207 lines
7.9 KiB
Lua
207 lines
7.9 KiB
Lua
local _ENV = mkmodule('plugins.sort.places')
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local sortoverlay = require('plugins.sort.sortoverlay')
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local locationselector = require('plugins.sort.locationselector')
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local info_overlay = require('plugins.sort.info')
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local widgets = require('gui.widgets')
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local utils = require('utils')
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local info = df.global.game.main_interface.info
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local buildings = info.buildings
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local zone_names = {
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[df.civzone_type.MeetingHall] = 'Meeting Area',
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[df.civzone_type.Bedroom] = 'Bedroom',
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[df.civzone_type.DiningHall] = 'Dining Hall',
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[df.civzone_type.Pen] = 'Pen Pasture',
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[df.civzone_type.Pond] = 'Pit Pond',
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[df.civzone_type.WaterSource] = 'Water Source',
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[df.civzone_type.Dungeon] = 'Dungeon',
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[df.civzone_type.FishingArea] = 'Fishing',
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[df.civzone_type.SandCollection] = 'Sand',
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[df.civzone_type.Office] = 'Office',
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[df.civzone_type.Dormitory] = 'Dormitory',
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[df.civzone_type.Barracks] = 'Barrachs',
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[df.civzone_type.ArcheryRange] = 'Archery Range',
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[df.civzone_type.Dump] = 'Garbage Dump',
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[df.civzone_type.AnimalTraining] = 'Animal Training',
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[df.civzone_type.Tomb] = 'Tomb',
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[df.civzone_type.PlantGathering] = 'Gather Fruit',
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[df.civzone_type.ClayCollection] = 'Clay'
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}
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-- I used strings rather than df.civzone_type because nobody is going to search "MeadHall" they're going to search "Tavern"
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local language_name_types = {
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[df.language_name_type.SymbolFood] = 'Inn Tavern',
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[df.language_name_type.Temple] = 'Temple',
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[df.language_name_type.Hospital] = 'Hospital',
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[df.language_name_type.Guildhall] = 'Guildhall',
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[df.language_name_type.Library] = 'Library',
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}
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local function get_location_religion(religion_id, religion_type)
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if religion_type == df.temple_deity_type.None then return 'Temple'
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else return locationselector.get_religion_string(religion_id, religion_type) or '' end
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end
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local function get_default_zone_name(zone_type)
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return zone_names[zone_type] or ''
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end
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local function get_zone_search_key(zone)
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local site = df.global.world.world_data.active_site[0]
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local result = {}
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-- allow zones to be searchable by their name
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if #zone.name == 0 then
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table.insert(result, get_default_zone_name(zone.type))
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else
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table.insert(result, zone.name)
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end
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-- allow zones w/ assignments to be searchable by their assigned unit
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if zone.assigned_unit ~= nil then
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table.insert(result, sortoverlay.get_unit_search_key(zone.assigned_unit))
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end
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-- allow zones to be searchable by type
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if zone.location_id == -1 then -- zone is NOT a special location and we don't need to do anything special for type searching
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table.insert(result, df.civzone_type[zone.type]);
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else -- zone is a special location and we need to get its type from world data
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local building, success = utils.binsearch(site.buildings, zone.location_id, 'id')
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if success and building.name then
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table.insert(result, language_name_types[building.name.type] or '')
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if building.name.has_name then
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table.insert(result, dfhack.TranslateName(building.name, true))
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end
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end
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end
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-- allow barracks to be searchable by assigned squad
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for _, squad in ipairs(zone.squad_room_info) do
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table.insert(result, dfhack.military.getSquadName(squad.squad_id))
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end
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return table.concat(result, ' ')
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end
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local function get_location_search_key(zone)
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local site = df.global.world.world_data.active_site[0]
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local result = {}
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-- get language_name and type (we dont need user-given zone name because it does not appear on this page)
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local building, success = utils.binsearch(site.buildings, zone.location_id, 'id')
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if success and building.name then
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table.insert(result, language_name_types[building.name.type] or '')
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if building.name.has_name then
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table.insert(result, dfhack.TranslateName(building.name, true))
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end
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-- for temples and guildhalls, get assigned organization
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if df.abstract_building_templest:is_instance(building) then
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table.insert(result, get_location_religion(building.deity_data.Deity or building.deity_data.Religion, building.deity_type))
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elseif df.abstract_building_guildhallst:is_instance(building) then
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local dwarfified_profession = locationselector.get_profession_string(building.contents.profession)
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table.insert(result, dwarfified_profession)
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end
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end
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return table.concat(result, ' ')
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end
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local function get_stockpile_search_key(stockpile)
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if #stockpile.name ~= 0 then return stockpile.name
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else return ('Stockpile #%s'):format(stockpile.stockpile_number) end
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end
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local function get_workshop_search_key(workshop)
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local result = {}
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for _, unit_id in ipairs(workshop.profile.permitted_workers) do
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local unit = df.unit.find(unit_id)
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if unit then table.insert(result, sortoverlay.get_unit_search_key(unit)) end
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end
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table.insert(result, workshop.name)
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table.insert(result, df.workshop_type.attrs[workshop.type].name or '')
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table.insert(result, df.workshop_type[workshop.type])
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return table.concat(result, ' ')
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end
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local function get_farmplot_search_key(farmplot)
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local result = {}
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if #farmplot.name ~= 0 then table.insert(result, farmplot.name) else table.insert(result, 'Farm Plot') end
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local plant = df.plant_raw.find(farmplot.plant_id[farmplot.last_season])
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if plant then table.insert(result, plant.name_plural) end
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return table.concat(result, ' ')
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end
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-- ----------------------
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-- PlacesOverlay
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--
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PlacesOverlay = defclass(PlacesOverlay, sortoverlay.SortOverlay)
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PlacesOverlay.ATTRS{
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default_pos={x=71, y=9},
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viewscreens='dwarfmode/Info',
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frame={w=40, h=6}
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}
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function PlacesOverlay:init()
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self:addviews{
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widgets.BannerPanel{
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view_id='panel',
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frame={l=0, t=0, r=0, h=1},
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visible=self:callback('get_key'),
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subviews={
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widgets.EditField{
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view_id='search',
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frame={l=1, t=0, r=1},
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label_text="Search: ",
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key='CUSTOM_ALT_S',
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on_change=function(text) self:do_search(text) end,
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},
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},
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},
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}
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self:register_handler('ZONES', buildings.list[df.buildings_mode_type.ZONES], curry(sortoverlay.single_vector_search, {get_search_key_fn=get_zone_search_key}))
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self:register_handler('LOCATIONS', buildings.list[df.buildings_mode_type.LOCATIONS], curry(sortoverlay.single_vector_search, {get_search_key_fn=get_location_search_key}))
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self:register_handler('STOCKPILES', buildings.list[df.buildings_mode_type.STOCKPILES], curry(sortoverlay.single_vector_search, {get_search_key_fn=get_stockpile_search_key}))
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self:register_handler('WORKSHOPS', buildings.list[df.buildings_mode_type.WORKSHOPS], curry(sortoverlay.single_vector_search, {get_search_key_fn=get_workshop_search_key}))
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self:register_handler('FARMPLOTS', buildings.list[df.buildings_mode_type.FARMPLOTS], curry(sortoverlay.single_vector_search, {get_search_key_fn=get_farmplot_search_key}))
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end
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function PlacesOverlay:get_key()
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if info.current_mode == df.info_interface_mode_type.BUILDINGS then
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return df.buildings_mode_type[buildings.mode]
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end
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end
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function PlacesOverlay:updateFrames()
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local ret = info_overlay.resize_overlay(self)
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local l, t = info_overlay.get_panel_offsets()
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local frame = self.subviews.panel.frame
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if frame.l == l and frame.t == t then return ret end
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frame.l, frame.t = l, t
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local frame2 = self.subviews.subset_panel.frame
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frame2.l, frame2.t = l, t + 1
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local frame3 = self.subviews.subfilter_panel.frame
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frame3.l, frame3.t = l, t + 2
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return true
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end
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function PlacesOverlay:onRenderBody(dc)
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PlacesOverlay.super.onRenderBody(self, dc)
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if self:updateFrames() then
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self:updateLayout()
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end
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end
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return _ENV
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