268 lines
7.3 KiB
Lua
268 lines
7.3 KiB
Lua
-- Interface powered (somewhat user friendly) unit editor.
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local gui = require 'gui'
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local dialog = require 'gui.dialogs'
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local widgets =require 'gui.widgets'
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local guiScript = require 'gui.script'
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local utils = require 'utils'
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local args={...}
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local target
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--TODO: add more ways to guess what unit you want to edit
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if args[1]~= nil then
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target=df.units.find(args[1])
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else
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target=dfhack.gui.getSelectedUnit(true)
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end
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if target==nil then
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qerror("No unit to edit") --TODO: better error message
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end
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local editors={}
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function add_editor(editor_class)
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table.insert(editors,{text=editor_class.ATTRS.frame_title,on_submit=function ( unit )
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editor_class{target_unit=unit}:show()
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end})
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end
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-------------------------------various subeditors---------
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--TODO set local sould or better yet skills vector to reduce long skill list access typing
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editor_skills=defclass(editor_skills,gui.FramedScreen)
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editor_skills.ATTRS={
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frame_style = gui.GREY_LINE_FRAME,
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frame_title = "Skill editor",
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target_unit = DEFAULT_NIL,
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learned_only= false,
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}
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function list_skills(unit,learned_only)
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local s_=df.job_skill
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local u_skills=unit.status.current_soul.skills
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local ret={}
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for i,v in ipairs(s_) do
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if i>0 then
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local u_skill=utils.binsearch(u_skills,i,"id")
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if u_skill or not learned_only then
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if not u_skill then
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u_skill={rating=-1,experience=0}
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end
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local rating
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if u_skill.rating >=0 then
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rating=df.skill_rating.attrs[u_skill.rating]
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else
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rating={caption="<unlearned>",xp_threshold=0}
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end
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local text=string.format("%s: %s %d %d/%d",df.job_skill.attrs[i].caption,rating.caption,u_skill.rating,u_skill.experience,rating.xp_threshold)
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table.insert(ret,{text=text,id=i})
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end
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end
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end
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return ret
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end
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function editor_skills:update_list(no_save_place)
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local skill_list=list_skills(self.target_unit,self.learned_only)
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if no_save_place then
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self.subviews.skills:setChoices(skill_list)
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else
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self.subviews.skills:setChoices(skill_list,self.subviews.skills:getSelected())
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end
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end
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function editor_skills:init( args )
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if self.target_unit.status.current_soul==nil then
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qerror("Unit does not have soul, can't edit skills")
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end
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local skill_list=list_skills(self.target_unit,self.learned_only)
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self:addviews{
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widgets.FilteredList{
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choices=skill_list,
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frame = {t=0, b=1,l=1},
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view_id="skills",
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},
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widgets.Label{
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frame = { b=0,l=1},
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text ={{text= ": exit editor ",
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key = "LEAVESCREEN",
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on_activate= self:callback("dismiss")
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},
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{text=": remove level ",
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key = "SECONDSCROLL_UP",
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on_activate=self:callback("level_skill",-1)},
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{text=": add level ",
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key = "SECONDSCROLL_DOWN",
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on_activate=self:callback("level_skill",1)}
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,
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{text=": show learned only ",
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key = "CHANGETAB",
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on_activate=function ()
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self.learned_only=not self.learned_only
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self:update_list(true)
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end}
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}
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},
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}
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end
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function editor_skills:get_cur_skill()
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local list_wid=self.subviews.skills
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local _,choice=list_wid:getSelected()
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if choice==nil then
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qerror("Nothing selected")
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end
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local u_skill=utils.binsearch(self.target_unit.status.current_soul.skills,choice.id,"id")
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return choice,u_skill
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end
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function editor_skills:level_skill(lvl)
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local sk_en,sk=self:get_cur_skill()
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if lvl >0 then
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local rating
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if sk then
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rating=sk.rating+lvl
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else
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rating=lvl-1
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end
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utils.insert_or_update(self.target_unit.status.current_soul.skills, {new=true, id=sk_en.id, rating=rating}, 'id') --TODO set exp?
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elseif sk and sk.rating==0 and lvl<0 then
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utils.erase_sorted_key(self.target_unit.status.current_soul.skills,sk_en.id,"id")
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elseif sk and lvl<0 then
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utils.insert_or_update(self.target_unit.status.current_soul.skills, {new=true, id=sk_en.id, rating=sk.rating+lvl}, 'id') --TODO set exp?
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end
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self:update_list()
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end
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function editor_skills:remove_rust(skill)
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--TODO
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end
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add_editor(editor_skills)
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------- counters editor
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editor_counters=defclass(editor_counters,gui.FramedScreen)
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editor_counters.ATTRS={
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frame_style = gui.GREY_LINE_FRAME,
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frame_title = "Counters editor",
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target_unit = DEFAULT_NIL,
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counters1={
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"think_counter",
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"job_counter",
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"swap_counter",
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"winded",
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"stunned",
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"unconscious",
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"suffocation",
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"webbed",
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"soldier_mood_countdown",
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"soldier_mood", --todo enum,
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"pain",
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"nausea",
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"dizziness",
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},
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counters2={
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"paralysis",
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"numbness",
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"fever",
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"exhaustion",
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"hunger_timer",
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"thirst_timer",
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"sleepiness_timer",
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"stomach_content",
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"stomach_food",
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"vomit_timeout",
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"stored_fat" --TODO what to reset to?
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}
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}
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function editor_counters:fill_counters()
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local ret={}
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local u=self.target_unit
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for i,v in ipairs(self.counters1) do
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table.insert(ret,{f=u.counters:_field(v),name=v})
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end
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for i,v in ipairs(self.counters2) do
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table.insert(ret,{f=u.counters2:_field(v),name=v})
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end
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return ret
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end
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function editor_counters:update_counters()
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for i,v in ipairs(self.counter_list) do
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v.text=string.format("%s:%d",v.name,v.f.value)
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end
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self.subviews.counters:setChoices(self.counter_list)
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end
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function editor_counters:set_cur_counter(value,index,choice)
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choice.f.value=value
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self:update_counters()
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end
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function editor_counters:choose_cur_counter(index,choice)
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dialog.showInputPrompt(choice.name,"Enter new value:",COLOR_WHITE,
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tostring(choice.f.value),function(new_value)
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self:set_cur_counter(new_value,index,choice)
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end)
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end
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function editor_counters:init( args )
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if self.target_unit==nil then
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qerror("invalid unit")
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end
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self.counter_list=self:fill_counters()
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self:addviews{
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widgets.FilteredList{
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choices=self.counter_list,
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frame = {t=0, b=1,l=1},
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view_id="counters",
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on_submit=self:callback("choose_cur_counter"),
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on_submit2=self:callback("set_cur_counter",0),--TODO some things need to be set to different defaults
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},
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widgets.Label{
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frame = { b=0,l=1},
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text ={{text= ": exit editor ",
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key = "LEAVESCREEN",
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on_activate= self:callback("dismiss")
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},
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{text=": reset counter ",
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key = "SEC_SELECT",
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},
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{text=": set counter ",
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key = "SELECT",
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}
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}
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},
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}
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self:update_counters()
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end
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add_editor(editor_counters)
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-------------------------------main window----------------
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unit_editor = defclass(unit_editor, gui.FramedScreen)
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unit_editor.ATTRS={
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frame_style = gui.GREY_LINE_FRAME,
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frame_title = "GameMaster's unit editor",
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target_unit = DEFAULT_NIL,
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}
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function unit_editor:init(args)
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self:addviews{
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widgets.FilteredList{
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choices=editors,
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on_submit=function (idx,choice)
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if choice.on_submit then
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choice.on_submit(self.target_unit)
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end
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end
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},
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widgets.Label{
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frame = { b=0,l=1},
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text ={{text= ": exit editor",
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key = "LEAVESCREEN",
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on_activate= self:callback("dismiss")
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},
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}
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},
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}
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end
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unit_editor{target_unit=target}:show()
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