@ -5,6 +5,8 @@ local overlay = require('plugins.overlay')
local utils = require ( ' utils ' )
local widgets = require ( ' gui.widgets ' )
local setbelief = reqscript ( " modtools/set-belief " )
local CH_UP = string.char ( 30 )
local CH_DN = string.char ( 31 )
@ -73,6 +75,28 @@ local function sort_by_migrant_wave_asc(unit_id_1, unit_id_2)
return utils.compare ( unit1.id , unit2.id )
end
local function sort_by_stress_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 happiness1 = unit1.status . current_soul.personality . stress
local happiness2 = unit2.status . current_soul.personality . stress
return utils.compare ( happiness2 , happiness1 )
end
local function sort_by_stress_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 happiness1 = unit1.status . current_soul.personality . stress
local happiness2 = unit2.status . current_soul.personality . stress
return utils.compare ( happiness1 , happiness2 )
end
local function get_skill ( unit_id , skill , unit )
unit = unit or df.unit . find ( unit_id )
return unit and
@ -181,6 +205,181 @@ local function make_sort_by_skill_asc(sort_skill)
end
end
-- Heuristic rating that is bigger for more potent dwarves in long run melee military training
-- Wounds are not considered!
local function melee_potential ( unit )
-- Physical attributes
local strength = unit.body . physical_attrs.STRENGTH . max_value
local agility = unit.body . physical_attrs.AGILITY . max_value
local toughness = unit.body . physical_attrs.TOUGHNESS . max_value
local endurance = unit.body . physical_attrs.ENDURANCE . max_value
local recuperation = dfhack.units . getPhysicalAttrValue ( unit , df.physical_attribute_type . RECUPERATION )
local diseaseResistance = dfhack.units . getPhysicalAttrValue ( unit , df.physical_attribute_type . DISEASE_RESISTANCE )
local bodySize = unit.body . size_info.size_base
-- Mental attributes
local focus = unit.status . current_soul.mental_attrs . FOCUS.max_value
local willpower = unit.status . current_soul.mental_attrs . WILLPOWER.max_value
local spatialSense = unit.status . current_soul.mental_attrs . SPATIAL_SENSE.max_value
local kinestheticSense = unit.status . current_soul.mental_attrs . KINESTHETIC_SENSE.max_value
-- strength/bodysize is a dirty approximation of momentum formula
local rating = 10000 * strength / bodySize + strength * 4 + agility * 3 + toughness
+ endurance + recuperation / 3 + diseaseResistance / 3
+ kinestheticSense * 3 + willpower / 2 + spatialSense / 2 + focus / 4
return rating
end
local function sort_by_melee_potential_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 rating1 = melee_potential ( unit1 )
local rating2 = melee_potential ( unit2 )
if rating1 == rating2 then
return sort_by_name_desc ( unit_id_1 , unit_id_2 )
end
return utils.compare ( rating2 , rating1 )
end
local function sort_by_melee_potential_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 rating1 = melee_potential ( unit1 )
local rating2 = melee_potential ( unit2 )
if rating1 == rating2 then
return sort_by_name_asc ( unit_id_1 , unit_id_2 )
end
return utils.compare ( rating1 , rating2 )
end
-- Heuristic rating that is bigger for more potent dwarves in long run ranged military training
-- Wounds are not considered!
local function ranged_potential ( unit )
-- Physical attributes
local strength = unit.body . physical_attrs.STRENGTH . max_value
local agility = unit.body . physical_attrs.AGILITY . max_value
local toughness = unit.body . physical_attrs.TOUGHNESS . max_value
local endurance = unit.body . physical_attrs.ENDURANCE . max_value
local recuperation = dfhack.units . getPhysicalAttrValue ( unit , df.physical_attribute_type . RECUPERATION )
local diseaseResistance = dfhack.units . getPhysicalAttrValue ( unit , df.physical_attribute_type . DISEASE_RESISTANCE )
local bodySize = unit.body . size_info.size_base
-- Mental attributes
local focus = unit.status . current_soul.mental_attrs . FOCUS.max_value
local willpower = unit.status . current_soul.mental_attrs . WILLPOWER.max_value
local spatialSense = unit.status . current_soul.mental_attrs . SPATIAL_SENSE.max_value
local kinestheticSense = unit.status . current_soul.mental_attrs . KINESTHETIC_SENSE.max_value
local rating = strength + agility * 4 + toughness + endurance + recuperation / 2
+ diseaseResistance / 2 - bodySize / 2
+ kinestheticSense + willpower + spatialSense * 3 + focus
return rating
end
local function sort_by_ranged_potential_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 rating1 = ranged_potential ( unit1 )
local rating2 = ranged_potential ( unit2 )
if rating1 == rating2 then
return sort_by_name_desc ( unit_id_1 , unit_id_2 )
end
return utils.compare ( rating2 , rating1 )
end
local function sort_by_ranged_potential_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 rating1 = ranged_potential ( unit1 )
local rating2 = ranged_potential ( unit2 )
if rating1 == rating2 then
return sort_by_name_asc ( unit_id_1 , unit_id_2 )
end
return utils.compare ( rating1 , rating2 )
end
-- Statistical rating that is bigger for dwarves that are mentally stable
local function mental_stability ( unit )
local ALTRUISM = unit.status . current_soul.personality . traits.ALTRUISM
local ANXIETY_PROPENSITY = unit.status . current_soul.personality . traits.ANXIETY_PROPENSITY
local BRAVERY = unit.status . current_soul.personality . traits.BRAVERY
local CHEER_PROPENSITY = unit.status . current_soul.personality . traits.CHEER_PROPENSITY
local CURIOUS = unit.status . current_soul.personality . traits.CURIOUS
local DISCORD = unit.status . current_soul.personality . traits.DISCORD
local DUTIFULNESS = unit.status . current_soul.personality . traits.DUTIFULNESS
local EMOTIONALLY_OBSESSIVE = unit.status . current_soul.personality . traits.EMOTIONALLY_OBSESSIVE
local HUMOR = unit.status . current_soul.personality . traits.HUMOR
local LOVE_PROPENSITY = unit.status . current_soul.personality . traits.LOVE_PROPENSITY
local PERSEVERENCE = unit.status . current_soul.personality . traits.PERSEVERENCE
local POLITENESS = unit.status . current_soul.personality . traits.POLITENESS
local PRIVACY = unit.status . current_soul.personality . traits.PRIVACY
local STRESS_VULNERABILITY = unit.status . current_soul.personality . traits.STRESS_VULNERABILITY
local TOLERANT = unit.status . current_soul.personality . traits.TOLERANT
local CRAFTSMANSHIP = setbelief.getUnitBelief ( unit , df.value_type [ ' CRAFTSMANSHIP ' ] )
local FAMILY = setbelief.getUnitBelief ( unit , df.value_type [ ' FAMILY ' ] )
local HARMONY = setbelief.getUnitBelief ( unit , df.value_type [ ' HARMONY ' ] )
local INDEPENDENCE = setbelief.getUnitBelief ( unit , df.value_type [ ' INDEPENDENCE ' ] )
local KNOWLEDGE = setbelief.getUnitBelief ( unit , df.value_type [ ' KNOWLEDGE ' ] )
local LEISURE_TIME = setbelief.getUnitBelief ( unit , df.value_type [ ' LEISURE_TIME ' ] )
local NATURE = setbelief.getUnitBelief ( unit , df.value_type [ ' NATURE ' ] )
local SKILL = setbelief.getUnitBelief ( unit , df.value_type [ ' SKILL ' ] )
-- Calculate the rating using the defined variables
local rating = ( CRAFTSMANSHIP * - 0.01 ) + ( FAMILY * - 0.09 ) + ( HARMONY * 0.05 )
+ ( INDEPENDENCE * 0.06 ) + ( KNOWLEDGE * - 0.30 ) + ( LEISURE_TIME * 0.24 )
+ ( NATURE * 0.27 ) + ( SKILL * - 0.21 ) + ( ALTRUISM * 0.13 )
+ ( ANXIETY_PROPENSITY * - 0.06 ) + ( BRAVERY * 0.06 )
+ ( CHEER_PROPENSITY * 0.41 ) + ( CURIOUS * - 0.06 ) + ( DISCORD * 0.14 )
+ ( DUTIFULNESS * - 0.03 ) + ( EMOTIONALLY_OBSESSIVE * - 0.13 )
+ ( HUMOR * - 0.05 ) + ( LOVE_PROPENSITY * 0.15 ) + ( PERSEVERENCE * - 0.07 )
+ ( POLITENESS * - 0.14 ) + ( PRIVACY * 0.03 ) + ( STRESS_VULNERABILITY * - 0.20 )
+ ( TOLERANT * - 0.11 )
return rating
end
local function sort_by_mental_stability_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 rating1 = mental_stability ( unit1 )
local rating2 = mental_stability ( unit2 )
if rating1 == rating2 then
return sort_by_name_desc ( unit_id_1 , unit_id_2 )
end
return utils.compare ( rating2 , rating1 )
end
local function sort_by_mental_stability_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 rating1 = mental_stability ( unit1 )
local rating2 = mental_stability ( unit2 )
if rating1 == rating2 then
return sort_by_name_asc ( unit_id_1 , unit_id_2 )
end
return utils.compare ( rating1 , rating2 )
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 ) ,
@ -211,7 +410,7 @@ SquadAssignmentOverlay.ATTRS{
default_pos = { x =- 33 , y = 40 } ,
default_enabled = true ,
viewscreens = ' dwarfmode/UnitSelector/SQUAD_FILL_POSITION ' ,
frame = { w = 63, h = 7 } ,
frame = { w = 74, h = 9 } ,
frame_style = gui.FRAME_PANEL ,
frame_background = gui.CLEAR_PEN ,
}
@ -236,6 +435,8 @@ function SquadAssignmentOverlay:init()
{ label = ' name ' .. CH_UP , value = sort_by_name_asc , pen = COLOR_YELLOW } ,
{ label = ' migrant wave ' .. CH_DN , value = sort_by_migrant_wave_desc , pen = COLOR_GREEN } ,
{ label = ' migrant wave ' .. CH_UP , value = sort_by_migrant_wave_asc , pen = COLOR_YELLOW } ,
{ label = ' stress ' .. CH_DN , value = sort_by_stress_desc , pen = COLOR_GREEN } ,
{ label = ' stress ' .. CH_UP , value = sort_by_stress_asc , pen = COLOR_YELLOW } ,
{ label = ' axe skill ' .. CH_DN , value = SORT_FNS.sort_by_axe_desc , pen = COLOR_GREEN } ,
{ label = ' axe skill ' .. CH_UP , value = SORT_FNS.sort_by_axe_asc , pen = COLOR_YELLOW } ,
{ label = ' sword skill ' .. CH_DN , value = SORT_FNS.sort_by_sword_desc , pen = COLOR_GREEN } ,
@ -248,6 +449,12 @@ function SquadAssignmentOverlay:init()
{ label = ' spear skill ' .. CH_UP , value = SORT_FNS.sort_by_spear_asc , pen = COLOR_YELLOW } ,
{ label = ' crossbow skill ' .. CH_DN , value = SORT_FNS.sort_by_crossbow_desc , pen = COLOR_GREEN } ,
{ label = ' crossbow skill ' .. CH_UP , value = SORT_FNS.sort_by_crossbow_asc , pen = COLOR_YELLOW } ,
{ label = ' melee potential ' .. CH_DN , value = sort_by_melee_potential_desc , pen = COLOR_GREEN } ,
{ label = ' melee potential ' .. CH_UP , value = sort_by_melee_potential_asc , pen = COLOR_YELLOW } ,
{ label = ' ranged potential ' .. CH_DN , value = sort_by_ranged_potential_desc , pen = COLOR_GREEN } ,
{ label = ' ranged potential ' .. CH_UP , value = sort_by_ranged_potential_asc , pen = COLOR_YELLOW } ,
{ label = ' mental stability ' .. CH_DN , value = sort_by_mental_stability_desc , pen = COLOR_GREEN } ,
{ label = ' mental stability ' .. CH_UP , value = sort_by_mental_stability_asc , pen = COLOR_YELLOW } ,
} ,
initial_option = SORT_FNS.sort_by_any_melee_desc ,
on_change = self : callback ( ' refresh_list ' , ' sort ' ) ,
@ -309,7 +516,7 @@ function SquadAssignmentOverlay:init()
} ,
widgets.CycleHotkeyLabel {
view_id = ' sort_migrant_wave ' ,
frame = { t = 0 , l = 4 8 , w = 13 } ,
frame = { t = 0 , l = 4 9 , w = 13 } ,
options = {
{ label = ' migrant wave ' , value = sort_noop } ,
{ label = ' migrant wave ' .. CH_DN , value = sort_by_migrant_wave_desc , pen = COLOR_GREEN } ,
@ -318,6 +525,17 @@ function SquadAssignmentOverlay:init()
option_gap = 0 ,
on_change = self : callback ( ' refresh_list ' , ' sort_migrant_wave ' ) ,
} ,
widgets.CycleHotkeyLabel {
view_id = ' sort_stress ' ,
frame = { t = 0 , l = 65 , w = 7 } ,
options = {
{ label = ' stress ' , value = sort_noop } ,
{ label = ' stress ' .. CH_DN , value = sort_by_stress_desc , pen = COLOR_GREEN } ,
{ label = ' stress ' .. CH_UP , value = sort_by_stress_asc , pen = COLOR_YELLOW } ,
} ,
option_gap = 0 ,
on_change = self : callback ( ' refresh_list ' , ' sort_stress ' ) ,
} ,
widgets.CycleHotkeyLabel {
view_id = ' sort_axe ' ,
frame = { t = 2 , l = 2 , w = 4 } ,
@ -384,6 +602,39 @@ function SquadAssignmentOverlay:init()
option_gap = 0 ,
on_change = self : callback ( ' refresh_list ' , ' sort_crossbow ' ) ,
} ,
widgets.CycleHotkeyLabel {
view_id = ' sort_melee_potential ' ,
frame = { t = 4 , l = 2 , w = 16 } ,
options = {
{ label = ' melee potential ' , value = sort_noop } ,
{ label = ' melee potential ' .. CH_DN , value = sort_by_melee_potential_desc , pen = COLOR_GREEN } ,
{ label = ' melee potential ' .. CH_UP , value = sort_by_melee_potential_asc , pen = COLOR_YELLOW } ,
} ,
option_gap = 0 ,
on_change = self : callback ( ' refresh_list ' , ' sort_melee_potential ' ) ,
} ,
widgets.CycleHotkeyLabel {
view_id = ' sort_ranged_potential ' ,
frame = { t = 4 , l = 21 , w = 17 } ,
options = {
{ label = ' ranged potential ' , value = sort_noop } ,
{ label = ' ranged potential ' .. CH_DN , value = sort_by_ranged_potential_desc , pen = COLOR_GREEN } ,
{ label = ' ranged potential ' .. CH_UP , value = sort_by_ranged_potential_asc , pen = COLOR_YELLOW } ,
} ,
option_gap = 0 ,
on_change = self : callback ( ' refresh_list ' , ' sort_ranged_potential ' ) ,
} ,
widgets.CycleHotkeyLabel {
view_id = ' sort_mental_stability ' ,
frame = { t = 4 , l = 41 , w = 17 } ,
options = {
{ label = ' mental stability ' , value = sort_noop } ,
{ label = ' mental stability ' .. CH_DN , value = sort_by_mental_stability_desc , pen = COLOR_GREEN } ,
{ label = ' mental stability ' .. CH_UP , value = sort_by_mental_stability_asc , pen = COLOR_YELLOW } ,
} ,
option_gap = 0 ,
on_change = self : callback ( ' refresh_list ' , ' sort_mental_stability ' ) ,
} ,
}
} ,
}
@ -454,12 +705,16 @@ local SORT_WIDGET_NAMES = {
' sort_leadership ' ,
' sort_name ' ,
' sort_migrant_wave ' ,
' sort_stress ' ,
' sort_axe ' ,
' sort_sword ' ,
' sort_mace ' ,
' sort_hammer ' ,
' sort_spear ' ,
' sort_crossbow ' ,
' sort_melee_potential ' ,
' sort_ranged_potential ' ,
' sort_mental_stability ' ,
}
function SquadAssignmentOverlay : refresh_list ( sort_widget , sort_fn )
@ -555,3 +810,4 @@ make_sort_order = utils.make_sort_order
] ]
return _ENV