Add civilization chooser

Adds a civilization chooser, also there is race choice dialog and civ choice dialog (with race filtering).
develop
warmist 2015-08-23 14:33:14 +03:00
parent d9da55f6bd
commit a7e1b15db5
1 changed files with 329 additions and 0 deletions

@ -135,6 +135,179 @@ function editor_skills:remove_rust(skill)
--TODO
end
add_editor(editor_skills)
------- civ editor
RaceBox = defclass(RaceBox, dialog.ListBox)
RaceBox.focus_path = 'RaceBox'
RaceBox.ATTRS{
format_name="$NAME ($TOKEN)",
with_filter=true,
allow_none=false,
}
function RaceBox:format_creature(creature_raw)
local t = {NAME=creature_raw.name[0],TOKEN=creature_raw.creature_id}
return string.gsub(self.format_name, "%$(%w+)", t)
end
function RaceBox:preinit(info)
self.format_name=RaceBox.ATTRS.format_name or info.format_name -- preinit does not have ATTRS set yet
local choices={}
if RaceBox.ATTRS.allow_none or info.allow_none then
table.insert(choices,{text="<none>",num=-1})
end
for i,v in ipairs(df.global.world.raws.creatures.all) do
local text=self:format_creature(v)
table.insert(choices,{text=text,raw=v,num=i,search_key=text:lower()})
end
info.choices=choices
end
function showRacePrompt(title, text, tcolor, on_select, on_cancel, min_width,allow_none)
RaceBox{
frame_title = title,
text = text,
text_pen = tcolor,
on_select = on_select,
on_cancel = on_cancel,
frame_width = min_width,
allow_none = allow_none,
}:show()
end
CivBox = defclass(CivBox,dialog.ListBox)
CivBox.focus_path = "CivBox"
CivBox.ATTRS={
format_name="$NAME ($ENGLISH):$ID",
format_no_name="<unnamed>:$ID",
name_other="<other(-1)>",
with_filter=true,
allow_other=false,
}
function civ_name(id,format_name,format_no_name,name_other,name_invalid)
if id==-1 then
return name_other or "<other (-1)>"
end
local civ
if type(id)=='userdata' then
civ=id
else
civ=df.historical_entity.find(id)
if civ==nil then
return name_invalid or "<invalid>"
end
end
local t={NAME=dfhack.TranslateName(civ.name),ENGLISH=dfhack.TranslateName(civ.name,true),ID=civ.id} --TODO race?, maybe something from raws?
if t.NAME=="" then
return string.gsub(format_no_name or "<unnamed>:$ID", "%$(%w+)", t)
end
return string.gsub(format_name or "$NAME ($ENGLISH):$ID", "%$(%w+)", t)
end
function CivBox:update_choices()
local choices={}
if self.allow_other then
table.insert(choices,{text=self.name_other,num=-1})
end
for i,v in ipairs(df.global.world.entities.all) do
if not self.race_filter or (v.race==self.race_filter) then --TODO filter type
local text=civ_name(v,self.format_name,self.format_no_name,self.name_other,self.name_invalid)
table.insert(choices,{text=text,raw=v,num=i})
end
end
self.choices=choices
if self.subviews.list then
self.subviews.list:setChoices(self.choices)
end
end
function CivBox:update_race_filter(id)
local raw=df.creature_raw.find(id)
if raw then
self.subviews.race_label:setText(": "..raw.name[0])
self.race_filter=id
else
self.subviews.race_label:setText(": <none>")
self.race_filter=nil
end
self:update_choices()
end
function CivBox:choose_race()
showRacePrompt("Choose race","Select new race:",nil,function (id,choice)
self:update_race_filter(choice.num)
end,nil,nil,true)
end
function CivBox:init(info)
self.subviews.list.frame={t=3,r=0,l=0}
self:addviews{
widgets.Label{frame={t=1,l=0},text={
{text="Filter race ",key="CUSTOM_CTRL_A",key_sep="()",on_activate=self:callback("choose_race")},
}},
widgets.Label{frame={t=1,l=21},view_id="race_label",
text=": <none>",
}
}
self:update_choices()
end
function showCivPrompt(title, text, tcolor, on_select, on_cancel, min_width,allow_other)
CivBox{
frame_title = title,
text = text,
text_pen = tcolor,
on_select = on_select,
on_cancel = on_cancel,
frame_width = min_width,
allow_other = allow_other,
}:show()
end
editor_civ=defclass(editor_civ,gui.FramedScreen)
editor_civ.ATTRS={
frame_style = gui.GREY_LINE_FRAME,
frame_title = "Civilization editor",
target_unit = DEFAULT_NIL,
}
function editor_civ:update_curren_civ()
self.subviews.civ_name:setText("Currently: "..civ_name(self.target_unit.civ_id))
end
function editor_civ:init( args )
if self.target_unit==nil then
qerror("invalid unit")
end
self:addviews{
widgets.Label{view_id="civ_name",frame = { t=1,l=1}, text="Currently: "..civ_name(self.target_unit.civ_id)},
widgets.Label{frame = { t=2,l=1}, text={{text=": set to other (-1, usually enemy)",key="CUSTOM_N",
on_activate= function() self.target_unit.civ_id=-1;self:update_curren_civ() end}}},
widgets.Label{frame = { t=3,l=1}, text={{text=": set to current civ("..df.global.ui.civ_id..")",key="CUSTOM_C",
on_activate= function() self.target_unit.civ_id=df.global.ui.civ_id;self:update_curren_civ() end}}},
widgets.Label{frame = { t=4,l=1}, text={{text=": manually enter",key="CUSTOM_E",
on_activate=function ()
dialog.showInputPrompt("Civ id","Enter new civ id:",COLOR_WHITE,
tostring(self.target_unit.civ_id),function(new_value)
self.target_unit.civ_id=new_value
self:update_curren_civ()
end)
end}}
},
widgets.Label{frame= {t=5,l=1}, text={{text=": select from list",key="CUSTOM_L",
on_activate=function ( )
showCivPrompt("Choose civilization", "Select units civilization",nil,function ( id,choice )
self.target_unit.civ_id=choice.num
self:update_curren_civ()
end,nil,nil,true)
end
}}},
widgets.Label{
frame = { b=0,l=1},
text ={{text= ": exit editor ",
key = "LEAVESCREEN",
on_activate= self:callback("dismiss")
},
}
},
}
end
add_editor(editor_civ)
------- counters editor
editor_counters=defclass(editor_counters,gui.FramedScreen)
editor_counters.ATTRS={
@ -232,6 +405,162 @@ function editor_counters:init( args )
self:update_counters()
end
add_editor(editor_counters)
wound_creator=defclass(wound_creator,gui.FramedScreen)
wound_creator.ATTRS={
frame_style = gui.GREY_LINE_FRAME,
frame_title = "Wound creator",
target_wound = DEFAULT_NIL,
--filter
}
function wound_creator:init( args )
if self.target_wound==nil then
qerror("invalid wound")
end
self:addviews{
widgets.List{
frame = {t=0, b=1,l=1},
view_id="fields",
on_submit=self:callback("edit_cur_wound"),
on_submit2=self:callback("delete_current_wound")
},
widgets.Label{
frame = { b=0,l=1},
text ={{text= ": exit editor ",
key = "LEAVESCREEN",
on_activate= self:callback("dismiss")},
{text=": edit wound ",
key = "SELECT"},
{text=": delete wound ",
key = "SEC_SELECT"},
{text=": create wound ",
key = "CUSTOM_CTRL_I",
on_activate= self:callback("create_new_wound")},
}
},
}
self:update_wounds()
end
-------------------
editor_wounds=defclass(editor_wounds,gui.FramedScreen)
editor_wounds.ATTRS={
frame_style = gui.GREY_LINE_FRAME,
frame_title = "Wound editor",
target_unit = DEFAULT_NIL,
--filter
}
function is_scar( wound_part )
return wound_part.flags1.scar_cut or wound_part.flags1.scar_smashed or
wound_part.flags1.scar_edged_shake1 or wound_part.flags1.scar_blunt_shake1
end
function format_flag_name( fname )
return fname:sub(1,1):upper()..fname:sub(2):gsub("_"," ")
end
function name_from_flags( wp )
for i,v in ipairs(wp.flags1) do
if v then
return format_flag_name(df.wound_damage_flags1[i])
end
end
for i,v in ipairs(wp.flags2) do
if v then
return format_flag_name(df.wound_damage_flags2[i])
end
end
return "<unnamed wound>"
end
function format_wound( list_id,wound, unit)
local name="<unnamed wound>"
if #wound.parts>0 and #wound.parts[0].effect_type>0 then --try to make wound name by effect...
name=tostring(df.wound_effect_type[wound.parts[0].effect_type[0]])
if #wound.parts>1 then --cheap and probably incorrect...
name=name.."s"
end
elseif #wound.parts>0 and is_scar(wound.parts[0]) then
name="Scar"
elseif #wound.parts>0 then
local wp=wound.parts[0]
name=name_from_flags(wp)
end
return string.format("%d. %s id=%d",list_id,name,wound.id)
end
function editor_wounds:update_wounds()
local ret={}
for i,v in ipairs(self.trg_wounds) do
table.insert(ret,{text=format_wound(i,v,self.target_unit),wound=v})
end
self.subviews.wounds:setChoices(ret)
self.wound_list=ret
end
function editor_wounds:dirty_unit()
print("todo: implement unit status recalculation")
end
function editor_wounds:get_cur_wound()
local list_wid=self.subviews.wounds
local _,choice=list_wid:getSelected()
if choice==nil then
qerror("Nothing selected")
end
local ret_wound=utils.binsearch(self.trg_wounds,choice.id,"id")
return choice,ret_wound
end
function editor_wounds:delete_current_wound(index,choice)
utils.erase_sorted(self.trg_wounds,choice.wound,"id")
choice.wound:delete()
self:dirty_unit()
self:update_wounds()
end
function editor_wounds:create_new_wound()
print("Creating")
end
function editor_wounds:edit_cur_wound(index,choice)
end
function editor_wounds:init( args )
if self.target_unit==nil then
qerror("invalid unit")
end
self.trg_wounds=self.target_unit.body.wounds
self:addviews{
widgets.List{
frame = {t=0, b=1,l=1},
view_id="wounds",
on_submit=self:callback("edit_cur_wound"),
on_submit2=self:callback("delete_current_wound")
},
widgets.Label{
frame = { b=0,l=1},
text ={{text= ": exit editor ",
key = "LEAVESCREEN",
on_activate= self:callback("dismiss")},
{text=": edit wound ",
key = "SELECT"},
{text=": delete wound ",
key = "SEC_SELECT"},
{text=": create wound ",
key = "CUSTOM_CTRL_I",
on_activate= self:callback("create_new_wound")},
}
},
}
self:update_wounds()
end
add_editor(editor_wounds)
-------------------------------main window----------------
unit_editor = defclass(unit_editor, gui.FramedScreen)
unit_editor.ATTRS={