generalize burrow code to other unit assignment screens

develop
Myk Taylor 2023-10-10 06:03:06 -07:00
parent 09e3ed427a
commit e41017a26b
No known key found for this signature in database
4 changed files with 93 additions and 72 deletions

@ -59,7 +59,7 @@ Template for new versions:
- `logistics`: ``automelt`` now optionally supports melting masterworks; feature accessible from `stockpiles` overlay - `logistics`: ``automelt`` now optionally supports melting masterworks; feature accessible from `stockpiles` overlay
- `sort`: new search widgets for Info panel tabs, including all "Creatures" subtabs, all "Objects" subtabs, "Tasks", the "Work details" subtab under "Labor", and the "Interrogate" and "Convict" screens under "Justice" - `sort`: new search widgets for Info panel tabs, including all "Creatures" subtabs, all "Objects" subtabs, "Tasks", the "Work details" subtab under "Labor", and the "Interrogate" and "Convict" screens under "Justice"
- `sort`: new search widgets for location selection screen (when you're choosing what kind of guildhall or temple to dedicate) - `sort`: new search widgets for location selection screen (when you're choosing what kind of guildhall or temple to dedicate)
- `sort`: new search widgets for burrow assignment screen - `sort`: new search widgets for burrow assignment screen and other unit assignment dialogs
## Fixes ## Fixes
- `zone`: don't show animal assignment link for dungeon cages/restraints - `zone`: don't show animal assignment link for dungeon cages/restraints

@ -1288,7 +1288,7 @@ OVERLAY_WIDGETS = {
info=require('plugins.sort.info').InfoOverlay, info=require('plugins.sort.info').InfoOverlay,
interrogation=require('plugins.sort.info').InterrogationOverlay, interrogation=require('plugins.sort.info').InterrogationOverlay,
location_selector=require('plugins.sort.locationselector').LocationSelectorOverlay, location_selector=require('plugins.sort.locationselector').LocationSelectorOverlay,
burrows=require('plugins.sort.burrows').BurrowOverlay, unit_selector=require('plugins.sort.unitselector').UnitSelectorOverlay,
} }
dfhack.onStateChange[GLOBAL_KEY] = function(sc) dfhack.onStateChange[GLOBAL_KEY] = function(sc)

@ -1,70 +0,0 @@
local _ENV = mkmodule('plugins.sort.burrows')
local sortoverlay = require('plugins.sort.sortoverlay')
local widgets = require('gui.widgets')
local unit_selector = df.global.game.main_interface.unit_selector
-- ----------------------
-- BurrowOverlay
--
BurrowOverlay = defclass(BurrowOverlay, sortoverlay.SortOverlay)
BurrowOverlay.ATTRS{
default_pos={x=62, y=6},
viewscreens='dwarfmode/UnitSelector/BURROW_ASSIGNMENT',
frame={w=26, h=1},
}
local function get_unit_id_search_key(unit_id)
local unit = df.unit.find(unit_id)
if not unit then return end
return ('%s %s %s'):format(
dfhack.units.getReadableName(unit), -- last name is in english
dfhack.units.getProfessionName(unit),
dfhack.TranslateName(unit.name, false, true)) -- get untranslated last name
end
function BurrowOverlay:init()
self:addviews{
widgets.BannerPanel{
frame={l=0, t=0, r=0, h=1},
subviews={
widgets.EditField{
view_id='search',
frame={l=1, t=0, r=1},
label_text="Search: ",
key='CUSTOM_ALT_S',
on_change=function(text) self:do_search(text) end,
},
},
},
}
self:register_handler('BURROW', unit_selector.unid,
curry(sortoverlay.flags_vector_search, {get_search_key_fn=get_unit_id_search_key},
unit_selector.selected))
end
function BurrowOverlay:get_key()
if unit_selector.context == df.unit_selector_context_type.BURROW_ASSIGNMENT then
return 'BURROW'
end
end
function BurrowOverlay:onRenderBody(dc)
BurrowOverlay.super.onRenderBody(self, dc)
if self.refresh_search then
self.refresh_search = nil
self:do_search(self.subviews.search.text)
end
end
function BurrowOverlay:onInput(keys)
if keys._MOUSE_L then
self.refresh_search = true
end
return BurrowOverlay.super.onInput(self, keys)
end
return _ENV

@ -0,0 +1,91 @@
local _ENV = mkmodule('plugins.sort.unitselector')
local sortoverlay = require('plugins.sort.sortoverlay')
local widgets = require('gui.widgets')
local unit_selector = df.global.game.main_interface.unit_selector
-- pen, pit, chain, and cage assignment are handled by dedicated screens
-- squad fill position screen has a specialized overlay
-- we *could* add search functionality to vanilla screens for pit and cage,
-- but then we'd have to handle the itemid vector
local HANDLED_SCREENS = {
ZONE_BEDROOM_ASSIGNMENT='already',
ZONE_OFFICE_ASSIGNMENT='already',
ZONE_DINING_HALL_ASSIGNMENT='already',
ZONE_TOMB_ASSIGNMENT='already',
-- this one should technically appear further to the left, but when the screen
-- gets small enough that that matters, the vanilla widgets are unreadable
WORKER_ASSIGNMENT='selected',
OCCUPATION_ASSIGNMENT='selected',
BURROW_ASSIGNMENT='selected',
SQUAD_KILL_ORDER='selected',
}
-- ----------------------
-- UnitSelectorOverlay
--
UnitSelectorOverlay = defclass(UnitSelectorOverlay, sortoverlay.SortOverlay)
UnitSelectorOverlay.ATTRS{
default_pos={x=62, y=6},
viewscreens='dwarfmode/UnitSelector',
frame={w=26, h=1},
}
local function get_unit_id_search_key(unit_id)
local unit = df.unit.find(unit_id)
if not unit then return end
return ('%s %s %s'):format(
dfhack.units.getReadableName(unit), -- last name is in english
dfhack.units.getProfessionName(unit),
dfhack.TranslateName(unit.name, false, true)) -- get untranslated last name
end
function UnitSelectorOverlay:init()
self:addviews{
widgets.BannerPanel{
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',
on_change=function(text) self:do_search(text) end,
},
},
},
}
for name,flags_vec in pairs(HANDLED_SCREENS) do
self:register_handler(name, unit_selector.unid,
curry(sortoverlay.flags_vector_search, {get_search_key_fn=get_unit_id_search_key},
unit_selector[flags_vec]))
end
end
function UnitSelectorOverlay:get_key()
local key = df.unit_selector_context_type[unit_selector.context]
if HANDLED_SCREENS[key] then
return key
end
end
function UnitSelectorOverlay:onRenderBody(dc)
UnitSelectorOverlay.super.onRenderBody(self, dc)
if self.refresh_search then
self.refresh_search = nil
self:do_search(self.subviews.search.text)
end
end
function UnitSelectorOverlay:onInput(keys)
if keys._MOUSE_L then
self.refresh_search = true
end
return UnitSelectorOverlay.super.onInput(self, keys)
end
return _ENV