Added melee rating, ranged rating, mental stability rating and stress to sorting options on military screen in sort.lua. Added info about new sorting methods to sort.rst. Added name to Authors.rst.

develop
Mikhail 2023-08-24 16:26:09 +03:00
parent 04dcbe383a
commit a1d68286cd
3 changed files with 278 additions and 3 deletions

@ -129,6 +129,7 @@ Michael Crouch creidieki
Michon van Dooren MaienM
miffedmap miffedmap
Mike Stewart thewonderidiot
Mikhail Panov Halifay
Mikko Juola Noeda Adeon
Milo Christiansen milochristiansen
MithrilTuxedo MithrilTuxedo

@ -14,7 +14,7 @@ Searching and sorting functionality is provided by `overlay` widgets, and widget
Squad assignment overlay
------------------------
The squad assignment screen can be sorted by name, by migrant wave, or by various military-related skills.
The squad assignment screen can be sorted by name, by migrant wave, by stress, by various military-related skills or by specific potential ratings.
If sorted by "any melee", then the citizen is sorted according to the highest
skill they have in axes, short swords, maces, warhammers, spears, or general
@ -26,6 +26,24 @@ skill they have in crossbows or general ranged combat.
If sorted by "leadership", then the citizen is sorted according to the highest
skill they have in leader, teacher, or military tactics.
If sorting is done by "melee potential" citizens are arranged based on their
melee potential rating. This rating is a heuristic measure that takes into
account genetic predispositions in physical and mental attributes, as
well as body size. The goal is to assign a higher value to dwarves (and other
humanoid creatures) that are expected to be more effective in melee combat
against opponents of similar skill levels.
If sorting is done by "ranged potential" citizens are arranged based on their
ranged potential rating. This rating is a heuristic measure that takes into
account genetic predispositions in physical and mental attributes.
The goal is to assign a higher value to dwarves (and other humanoid creatures)
that are expected to be more effective in ranged combat.
If sorting is done by "mental stability" citizens are arranged based on their
mental stability rating. This rating is a measure that takes into account
facets and values of an individual and correlates to better stress values.
It is designed to be higher for more stress-resistant citizens.
You can search for a dwarf by name by typing in the Search field. You can also
type in the name of any job skill (military-related or not) and dwarves with
any experience in that skill will be shown. For example, to only see citizens

@ -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=48, w=13},
frame={t=0, l=49, 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