Merge pull request #3747 from myk002/myk_sort_squad_v2

[sort] squad screen v2
develop
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@ -59,6 +59,9 @@ Template for new versions:
- `buildingplan`: make the construction dimensions readout visible again - `buildingplan`: make the construction dimensions readout visible again
## Misc Improvements ## Misc Improvements
- `sort`: sort by need for training on squad assignment screen
- `sort`: filter mothers with infants, units with weak mental fortitude, and critically injured units on the squad assignment screen
- `sort`: display a rating relative to the current sort order next to the visible units on the squad assignment screen
## Documentation ## Documentation

@ -14,54 +14,75 @@ Searching and sorting functionality is provided by `overlay` widgets, and widget
Squad assignment overlay Squad assignment overlay
------------------------ ------------------------
The squad assignment screen can be sorted by name, by migrant wave, by stress, You can search for a dwarf by name by typing in the Search field. The search
by various military-related skills or by long-term military potential. field is always focused, so any lowercase letter you type will appear there.
If sorted by "any melee", then the citizen is sorted according to the "melee The squad assignment screen can be sorted by name, by arrival order, by stress,
skill effectiveness". This rating uses the highest skill they have in axes, short by various military-related skills, or by long-term military potential.
swords, maces, warhammers or spears along with physical and mental attributes and
general fighting skill. Citizens with higher rating are expected to be more If sorted by "melee effectiveness" (the default), then the citizens are sorted
effective in melee combat with their corresponding weapon. according to how well they will perform in battle when using the weapon they
have the most skill in. The effectiveness rating also takes into account
If sorted by "any ranged", then the citizen is sorted according to the "ranged physical and mental attributes as well as general fighting (non-weapon) skills.
skill effectiveness". This rating uses crossbow and general archery skills
along with mental and physical attributes. Citizens with higher rating are The "ranged effectiveness" sort order does a similar sort for expected
expected to be more effective in ranged combat. effectiveness with a crossbow. This sort also takes into account relevant
physical and mental attributes.
If sorted by "leadership", then the citizen is sorted according to the highest
skill they have in leader, teacher, or military tactics. The "effectiveness" sorts are the ones you should be using if you need the best
squad you can make right now. The numbers to the left of the unit list indicate
If sorting is done by "mental stability" citizens are arranged based on their exactly how effective that dwarf is expected to be. Light green numbers
mental stability rating. This rating is a measure that takes into account indicate the best of the best, while red numbers indicate dwarves that will not
facets and values of an individual and correlates to better stress values. be effective in the military in their current state (though see "melee
It is designed to be higher for more stress-resistant citizens. potential" and "ranged potential" sorts below for predictions about future
effectiveness).
If sorting is done by "melee potential" citizens are arranged based on
their "melee combat potential" rating. This rating is a statistical measure The "arrival order" sort shows the order that your dwarves appeared at your
that takes into account genetic predispositions in physical and mental fort. The numbers on the left indicate the relative arrival order, and the
attributes, as well as body size. Dwarves (and other humanoid creatures) with numbers for the most recent migration wave will be colored bright green.
higher rating are expected to be more effective in melee combat if they train Dwarves that arrived earlier will have numbers in yellow, and your original
their attributes to their genetic maximum. dwarves (if any still survive) will have numbers in red.
If sorting is done by "ranged potential" citizens are arranged based on their The "stress" sort order will bring your most stressed dwarves to the top, ready
ranged combat potential rating. This rating is a statistical measure that takes into for addition to a :wiki:`therapy squad <Stress#Recovering_unhappy_dwarves>` to
account genetic predispositions in physical and mental attributes. Dwarves help improve their mood.
(and other humanoid creatures) with higher rating are expected to be more
effective in ranged combat if they train their attributes to the maximum. Similarly, sorting by "need for training" will show you the dwarves that are
feeling the most unfocused because they are having their military training
You can search for a dwarf by name by typing in the Search field. You can also needs unmet.
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 Both "stress" and "need for training" sorts use the dwarf happiness indicators
with military tactics skill, type in "tactics". to show how dire the dwarf's situation is and how much their mood might be
improved if you add them to an appropriate squad.
If sorting is done by "melee potential", then citizens are arranged based on
genetic predispositions in physical and mental attributes, as well as body
size. Dwarves (and other humanoid creatures) with higher ratings are expected
to be more effective in melee combat if they train their attributes to their
genetic maximum.
Similarly, the "ranged potential" sort orders citizens by genetic
predispositions in physical and mental attributes that are relevant to ranged
combat. Dwarves (and other humanoid creatures) with higher rating are expected
to be more effective in ranged combat if they train their attributes to the
maximum.
The squad assignment panel also offers options for filtering which dwarves are
shown. Each filter option can by cycled through "Include", "Only", and
"Exclude" settings. "Include" does no filtering, "Only" shows only units that
match the filter, and "Exclude" shows only units that do *not* match the filter.
The following filters are provided:
- Units that are assigned to other squads
- Elected and appointed officials (e.g. mayor, priests, tavern keepers, etc.)
- Nobility (e.g. monarch, barons, counts, etc.)
- Mothers with infants (you may not want mothers using their babies as shields)
- Weak mental fortitude (units that have facets and values that indicate that they will react poorly to the stresses of battle)
- Critically injured (units that have lost their ability to grasp weapons or walk)
"Melee skill effectiveness", "ranged skill effectiveness", "melee combat potential" "Melee skill effectiveness", "ranged skill effectiveness", "melee combat potential"
and "ranged combat potential" are explained in detail here: and "ranged combat potential" are explained in detail here:
https://www.reddit.com/r/dwarffortress/comments/163kczo/enhancing_military_candidate_selection_part_3/ https://www.reddit.com/r/dwarffortress/comments/163kczo/enhancing_military_candidate_selection_part_3/
"Mental stability" is explained here: "Mental stability" is explained here:
https://www.reddit.com/r/dwarffortress/comments/1617s11/enhancing_military_candidate_selection_part_2/ https://www.reddit.com/r/dwarffortress/comments/1617s11/enhancing_military_candidate_selection_part_2/
You can see all the job skill names that you can search for by running::
:lua @df.job_skill
in `gui/launcher`.

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