605 lines
18 KiB
Lua
605 lines
18 KiB
Lua
-- Interface powered (somewhat user friendly) unit editor.
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--[[=begin
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gui/gm-unit
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===========
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An editor for various unit attributes.
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=end]]
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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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------- civ editor
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RaceBox = defclass(RaceBox, dialog.ListBox)
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RaceBox.focus_path = 'RaceBox'
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RaceBox.ATTRS{
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format_name="$NAME ($TOKEN)",
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with_filter=true,
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allow_none=false,
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}
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function RaceBox:format_creature(creature_raw)
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local t = {NAME=creature_raw.name[0],TOKEN=creature_raw.creature_id}
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return string.gsub(self.format_name, "%$(%w+)", t)
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end
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function RaceBox:preinit(info)
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self.format_name=RaceBox.ATTRS.format_name or info.format_name -- preinit does not have ATTRS set yet
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local choices={}
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if RaceBox.ATTRS.allow_none or info.allow_none then
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table.insert(choices,{text="<none>",num=-1})
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end
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for i,v in ipairs(df.global.world.raws.creatures.all) do
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local text=self:format_creature(v)
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table.insert(choices,{text=text,raw=v,num=i,search_key=text:lower()})
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end
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info.choices=choices
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end
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function showRacePrompt(title, text, tcolor, on_select, on_cancel, min_width,allow_none)
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RaceBox{
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frame_title = title,
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text = text,
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text_pen = tcolor,
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on_select = on_select,
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on_cancel = on_cancel,
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frame_width = min_width,
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allow_none = allow_none,
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}:show()
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end
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CivBox = defclass(CivBox,dialog.ListBox)
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CivBox.focus_path = "CivBox"
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CivBox.ATTRS={
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format_name="$NAME ($ENGLISH):$ID",
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format_no_name="<unnamed>:$ID",
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name_other="<other(-1)>",
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with_filter=true,
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allow_other=false,
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}
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function civ_name(id,format_name,format_no_name,name_other,name_invalid)
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if id==-1 then
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return name_other or "<other (-1)>"
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end
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local civ
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if type(id)=='userdata' then
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civ=id
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else
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civ=df.historical_entity.find(id)
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if civ==nil then
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return name_invalid or "<invalid>"
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end
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end
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local t={NAME=dfhack.TranslateName(civ.name),ENGLISH=dfhack.TranslateName(civ.name,true),ID=civ.id} --TODO race?, maybe something from raws?
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if t.NAME=="" then
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return string.gsub(format_no_name or "<unnamed>:$ID", "%$(%w+)", t)
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end
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return string.gsub(format_name or "$NAME ($ENGLISH):$ID", "%$(%w+)", t)
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end
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function CivBox:update_choices()
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local choices={}
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if self.allow_other then
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table.insert(choices,{text=self.name_other,num=-1})
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end
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for i,v in ipairs(df.global.world.entities.all) do
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if not self.race_filter or (v.race==self.race_filter) then --TODO filter type
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local text=civ_name(v,self.format_name,self.format_no_name,self.name_other,self.name_invalid)
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table.insert(choices,{text=text,raw=v,num=i})
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end
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end
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self.choices=choices
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if self.subviews.list then
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self.subviews.list:setChoices(self.choices)
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end
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end
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function CivBox:update_race_filter(id)
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local raw=df.creature_raw.find(id)
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if raw then
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self.subviews.race_label:setText(": "..raw.name[0])
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self.race_filter=id
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else
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self.subviews.race_label:setText(": <none>")
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self.race_filter=nil
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end
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self:update_choices()
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end
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function CivBox:choose_race()
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showRacePrompt("Choose race","Select new race:",nil,function (id,choice)
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self:update_race_filter(choice.num)
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end,nil,nil,true)
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end
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function CivBox:init(info)
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self.subviews.list.frame={t=3,r=0,l=0}
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self:addviews{
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widgets.Label{frame={t=1,l=0},text={
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{text="Filter race ",key="CUSTOM_CTRL_A",key_sep="()",on_activate=self:callback("choose_race")},
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}},
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widgets.Label{frame={t=1,l=21},view_id="race_label",
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text=": <none>",
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}
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}
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self:update_choices()
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end
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function showCivPrompt(title, text, tcolor, on_select, on_cancel, min_width,allow_other)
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CivBox{
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frame_title = title,
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text = text,
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text_pen = tcolor,
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on_select = on_select,
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on_cancel = on_cancel,
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frame_width = min_width,
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allow_other = allow_other,
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}:show()
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end
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editor_civ=defclass(editor_civ,gui.FramedScreen)
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editor_civ.ATTRS={
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frame_style = gui.GREY_LINE_FRAME,
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frame_title = "Civilization editor",
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target_unit = DEFAULT_NIL,
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}
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function editor_civ:update_curren_civ()
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self.subviews.civ_name:setText("Currently: "..civ_name(self.target_unit.civ_id))
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end
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function editor_civ: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:addviews{
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widgets.Label{view_id="civ_name",frame = { t=1,l=1}, text="Currently: "..civ_name(self.target_unit.civ_id)},
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widgets.Label{frame = { t=2,l=1}, text={{text=": set to other (-1, usually enemy)",key="CUSTOM_N",
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on_activate= function() self.target_unit.civ_id=-1;self:update_curren_civ() end}}},
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widgets.Label{frame = { t=3,l=1}, text={{text=": set to current civ("..df.global.ui.civ_id..")",key="CUSTOM_C",
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on_activate= function() self.target_unit.civ_id=df.global.ui.civ_id;self:update_curren_civ() end}}},
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widgets.Label{frame = { t=4,l=1}, text={{text=": manually enter",key="CUSTOM_E",
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on_activate=function ()
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dialog.showInputPrompt("Civ id","Enter new civ id:",COLOR_WHITE,
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tostring(self.target_unit.civ_id),function(new_value)
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self.target_unit.civ_id=new_value
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self:update_curren_civ()
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end)
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end}}
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},
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widgets.Label{frame= {t=5,l=1}, text={{text=": select from list",key="CUSTOM_L",
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on_activate=function ( )
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showCivPrompt("Choose civilization", "Select units civilization",nil,function ( id,choice )
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self.target_unit.civ_id=choice.num
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self:update_curren_civ()
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end,nil,nil,true)
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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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add_editor(editor_civ)
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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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wound_creator=defclass(wound_creator,gui.FramedScreen)
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wound_creator.ATTRS={
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frame_style = gui.GREY_LINE_FRAME,
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frame_title = "Wound creator",
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target_wound = DEFAULT_NIL,
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--filter
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}
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function wound_creator:init( args )
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if self.target_wound==nil then
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qerror("invalid wound")
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end
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self:addviews{
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widgets.List{
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frame = {t=0, b=1,l=1},
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view_id="fields",
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on_submit=self:callback("edit_cur_wound"),
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on_submit2=self:callback("delete_current_wound")
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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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{text=": edit wound ",
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key = "SELECT"},
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{text=": delete wound ",
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key = "SEC_SELECT"},
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{text=": create wound ",
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key = "CUSTOM_CTRL_I",
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on_activate= self:callback("create_new_wound")},
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}
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},
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}
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self:update_wounds()
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end
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-------------------
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editor_wounds=defclass(editor_wounds,gui.FramedScreen)
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editor_wounds.ATTRS={
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frame_style = gui.GREY_LINE_FRAME,
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frame_title = "Wound editor",
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target_unit = DEFAULT_NIL,
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--filter
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}
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function is_scar( wound_part )
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return wound_part.flags1.scar_cut or wound_part.flags1.scar_smashed or
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wound_part.flags1.scar_edged_shake1 or wound_part.flags1.scar_blunt_shake1
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end
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function format_flag_name( fname )
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return fname:sub(1,1):upper()..fname:sub(2):gsub("_"," ")
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end
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function name_from_flags( wp )
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for i,v in ipairs(wp.flags1) do
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if v then
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return format_flag_name(df.wound_damage_flags1[i])
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end
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end
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for i,v in ipairs(wp.flags2) do
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if v then
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return format_flag_name(df.wound_damage_flags2[i])
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end
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end
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return "<unnamed wound>"
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end
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function format_wound( list_id,wound, unit)
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local name="<unnamed wound>"
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if #wound.parts>0 and #wound.parts[0].effect_type>0 then --try to make wound name by effect...
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name=tostring(df.wound_effect_type[wound.parts[0].effect_type[0]])
|
|
if #wound.parts>1 then --cheap and probably incorrect...
|
|
name=name.."s"
|
|
end
|
|
elseif #wound.parts>0 and is_scar(wound.parts[0]) then
|
|
name="Scar"
|
|
elseif #wound.parts>0 then
|
|
local wp=wound.parts[0]
|
|
name=name_from_flags(wp)
|
|
end
|
|
|
|
return string.format("%d. %s id=%d",list_id,name,wound.id)
|
|
end
|
|
function editor_wounds:update_wounds()
|
|
local ret={}
|
|
for i,v in ipairs(self.trg_wounds) do
|
|
table.insert(ret,{text=format_wound(i,v,self.target_unit),wound=v})
|
|
end
|
|
self.subviews.wounds:setChoices(ret)
|
|
self.wound_list=ret
|
|
end
|
|
function editor_wounds:dirty_unit()
|
|
print("todo: implement unit status recalculation")
|
|
end
|
|
function editor_wounds:get_cur_wound()
|
|
local list_wid=self.subviews.wounds
|
|
local _,choice=list_wid:getSelected()
|
|
if choice==nil then
|
|
qerror("Nothing selected")
|
|
end
|
|
local ret_wound=utils.binsearch(self.trg_wounds,choice.id,"id")
|
|
return choice,ret_wound
|
|
end
|
|
function editor_wounds:delete_current_wound(index,choice)
|
|
|
|
utils.erase_sorted(self.trg_wounds,choice.wound,"id")
|
|
choice.wound:delete()
|
|
self:dirty_unit()
|
|
self:update_wounds()
|
|
end
|
|
function editor_wounds:create_new_wound()
|
|
print("Creating")
|
|
end
|
|
function editor_wounds:edit_cur_wound(index,choice)
|
|
|
|
end
|
|
function editor_wounds:init( args )
|
|
if self.target_unit==nil then
|
|
qerror("invalid unit")
|
|
end
|
|
self.trg_wounds=self.target_unit.body.wounds
|
|
|
|
self:addviews{
|
|
widgets.List{
|
|
|
|
frame = {t=0, b=1,l=1},
|
|
view_id="wounds",
|
|
on_submit=self:callback("edit_cur_wound"),
|
|
on_submit2=self:callback("delete_current_wound")
|
|
},
|
|
widgets.Label{
|
|
frame = { b=0,l=1},
|
|
text ={{text= ": exit editor ",
|
|
key = "LEAVESCREEN",
|
|
on_activate= self:callback("dismiss")},
|
|
|
|
{text=": edit wound ",
|
|
key = "SELECT"},
|
|
|
|
{text=": delete wound ",
|
|
key = "SEC_SELECT"},
|
|
{text=": create wound ",
|
|
key = "CUSTOM_CTRL_I",
|
|
on_activate= self:callback("create_new_wound")},
|
|
|
|
}
|
|
},
|
|
}
|
|
self:update_wounds()
|
|
end
|
|
add_editor(editor_wounds)
|
|
|
|
-------------------------------main window----------------
|
|
unit_editor = defclass(unit_editor, gui.FramedScreen)
|
|
unit_editor.ATTRS={
|
|
frame_style = gui.GREY_LINE_FRAME,
|
|
frame_title = "GameMaster's unit editor",
|
|
target_unit = DEFAULT_NIL,
|
|
}
|
|
|
|
|
|
function unit_editor:init(args)
|
|
|
|
self:addviews{
|
|
widgets.FilteredList{
|
|
choices=editors,
|
|
on_submit=function (idx,choice)
|
|
if choice.on_submit then
|
|
choice.on_submit(self.target_unit)
|
|
end
|
|
end
|
|
},
|
|
widgets.Label{
|
|
frame = { b=0,l=1},
|
|
text ={{text= ": exit editor",
|
|
key = "LEAVESCREEN",
|
|
on_activate= self:callback("dismiss")
|
|
},
|
|
}
|
|
},
|
|
}
|
|
end
|
|
|
|
|
|
unit_editor{target_unit=target}:show()
|