dfhack/scripts/gui/rename.lua

94 lines
2.7 KiB
Lua

-- Rename various objects via gui.
--[[=begin
gui/rename
==========
Backed by `rename`, this script allows entering the desired name
via a simple dialog in the game ui.
* ``gui/rename [building]`` in :kbd:`q` mode changes the name of a building.
.. image:: /docs/images/rename-bld.png
The selected building must be one of stockpile, workshop, furnace, trap, or siege engine.
It is also possible to rename zones from the :kbd:`i` menu.
* ``gui/rename [unit]`` with a unit selected changes the nickname.
Unlike the built-in interface, this works even on enemies and animals.
* ``gui/rename unit-profession`` changes the selected unit's custom profession name.
.. image:: /docs/images/rename-prof.png
Likewise, this can be applied to any unit, and when used on animals it overrides
their species string.
The ``building`` or ``unit`` options are automatically assumed when in relevant UI state.
The example config binds building/unit rename to :kbd:`Ctrl`:kbd:`Shift`:kbd:`N`, and
unit profession change to :kbd:`Ctrl`:kbd:`Shift`:kbd:`T`.
=end]]
local gui = require 'gui'
local dlg = require 'gui.dialogs'
local plugin = require 'plugins.rename'
local mode = ...
local focus = dfhack.gui.getCurFocus()
local function verify_mode(expected)
if mode ~= nil and mode ~= expected then
qerror('Invalid UI state for mode '..mode)
end
end
local unit = dfhack.gui.getSelectedUnit(true)
local building = dfhack.gui.getSelectedBuilding(true)
if building and (not unit or mode == 'building') then
verify_mode('building')
if plugin.canRenameBuilding(building) then
dlg.showInputPrompt(
'Rename Building',
'Enter a new name for the building:', COLOR_GREEN,
building.name,
curry(plugin.renameBuilding, building)
)
else
dlg.showMessage(
'Rename Building',
'Cannot rename this type of building.', COLOR_LIGHTRED
)
end
elseif unit then
if mode == 'unit-profession' then
dlg.showInputPrompt(
'Rename Unit',
'Enter a new profession for the unit:', COLOR_GREEN,
unit.custom_profession,
function(newval)
unit.custom_profession = newval
end
)
else
verify_mode('unit')
local vname = dfhack.units.getVisibleName(unit)
local vnick = ''
if vname and vname.has_name then
vnick = vname.nickname
end
dlg.showInputPrompt(
'Rename Unit',
'Enter a new nickname for the unit:', COLOR_GREEN,
vnick,
curry(dfhack.units.setNickname, unit)
)
end
elseif mode then
verify_mode(nil)
end