_id_2, list)
if s1 == s2 then return sort_by_name_desc(unit_id_1, unit_id_2) end
if not s2 then return 1 end
if not s1 then return -1 end
if s1.rating ~= s2.rating then
return utils.compare(s1.rating, s2.rating)
end
if s1.experience ~= s2.experience then
return utils.compare(s1.experience, s2.experience)
end
return sort_by_name_desc(unit_id_1, unit_id_2)
end
end
local function make_sort_by_skill_desc(sort_skill)
return function(unit_id_1, unit_id_2)
if unit_id_1 == unit_id_2 then return 0 end
if unit_id_1 == -1 then return -1 end
if unit_id_2 == -1 then return 1 end
local s1 = get_skill(unit_id_1, sort_skill)
local s2 = get_skill(unit_id_2, sort_skill)
if s1 == s2 then return sort_by_name_desc(unit_id_1, unit_id_2) end
if not s2 then return -1 end
if not s1 then return 1 end
if s1.rating ~= s2.rating then
return utils.compare(s2.rating, s1.rating)
end
if s1.experience ~= s2.experience then
return utils.compare(s2.experience, s1.experience)
end
return sort_by_name_desc(unit_id_1, unit_id_2)
end
end
local function make_sort_by_skill_asc(sort_skill)
return function(unit_id_1, unit_id_2)
if unit_id_1 == unit_id_2 then return 0 end
if unit_id_1 == -1 then return -1 end
if unit_id_2 == -1 then return 1 end
local s1 = get_skill(unit_id_1, sort_skill)
local s2 = get_skill(unit_id_2, sort_skill)
if s1 == s2 then return sort_by_name_desc(unit_id_1, unit_id_2) end
if not s2 then return 1 end
if not s1 then return -1 end
if s1.rating ~= s2.rating then
return utils.compare(s1.rating, s2.rating)
end
if s1.experience ~= s2.experience then
return utils.compare(s1.experience, s2.experience)
end
return sort_by_name_desc(unit_id_1, unit_id_2)
end
end
local SORT_FNS = {
sort_by_any_melee_desc=make_sort_by_skill_list_desc(MELEE_WEAPON_SKILLS),
sort_by_any_melee_asc=make_sort_by_skill_list_asc(MELEE_WEAPON_SKILLS),
sort_by_any_ranged_desc=make_sort_by_skill_list_desc(RANGED_WEAPON_SKILLS),
sort_by_any_ranged_asc=make_sort_by_skill_list_asc(RANGED_WEAPON_SKILLS),
sort_by_leadership_desc=make_sort_by_skill_list_desc(LEADERSHIP_SKILLS),
sort_by_leadership_asc=make_sort_by_skill_list_asc(LEADERSHIP_SKILLS),
sort_by_axe_desc=make_sort_by_skill_desc(df.job_skill.AXE),
sort_by_axe_asc=make_sort_by_skill_asc(df.job_skill.AXE),
sort_by_sword_desc=make_sort_by_skill_desc(df.job_skill.SWORD),
sort_by_sword_asc=make_sort_by_skill_asc(df.job_skill.SWORD),
sort_by_mace_desc=make_sort_by_skill_desc(df.job_skill.MACE),
sort_by_mace_asc=make_sort_by_skill_asc(df.job_skill.MACE),
sort_by_hammer_desc=make_sort_by_skill_desc(df.job_skill.HAMMER),
sort_by_hammer_asc=make_sort_by_skill_asc(df.job_skill.HAMMER),
sort_by_spear_desc=make_sort_by_skill_desc(df.job_skill.SPEAR),
sort_by_spear_asc=make_sort_by_skill_asc(df.job_skill.SPEAR),
sort_by_crossbow_desc=make_sort_by_skill_desc(df.job_skill.CROSSBOW),
sort_by_crossbow_asc=make_sort_by_skill_asc(df.job_skill.CROSSBOW),
}
-- ----------------------
-- SquadAssignmentOverlay
--
SquadAssignmentOverlay = defclass(SquadAssignmentOverlay, overlay.OverlayWidget)
SquadAssignmentOverlay.ATTRS{
default_pos={x=-33, y=40},
default_enabled=true,
viewscreens='dwarfmode/UnitSelector/SQUAD_FILL_POSITION',
frame={w=63, h=7},
frame_style=gui.FRAME_PANEL,
frame_background=gui.CLEAR_PEN,
}
function SquadAssignmentOverlay:init()
self.dirty = true
self:addviews{
widgets.CycleHotkeyLabel{
view_id='sort',
frame={l=0, t=0, w=29},
label='Sort by:',
key='CUSTOM_SHIFT_S',
options={
{label='any melee skill'..CH_DN, value=SORT_FNS.sort_by_any_melee_desc},
{label='any melee skill'..CH_UP, value=SORT_FNS.sort_by_any_melee_asc},
{label='any ranged skill'..CH_DN, value=SORT_FNS.sort_by_any_ranged_desc},
{label='any ranged skill'..CH_UP, value=SORT_FNS.sort_by_any_ranged_asc},
{label='any leader skill'..CH_DN, value=SORT_FNS.sort_by_leadership_desc},
{label='any leader skill'..CH_UP, value=SORT_FNS.sort_by_leadership_asc},
{label='name'..CH_DN, value=sort_by_name_desc},
{label='name'..CH_UP, value=sort_by_name_asc},
{label='migrant wave'..CH_DN, value=sort_by_migrant_wave_desc},
{label='migrant wave'..CH_UP, value=sort_by_migrant_wave_asc},
{label='axe skill'..CH_DN, value=SORT_FNS.sort_by_axe_desc},
{label='axe skill'..CH_UP, value=SORT_FNS.sort_by_axe_asc},
{label='sword skill'..CH_DN, value=SORT_FNS.sort_by_sword_desc},
{label='sword skill'..CH_UP, value=SORT_FNS.sort_by_sword_asc},
{label='mace skill'..CH_DN, value=SORT_FNS.sort_by_mace_desc},
{label='mace skill'..CH_UP, value=SORT_FNS.sort_by_mace_asc},
{label='hammer skill'..CH_DN, value=SORT_FNS.sort_by_hammer_desc},
{label='hammer skill'..CH_UP, value=SORT_FNS.sort_by_hammer_asc},
{label='spear skill'..CH_DN, value=SORT_FNS.sort_by_spear_desc},
{label='spear skill'..CH_UP, value=SORT_FNS.sort_by_spear_asc},
{label='crossbow skill'..CH_DN, value=SORT_FNS.sort_by_crossbow_desc},
{label='crossbow skill'..CH_UP, value=SORT_FNS.sort_by_crossbow_asc},
},
initial_option=SORT_FNS.sort_by_any_melee_desc,
on_change=self:callback('refresh_list', 'sort'),
},
widgets.EditField{
view_id='search',
frame={l=32, t=0},
label_text='Search: ',
on_char=function(ch) return ch:match('[%l _-]') end,
on_change=function() self:refresh_list() end,
},
widgets.Panel{
frame={t=2, l=0, r=0, b=0},
subviews={
widgets.CycleHotkeyLabel{
view_id='sort_any_melee',
frame={t=0, l=0, w=10},
options={
{label='any melee', value=sort_noop},
{label='any melee'..CH_DN, value=SORT_FNS.sort_by_any_melee_desc},
{label='any melee'..CH_UP, value=SORT_FNS.sort_by_any_melee_asc},
},
initial_option=SORT_FNS.sort_by_any_melee_desc,
option_gap=0,
on_change=self:callback('refresh_list', 'sort_any_melee'),
},
widgets.CycleHotkeyLabel{
view_id='sort_any_ranged',
frame={t=0, l=13, w=11},
options={
{label='any ranged', value=sort_noop},
{label='any ranged'..CH_DN, value=SORT_FNS.sort_by_any_ranged_desc},
{label='any ranged'..CH_UP, value=SORT_FNS.sort_by_any_ranged_asc},
},
option_gap=0,
on_change=self:callback('refresh_list', 'sort_any_ranged'),
},
widgets.CycleHotkeyLabel{
view_id='sort_leadership',
frame={t=0, l=27, w=11},
options={
{label='leadership', value=sort_noop},
{label='leadership'..CH_DN, value=SORT_FNS.sort_by_leadership_desc},
{label='leadership'..CH_UP, value=SORT_FNS.sort_by_leadership_asc},
},
option_gap=0,
on_change=self:callback('refresh_list', 'sort_leadership'),
},
widgets.CycleHotkeyLabel{
view_id='sort_name',
frame={t=0, l=41, w=5},
options={
{label='name', value=sort_noop},
{label='name'..CH_DN, value=sort_by_name_desc},
{label='name'..CH_UP, value=sort_by_name_asc},
},
option_gap=0,
on_change=self:callback('refresh_list', 'sort_name'),
},
widgets.CycleHotkeyLabel{
view_id='sort_migrant_wave',
frame={t=0, l=48, w=13},
options={
{label='migrant wave', value=sort_noop},
{label='migrant wave'..CH_DN, value=sort_by_migrant_wave_desc},
{label='migrant wave'..CH_UP, value=sort_by_migrant_wave_asc},
},
option_gap=0,
on_change=self:callback('refresh_list', 'sort_migrant_wave'),
},
widgets.CycleHotkeyLabel{
view_id='sort_axe',
frame={t=2, l=0, w=4},
options={
{label='axe', value=sort_noop},
{label='axe'..CH_DN, value=SORT_FNS.sort_by_axe_desc},
{label='axe'..CH_UP, value=SORT_FNS.sort_by_axe_asc},
},
option_gap=0,
on_change=self:callback('refresh_list', 'sort_axe'),
},
widgets.CycleHotkeyLabel{
view_id='sort_sword',
frame={t=2, l=7, w=6},
options={
{label='sword', value=sort_noop},
{label='sword'..CH_DN, value=SORT_FNS.sort_by_sword_desc},
{label='sword'..CH_UP, value=SORT_FNS.sort_by_sword_asc},
},
option_gap=0,
on_change=self:callback('refresh_list', 'sort_sword'),
},
widgets.CycleHotkeyLabel{
view_id='sort_mace',
frame={t=2, l=16, w=5},
options={
{label='mace', value=sort_noop},
{label='mace'..CH_DN, value=SORT_FNS.sort_by_mace_desc},
{label='mace'..CH_UP, value=SORT_FNS.sort_by_mace_asc},
},
option_gap=0,
on_change=self:callback('refresh_list', 'sort_mace'),
},
widgets.CycleHotkeyLabel{
view_id='sort_hammer',
frame={t=2, l=23, w=7},
options={
{label='hammer', value=sort_noop},
{label='hammer'..CH_DN, value=SORT_FNS.sort_by_hammer_desc},
{label='hammer'..CH_UP, value=SORT_FNS.sort_by_hammer_asc},
},
option_gap=0,
on_change=self:callback('refresh_list', 'sort_hammer'),
},
widgets.CycleHotkeyLabel{
view_id='sort_spear',
frame={t=2, l=34, w=6},
options={
{label='spear', value=sort_noop},
{label='spear'..CH_DN, value=SORT_FNS.sort_by_spear_desc},
{label='spear'..CH_UP, value=SORT_FNS.sort_by_spear_asc},
},
option_gap=0,
on_change=self:callback('refresh_list', 'sort_spear'),
},
widgets.CycleHotkeyLabel{
view_id='sort_crossbow',
frame={t=2, l=43, w=9},
options={
{label='crossbow', value=sort_noop},
{label='crossbow'..CH_DN, value=SORT_FNS.sort_by_crossbow_desc},
{label='crossbow'..CH_UP, value=SORT_FNS.sort_by_crossbow_asc},
},
option_gap=0,
on_change=self:callback('refresh_list', 'sort_crossbow'),
},
}
},
}
end
local function normalize_search_key(search_key)
local out = ''
for c in dfhack.toSearchNormalized(search_key):gmatch("[%w%s]") do
out = out .. c:lower()
end
return out
end
local function filter_matches(unit_id, search)
if unit_id == -1 then return true end
local unit = df.unit.find(unit_id)
if not unit then return true end
local search_key = dfhack.TranslateName(dfhack.units.getVisibleName(unit))
if unit.status.current_soul then
for _,skill in ipairs(unit.status.current_soul.skills) do
search_key = (search_key or '') .. ' ' .. (df.job_skill[skill.id] or '')
end
end
return normalize_search_key(search_key):find(dfhack.toSearchNormalized(search))
end
local unit_selector = df.global.game.main_interface.unit_selector
-- this function uses the unused itemid and selected vectors to keep state,
-- taking advantage of the fact that they are reset by DF when the list of units changes
local function filter_vector(search, prev_search)
local unid_is_filtered = #unit_selector.selected >= 0 and unit_selector.selected[0] ~= 0
if #search == 0 or #unit_selector.selected == 0 then
if not unid_is_filtered then
-- we haven't modified the unid vector; nothing to do here
return
end
-- restore the unid vector
unit_selector.unid:assign(unit_selector.itemid)
-- clear our "we meddled" flag
unit_selector.selected[0] = 0
return
end
if unid_is_filtered and search == prev_search then
-- prev filter still stands
return
end
if unid_is_filtered then
-- restore the unid vector
unit_selector.unid:assign(unit_selector.itemid)
else
-- save the unid vector and set our meddle flag
unit_selector.itemid:assign(unit_selector.unid)
unit_selector.selected[0] = 1
end
-- do the actual filtering
for idx=#unit_selector.unid-1,0,-1 do
if not filter_matches(unit_selector.unid[idx], search) then
unit_selector.unid:erase(idx)
end
end
end
local SORT_WIDGET_NAMES = {
'sort',
'sort_any_melee',
'sort_any_ranged',
'sort_leadership',
'sort_name',
'sort_migrant_wave',
'sort_axe',
'sort_sword',
'sort_mace',
'sort_hammer',
'sort_spear',
'sort_crossbow',
}
function SquadAssignmentOverlay: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
self.subviews[sort_widget]:cycle()
return
end
for _,widget_name in ipairs(SORT_WIDGET_NAMES) do
self.subviews[widget_name]:setOption(sort_fn)
end
local search = self.subviews.search.text
filter_vector(search, self.prev_search)
self.prev_search = search
utils.sort_vector(unit_selector.unid, nil, sort_fn)
end
function SquadAssignmentOverlay:onInput(keys)
if keys._MOUSE_R_DOWN or
keys._MOUSE_L_DOWN and not self:getMouseFramePos()
then
-- if any click is made outside of our window, we may need to refresh our list
self.dirty = true
end
return SquadAssignmentOverlay.super.onInput(self, keys)
end
function SquadAssignmentOverlay:onRenderFrame(dc, frame_rect)
SquadAssignmentOverlay.super.onRenderFrame(self, dc, frame_rect)
if self.dirty then
self:refresh_list()
self.dirty = false
end
end
OVERLAY_WIDGETS = {
squad_assignment=SquadAssignmentOverlay,
}
--[[
local utils = require('utils')
local units = require('plugins.sort.units')
local items = require('plugins.sort.items')
@ -51,5 +552,6 @@ function parse_ordering_spec(type,...)
end
make_sort_order = utils.make_sort_order
]]
return _ENV

@ -1,43 +1,13 @@
#include "Core.h"
#include "Console.h"
#include "Export.h"
#include "PluginManager.h"
#include "modules/Gui.h"
#include "modules/Translation.h"
#include "modules/Units.h"
#include "modules/Job.h"
#include "LuaTools.h"
#include "DataDefs.h"
#include "df/plotinfost.h"
#include "df/world.h"
#include "df/viewscreen_joblistst.h"
#include "df/viewscreen_unitlistst.h"
#include "df/viewscreen_layer_militaryst.h"
#include "df/viewscreen_layer_noblelistst.h"
#include "df/viewscreen_layer_overall_healthst.h"
#include "df/viewscreen_layer_assigntradest.h"
#include "df/viewscreen_tradegoodsst.h"
#include "df/viewscreen_dwarfmodest.h"
#include "df/viewscreen_petst.h"
#include "df/viewscreen_storesst.h"
#include "df/viewscreen_workshop_profilest.h"
#include "df/layer_object_listst.h"
#include "df/assign_trade_status.h"
#include "MiscUtils.h"
#include <stdlib.h>
using std::vector;
using std::string;
using std::endl;
using namespace DFHack;
using namespace df::enums;
DFHACK_PLUGIN("sort");
/*
REQUIRE_GLOBAL(plotinfo);
REQUIRE_GLOBAL(world);
REQUIRE_GLOBAL(ui_building_in_assign);
@ -52,16 +22,18 @@ static bool item_list_hotkey(df::viewscreen *top);
static command_result sort_units(color_ostream &out, vector <string> & parameters);
static command_result sort_items(color_ostream &out, vector <string> & parameters);
*/
DFhackCExport command_result plugin_init (color_ostream &out, std::vector <PluginCommand> &commands)
DFhackCExport command_result plugin_init (color_ostream &out, vector <PluginCommand> &commands)
{
commands.push_back(PluginCommand(
"sort-units", "Sort the visible unit list.", sort_units, unit_list_hotkey));
commands.push_back(PluginCommand(
"sort-items", "Sort the visible item list.", sort_items, item_list_hotkey));
// commands.push_back(PluginCommand(
// "sort-units", "Sort the visible unit list.", sort_units, unit_list_hotkey));
// commands.push_back(PluginCommand(
// "sort-items", "Sort the visible item list.", sort_items, item_list_hotkey));
return CR_OK;
}
/*
DFhackCExport command_result plugin_shutdown ( color_ostream &out )
{
return CR_OK;
@ -232,10 +204,7 @@ typedef void (*SortHandler)(color_ostream *pout, lua_State *L, int top,
static std::map<std::string, SortHandler> unit_sorters;
/*
* Sort units in the 'u'nit list screen.
*/
// Sort units in the 'u'nit list screen.
DEFINE_SORT_HANDLER(unit_sorters, unitlist, "", units)
{
PARSE_SPEC("units", parameters);
@ -250,10 +219,7 @@ DEFINE_SORT_HANDLER(unit_sorters, unitlist, "", units)
}
}
/*
* Sort units in the 'j'ob list screen.
*/
//Sort units in the 'j'ob list screen.
DEFINE_SORT_HANDLER(unit_sorters, joblist, "", jobs)
{
PARSE_SPEC("units", parameters);
@ -275,10 +241,7 @@ DEFINE_SORT_HANDLER(unit_sorters, joblist, "", jobs)
}
}
/*
* Sort candidate units in the 'p'osition page of the 'm'ilitary screen.
*/
// Sort candidate units in the 'p'osition page of the 'm'ilitary screen.
DEFINE_SORT_HANDLER(unit_sorters, layer_military, "/Positions/Candidates", military)
{
auto &candidates = military->positions.candidates;
@ -293,7 +256,6 @@ DEFINE_SORT_HANDLER(unit_sorters, layer_military, "/Positions/Candidates", milit
}
}
DEFINE_SORT_HANDLER(unit_sorters, layer_noblelist, "/Appoint", nobles)
{
auto list2 = getLayerList(nobles, 1);
@ -312,10 +274,7 @@ DEFINE_SORT_HANDLER(unit_sorters, layer_noblelist, "/Appoint", nobles)
}
}
/*
* Sort animal units in the Animal page of the 'z' status screen.
*/
//Sort animal units in the Animal page of the 'z' status screen.
DEFINE_SORT_HANDLER(unit_sorters, pet, "/List", animals)
{
PARSE_SPEC("units", parameters);
@ -334,10 +293,7 @@ DEFINE_SORT_HANDLER(unit_sorters, pet, "/List", animals)
}
}
/*
* Sort candidate trainers in the Animal page of the 'z' status screen.
*/
// Sort candidate trainers in the Animal page of the 'z' status screen.
DEFINE_SORT_HANDLER(unit_sorters, pet, "/SelectTrainer", animals)
{
sort_null_first(parameters);
@ -351,10 +307,7 @@ DEFINE_SORT_HANDLER(unit_sorters, pet, "/SelectTrainer", animals)
}
}
/*
* Sort units in the Health page of the 'z' status screen.
*/
// Sort units in the Health page of the 'z' status screen.
DEFINE_SORT_HANDLER(unit_sorters, layer_overall_health, "/Units", health)
{
auto list1 = getLayerList(health, 0);
@ -371,10 +324,7 @@ DEFINE_SORT_HANDLER(unit_sorters, layer_overall_health, "/Units", health)
}
}
/*
* Sort burrow member candidate units in the 'w' sidebar mode.
*/
// Sort burrow member candidate units in the 'w' sidebar mode.
DEFINE_SORT_HANDLER(unit_sorters, dwarfmode, "/Burrows/AddUnits", screen)
{
PARSE_SPEC("units", parameters);
@ -387,10 +337,7 @@ DEFINE_SORT_HANDLER(unit_sorters, dwarfmode, "/Burrows/AddUnits", screen)
}
}
/*
* Sort building owner candidate units in the 'q' sidebar mode, or cage assignment.
*/
// Sort building owner candidate units in the 'q' sidebar mode, or cage assignment.
DEFINE_SORT_HANDLER(unit_sorters, dwarfmode, "/QueryBuilding/Some/Assign", screen)
{
sort_null_first(parameters);
@ -410,10 +357,7 @@ DEFINE_SORT_HANDLER(unit_sorters, dwarfmode, "/QueryBuilding/Some/Assign", scree
}
}
/*
* Sort units in the workshop 'q'uery 'P'rofile modification screen.
*/
// Sort units in the workshop 'q'uery 'P'rofile modification screen.
DEFINE_SORT_HANDLER(unit_sorters, workshop_profile, "/Unit", profile)
{
PARSE_SPEC("units", parameters);
@ -425,10 +369,7 @@ DEFINE_SORT_HANDLER(unit_sorters, workshop_profile, "/Unit", profile)
}
}
/*
* Sort pen assignment candidate units in 'z'->'N'.
*/
// Sort pen assignment candidate units in 'z'->'N'.
DEFINE_SORT_HANDLER(unit_sorters, dwarfmode, "/ZonesPenInfo/Assign", screen)
{
PARSE_SPEC("units", parameters);
@ -562,3 +503,4 @@ static command_result sort_items(color_ostream &out, vector <string> &parameters
return CR_OK;
}
*/