Merge pull request #4053 from myk002/myk_sort_elevate_barony

search and sort for elevate to barony page
develop
Myk 2023-11-23 09:52:08 -08:00 committed by GitHub
commit cc7bd058ce
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5 changed files with 185 additions and 16 deletions

@ -54,6 +54,7 @@ Template for new versions:
## New Tools ## New Tools
## New Features ## 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 ## Fixes

@ -524,6 +524,8 @@ DEFINE_GET_FOCUS_STRING_HANDLER(dwarfmode)
newFocusString += "/Diplomacy"; newFocusString += "/Diplomacy";
if (game->main_interface.diplomacy.taking_requests) if (game->main_interface.diplomacy.taking_requests)
newFocusString += "/Requests"; newFocusString += "/Requests";
else if (game->main_interface.diplomacy.selecting_land_holder_position)
newFocusString += "/ElevateLandHolder";
else else
newFocusString += "/Default"; newFocusString += "/Default";
focusStrings.push_back(newFocusString); focusStrings.push_back(newFocusString);

@ -1299,6 +1299,8 @@ OVERLAY_WIDGETS = {
slab=require('plugins.sort.slab').SlabOverlay, slab=require('plugins.sort.slab').SlabOverlay,
world=require('plugins.sort.world').WorldOverlay, world=require('plugins.sort.world').WorldOverlay,
places=require('plugins.sort.places').PlacesOverlay, 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) dfhack.onStateChange[GLOBAL_KEY] = function(sc)

@ -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

@ -84,7 +84,6 @@ end
-- handles saving/restoring search strings when the player moves between different contexts -- handles saving/restoring search strings when the player moves between different contexts
function SortOverlay:onRenderBody(dc) function SortOverlay:onRenderBody(dc)
if next(self.state) then
local key, group = self:get_key() local key, group = self:get_key()
if self.state.cur_group ~= group then if self.state.cur_group ~= group then
self.state.cur_group = group self.state.cur_group = group
@ -96,7 +95,6 @@ function SortOverlay:onRenderBody(dc)
self.subviews.search:setText(prev_text) self.subviews.search:setText(prev_text)
self:do_search(self.subviews.search.text, true) self:do_search(self.subviews.search.text, true)
end end
end
self.overlay_onupdate_max_freq_seconds = 0 self.overlay_onupdate_max_freq_seconds = 0
SortOverlay.super.onRenderBody(self, dc) SortOverlay.super.onRenderBody(self, dc)
end end
@ -112,12 +110,13 @@ local function is_mouse_key(keys)
end end
function SortOverlay:onInput(keys) 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) self.subviews.search:setFocus(false)
return true return true
end end
return SortOverlay.super.onInput(self, keys) or return key and (SortOverlay.super.onInput(self, keys) or
(self.subviews.search.focus and not is_mouse_key(keys)) (self.subviews.search.focus and not is_mouse_key(keys)))
end end
function SortOverlay:do_search(text, force_full_search) 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 if not key then return end
local prev_text = ensure_key(self.state, key).prev_text local prev_text = ensure_key(self.state, key).prev_text
-- some screens reset their contents between context switches; regardless, -- 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 incremental = not force_full_search and prev_text and text:startswith(prev_text)
local handler = self.handlers[key] local handler = self.handlers[key]
handler.search_fn(handler.vec, self.state[key], text, incremental) handler.search_fn(handler.vec, self.state[key], text, incremental)