diff --git a/.github/release_template.md b/.github/release_template.md index 6e9d068cc..6c733a149 100644 --- a/.github/release_template.md +++ b/.github/release_template.md @@ -54,7 +54,7 @@ If you see a tool complaining about the lack of a cursor, know that it's referri -Generated release notes +Changelog ====================
diff --git a/CMakeLists.txt b/CMakeLists.txt index f00e4e008..a9bc8b1fe 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -8,7 +8,7 @@ project(dfhack) # set up versioning. set(DF_VERSION "50.11") -set(DFHACK_RELEASE "r3") +set(DFHACK_RELEASE "r4") set(DFHACK_PRERELEASE FALSE) set(DFHACK_VERSION "${DF_VERSION}-${DFHACK_RELEASE}") diff --git a/docs/changelog.txt b/docs/changelog.txt index 9ae4bb1e4..17fab5301 100644 --- a/docs/changelog.txt +++ b/docs/changelog.txt @@ -54,18 +54,11 @@ Template for new versions: ## New Tools ## New Features +- `sort`: search and sort for the "choose unit to elevate to the barony" screen. units are sorted by the number of item preferences they have and the units are annotated with the items that they have preferences for ## Fixes -- `buildingplan`: fix choosing the wrong mechanism (or something that isn't a mechanism) when linking a lever and manually choosing a mechanism, but then canceling the selection -- RemoteServer: don't shut down the socket prematurely, allowing continuing connections from, for example, dfhack-run -- `sort`: fix potential crash when exiting and re-entering a creatures subtab with a search active -- `sort`: prevent keyboard keys from affecting the UI when search is active and multiple keys are hit at once -- `tailor`: fix corner case where existing stock was being ignored, leading to over-ordering ## Misc Improvements -- `buildingplan`: save magma safe mechanisms for when magma safety is requested when linking levers and pressure plates to targets -- `buildingplan`: when choosing mechanisms for linking levers/pressure plates, filter out unreachable mechanisms -- `sort`: when searching on the Tasks tab, also search the names of the things the task is associated with, such as the name of the stockpile that an item will be stored in ## Documentation @@ -75,6 +68,20 @@ Template for new versions: ## Removed +# 50.11-r4 + +## Fixes +- `buildingplan`: fix choosing the wrong mechanism (or something that isn't a mechanism) when linking a lever and manually choosing a mechanism, but then canceling the selection +- RemoteServer: don't shut down the socket prematurely, allowing continuing connections from, for example, dfhack-run +- `sort`: fix potential crash when exiting and re-entering a creatures subtab with a search active +- `sort`: prevent keyboard keys from affecting the UI when search is active and multiple keys are hit at once +- `tailor`: fix corner case where existing stock was being ignored, leading to over-ordering + +## Misc Improvements +- `buildingplan`: save magma safe mechanisms for when magma safety is requested when linking levers and pressure plates to targets +- `buildingplan`: when choosing mechanisms for linking levers/pressure plates, filter out unreachable mechanisms +- `sort`: when searching on the Tasks tab, also search the names of the things the task is associated with, such as the name of the stockpile that an item will be stored in + # 50.11-r3 ## New Tools diff --git a/library/modules/Gui.cpp b/library/modules/Gui.cpp index 80ad61543..b479c1d18 100644 --- a/library/modules/Gui.cpp +++ b/library/modules/Gui.cpp @@ -524,6 +524,8 @@ DEFINE_GET_FOCUS_STRING_HANDLER(dwarfmode) newFocusString += "/Diplomacy"; if (game->main_interface.diplomacy.taking_requests) newFocusString += "/Requests"; + else if (game->main_interface.diplomacy.selecting_land_holder_position) + newFocusString += "/ElevateLandHolder"; else newFocusString += "/Default"; focusStrings.push_back(newFocusString); diff --git a/plugins/lua/sort.lua b/plugins/lua/sort.lua index 98e357ee7..79e91ba92 100644 --- a/plugins/lua/sort.lua +++ b/plugins/lua/sort.lua @@ -1299,6 +1299,8 @@ OVERLAY_WIDGETS = { slab=require('plugins.sort.slab').SlabOverlay, world=require('plugins.sort.world').WorldOverlay, places=require('plugins.sort.places').PlacesOverlay, + elevate_barony=require('plugins.sort.diplomacy').DiplomacyOverlay, + elevate_barony_preferences=require('plugins.sort.diplomacy').PreferenceOverlay, } dfhack.onStateChange[GLOBAL_KEY] = function(sc) diff --git a/plugins/lua/sort/diplomacy.lua b/plugins/lua/sort/diplomacy.lua new file mode 100644 index 000000000..1b8f4a9ae --- /dev/null +++ b/plugins/lua/sort/diplomacy.lua @@ -0,0 +1,165 @@ +local _ENV = mkmodule('plugins.sort.diplomacy') + +local overlay = require('plugins.overlay') +local sortoverlay = require('plugins.sort.sortoverlay') +local widgets = require('gui.widgets') + +local diplomacy = df.global.game.main_interface.diplomacy + +-- ---------------------- +-- DiplomacyOverlay +-- + +DiplomacyOverlay = defclass(DiplomacyOverlay, sortoverlay.SortOverlay) +DiplomacyOverlay.ATTRS{ + default_pos={x=25, y=7}, + viewscreens='dwarfmode/Diplomacy', + frame={w=57, h=1}, +} + +function DiplomacyOverlay:init() + self:addviews{ + widgets.BannerPanel{ + view_id='panel', + frame={l=0, t=0, r=0, h=1}, + visible=self:callback('get_key'), + subviews={ + widgets.EditField{ + view_id='search', + frame={l=1, t=0, r=1}, + label_text="Search: ", + key='CUSTOM_ALT_S', + text='', + on_change=function(text) self:do_search(text) end, + }, + }, + }, + } + + self:register_handler('ELEVATE', diplomacy.land_holder_avail_hfid, + curry(sortoverlay.single_vector_search, + { + get_search_key_fn=self:callback('get_search_key'), + get_sort_fn=self:callback('get_sort'), + })) +end + +function DiplomacyOverlay:get_key() + if diplomacy.selecting_land_holder_position then + return 'ELEVATE' + end +end + +local function to_item_type_str(item_type) + return string.lower(df.item_type[item_type]):gsub('_', ' ') +end + +local function make_item_description(item_type, subtype) + local itemdef = dfhack.items.getSubtypeDef(item_type, subtype) + return itemdef and string.lower(itemdef.name) or to_item_type_str(item_type) +end + +local function get_preferences(unit) + if not unit then return {} end + local preferences = {} + for _, pref in ipairs(unit.status.current_soul.preferences) do + if pref.type == df.unit_preference.T_type.LikeItem and pref.active then + table.insert(preferences, make_item_description(pref.item_type, pref.item_subtype)) + end + end + return preferences +end + +local function get_unit(hfid) + local hf = df.historical_figure.find(hfid) + if not hf then return end + return df.unit.find(hf.unit_id) +end + +function DiplomacyOverlay:get_search_key(hfid) + local unit = get_unit(hfid) + if not unit then return end + return ('%s %s'):format(sortoverlay.get_unit_search_key(unit), + table.concat(get_preferences(unit), ' ')) +end + + +function DiplomacyOverlay:get_sort() + local _, sh = dfhack.screen.getWindowSize() + local list_height = sh - 17 + local num_elems = list_height // 3 + diplomacy.scroll_position_land_holder_hf = math.max(0, + math.min(diplomacy.scroll_position_land_holder_hf, + #diplomacy.land_holder_avail_hfid - num_elems)) + return function(a, b) + local unita = get_unit(a) + local unitb = get_unit(b) + return #get_preferences(unita) < #get_preferences(unitb) + end +end + +function DiplomacyOverlay:onRenderFrame(dc, rect) + local sw = dfhack.screen.getWindowSize() + local margin = (sw - 114) // 3 + self.frame.w = 57 + margin + self.subviews.panel.frame.l = margin + + DiplomacyOverlay.super.onRenderFrame(self, dc, rect) +end + +-- ---------------------- +-- PreferenceOverlay +-- + +PreferenceOverlay = defclass(PreferenceOverlay, overlay.OverlayWidget) +PreferenceOverlay.ATTRS{ + default_pos={x=-34, y=9}, + viewscreens='dwarfmode/Diplomacy/ElevateLandHolder', + default_enabled=true, + frame={w=29, h=1}, +} + +function PreferenceOverlay:init() + self:addviews{ + widgets.Label{ + view_id='annotations', + frame={t=0, l=0}, + text='', + text_pen=COLOR_GRAY, + } + } +end + +function PreferenceOverlay:onRenderFrame(dc, rect) + local sw, sh = dfhack.screen.getWindowSize() + local margin = (sw - 114) // 3 + local list_height = sh - 17 + local num_elems = list_height // 3 + local max_elem = math.min(#diplomacy.land_holder_avail_hfid-1, + diplomacy.scroll_position_land_holder_hf+num_elems-1) + self.frame.w = sw - 85 + self.frame.h = list_height + + local annotations = {} + for idx=diplomacy.scroll_position_land_holder_hf,max_elem do + table.insert(annotations, NEWLINE) + table.insert(annotations, NEWLINE) + local prefs = get_preferences(get_unit(diplomacy.land_holder_avail_hfid[idx])) + table.insert(annotations, {text='[', pen=COLOR_RED}) + if #prefs == 0 then + table.insert(annotations, 'no item preferences') + else + local pref_str = ('%d preference%s: %s'):format(#prefs, + #prefs > 1 and 's' or '', table.concat(prefs, ', ')) + table.insert(annotations, pref_str:sub(1, self.frame.w-(margin+2))) + end + table.insert(annotations, {text=']', pen=COLOR_RED}) + table.insert(annotations, NEWLINE) + end + self.subviews.annotations.frame.l = margin + self.subviews.annotations:setText(annotations) + + PreferenceOverlay.super.onRenderFrame(self, dc, rect) +end + +return _ENV diff --git a/plugins/lua/sort/sortoverlay.lua b/plugins/lua/sort/sortoverlay.lua index fb06a5f04..e3c27fb9d 100644 --- a/plugins/lua/sort/sortoverlay.lua +++ b/plugins/lua/sort/sortoverlay.lua @@ -84,18 +84,16 @@ end -- handles saving/restoring search strings when the player moves between different contexts function SortOverlay:onRenderBody(dc) - if next(self.state) then - local key, group = self:get_key() - if self.state.cur_group ~= group then - self.state.cur_group = group - do_cleanup(self.handlers, self.state.cur_key, self.state[self.state.cur_key]) - end - if self.state.cur_key ~= key then - self.state.cur_key = key - local prev_text = key and ensure_key(self.state, key).prev_text or '' - self.subviews.search:setText(prev_text) - self:do_search(self.subviews.search.text, true) - end + local key, group = self:get_key() + if self.state.cur_group ~= group then + self.state.cur_group = group + do_cleanup(self.handlers, self.state.cur_key, self.state[self.state.cur_key]) + end + if self.state.cur_key ~= key then + self.state.cur_key = key + local prev_text = key and ensure_key(self.state, key).prev_text or '' + self.subviews.search:setText(prev_text) + self:do_search(self.subviews.search.text, true) end self.overlay_onupdate_max_freq_seconds = 0 SortOverlay.super.onRenderBody(self, dc) @@ -112,12 +110,13 @@ local function is_mouse_key(keys) end function SortOverlay:onInput(keys) - if keys._MOUSE_R and self.subviews.search.focus and self:get_key() then + local key = self:get_key() + if keys._MOUSE_R and self.subviews.search.focus and key then self.subviews.search:setFocus(false) return true end - return SortOverlay.super.onInput(self, keys) or - (self.subviews.search.focus and not is_mouse_key(keys)) + return key and (SortOverlay.super.onInput(self, keys) or + (self.subviews.search.focus and not is_mouse_key(keys))) end function SortOverlay:do_search(text, force_full_search) @@ -132,7 +131,7 @@ function SortOverlay:do_search(text, force_full_search) if not key then return end local prev_text = ensure_key(self.state, key).prev_text -- some screens reset their contents between context switches; regardless, - -- a switch back to the context should results in an incremental search + -- a switch back to the context should result in an incremental search local incremental = not force_full_search and prev_text and text:startswith(prev_text) local handler = self.handlers[key] handler.search_fn(handler.vec, self.state[key], text, incremental) diff --git a/scripts b/scripts index 02ef6cd92..eb73ccaa7 160000 --- a/scripts +++ b/scripts @@ -1 +1 @@ -Subproject commit 02ef6cd926254285beb08898bf6ae8a67b0eec32 +Subproject commit eb73ccaa7d336a5bd18b67d37efa6d1aca5368b3