local _ENV = mkmodule('plugins.sort.places') local sortoverlay = require('plugins.sort.sortoverlay') local locationselector = require('plugins.sort.locationselector') local info_overlay = require('plugins.sort.info') local widgets = require('gui.widgets') local utils = require('utils') local info = df.global.game.main_interface.info local buildings = info.buildings local zone_names = { [df.civzone_type.MeetingHall] = 'Meeting Area', [df.civzone_type.Bedroom] = 'Bedroom', [df.civzone_type.DiningHall] = 'Dining Hall', [df.civzone_type.Pen] = 'Pen Pasture', [df.civzone_type.Pond] = 'Pit Pond', [df.civzone_type.WaterSource] = 'Water Source', [df.civzone_type.Dungeon] = 'Dungeon', [df.civzone_type.FishingArea] = 'Fishing', [df.civzone_type.SandCollection] = 'Sand', [df.civzone_type.Office] = 'Office', [df.civzone_type.Dormitory] = 'Dormitory', [df.civzone_type.Barracks] = 'Barrachs', [df.civzone_type.ArcheryRange] = 'Archery Range', [df.civzone_type.Dump] = 'Garbage Dump', [df.civzone_type.AnimalTraining] = 'Animal Training', [df.civzone_type.Tomb] = 'Tomb', [df.civzone_type.PlantGathering] = 'Gather Fruit', [df.civzone_type.ClayCollection] = 'Clay' } -- I used strings rather than df.civzone_type because nobody is going to search "MeadHall" they're going to search "Tavern" local language_name_types = { [df.language_name_type.SymbolFood] = 'Inn Tavern', [df.language_name_type.Temple] = 'Temple', [df.language_name_type.Hospital] = 'Hospital', [df.language_name_type.Guildhall] = 'Guildhall', [df.language_name_type.Library] = 'Library', } local function get_location_religion(religion_id, religion_type) if religion_type == df.temple_deity_type.None then return 'Temple' else return locationselector.get_religion_string(religion_id, religion_type) or '' end end local function get_default_zone_name(zone_type) return zone_names[zone_type] or '' end local function get_zone_search_key(zone) local site = df.global.world.world_data.active_site[0] local result = {} -- allow zones to be searchable by their name if #zone.name == 0 then table.insert(result, get_default_zone_name(zone.type)) else table.insert(result, zone.name) end -- allow zones w/ assignments to be searchable by their assigned unit if zone.assigned_unit ~= nil then table.insert(result, sortoverlay.get_unit_search_key(zone.assigned_unit)) end -- allow zones to be searchable by type if zone.location_id == -1 then -- zone is NOT a special location and we don't need to do anything special for type searching table.insert(result, df.civzone_type[zone.type]); else -- zone is a special location and we need to get its type from world data local building, success = utils.binsearch(site.buildings, zone.location_id, 'id') if success and building.name then table.insert(result, language_name_types[building.name.type] or '') if building.name.has_name then table.insert(result, dfhack.TranslateName(building.name, true)) end end end -- allow barracks to be searchable by assigned squad for _, squad in ipairs(zone.squad_room_info) do table.insert(result, dfhack.military.getSquadName(squad.squad_id)) end return table.concat(result, ' ') end local function get_location_search_key(zone) local site = df.global.world.world_data.active_site[0] local result = {} -- get language_name and type (we dont need user-given zone name because it does not appear on this page) local building, success = utils.binsearch(site.buildings, zone.location_id, 'id') if success and building.name then table.insert(result, language_name_types[building.name.type] or '') if building.name.has_name then table.insert(result, dfhack.TranslateName(building.name, true)) end -- for temples and guildhalls, get assigned organization if df.abstract_building_templest:is_instance(building) then table.insert(result, get_location_religion(building.deity_data.Deity or building.deity_data.Religion, building.deity_type)) elseif df.abstract_building_guildhallst:is_instance(building) then local dwarfified_profession = locationselector.get_profession_string(building.contents.profession) table.insert(result, dwarfified_profession) end end return table.concat(result, ' ') end -- ---------------------- -- PlacesOverlay -- PlacesOverlay = defclass(PlacesOverlay, sortoverlay.SortOverlay) PlacesOverlay.ATTRS{ default_pos={x=71, y=9}, viewscreens='dwarfmode/Info', frame={w=40, h=6} } function PlacesOverlay: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, }, }, }, } self:register_handler('ZONES', buildings.list[df.buildings_mode_type.ZONES], curry(sortoverlay.single_vector_search, {get_search_key_fn=get_zone_search_key})) self:register_handler('LOCATIONS', buildings.list[df.buildings_mode_type.LOCATIONS], curry(sortoverlay.single_vector_search, {get_search_key_fn=get_location_search_key})) end function PlacesOverlay:get_key() if info.current_mode == df.info_interface_mode_type.BUILDINGS then -- TODO: Replace nested if with 'return df.buildings_mode_type[buildings.mode]' once other handlers are written -- Not there right now so it doesn't render a search bar on unsupported Places subpages if buildings.mode == df.buildings_mode_type.ZONES then return 'ZONES' elseif buildings.mode == df.buildings_mode_type.LOCATIONS then return 'LOCATIONS' end end end function PlacesOverlay:updateFrames() local ret = info_overlay.resize_overlay(self) local l, t = info_overlay.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 PlacesOverlay:onRenderBody(dc) PlacesOverlay.super.onRenderBody(self, dc) if self:updateFrames() then self:updateLayout() end end return _ENV