local _ENV = mkmodule('plugins.sort.info') local gui = require('gui') local overlay = require('plugins.overlay') local sortoverlay = require('plugins.sort.sortoverlay') local widgets = require('gui.widgets') local utils = require('utils') local info = df.global.game.main_interface.info local administrators = info.administrators local creatures = info.creatures local justice = info.justice local objects = info.artifacts local tasks = info.jobs local work_details = info.labor.work_details -- these sort functions attempt to match the vanilla info panel sort behavior, which -- is not quite the same as the rest of DFHack. For example, in other DFHack sorts, -- we'd always sort by name descending as a secondary sort. To match vanilla sorting, -- if the primary sort is ascending, the secondary name sort will also be ascending. -- -- also note that vanilla sorts are not stable, so there might still be some jitter -- if the player clicks one of the vanilla sort widgets after searching local function sort_by_name_desc(a, b) return a.sort_name < b.sort_name end local function sort_by_name_asc(a, b) return a.sort_name > b.sort_name end local function sort_by_prof_desc(a, b) if a.profession_list_order1 == b.profession_list_order1 then return sort_by_name_desc(a, b) end return a.profession_list_order1 < b.profession_list_order1 end local function sort_by_prof_asc(a, b) if a.profession_list_order1 == b.profession_list_order1 then return sort_by_name_asc(a, b) end return a.profession_list_order1 > b.profession_list_order1 end local function sort_by_job_name_desc(a, b) if a.job_sort_name == b.job_sort_name then return sort_by_name_desc(a, b) end return a.job_sort_name < b.job_sort_name end local function sort_by_job_name_asc(a, b) if a.job_sort_name == b.job_sort_name then -- use descending tertiary sort for visual stability return sort_by_name_desc(a, b) end return a.job_sort_name > b.job_sort_name end local function sort_by_job_desc(a, b) if not not a.jb == not not b.jb then return sort_by_job_name_desc(a, b) end return not not a.jb end local function sort_by_job_asc(a, b) if not not a.jb == not not b.jb then return sort_by_job_name_asc(a, b) end return not not b.jb end local function sort_by_stress_desc(a, b) if a.stress == b.stress then return sort_by_name_desc(a, b) end return a.stress > b.stress end local function sort_by_stress_asc(a, b) if a.stress == b.stress then return sort_by_name_asc(a, b) end return a.stress < b.stress end local function get_sort() if creatures.sorting_cit_job then return creatures.sorting_cit_job_is_ascending and sort_by_job_asc or sort_by_job_desc elseif creatures.sorting_cit_stress then return creatures.sorting_cit_stress_is_ascending and sort_by_stress_asc or sort_by_stress_desc elseif creatures.sorting_cit_nameprof_doing_prof then return creatures.sorting_cit_nameprof_is_ascending and sort_by_prof_asc or sort_by_prof_desc else return creatures.sorting_cit_nameprof_is_ascending and sort_by_name_asc or sort_by_name_desc end end local function get_cri_unit_search_key(cri_unit) return ('%s %s'):format( cri_unit.un and sortoverlay.get_unit_search_key(cri_unit.un) or '', cri_unit.job_sort_name) end local function get_task_search_key(cri_unit) local result = {get_cri_unit_search_key(cri_unit)} if cri_unit.jb then local bld = dfhack.job.getHolder(cri_unit.jb) if bld then table.insert(result, bld.name) local btype = bld:getType() if btype == df.building_type.Workshop then table.insert(result, df.workshop_type.attrs[bld.type].name or '') table.insert(result, df.workshop_type[bld.type]) elseif btype == df.building_type.Furnace then table.insert(result, df.furnace_type[bld.type]) elseif btype == df.building_type.Construction then table.insert(result, df.construction_type[bld.type]) elseif btype == df.building_type.Trap then table.insert(result, df.trap_type[bld.trap_type]) elseif btype == df.building_type.SiegeEngine then table.insert(result, df.siegeengine_type[bld.type]) else table.insert(result, df.building_type.attrs[btype].name) end end end return table.concat(result, ' ') end local function get_race_name(raw_id) local raw = df.creature_raw.find(raw_id) if not raw then return end return raw.name[1] end -- get name in both dwarvish and English local function get_artifact_search_key(artifact) return ('%s %s'):format(dfhack.TranslateName(artifact.name), dfhack.TranslateName(artifact.name, true)) end local function work_details_search(vec, data, text, incremental) if work_details.selected_work_detail_index ~= data.selected then data.saved_original = nil data.selected = work_details.selected_work_detail_index end sortoverlay.single_vector_search( {get_search_key_fn=sortoverlay.get_unit_search_key}, vec, data, text, incremental) end local function free_allocated_data(data) if data.saved_visible and data.saved_original and #data.saved_visible ~= #data.saved_original then for _,elem in ipairs(data.saved_original) do if not utils.linear_index(data.saved_visible, elem) then elem:delete() end end end data.saved_original, data.saved_visible = nil, nil end local function serialize_skills(unit) if not unit or not unit.status or not unit.status.current_soul then return '' end local skills = {} for _, skill in ipairs(unit.status.current_soul.skills) do if skill.rating > 0 then -- ignore dabbling table.insert(skills, df.job_skill[skill.id]) end end return table.concat(skills, ' ') end local function get_candidate_search_key(cand) if not cand.un then return end return ('%s %s'):format( sortoverlay.get_unit_search_key(cand.un), serialize_skills(cand.un)) end -- ---------------------- -- InfoOverlay -- InfoOverlay = defclass(InfoOverlay, sortoverlay.SortOverlay) InfoOverlay.ATTRS{ desc='Adds search and filter functionality to most info panels.', default_pos={x=64, y=8}, viewscreens='dwarfmode/Info', frame={w=40, h=6}, } function get_squad_options() local options = {{label='Any', value='all', pen=COLOR_GREEN}} local fort = df.historical_entity.find(df.global.plotinfo.group_id) if not fort then return options end for _, squad_id in ipairs(fort.squads) do table.insert(options, { label=dfhack.military.getSquadName(squad_id), value=squad_id, pen=COLOR_YELLOW, }) end return options end function get_burrow_options() local options = { {label='Any', value='all', pen=COLOR_GREEN}, {label='Unburrowed', value='none', pen=COLOR_LIGHTRED}, } for _, burrow in ipairs(df.global.plotinfo.burrows.list) do table.insert(options, { label=#burrow.name > 0 and burrow.name or ('Burrow %d'):format(burrow.id + 1), value=burrow.id, pen=COLOR_YELLOW, }) end return options end function matches_squad_burrow_filters(unit, subset, target_squad_id, target_burrow_id) if subset == 'all' then return true elseif subset == 'civilian' then return unit.military.squad_id == -1 elseif subset == 'military' then local squad_id = unit.military.squad_id if squad_id == -1 then return false end if target_squad_id == 'all' then return true end return target_squad_id == squad_id elseif subset == 'burrow' then if target_burrow_id == 'all' then return #unit.burrows + #unit.inactive_burrows > 0 end if target_burrow_id == 'none' then return #unit.burrows + #unit.inactive_burrows == 0 end return utils.binsearch(unit.burrows, target_burrow_id) or utils.binsearch(unit.inactive_burrows, target_burrow_id) end return true end function InfoOverlay: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', on_change=function(text) self:do_search(text) end, }, }, }, widgets.BannerPanel{ view_id='subset_panel', frame={l=0, t=1, r=0, h=1}, visible=function() return self:get_key() == 'PET_WA' end, subviews={ widgets.CycleHotkeyLabel{ view_id='subset', frame={l=1, t=0, r=1}, key='CUSTOM_SHIFT_F', label='Show:', options={ {label='All', value='all', pen=COLOR_GREEN}, {label='Military', value='military', pen=COLOR_YELLOW}, {label='Civilians', value='civilian', pen=COLOR_CYAN}, {label='Burrowed', value='burrow', pen=COLOR_MAGENTA}, }, on_change=function(value) local squad = self.subviews.squad local burrow = self.subviews.burrow squad.visible = false burrow.visible = false if value == 'military' then squad.options = get_squad_options() squad:setOption('all') squad.visible = true elseif value == 'burrow' then burrow.options = get_burrow_options() burrow:setOption('all') burrow.visible = true end self:do_search(self.subviews.search.text, true) end, }, }, }, widgets.BannerPanel{ view_id='subfilter_panel', frame={l=0, t=2, r=0, h=1}, visible=function() local subset = self.subviews.subset:getOptionValue() return self:get_key() == 'PET_WA' and (subset == 'military' or subset == 'burrow') end, subviews={ widgets.CycleHotkeyLabel{ view_id='squad', frame={l=1, t=0, r=1}, key='CUSTOM_SHIFT_S', label='Squad:', options={ {label='Any', value='all', pen=COLOR_GREEN}, }, visible=false, on_change=function() self:do_search(self.subviews.search.text, true) end, }, widgets.CycleHotkeyLabel{ view_id='burrow', frame={l=1, t=0, r=1}, key='CUSTOM_SHIFT_B', label='Burrow:', options={ {label='Any', value='all', pen=COLOR_GREEN}, }, visible=false, on_change=function() self:do_search(self.subviews.search.text, true) end, }, }, }, } local CRI_UNIT_VECS = { CITIZEN=creatures.cri_unit.CITIZEN, PET=creatures.cri_unit.PET, OTHER=creatures.cri_unit.OTHER, DECEASED=creatures.cri_unit.DECEASED, } for key,vec in pairs(CRI_UNIT_VECS) do self:register_handler(key, vec, curry(sortoverlay.single_vector_search, { get_search_key_fn=get_cri_unit_search_key, get_sort_fn=get_sort }), free_allocated_data) end self:register_handler('JOBS', tasks.cri_job, curry(sortoverlay.single_vector_search, {get_search_key_fn=get_task_search_key}), free_allocated_data) self:register_handler('PET_OT', creatures.atk_index, curry(sortoverlay.single_vector_search, {get_search_key_fn=get_race_name})) self:register_handler('PET_AT', creatures.trainer, curry(sortoverlay.single_vector_search, {get_search_key_fn=sortoverlay.get_unit_search_key})) self:register_handler('PET_WA', creatures.work_animal_recipient, curry(sortoverlay.single_vector_search, { get_search_key_fn=sortoverlay.get_unit_search_key, matches_filters_fn=self:callback('matches_filters'), })) self:register_handler('WORK_DETAILS', work_details.assignable_unit, work_details_search) for idx,name in ipairs(df.artifacts_mode_type) do if idx < 0 then goto continue end self:register_handler(name, objects.list[idx], curry(sortoverlay.single_vector_search, {get_search_key_fn=get_artifact_search_key})) ::continue:: end end function InfoOverlay:reset() InfoOverlay.super.reset(self) self.subviews.subset:setOption('all') end function InfoOverlay:get_key() if info.current_mode == df.info_interface_mode_type.CREATURES then if creatures.current_mode == df.unit_list_mode_type.PET then if creatures.showing_overall_training then return 'PET_OT', 'cre' elseif creatures.adding_trainer then return 'PET_AT', 'cre' elseif creatures.assign_work_animal then return 'PET_WA', 'cre' end end return df.unit_list_mode_type[creatures.current_mode], 'cre' elseif info.current_mode == df.info_interface_mode_type.JOBS then return 'JOBS' elseif info.current_mode == df.info_interface_mode_type.ARTIFACTS then return df.artifacts_mode_type[objects.mode] elseif info.current_mode == df.info_interface_mode_type.LABOR then if info.labor.mode == df.labor_mode_type.WORK_DETAILS then return 'WORK_DETAILS' end end end function resize_overlay(self) local sw = dfhack.screen.getWindowSize() local overlay_width = math.min(40, sw-(self.frame_rect.x1 + 30)) if overlay_width ~= self.frame.w then self.frame.w = overlay_width return true end end local function is_tabs_in_two_rows() return dfhack.screen.readTile(64, 6, false).ch == 0 end function get_panel_offsets() local tabs_in_two_rows = is_tabs_in_two_rows() local shift_right = info.current_mode == df.info_interface_mode_type.ARTIFACTS or info.current_mode == df.info_interface_mode_type.LABOR local l_offset = (not tabs_in_two_rows and shift_right) and 4 or 0 local t_offset = 1 if tabs_in_two_rows then t_offset = shift_right and 0 or 3 end if info.current_mode == df.info_interface_mode_type.JOBS or info.current_mode == df.info_interface_mode_type.BUILDINGS then t_offset = t_offset - 1 end return l_offset, t_offset end function InfoOverlay:updateFrames() local ret = resize_overlay(self) local l, t = get_panel_offsets() local frame = self.subviews.panel.frame if frame.l == l and frame.t == t then return ret end frame.l, frame.t = l, t local frame2 = self.subviews.subset_panel.frame frame2.l, frame2.t = l, t + 1 local frame3 = self.subviews.subfilter_panel.frame frame3.l, frame3.t = l, t + 2 return true end function InfoOverlay:do_refresh() self.refresh_search = nil if self:get_key() == 'JOBS' then local data = self.state.JOBS -- if any jobs have been canceled, fix up our data vectors if data and data.saved_visible and data.saved_original then local to_remove = {} for _,elem in ipairs(data.saved_visible) do if not utils.linear_index(tasks.cri_job, elem) then table.insert(to_remove, elem) end end for _,elem in ipairs(to_remove) do table.remove(data.saved_visible, utils.linear_index(data.saved_visible, elem)) data.saved_visible_size = data.saved_visible_size - 1 table.remove(data.saved_original, utils.linear_index(data.saved_original, elem)) data.saved_original_size = data.saved_original_size - 1 end end end self:do_search(self.subviews.search.text, true) end function InfoOverlay:onRenderBody(dc) if self.refresh_search then self:do_refresh() end InfoOverlay.super.onRenderBody(self, dc) if self:updateFrames() then self:updateLayout() end end function InfoOverlay:onInput(keys) if self.refresh_search then self:do_refresh() end if keys._MOUSE_L then local key = self:get_key() if key == 'WORK_DETAILS' or key == 'JOBS' then self.refresh_search = true end end return InfoOverlay.super.onInput(self, keys) end function InfoOverlay:matches_filters(unit) return matches_squad_burrow_filters(unit, self.subviews.subset:getOptionValue(), self.subviews.squad:getOptionValue(), self.subviews.burrow:getOptionValue()) end -- ---------------------- -- CandidatesOverlay -- CandidatesOverlay = defclass(CandidatesOverlay, sortoverlay.SortOverlay) CandidatesOverlay.ATTRS{ desc='Adds search functionality to the noble assignment page.', default_pos={x=54, y=8}, viewscreens='dwarfmode/Info/ADMINISTRATORS/Candidates', frame={w=27, h=3}, } function CandidatesOverlay:init() self:addviews{ widgets.BannerPanel{ view_id='panel', 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('CANDIDATE', administrators.candidate, curry(sortoverlay.single_vector_search, {get_search_key_fn=get_candidate_search_key}), free_allocated_data) end function CandidatesOverlay:get_key() if administrators.choosing_candidate then return 'CANDIDATE' end end function CandidatesOverlay:updateFrames() local t = is_tabs_in_two_rows() and 2 or 0 local frame = self.subviews.panel.frame if frame.t == t then return end frame.t = t return true end function CandidatesOverlay:onRenderBody(dc) CandidatesOverlay.super.onRenderBody(self, dc) if self:updateFrames() then self:updateLayout() end end -- ---------------------- -- WorkAnimalOverlay -- WorkAnimalOverlay = defclass(WorkAnimalOverlay, overlay.OverlayWidget) WorkAnimalOverlay.ATTRS{ desc='Annotates units with how many work animals they have assigned on the assign work animal screen.', default_pos={x=-33, y=12}, viewscreens='dwarfmode/Info/CREATURES/AssignWorkAnimal', default_enabled=true, frame={w=29, h=1}, } function WorkAnimalOverlay:init() self:addviews{ widgets.Label{ view_id='annotations', frame={t=0, l=0}, text='', } } end local function get_work_animal_counts() local counts = {} for _,unit in ipairs(df.global.world.units.active) do if not dfhack.units.isOwnCiv(unit) or (not dfhack.units.isWar(unit) and not dfhack.units.isHunter(unit)) then goto continue end local owner_id = unit.relationship_ids.Pet if owner_id == -1 then goto continue end counts[owner_id] = (counts[owner_id] or 0) + 1 ::continue:: end return counts end function WorkAnimalOverlay:preUpdateLayout(parent_rect) local _, t = get_panel_offsets() local list_height = parent_rect.height - (17 + t) self.frame.h = list_height + t self.subviews.annotations.frame.t = t end function WorkAnimalOverlay:onRenderFrame(dc, rect) local t = self.subviews.annotations.frame.t local num_elems = (self.frame.h - t) // 3 local max_elem = math.min(#creatures.work_animal_recipient-1, creatures.scroll_position_work_animal+num_elems-1) local annotations = {} local counts = get_work_animal_counts() for idx=creatures.scroll_position_work_animal,max_elem do table.insert(annotations, NEWLINE) table.insert(annotations, NEWLINE) local animal_count = counts[creatures.work_animal_recipient[idx].id] if animal_count and animal_count > 0 then table.insert(annotations, {text='[', pen=COLOR_RED}) table.insert(annotations, ('Assigned work animals: %d'):format(animal_count)) table.insert(annotations, {text=']', pen=COLOR_RED}) end table.insert(annotations, NEWLINE) end self.subviews.annotations:setText(annotations) self.subviews.annotations:updateLayout() WorkAnimalOverlay.super.onRenderFrame(self, dc, rect) end -- ---------------------- -- InterrogationOverlay -- InterrogationOverlay = defclass(InterrogationOverlay, sortoverlay.SortOverlay) InterrogationOverlay.ATTRS{ desc='Adds search and filter capabilities to the justice screens.', default_pos={x=47, y=10}, viewscreens='dwarfmode/Info/JUSTICE', frame={w=27, h=9}, } function InterrogationOverlay:init() self:addviews{ widgets.Panel{ view_id='panel', frame={l=0, t=4, h=5, r=0}, frame_background=gui.CLEAR_PEN, frame_style=gui.FRAME_MEDIUM, visible=self:callback('get_key'), subviews={ widgets.EditField{ view_id='search', frame={l=0, t=0, r=0}, label_text="Search: ", key='CUSTOM_ALT_S', on_change=function(text) self:do_search(text) end, }, widgets.ToggleHotkeyLabel{ view_id='include_interviewed', frame={l=0, t=1, w=23}, key='CUSTOM_SHIFT_I', label='Interviewed:', options={ {label='Include', value=true, pen=COLOR_GREEN}, {label='Exclude', value=false, pen=COLOR_RED}, }, visible=function() return justice.interrogating end, on_change=function() self:do_search(self.subviews.search.text, true) end, }, widgets.CycleHotkeyLabel{ view_id='subset', frame={l=0, t=2, w=28}, key='CUSTOM_SHIFT_F', label='Show:', options={ {label='All', value='all', pen=COLOR_GREEN}, {label='Risky visitors', value='risky', pen=COLOR_RED}, {label='Other visitors', value='visitors', pen=COLOR_LIGHTRED}, {label='Residents', value='residents', pen=COLOR_YELLOW}, {label='Citizens', value='citizens', pen=COLOR_CYAN}, {label='Animals', value='animals', pen=COLOR_BLUE}, {label='Deceased or missing', value='deceased', pen=COLOR_MAGENTA}, {label='Others', value='others', pen=COLOR_GRAY}, }, on_change=function() self:do_search(self.subviews.search.text, true) end, }, }, }, } self:register_handler('INTERROGATING', justice.interrogation_list, curry(sortoverlay.flags_vector_search, { get_search_key_fn=sortoverlay.get_unit_search_key, get_elem_id_fn=function(unit) return unit.id end, matches_filters_fn=self:callback('matches_filters'), }, justice.interrogation_list_flag)) self:register_handler('CONVICTING', justice.conviction_list, curry(sortoverlay.single_vector_search, { get_search_key_fn=sortoverlay.get_unit_search_key, matches_filters_fn=self:callback('matches_filters'), })) end function InterrogationOverlay:reset() InterrogationOverlay.super.reset(self) self.subviews.include_interviewed:setOption(true, false) self.subviews.subset:setOption('all') end function InterrogationOverlay:get_key() if justice.interrogating then return 'INTERROGATING' elseif justice.convicting then return 'CONVICTING' end end local RISKY_PROFESSIONS = utils.invert{ df.profession.THIEF, df.profession.MASTER_THIEF, df.profession.CRIMINAL, } local function is_risky(unit) if RISKY_PROFESSIONS[unit.profession] or RISKY_PROFESSIONS[unit.profession2] then return true end if dfhack.units.getReadableName(unit):endswith('necromancer') then return true end return not dfhack.units.isAlive(unit) -- detect intelligent undead end function InterrogationOverlay:matches_filters(unit, flag) if justice.interrogating then local include_interviewed = self.subviews.include_interviewed:getOptionValue() if not include_interviewed and flag == 2 then return false end end local subset = self.subviews.subset:getOptionValue() if subset == 'all' then return true elseif dfhack.units.isDead(unit) or not dfhack.units.isActive(unit) then return subset == 'deceased' elseif dfhack.units.isInvader(unit) or dfhack.units.isOpposedToLife(unit) or unit.flags2.visitor_uninvited or unit.flags4.agitated_wilderness_creature then return subset == 'others' elseif dfhack.units.isVisiting(unit) then local risky = is_risky(unit) return (subset == 'risky' and risky) or (subset == 'visitors' and not risky) elseif dfhack.units.isAnimal(unit) then return subset == 'animals' elseif dfhack.units.isCitizen(unit) then return subset == 'citizens' elseif unit.flags2.roaming_wilderness_population_source then return subset == 'others' end return subset == 'residents' end function InterrogationOverlay:render(dc) local sw = dfhack.screen.getWindowSize() local info_panel_border = 31 -- from edges of panel to screen edges local info_panel_width = sw - info_panel_border local info_panel_center = info_panel_width // 2 local panel_x_offset = (info_panel_center + 5) - self.frame_rect.x1 local frame_w = math.min(panel_x_offset + 37, info_panel_width - 56) local panel_l = panel_x_offset local panel_t = is_tabs_in_two_rows() and 4 or 0 if self.frame.w ~= frame_w or self.subviews.panel.frame.l ~= panel_l or self.subviews.panel.frame.t ~= panel_t then self.frame.w = frame_w self.subviews.panel.frame.l = panel_l self.subviews.panel.frame.t = panel_t self:updateLayout() end InterrogationOverlay.super.render(self, dc) end return _ENV