add search and filter for slab engraving list
parent
a2066828f0
commit
a04623e4fb
@ -0,0 +1,117 @@
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local _ENV = mkmodule('plugins.sort.slab')
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local gui = require('gui')
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local sortoverlay = require('plugins.sort.sortoverlay')
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local widgets = require('gui.widgets')
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local building = df.global.game.main_interface.building
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local view_sheets = df.global.game.main_interface.view_sheets
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-- ----------------------
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-- SlabOverlay
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--
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SlabOverlay = defclass(SlabOverlay, sortoverlay.SortOverlay)
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SlabOverlay.ATTRS{
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default_pos={x=-40, y=12},
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viewscreens='dwarfmode/ViewSheets/BUILDING/Workshop',
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frame={w=57, h=3},
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}
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function SlabOverlay:init()
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local panel = widgets.Panel{
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frame_background=gui.CLEAR_PEN,
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visible=self:callback('get_key'),
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}
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panel:addviews{
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widgets.BannerPanel{
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frame={l=0, t=0, r=0, h=1},
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subviews={
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widgets.EditField{
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view_id='search',
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frame={l=1, t=0, r=1},
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label_text="Search: ",
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key='CUSTOM_ALT_S',
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on_change=function(text) self:do_search(text) end,
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},
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},
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},
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widgets.BannerPanel{
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frame={l=0, t=2, r=0, h=1},
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subviews={
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widgets.ToggleHotkeyLabel{
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view_id='only_needs_slab',
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frame={l=1, t=0, r=1},
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label="Show only citizens who need a slab:",
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key='CUSTOM_SHIFT_E',
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initial_option=false,
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on_change=function() self:do_search(self.subviews.search.text, true) end,
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},
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},
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},
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}
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self:addviews{panel}
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self:register_handler('SLAB', building.filtered_button,
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curry(sortoverlay.single_vector_search,
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{
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get_search_key_fn=self:callback('get_search_key'),
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matches_filters_fn=self:callback('matches_filters'),
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}))
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end
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function SlabOverlay:onInput(keys)
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if SlabOverlay.super.onInput(self, keys) then return true end
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if keys._MOUSE_L and self:get_key() and self:getMousePos() then
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return true
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end
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end
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function SlabOverlay:get_key()
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-- DF fails to set building.category back to NONE if there are no units that
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-- can be memorialized, so we have to manually check for a populated button vector
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if #building.button > 0 and
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building.category == df.interface_category_building.SELECT_MEMORIAL_UNIT
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then
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return 'SLAB'
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else
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if safe_index(self.state, 'SLAB', 'saved_original') then
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-- elements get freed as soon as the screen changes
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self.state.SLAB.saved_original = nil
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end
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end
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end
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function SlabOverlay:reset()
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SlabOverlay.super.reset(self)
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self.subviews.only_needs_slab:setOption(false, false)
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end
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local function get_unit(if_button)
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local hf = df.historical_figure.find(if_button.spec_id)
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return hf and df.unit.find(hf.unit_id) or nil
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end
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function SlabOverlay:get_search_key(if_button)
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local unit = get_unit(if_button)
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if not unit then return if_button.filter_str end
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return ('%s %s'):format(
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dfhack.units.getReadableName(unit), -- last name is in english
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dfhack.TranslateName(unit.name, false, true)) -- get untranslated last name
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end
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local function needs_slab(if_button)
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local unit = get_unit(if_button)
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if not unit then return false end
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if not dfhack.units.isOwnGroup(unit) then return false end
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local info = dfhack.toSearchNormalized(if_button.info)
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if not info:find('no slabs engraved', 1, true) then return false end
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return info:find('not memorialized', 1, true) or info:find('ghost', 1, true)
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end
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function SlabOverlay:matches_filters(if_button)
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local only_needs_slab = self.subviews.only_needs_slab:getOptionValue()
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return not only_needs_slab or needs_slab(if_button)
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end
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return _ENV
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