local _ENV = mkmodule('plugins.sort') local gui = require('gui') local overlay = require('plugins.overlay') local setbelief = reqscript('modtools/set-belief') local utils = require('utils') local widgets = require('gui.widgets') local CH_UP = string.char(30) local CH_DN = string.char(31) local MELEE_WEAPON_SKILLS = { df.job_skill.AXE, df.job_skill.SWORD, df.job_skill.MACE, df.job_skill.HAMMER, df.job_skill.SPEAR, } local RANGED_WEAPON_SKILLS = { df.job_skill.CROSSBOW, } local function sort_noop(a, b) -- this function is used as a marker and never actually gets called error('sort_noop should not be called') end local function sort_by_name_desc(unit_id_1, unit_id_2) if unit_id_1 == unit_id_2 then return 0 end local unit1 = df.unit.find(unit_id_1) local unit2 = df.unit.find(unit_id_2) if not unit1 then return -1 end if not unit2 then return 1 end local name1 = dfhack.TranslateName(dfhack.units.getVisibleName(unit1)) local name2 = dfhack.TranslateName(dfhack.units.getVisibleName(unit2)) return utils.compare_name(name1, name2) end local function sort_by_name_asc(unit_id_1, unit_id_2) if unit_id_1 == unit_id_2 then return 0 end local unit1 = df.unit.find(unit_id_1) local unit2 = df.unit.find(unit_id_2) if not unit1 then return -1 end if not unit2 then return 1 end local name1 = dfhack.TranslateName(dfhack.units.getVisibleName(unit1)) local name2 = dfhack.TranslateName(dfhack.units.getVisibleName(unit2)) return utils.compare_name(name2, name1) end local active_units = df.global.world.units.active local active_idx_cache = {} local function get_active_idx_cache() local num_active_units = #active_units if num_active_units == 0 or active_idx_cache[active_units[num_active_units-1].id] ~= num_active_units-1 then active_idx_cache = {} for i,active_unit in ipairs(active_units) do active_idx_cache[active_unit.id] = i end end return active_idx_cache end local function sort_by_migrant_wave_desc(unit_id_1, unit_id_2) if unit_id_1 == unit_id_2 then return 0 end local cache = get_active_idx_cache() if not cache[unit_id_1] then return -1 end if not cache[unit_id_2] then return 1 end return utils.compare(cache[unit_id_2], cache[unit_id_1]) end local function sort_by_migrant_wave_asc(unit_id_1, unit_id_2) if unit_id_1 == unit_id_2 then return 0 end local cache = get_active_idx_cache() if not cache[unit_id_1] then return -1 end if not cache[unit_id_2] then return 1 end return utils.compare(cache[unit_id_1], cache[unit_id_2]) end local function sort_by_stress_desc(unit_id_1, unit_id_2) if unit_id_1 == unit_id_2 then return 0 end local unit1 = df.unit.find(unit_id_1) local unit2 = df.unit.find(unit_id_2) if not unit1 then return -1 end if not unit2 then return 1 end local happiness1 = unit1.status.current_soul.personality.stress local happiness2 = unit2.status.current_soul.personality.stress if happiness1 == happiness2 then return sort_by_name_desc(unit_id_1, unit_id_2) end return utils.compare(happiness2, happiness1) end local function sort_by_stress_asc(unit_id_1, unit_id_2) if unit_id_1 == unit_id_2 then return 0 end local unit1 = df.unit.find(unit_id_1) local unit2 = df.unit.find(unit_id_2) if not unit1 then return -1 end if not unit2 then return 1 end local happiness1 = unit1.status.current_soul.personality.stress local happiness2 = unit2.status.current_soul.personality.stress if happiness1 == happiness2 then return sort_by_name_desc(unit_id_1, unit_id_2) end return utils.compare(happiness1, happiness2) end local function get_skill(unit_id, skill, unit) unit = unit or df.unit.find(unit_id) return unit and unit.status.current_soul and utils.binsearch(unit.status.current_soul.skills, skill, 'id') end local function melee_skill_effectiveness(unit, skill_list) -- Physical attributes local strength = dfhack.units.getPhysicalAttrValue(unit, df.physical_attribute_type.STRENGTH) local agility = dfhack.units.getPhysicalAttrValue(unit, df.physical_attribute_type.AGILITY) local toughness = dfhack.units.getPhysicalAttrValue(unit, df.physical_attribute_type.TOUGHNESS) local endurance = dfhack.units.getPhysicalAttrValue(unit, df.physical_attribute_type.ENDURANCE) local body_size_base = unit.body.size_info.size_base -- Mental attributes local willpower = dfhack.units.getMentalAttrValue(unit, df.mental_attribute_type.WILLPOWER) local spatial_sense = dfhack.units.getMentalAttrValue(unit, df.mental_attribute_type.SPATIAL_SENSE) local kinesthetic_sense = dfhack.units.getMentalAttrValue(unit, df.mental_attribute_type.KINESTHETIC_SENSE) -- Skills -- Finding the highest skill local skill_rating = 0 for _, skill in ipairs(skill_list) do local melee_skill = dfhack.units.getNominalSkill(unit, skill, true) skill_rating = math.max(skill_rating, melee_skill) end local melee_combat_rating = dfhack.units.getNominalSkill(unit, df.job_skill.MELEE_COMBAT, true) local rating = skill_rating * 27000 + melee_combat_rating * 9000 + strength * 180 + body_size_base * 100 + kinesthetic_sense * 50 + endurance * 50 + agility * 30 + toughness * 20 + willpower * 20 + spatial_sense * 20 return rating end local function make_sort_by_melee_skill_effectiveness_desc(list) return function(unit_id_1, unit_id_2) if unit_id_1 == unit_id_2 then return 0 end local unit1 = df.unit.find(unit_id_1) local unit2 = df.unit.find(unit_id_2) if not unit1 then return -1 end if not unit2 then return 1 end local rating1 = melee_skill_effectiveness(unit1, list) local rating2 = melee_skill_effectiveness(unit2, list) if rating1 == rating2 then return sort_by_name_desc(unit_id_1, unit_id_2) end return utils.compare(rating2, rating1) end end local function make_sort_by_melee_skill_effectiveness_asc(list) return function(unit_id_1, unit_id_2) if unit_id_1 == unit_id_2 then return 0 end local unit1 = df.unit.find(unit_id_1) local unit2 = df.unit.find(unit_id_2) if not unit1 then return -1 end if not unit2 then return 1 end local rating1 = melee_skill_effectiveness(unit1, list) local rating2 = melee_skill_effectiveness(unit2, list) if rating1 == rating2 then return sort_by_name_desc(unit_id_1, unit_id_2) end return utils.compare(rating1, rating2) end end -- FUnction could easily be adapted to different weapon types. local function ranged_skill_effectiveness(unit, skill_list) -- Physical attributes local agility = dfhack.units.getPhysicalAttrValue(unit, df.physical_attribute_type.AGILITY) -- Mental attributes local spatial_sense = dfhack.units.getMentalAttrValue(unit, df.mental_attribute_type.SPATIAL_SENSE) local kinesthetic_sense = dfhack.units.getMentalAttrValue(unit, df.mental_attribute_type.KINESTHETIC_SENSE) local focus = dfhack.units.getMentalAttrValue(unit, df.mental_attribute_type.FOCUS) -- Skills -- Finding the highest skill local skill_rating = 0 for _, skill in ipairs(skill_list) do local ranged_skill = dfhack.units.getNominalSkill(unit, skill, true) skill_rating = math.max(skill_rating, ranged_skill) end local ranged_combat = dfhack.units.getNominalSkill(unit, df.job_skill.RANGED_COMBAT, true) local rating = skill_rating * 24000 + ranged_combat * 8000 + agility * 15 + spatial_sense * 15 + kinesthetic_sense * 6 + focus * 6 return rating end local function make_sort_by_ranged_skill_effectiveness_desc(list) return function(unit_id_1, unit_id_2) if unit_id_1 == unit_id_2 then return 0 end local unit1 = df.unit.find(unit_id_1) local unit2 = df.unit.find(unit_id_2) if not unit1 then return -1 end if not unit2 then return 1 end local rating1 = ranged_skill_effectiveness(unit1, list) local rating2 = ranged_skill_effectiveness(unit2, list) if rating1 == rating2 then return sort_by_name_desc(unit_id_1, unit_id_2) end return utils.compare(rating2, rating1) end end local function make_sort_by_ranged_skill_effectiveness_asc(list) return function(unit_id_1, unit_id_2) if unit_id_1 == unit_id_2 then return 0 end local unit1 = df.unit.find(unit_id_1) local unit2 = df.unit.find(unit_id_2) if not unit1 then return -1 end if not unit2 then return 1 end local rating1 = ranged_skill_effectiveness(unit1, list) local rating2 = ranged_skill_effectiveness(unit2, list) if rating1 == rating2 then return sort_by_name_desc(unit_id_1, unit_id_2) end return utils.compare(rating1, rating2) end end local function make_sort_by_skill_desc(sort_skill) return function(unit_id_1, unit_id_2) if unit_id_1 == unit_id_2 then return 0 end if unit_id_1 == -1 then return -1 end if unit_id_2 == -1 then return 1 end local s1 = get_skill(unit_id_1, sort_skill) local s2 = get_skill(unit_id_2, sort_skill) if s1 == s2 then return sort_by_name_desc(unit_id_1, unit_id_2) end if not s2 then return -1 end if not s1 then return 1 end if s1.rating ~= s2.rating then return utils.compare(s2.rating, s1.rating) end if s1.experience ~= s2.experience then return utils.compare(s2.experience, s1.experience) end return sort_by_name_desc(unit_id_1, unit_id_2) end end local function make_sort_by_skill_asc(sort_skill) return function(unit_id_1, unit_id_2) if unit_id_1 == unit_id_2 then return 0 end if unit_id_1 == -1 then return -1 end if unit_id_2 == -1 then return 1 end local s1 = get_skill(unit_id_1, sort_skill) local s2 = get_skill(unit_id_2, sort_skill) if s1 == s2 then return sort_by_name_desc(unit_id_1, unit_id_2) end if not s2 then return 1 end if not s1 then return -1 end if s1.rating ~= s2.rating then return utils.compare(s1.rating, s2.rating) end if s1.experience ~= s2.experience then return utils.compare(s1.experience, s2.experience) end return sort_by_name_desc(unit_id_1, unit_id_2) end end -- Statistical rating that is higher for dwarves that are mentally stable local function mental_stability(unit) local ALTRUISM = unit.status.current_soul.personality.traits.ALTRUISM local ANXIETY_PROPENSITY = unit.status.current_soul.personality.traits.ANXIETY_PROPENSITY local BRAVERY = unit.status.current_soul.personality.traits.BRAVERY local CHEER_PROPENSITY = unit.status.current_soul.personality.traits.CHEER_PROPENSITY local CURIOUS = unit.status.current_soul.personality.traits.CURIOUS local DISCORD = unit.status.current_soul.personality.traits.DISCORD local DUTIFULNESS = unit.status.current_soul.personality.traits.DUTIFULNESS local EMOTIONALLY_OBSESSIVE = unit.status.current_soul.personality.traits.EMOTIONALLY_OBSESSIVE local HUMOR = unit.status.current_soul.personality.traits.HUMOR local LOVE_PROPENSITY = unit.status.current_soul.personality.traits.LOVE_PROPENSITY local PERSEVERENCE = unit.status.current_soul.personality.traits.PERSEVERENCE local POLITENESS = unit.status.current_soul.personality.traits.POLITENESS local PRIVACY = unit.status.current_soul.personality.traits.PRIVACY local STRESS_VULNERABILITY = unit.status.current_soul.personality.traits.STRESS_VULNERABILITY local TOLERANT = unit.status.current_soul.personality.traits.TOLERANT local CRAFTSMANSHIP = setbelief.getUnitBelief(unit, df.value_type['CRAFTSMANSHIP']) local FAMILY = setbelief.getUnitBelief(unit, df.value_type['FAMILY']) local HARMONY = setbelief.getUnitBelief(unit, df.value_type['HARMONY']) local INDEPENDENCE = setbelief.getUnitBelief(unit, df.value_type['INDEPENDENCE']) local KNOWLEDGE = setbelief.getUnitBelief(unit, df.value_type['KNOWLEDGE']) local LEISURE_TIME = setbelief.getUnitBelief(unit, df.value_type['LEISURE_TIME']) local NATURE = setbelief.getUnitBelief(unit, df.value_type['NATURE']) local SKILL = setbelief.getUnitBelief(unit, df.value_type['SKILL']) -- Calculate the rating using the defined variables local rating = (CRAFTSMANSHIP * -0.01) + (FAMILY * -0.09) + (HARMONY * 0.05) + (INDEPENDENCE * 0.06) + (KNOWLEDGE * -0.30) + (LEISURE_TIME * 0.24) + (NATURE * 0.27) + (SKILL * -0.21) + (ALTRUISM * 0.13) + (ANXIETY_PROPENSITY * -0.06) + (BRAVERY * 0.06) + (CHEER_PROPENSITY * 0.41) + (CURIOUS * -0.06) + (DISCORD * 0.14) + (DUTIFULNESS * -0.03) + (EMOTIONALLY_OBSESSIVE * -0.13) + (HUMOR * -0.05) + (LOVE_PROPENSITY * 0.15) + (PERSEVERENCE * -0.07) + (POLITENESS * -0.14) + (PRIVACY * 0.03) + (STRESS_VULNERABILITY * -0.20) + (TOLERANT * -0.11) return rating end local function sort_by_mental_stability_desc(unit_id_1, unit_id_2) if unit_id_1 == unit_id_2 then return 0 end local unit1 = df.unit.find(unit_id_1) local unit2 = df.unit.find(unit_id_2) if not unit1 then return -1 end if not unit2 then return 1 end local rating1 = mental_stability(unit1) local rating2 = mental_stability(unit2) if rating1 == rating2 then -- sorting by stress is opposite -- more mental stable dwarves should have less stress return sort_by_stress_asc(unit_id_1, unit_id_2) end return utils.compare(rating2, rating1) end local function sort_by_mental_stability_asc(unit_id_1, unit_id_2) if unit_id_1 == unit_id_2 then return 0 end local unit1 = df.unit.find(unit_id_1) local unit2 = df.unit.find(unit_id_2) if not unit1 then return -1 end if not unit2 then return 1 end local rating1 = mental_stability(unit1) local rating2 = mental_stability(unit2) if rating1 == rating2 then return sort_by_stress_desc(unit_id_1, unit_id_2) end return utils.compare(rating1, rating2) end -- Statistical rating that is higher for more potent dwarves in long run melee military training -- Rating considers fighting melee opponents -- Wounds are not considered! local function melee_combat_potential(unit) -- Physical attributes local strength = unit.body.physical_attrs.STRENGTH.max_value local agility = unit.body.physical_attrs.AGILITY.max_value local toughness = unit.body.physical_attrs.TOUGHNESS.max_value local endurance = unit.body.physical_attrs.ENDURANCE.max_value local body_size_base = unit.body.size_info.size_base -- Mental attributes local willpower = unit.status.current_soul.mental_attrs.WILLPOWER.max_value local spatial_sense = unit.status.current_soul.mental_attrs.SPATIAL_SENSE.max_value local kinesthetic_sense = unit.status.current_soul.mental_attrs.KINESTHETIC_SENSE.max_value -- melee combat potential rating local rating = strength * 264 + endurance * 84 + body_size_base * 77 + kinesthetic_sense * 74 + agility * 33 + willpower * 31 + spatial_sense * 27 + toughness * 25 return rating end local function sort_by_melee_combat_potential_desc(unit_id_1, unit_id_2) if unit_id_1 == unit_id_2 then return 0 end local unit1 = df.unit.find(unit_id_1) local unit2 = df.unit.find(unit_id_2) if not unit1 then return -1 end if not unit2 then return 1 end local rating1 = melee_combat_potential(unit1) local rating2 = melee_combat_potential(unit2) if rating1 == rating2 then return sort_by_mental_stability_desc(unit_id_1, unit_id_2) end return utils.compare(rating2, rating1) end local function sort_by_melee_combat_potential_asc(unit_id_1, unit_id_2) if unit_id_1 == unit_id_2 then return 0 end local unit1 = df.unit.find(unit_id_1) local unit2 = df.unit.find(unit_id_2) if not unit1 then return -1 end if not unit2 then return 1 end local rating1 = melee_combat_potential(unit1) local rating2 = melee_combat_potential(unit2) if rating1 == rating2 then return sort_by_mental_stability_asc(unit_id_1, unit_id_2) end return utils.compare(rating1, rating2) end -- Statistical rating that is higher for more potent dwarves in long run ranged military training -- Wounds are not considered! local function ranged_combat_potential(unit) -- Physical attributes local agility = unit.body.physical_attrs.AGILITY.max_value -- Mental attributes local focus = unit.status.current_soul.mental_attrs.FOCUS.max_value local spatial_sense = unit.status.current_soul.mental_attrs.SPATIAL_SENSE.max_value local kinesthetic_sense = unit.status.current_soul.mental_attrs.KINESTHETIC_SENSE.max_value -- ranged combat potential formula local rating = agility * 5 + kinesthetic_sense * 5 + spatial_sense * 2 + focus * 2 return rating end local function sort_by_ranged_combat_potential_desc(unit_id_1, unit_id_2) if unit_id_1 == unit_id_2 then return 0 end local unit1 = df.unit.find(unit_id_1) local unit2 = df.unit.find(unit_id_2) if not unit1 then return -1 end if not unit2 then return 1 end local rating1 = ranged_combat_potential(unit1) local rating2 = ranged_combat_potential(unit2) if rating1 == rating2 then return sort_by_mental_stability_desc(unit_id_1, unit_id_2) end return utils.compare(rating2, rating1) end local function sort_by_ranged_combat_potential_asc(unit_id_1, unit_id_2) if unit_id_1 == unit_id_2 then return 0 end local unit1 = df.unit.find(unit_id_1) local unit2 = df.unit.find(unit_id_2) if not unit1 then return -1 end if not unit2 then return 1 end local rating1 = ranged_combat_potential(unit1) local rating2 = ranged_combat_potential(unit2) if rating1 == rating2 then return sort_by_mental_stability_asc(unit_id_1, unit_id_2) end return utils.compare(rating1, rating2) end local SORT_FNS = { sort_by_any_melee_desc=make_sort_by_melee_skill_effectiveness_desc(MELEE_WEAPON_SKILLS), sort_by_any_melee_asc=make_sort_by_melee_skill_effectiveness_asc(MELEE_WEAPON_SKILLS), sort_by_any_ranged_desc=make_sort_by_ranged_skill_effectiveness_desc(RANGED_WEAPON_SKILLS), sort_by_any_ranged_asc=make_sort_by_ranged_skill_effectiveness_asc(RANGED_WEAPON_SKILLS), sort_by_teacher_desc=make_sort_by_skill_desc(df.job_skill.TEACHING), sort_by_teacher_asc=make_sort_by_skill_asc(df.job_skill.TEACHING), sort_by_tactics_desc=make_sort_by_skill_desc(df.job_skill.MILITARY_TACTICS), sort_by_tactics_asc=make_sort_by_skill_asc(df.job_skill.MILITARY_TACTICS), sort_by_axe_desc=make_sort_by_skill_desc(df.job_skill.AXE), sort_by_axe_asc=make_sort_by_skill_asc(df.job_skill.AXE), sort_by_sword_desc=make_sort_by_skill_desc(df.job_skill.SWORD), sort_by_sword_asc=make_sort_by_skill_asc(df.job_skill.SWORD), sort_by_mace_desc=make_sort_by_skill_desc(df.job_skill.MACE), sort_by_mace_asc=make_sort_by_skill_asc(df.job_skill.MACE), sort_by_hammer_desc=make_sort_by_skill_desc(df.job_skill.HAMMER), sort_by_hammer_asc=make_sort_by_skill_asc(df.job_skill.HAMMER), sort_by_spear_desc=make_sort_by_skill_desc(df.job_skill.SPEAR), sort_by_spear_asc=make_sort_by_skill_asc(df.job_skill.SPEAR), sort_by_crossbow_desc=make_sort_by_skill_desc(df.job_skill.CROSSBOW), sort_by_crossbow_asc=make_sort_by_skill_asc(df.job_skill.CROSSBOW), } -- ---------------------- -- SquadAssignmentOverlay -- SquadAssignmentOverlay = defclass(SquadAssignmentOverlay, overlay.OverlayWidget) SquadAssignmentOverlay.ATTRS{ default_pos={x=23, y=5}, default_enabled=true, viewscreens='dwarfmode/UnitSelector/SQUAD_FILL_POSITION', frame={w=38, h=25}, frame_style=gui.FRAME_PANEL, frame_background=gui.CLEAR_PEN, autoarrange_subviews=true, autoarrange_gap=1, } -- allow initial spacebar or two successive spacebars to fall through and -- pause/unpause the game local function search_on_char(ch, text) if ch == ' ' then return text:match('%S$') end return ch:match('[%l _-]') end function SquadAssignmentOverlay:init() self.dirty = true self:addviews{ widgets.EditField{ view_id='search', frame={l=0}, label_text='Search: ', on_char=search_on_char, on_change=function() self:refresh_list() end, }, widgets.Panel{ frame={l=0, r=0, h=15}, frame_style=gui.FRAME_INTERIOR, subviews={ widgets.CycleHotkeyLabel{ view_id='sort', frame={t=0, l=0}, label='Sort by:', key='CUSTOM_SHIFT_S', options={ {label='melee effectiveness'..CH_DN, value=SORT_FNS.sort_by_any_melee_desc, pen=COLOR_GREEN}, {label='melee effectiveness'..CH_UP, value=SORT_FNS.sort_by_any_melee_asc, pen=COLOR_YELLOW}, {label='ranged effectiveness'..CH_DN, value=SORT_FNS.sort_by_any_ranged_desc, pen=COLOR_GREEN}, {label='ranged effectiveness'..CH_UP, value=SORT_FNS.sort_by_any_ranged_asc, pen=COLOR_YELLOW}, {label='name'..CH_DN, value=sort_by_name_desc, pen=COLOR_GREEN}, {label='name'..CH_UP, value=sort_by_name_asc, pen=COLOR_YELLOW}, {label='teacher skill'..CH_DN, value=SORT_FNS.sort_by_teacher_desc, pen=COLOR_GREEN}, {label='teacher skill'..CH_UP, value=SORT_FNS.sort_by_teacher_asc, pen=COLOR_YELLOW}, {label='tactics skill'..CH_DN, value=SORT_FNS.sort_by_tactics_desc, pen=COLOR_GREEN}, {label='tactics skill'..CH_UP, value=SORT_FNS.sort_by_tactics_asc, pen=COLOR_YELLOW}, {label='migrant wave'..CH_DN, value=sort_by_migrant_wave_desc, pen=COLOR_GREEN}, {label='migrant wave'..CH_UP, value=sort_by_migrant_wave_asc, pen=COLOR_YELLOW}, {label='stress level'..CH_DN, value=sort_by_stress_desc, pen=COLOR_GREEN}, {label='stress level'..CH_UP, value=sort_by_stress_asc, pen=COLOR_YELLOW}, {label='mental stability'..CH_DN, value=sort_by_mental_stability_desc, pen=COLOR_GREEN}, {label='mental stability'..CH_UP, value=sort_by_mental_stability_asc, pen=COLOR_YELLOW}, {label='axe skill'..CH_DN, value=SORT_FNS.sort_by_axe_desc, pen=COLOR_GREEN}, {label='axe skill'..CH_UP, value=SORT_FNS.sort_by_axe_asc, pen=COLOR_YELLOW}, {label='sword skill'..CH_DN, value=SORT_FNS.sort_by_sword_desc, pen=COLOR_GREEN}, {label='sword skill'..CH_UP, value=SORT_FNS.sort_by_sword_asc, pen=COLOR_YELLOW}, {label='mace skill'..CH_DN, value=SORT_FNS.sort_by_mace_desc, pen=COLOR_GREEN}, {label='mace skill'..CH_UP, value=SORT_FNS.sort_by_mace_asc, pen=COLOR_YELLOW}, {label='hammer skill'..CH_DN, value=SORT_FNS.sort_by_hammer_desc, pen=COLOR_GREEN}, {label='hammer skill'..CH_UP, value=SORT_FNS.sort_by_hammer_asc, pen=COLOR_YELLOW}, {label='spear skill'..CH_DN, value=SORT_FNS.sort_by_spear_desc, pen=COLOR_GREEN}, {label='spear skill'..CH_UP, value=SORT_FNS.sort_by_spear_asc, pen=COLOR_YELLOW}, {label='crossbow skill'..CH_DN, value=SORT_FNS.sort_by_crossbow_desc, pen=COLOR_GREEN}, {label='crossbow skill'..CH_UP, value=SORT_FNS.sort_by_crossbow_asc, pen=COLOR_YELLOW}, {label='melee potential'..CH_DN, value=sort_by_melee_combat_potential_desc, pen=COLOR_GREEN}, {label='melee potential'..CH_UP, value=sort_by_melee_combat_potential_asc, pen=COLOR_YELLOW}, {label='ranged potential'..CH_DN, value=sort_by_ranged_combat_potential_desc, pen=COLOR_GREEN}, {label='ranged potential'..CH_UP, value=sort_by_ranged_combat_potential_asc, pen=COLOR_YELLOW}, }, initial_option=SORT_FNS.sort_by_any_melee_desc, on_change=self:callback('refresh_list', 'sort'), }, widgets.CycleHotkeyLabel{ view_id='sort_any_melee', frame={t=2, l=0, w=11}, options={ {label='melee eff.', value=sort_noop}, {label='melee eff.'..CH_DN, value=SORT_FNS.sort_by_any_melee_desc, pen=COLOR_GREEN}, {label='melee eff.'..CH_UP, value=SORT_FNS.sort_by_any_melee_asc, pen=COLOR_YELLOW}, }, initial_option=SORT_FNS.sort_by_any_melee_desc, option_gap=0, on_change=self:callback('refresh_list', 'sort_any_melee'), }, widgets.CycleHotkeyLabel{ view_id='sort_any_ranged', frame={t=2, r=8, w=12}, options={ {label='ranged eff.', value=sort_noop}, {label='ranged eff.'..CH_DN, value=SORT_FNS.sort_by_any_ranged_desc, pen=COLOR_GREEN}, {label='ranged eff.'..CH_UP, value=SORT_FNS.sort_by_any_ranged_asc, pen=COLOR_YELLOW}, }, option_gap=0, on_change=self:callback('refresh_list', 'sort_any_ranged'), }, widgets.CycleHotkeyLabel{ view_id='sort_name', frame={t=2, r=0, w=5}, options={ {label='name', value=sort_noop}, {label='name'..CH_DN, value=sort_by_name_desc, pen=COLOR_GREEN}, {label='name'..CH_UP, value=sort_by_name_asc, pen=COLOR_YELLOW}, }, option_gap=0, on_change=self:callback('refresh_list', 'sort_name'), }, widgets.CycleHotkeyLabel{ view_id='sort_teacher', frame={t=4, l=0, w=8}, options={ {label='teacher', value=sort_noop}, {label='teacher'..CH_DN, value=SORT_FNS.sort_by_teacher_desc, pen=COLOR_GREEN}, {label='teacher'..CH_UP, value=SORT_FNS.sort_by_teacher_asc, pen=COLOR_YELLOW}, }, option_gap=0, on_change=self:callback('refresh_list', 'sort_teacher'), }, widgets.CycleHotkeyLabel{ view_id='sort_tactics', frame={t=4, l=10, w=8}, options={ {label='tactics', value=sort_noop}, {label='tactics'..CH_DN, value=SORT_FNS.sort_by_tactics_desc, pen=COLOR_GREEN}, {label='tactics'..CH_UP, value=SORT_FNS.sort_by_tactics_asc, pen=COLOR_YELLOW}, }, option_gap=0, on_change=self:callback('refresh_list', 'sort_tactics'), }, widgets.CycleHotkeyLabel{ view_id='sort_migrant_wave', frame={t=4, r=0, w=13}, options={ {label='migrant wave', value=sort_noop}, {label='migrant wave'..CH_DN, value=sort_by_migrant_wave_desc, pen=COLOR_GREEN}, {label='migrant wave'..CH_UP, value=sort_by_migrant_wave_asc, pen=COLOR_YELLOW}, }, option_gap=0, on_change=self:callback('refresh_list', 'sort_migrant_wave'), }, widgets.CycleHotkeyLabel{ view_id='sort_stress', frame={t=6, l=0, w=7}, options={ {label='stress', value=sort_noop}, {label='stress'..CH_DN, value=sort_by_stress_desc, pen=COLOR_GREEN}, {label='stress'..CH_UP, value=sort_by_stress_asc, pen=COLOR_YELLOW}, }, option_gap=0, on_change=self:callback('refresh_list', 'sort_stress'), }, widgets.CycleHotkeyLabel{ view_id='sort_mental_stability', frame={t=6, r=0, w=17}, options={ {label='mental stability', value=sort_noop}, {label='mental stability'..CH_DN, value=sort_by_mental_stability_desc, pen=COLOR_GREEN}, {label='mental stability'..CH_UP, value=sort_by_mental_stability_asc, pen=COLOR_YELLOW}, }, option_gap=0, on_change=self:callback('refresh_list', 'sort_mental_stability'), }, widgets.CycleHotkeyLabel{ view_id='sort_axe', frame={t=8, l=0, w=4}, options={ {label='axe', value=sort_noop}, {label='axe'..CH_DN, value=SORT_FNS.sort_by_axe_desc, pen=COLOR_GREEN}, {label='axe'..CH_UP, value=SORT_FNS.sort_by_axe_asc, pen=COLOR_YELLOW}, }, option_gap=0, on_change=self:callback('refresh_list', 'sort_axe'), }, widgets.CycleHotkeyLabel{ view_id='sort_sword', frame={t=8, w=6}, options={ {label='sword', value=sort_noop}, {label='sword'..CH_DN, value=SORT_FNS.sort_by_sword_desc, pen=COLOR_GREEN}, {label='sword'..CH_UP, value=SORT_FNS.sort_by_sword_asc, pen=COLOR_YELLOW}, }, option_gap=0, on_change=self:callback('refresh_list', 'sort_sword'), }, widgets.CycleHotkeyLabel{ view_id='sort_mace', frame={t=8, r=0, w=5}, options={ {label='mace', value=sort_noop}, {label='mace'..CH_DN, value=SORT_FNS.sort_by_mace_desc, pen=COLOR_GREEN}, {label='mace'..CH_UP, value=SORT_FNS.sort_by_mace_asc, pen=COLOR_YELLOW}, }, option_gap=0, on_change=self:callback('refresh_list', 'sort_mace'), }, widgets.CycleHotkeyLabel{ view_id='sort_hammer', frame={t=10, l=0, w=7}, options={ {label='hammer', value=sort_noop}, {label='hammer'..CH_DN, value=SORT_FNS.sort_by_hammer_desc, pen=COLOR_GREEN}, {label='hammer'..CH_UP, value=SORT_FNS.sort_by_hammer_asc, pen=COLOR_YELLOW}, }, option_gap=0, on_change=self:callback('refresh_list', 'sort_hammer'), }, widgets.CycleHotkeyLabel{ view_id='sort_spear', frame={t=10, w=6}, options={ {label='spear', value=sort_noop}, {label='spear'..CH_DN, value=SORT_FNS.sort_by_spear_desc, pen=COLOR_GREEN}, {label='spear'..CH_UP, value=SORT_FNS.sort_by_spear_asc, pen=COLOR_YELLOW}, }, option_gap=0, on_change=self:callback('refresh_list', 'sort_spear'), }, widgets.CycleHotkeyLabel{ view_id='sort_crossbow', frame={t=10, r=0, w=9}, options={ {label='crossbow', value=sort_noop}, {label='crossbow'..CH_DN, value=SORT_FNS.sort_by_crossbow_desc, pen=COLOR_GREEN}, {label='crossbow'..CH_UP, value=SORT_FNS.sort_by_crossbow_asc, pen=COLOR_YELLOW}, }, option_gap=0, on_change=self:callback('refresh_list', 'sort_crossbow'), }, widgets.CycleHotkeyLabel{ view_id='sort_melee_combat_potential', frame={t=12, l=0, w=16}, options={ {label='melee potential', value=sort_noop}, {label='melee potential'..CH_DN, value=sort_by_melee_combat_potential_desc, pen=COLOR_GREEN}, {label='melee potential'..CH_UP, value=sort_by_melee_combat_potential_asc, pen=COLOR_YELLOW}, }, option_gap=0, on_change=self:callback('refresh_list', 'sort_melee_combat_potential'), }, widgets.CycleHotkeyLabel{ view_id='sort_ranged_combat_potential', frame={t=12, r=0, w=17}, options={ {label='ranged potential', value=sort_noop}, {label='ranged potential'..CH_DN, value=sort_by_ranged_combat_potential_desc, pen=COLOR_GREEN}, {label='ranged potential'..CH_UP, value=sort_by_ranged_combat_potential_asc, pen=COLOR_YELLOW}, }, option_gap=0, on_change=self:callback('refresh_list', 'sort_ranged_combat_potential'), }, }, }, widgets.CycleHotkeyLabel{ view_id='military', frame={l=0}, key='CUSTOM_SHIFT_Q', label='Units in other squads:', options={ {label='Include', value='include', pen=COLOR_GREEN}, {label='Only', value='only', pen=COLOR_YELLOW}, {label='Exclude', value='exclude', pen=COLOR_RED}, }, initial_option='include', on_change=function() self:refresh_list() end, }, widgets.CycleHotkeyLabel{ view_id='officials', frame={l=0}, key='CUSTOM_SHIFT_O', label='Appointed officials:', options={ {label='Include', value='include', pen=COLOR_GREEN}, {label='Only', value='only', pen=COLOR_YELLOW}, {label='Exclude', value='exclude', pen=COLOR_RED}, }, initial_option='include', on_change=function() self:refresh_list() end, }, widgets.CycleHotkeyLabel{ view_id='nobles', frame={l=0, w=20}, key='CUSTOM_SHIFT_N', label='Nobility:', options={ {label='Include', value='include', pen=COLOR_GREEN}, {label='Only', value='only', pen=COLOR_YELLOW}, {label='Exclude', value='exclude', pen=COLOR_RED}, }, initial_option='include', on_change=function() self:refresh_list() end, }, } end local function normalize_search_key(search_key) local out = '' for c in dfhack.toSearchNormalized(search_key):gmatch("[%w%s]") do out = out .. c:lower() end return out end local function is_in_military(unit) return unit.military.squad_id > -1 end local function is_elected_or_appointed_official(unit) if #unit.occupations > 0 then return true end for _, noble_pos in ipairs(dfhack.units.getNoblePositions(unit) or {}) do if noble_pos.position.flags.ELECTED or (noble_pos.position.mandate_max == 0 and noble_pos.position.demand_max == 0) then return true end end return false end local function is_nobility(unit) for _, noble_pos in ipairs(dfhack.units.getNoblePositions(unit) or {}) do if not noble_pos.position.flags.ELECTED and (noble_pos.position.mandate_max > 0 or noble_pos.position.demand_max > 0) then return true end end return false end local function filter_matches(unit_id, filter) if unit_id == -1 then return true end local unit = df.unit.find(unit_id) if not unit then return false end if filter.military == 'only' and not is_in_military(unit) then return false end if filter.military == 'exclude' and is_in_military(unit) then return false end if filter.officials == 'only' and not is_elected_or_appointed_official(unit) then return false end if filter.officials == 'exclude' and is_elected_or_appointed_official(unit) then return false end if filter.nobles == 'only' and not is_nobility(unit) then return false end if filter.nobles == 'exclude' and is_nobility(unit) then return false end if #filter.search == 0 then return true end local search_key = dfhack.TranslateName(dfhack.units.getVisibleName(unit)) return normalize_search_key(search_key):find(dfhack.toSearchNormalized(filter.search)) end local function is_noop_filter(filter) return #filter.search == 0 and filter.military == 'include' and filter.officials == 'include' and filter.nobles == 'include' end local function is_filter_equal(a, b) return a.search == b.search and a.military == b.military and a.officials == b.officials and a.nobles == b.nobles end local unit_selector = df.global.game.main_interface.unit_selector -- this function uses the unused itemid and selected vectors to keep state, -- taking advantage of the fact that they are reset by DF when the list of units changes local function filter_vector(filter, prev_filter) local unid_is_filtered = #unit_selector.selected >= 0 and unit_selector.selected[0] ~= 0 if is_noop_filter(filter) or #unit_selector.selected == 0 then if not unid_is_filtered then -- we haven't modified the unid vector; nothing to do here return end -- restore the unid vector unit_selector.unid:assign(unit_selector.itemid) -- clear our "we meddled" flag unit_selector.selected[0] = 0 return end if unid_is_filtered and is_filter_equal(filter, prev_filter) then -- filter hasn't changed; we don't need to refilter return end if unid_is_filtered then -- restore the unid vector unit_selector.unid:assign(unit_selector.itemid) else -- save the unid vector and set our meddle flag unit_selector.itemid:assign(unit_selector.unid) unit_selector.selected[0] = 1 end -- do the actual filtering for idx=#unit_selector.unid-1,0,-1 do if not filter_matches(unit_selector.unid[idx], filter) then unit_selector.unid:erase(idx) end end end local SORT_WIDGET_NAMES = { 'sort', 'sort_any_melee', 'sort_any_ranged', 'sort_name', 'sort_teacher', 'sort_tactics', 'sort_migrant_wave', 'sort_stress', 'sort_mental_stability', 'sort_axe', 'sort_sword', 'sort_mace', 'sort_hammer', 'sort_spear', 'sort_crossbow', 'sort_melee_combat_potential', 'sort_ranged_combat_potential', } function SquadAssignmentOverlay:refresh_list(sort_widget, sort_fn) sort_widget = sort_widget or 'sort' sort_fn = sort_fn or self.subviews.sort:getOptionValue() if sort_fn == sort_noop then self.subviews[sort_widget]:cycle() return end for _,widget_name in ipairs(SORT_WIDGET_NAMES) do self.subviews[widget_name]:setOption(sort_fn) end local filter = { search=self.subviews.search.text, military=self.subviews.military:getOptionValue(), officials=self.subviews.officials:getOptionValue(), nobles=self.subviews.nobles:getOptionValue(), } filter_vector(filter, self.prev_filter or {}) self.prev_filter = filter utils.sort_vector(unit_selector.unid, nil, sort_fn) end function SquadAssignmentOverlay:onInput(keys) if keys._MOUSE_R_DOWN or keys._MOUSE_L_DOWN and not self:getMouseFramePos() then -- if any click is made outside of our window, we may need to refresh our list self.dirty = true end return SquadAssignmentOverlay.super.onInput(self, keys) end function SquadAssignmentOverlay:onRenderFrame(dc, frame_rect) SquadAssignmentOverlay.super.onRenderFrame(self, dc, frame_rect) if self.dirty then self:refresh_list() self.dirty = false end end OVERLAY_WIDGETS = { squad_assignment=SquadAssignmentOverlay, } --[[ local utils = require('utils') local units = require('plugins.sort.units') local items = require('plugins.sort.items') orders = orders or {} orders.units = units.orders orders.items = items.orders function parse_ordering_spec(type,...) local group = orders[type] if group == nil then dfhack.printerr('Invalid ordering class: '..tostring(type)) return nil end local specs = table.pack(...) local rv = { } for _,spec in ipairs(specs) do local nil_first = false if string.sub(spec,1,1) == '<' then nil_first = true spec = string.sub(spec,2) end local reverse = false if string.sub(spec,1,1) == '>' then reverse = true spec = string.sub(spec,2) end local cm = group[spec] if cm == nil then dfhack.printerr('Unknown order for '..type..': '..tostring(spec)) return nil end if nil_first or reverse then cm = copyall(cm) cm.nil_first = nil_first cm.reverse = reverse end rv[#rv+1] = cm end return rv end make_sort_order = utils.make_sort_order ]] return _ENV