971 lines
42 KiB
Lua
971 lines
42 KiB
Lua
local _ENV = mkmodule('plugins.sort')
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local gui = require('gui')
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local overlay = require('plugins.overlay')
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local setbelief = reqscript('modtools/set-belief')
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local utils = require('utils')
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local widgets = require('gui.widgets')
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local CH_UP = string.char(30)
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local CH_DN = string.char(31)
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local MELEE_WEAPON_SKILLS = {
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df.job_skill.AXE,
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df.job_skill.SWORD,
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df.job_skill.MACE,
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df.job_skill.HAMMER,
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df.job_skill.SPEAR,
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}
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local RANGED_WEAPON_SKILLS = {
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df.job_skill.CROSSBOW,
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}
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local function sort_noop(a, b)
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-- this function is used as a marker and never actually gets called
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error('sort_noop should not be called')
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end
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local function sort_by_name_desc(unit_id_1, unit_id_2)
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if unit_id_1 == unit_id_2 then return 0 end
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local unit1 = df.unit.find(unit_id_1)
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local unit2 = df.unit.find(unit_id_2)
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if not unit1 then return -1 end
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if not unit2 then return 1 end
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local name1 = dfhack.TranslateName(dfhack.units.getVisibleName(unit1))
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local name2 = dfhack.TranslateName(dfhack.units.getVisibleName(unit2))
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return utils.compare_name(name1, name2)
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end
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local function sort_by_name_asc(unit_id_1, unit_id_2)
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if unit_id_1 == unit_id_2 then return 0 end
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local unit1 = df.unit.find(unit_id_1)
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local unit2 = df.unit.find(unit_id_2)
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if not unit1 then return -1 end
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if not unit2 then return 1 end
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local name1 = dfhack.TranslateName(dfhack.units.getVisibleName(unit1))
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local name2 = dfhack.TranslateName(dfhack.units.getVisibleName(unit2))
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return utils.compare_name(name2, name1)
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end
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local active_units = df.global.world.units.active
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local active_idx_cache = {}
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local function get_active_idx_cache()
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local num_active_units = #active_units
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if num_active_units == 0 or active_idx_cache[active_units[num_active_units-1].id] ~= num_active_units-1 then
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active_idx_cache = {}
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for i,active_unit in ipairs(active_units) do
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active_idx_cache[active_unit.id] = i
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end
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end
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return active_idx_cache
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end
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local function sort_by_migrant_wave_desc(unit_id_1, unit_id_2)
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if unit_id_1 == unit_id_2 then return 0 end
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local cache = get_active_idx_cache()
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if not cache[unit_id_1] then return -1 end
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if not cache[unit_id_2] then return 1 end
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return utils.compare(cache[unit_id_2], cache[unit_id_1])
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end
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local function sort_by_migrant_wave_asc(unit_id_1, unit_id_2)
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if unit_id_1 == unit_id_2 then return 0 end
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local cache = get_active_idx_cache()
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if not cache[unit_id_1] then return -1 end
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if not cache[unit_id_2] then return 1 end
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return utils.compare(cache[unit_id_1], cache[unit_id_2])
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end
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local function sort_by_stress_desc(unit_id_1, unit_id_2)
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if unit_id_1 == unit_id_2 then return 0 end
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local unit1 = df.unit.find(unit_id_1)
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local unit2 = df.unit.find(unit_id_2)
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if not unit1 then return -1 end
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if not unit2 then return 1 end
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local happiness1 = unit1.status.current_soul.personality.stress
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local happiness2 = unit2.status.current_soul.personality.stress
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if happiness1 == happiness2 then
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return sort_by_name_desc(unit_id_1, unit_id_2)
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end
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return utils.compare(happiness2, happiness1)
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end
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local function sort_by_stress_asc(unit_id_1, unit_id_2)
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if unit_id_1 == unit_id_2 then return 0 end
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local unit1 = df.unit.find(unit_id_1)
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local unit2 = df.unit.find(unit_id_2)
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if not unit1 then return -1 end
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if not unit2 then return 1 end
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local happiness1 = unit1.status.current_soul.personality.stress
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local happiness2 = unit2.status.current_soul.personality.stress
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if happiness1 == happiness2 then
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return sort_by_name_desc(unit_id_1, unit_id_2)
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end
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return utils.compare(happiness1, happiness2)
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end
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local function get_skill(unit_id, skill, unit)
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unit = unit or df.unit.find(unit_id)
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return unit and
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unit.status.current_soul and
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utils.binsearch(unit.status.current_soul.skills, skill, 'id')
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end
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local function melee_skill_effectiveness(unit, skill_list)
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-- Physical attributes
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local strength = dfhack.units.getPhysicalAttrValue(unit, df.physical_attribute_type.STRENGTH)
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local agility = dfhack.units.getPhysicalAttrValue(unit, df.physical_attribute_type.AGILITY)
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local toughness = dfhack.units.getPhysicalAttrValue(unit, df.physical_attribute_type.TOUGHNESS)
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local endurance = dfhack.units.getPhysicalAttrValue(unit, df.physical_attribute_type.ENDURANCE)
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local body_size_base = unit.body.size_info.size_base
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-- Mental attributes
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local willpower = dfhack.units.getMentalAttrValue(unit, df.mental_attribute_type.WILLPOWER)
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local spatial_sense = dfhack.units.getMentalAttrValue(unit, df.mental_attribute_type.SPATIAL_SENSE)
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local kinesthetic_sense = dfhack.units.getMentalAttrValue(unit, df.mental_attribute_type.KINESTHETIC_SENSE)
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-- Skills
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-- Finding the highest skill
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local skill_rating = 0
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for _, skill in ipairs(skill_list) do
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local melee_skill = dfhack.units.getNominalSkill(unit, skill, true)
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skill_rating = math.max(skill_rating, melee_skill)
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end
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local melee_combat_rating = dfhack.units.getNominalSkill(unit, df.job_skill.MELEE_COMBAT, true)
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local rating = skill_rating * 27000 + melee_combat_rating * 9000
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+ strength * 180 + body_size_base * 100 + kinesthetic_sense * 50 + endurance * 50
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+ agility * 30 + toughness * 20 + willpower * 20 + spatial_sense * 20
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return rating
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end
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local function make_sort_by_melee_skill_effectiveness_desc(list)
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return function(unit_id_1, unit_id_2)
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if unit_id_1 == unit_id_2 then return 0 end
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local unit1 = df.unit.find(unit_id_1)
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local unit2 = df.unit.find(unit_id_2)
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if not unit1 then return -1 end
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if not unit2 then return 1 end
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local rating1 = melee_skill_effectiveness(unit1, list)
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local rating2 = melee_skill_effectiveness(unit2, list)
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if rating1 == rating2 then return sort_by_name_desc(unit_id_1, unit_id_2) end
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return utils.compare(rating2, rating1)
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end
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end
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local function make_sort_by_melee_skill_effectiveness_asc(list)
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return function(unit_id_1, unit_id_2)
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if unit_id_1 == unit_id_2 then return 0 end
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local unit1 = df.unit.find(unit_id_1)
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local unit2 = df.unit.find(unit_id_2)
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if not unit1 then return -1 end
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if not unit2 then return 1 end
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local rating1 = melee_skill_effectiveness(unit1, list)
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local rating2 = melee_skill_effectiveness(unit2, list)
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if rating1 == rating2 then return sort_by_name_desc(unit_id_1, unit_id_2) end
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return utils.compare(rating1, rating2)
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end
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end
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-- FUnction could easily be adapted to different weapon types.
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local function ranged_skill_effectiveness(unit, skill_list)
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-- Physical attributes
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local agility = dfhack.units.getPhysicalAttrValue(unit, df.physical_attribute_type.AGILITY)
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-- Mental attributes
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local spatial_sense = dfhack.units.getMentalAttrValue(unit, df.mental_attribute_type.SPATIAL_SENSE)
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local kinesthetic_sense = dfhack.units.getMentalAttrValue(unit, df.mental_attribute_type.KINESTHETIC_SENSE)
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local focus = dfhack.units.getMentalAttrValue(unit, df.mental_attribute_type.FOCUS)
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-- Skills
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-- Finding the highest skill
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local skill_rating = 0
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for _, skill in ipairs(skill_list) do
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local ranged_skill = dfhack.units.getNominalSkill(unit, skill, true)
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skill_rating = math.max(skill_rating, ranged_skill)
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end
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local ranged_combat = dfhack.units.getNominalSkill(unit, df.job_skill.RANGED_COMBAT, true)
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local rating = skill_rating * 24000 + ranged_combat * 8000
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+ agility * 15 + spatial_sense * 15 + kinesthetic_sense * 6 + focus * 6
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return rating
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end
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local function make_sort_by_ranged_skill_effectiveness_desc(list)
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return function(unit_id_1, unit_id_2)
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if unit_id_1 == unit_id_2 then return 0 end
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local unit1 = df.unit.find(unit_id_1)
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local unit2 = df.unit.find(unit_id_2)
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if not unit1 then return -1 end
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if not unit2 then return 1 end
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local rating1 = ranged_skill_effectiveness(unit1, list)
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local rating2 = ranged_skill_effectiveness(unit2, list)
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if rating1 == rating2 then return sort_by_name_desc(unit_id_1, unit_id_2) end
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return utils.compare(rating2, rating1)
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end
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end
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local function make_sort_by_ranged_skill_effectiveness_asc(list)
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return function(unit_id_1, unit_id_2)
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if unit_id_1 == unit_id_2 then return 0 end
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local unit1 = df.unit.find(unit_id_1)
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local unit2 = df.unit.find(unit_id_2)
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if not unit1 then return -1 end
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if not unit2 then return 1 end
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local rating1 = ranged_skill_effectiveness(unit1, list)
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local rating2 = ranged_skill_effectiveness(unit2, list)
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if rating1 == rating2 then return sort_by_name_desc(unit_id_1, unit_id_2) end
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return utils.compare(rating1, rating2)
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end
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end
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local function make_sort_by_skill_desc(sort_skill)
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return function(unit_id_1, unit_id_2)
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if unit_id_1 == unit_id_2 then return 0 end
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if unit_id_1 == -1 then return -1 end
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if unit_id_2 == -1 then return 1 end
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local s1 = get_skill(unit_id_1, sort_skill)
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local s2 = get_skill(unit_id_2, sort_skill)
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if s1 == s2 then return sort_by_name_desc(unit_id_1, unit_id_2) end
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if not s2 then return -1 end
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if not s1 then return 1 end
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if s1.rating ~= s2.rating then
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return utils.compare(s2.rating, s1.rating)
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end
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if s1.experience ~= s2.experience then
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return utils.compare(s2.experience, s1.experience)
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end
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return sort_by_name_desc(unit_id_1, unit_id_2)
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end
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end
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local function make_sort_by_skill_asc(sort_skill)
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return function(unit_id_1, unit_id_2)
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if unit_id_1 == unit_id_2 then return 0 end
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if unit_id_1 == -1 then return -1 end
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if unit_id_2 == -1 then return 1 end
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local s1 = get_skill(unit_id_1, sort_skill)
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local s2 = get_skill(unit_id_2, sort_skill)
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if s1 == s2 then return sort_by_name_desc(unit_id_1, unit_id_2) end
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if not s2 then return 1 end
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if not s1 then return -1 end
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if s1.rating ~= s2.rating then
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return utils.compare(s1.rating, s2.rating)
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end
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if s1.experience ~= s2.experience then
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return utils.compare(s1.experience, s2.experience)
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end
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return sort_by_name_desc(unit_id_1, unit_id_2)
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end
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end
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-- Statistical rating that is higher for dwarves that are mentally stable
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local function mental_stability(unit)
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local ALTRUISM = unit.status.current_soul.personality.traits.ALTRUISM
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local ANXIETY_PROPENSITY = unit.status.current_soul.personality.traits.ANXIETY_PROPENSITY
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local BRAVERY = unit.status.current_soul.personality.traits.BRAVERY
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local CHEER_PROPENSITY = unit.status.current_soul.personality.traits.CHEER_PROPENSITY
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local CURIOUS = unit.status.current_soul.personality.traits.CURIOUS
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local DISCORD = unit.status.current_soul.personality.traits.DISCORD
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local DUTIFULNESS = unit.status.current_soul.personality.traits.DUTIFULNESS
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local EMOTIONALLY_OBSESSIVE = unit.status.current_soul.personality.traits.EMOTIONALLY_OBSESSIVE
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local HUMOR = unit.status.current_soul.personality.traits.HUMOR
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local LOVE_PROPENSITY = unit.status.current_soul.personality.traits.LOVE_PROPENSITY
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local PERSEVERENCE = unit.status.current_soul.personality.traits.PERSEVERENCE
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local POLITENESS = unit.status.current_soul.personality.traits.POLITENESS
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local PRIVACY = unit.status.current_soul.personality.traits.PRIVACY
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local STRESS_VULNERABILITY = unit.status.current_soul.personality.traits.STRESS_VULNERABILITY
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local TOLERANT = unit.status.current_soul.personality.traits.TOLERANT
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local CRAFTSMANSHIP = setbelief.getUnitBelief(unit, df.value_type['CRAFTSMANSHIP'])
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local FAMILY = setbelief.getUnitBelief(unit, df.value_type['FAMILY'])
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local HARMONY = setbelief.getUnitBelief(unit, df.value_type['HARMONY'])
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local INDEPENDENCE = setbelief.getUnitBelief(unit, df.value_type['INDEPENDENCE'])
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local KNOWLEDGE = setbelief.getUnitBelief(unit, df.value_type['KNOWLEDGE'])
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local LEISURE_TIME = setbelief.getUnitBelief(unit, df.value_type['LEISURE_TIME'])
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local NATURE = setbelief.getUnitBelief(unit, df.value_type['NATURE'])
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local SKILL = setbelief.getUnitBelief(unit, df.value_type['SKILL'])
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-- Calculate the rating using the defined variables
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local rating = (CRAFTSMANSHIP * -0.01) + (FAMILY * -0.09) + (HARMONY * 0.05)
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+ (INDEPENDENCE * 0.06) + (KNOWLEDGE * -0.30) + (LEISURE_TIME * 0.24)
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+ (NATURE * 0.27) + (SKILL * -0.21) + (ALTRUISM * 0.13)
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+ (ANXIETY_PROPENSITY * -0.06) + (BRAVERY * 0.06)
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+ (CHEER_PROPENSITY * 0.41) + (CURIOUS * -0.06) + (DISCORD * 0.14)
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+ (DUTIFULNESS * -0.03) + (EMOTIONALLY_OBSESSIVE * -0.13)
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+ (HUMOR * -0.05) + (LOVE_PROPENSITY * 0.15) + (PERSEVERENCE * -0.07)
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+ (POLITENESS * -0.14) + (PRIVACY * 0.03) + (STRESS_VULNERABILITY * -0.20)
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+ (TOLERANT * -0.11)
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return rating
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end
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local function sort_by_mental_stability_desc(unit_id_1, unit_id_2)
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if unit_id_1 == unit_id_2 then return 0 end
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local unit1 = df.unit.find(unit_id_1)
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local unit2 = df.unit.find(unit_id_2)
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if not unit1 then return -1 end
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if not unit2 then return 1 end
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local rating1 = mental_stability(unit1)
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local rating2 = mental_stability(unit2)
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if rating1 == rating2 then
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-- sorting by stress is opposite
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-- more mental stable dwarves should have less stress
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return sort_by_stress_asc(unit_id_1, unit_id_2)
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end
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return utils.compare(rating2, rating1)
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end
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local function sort_by_mental_stability_asc(unit_id_1, unit_id_2)
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if unit_id_1 == unit_id_2 then return 0 end
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local unit1 = df.unit.find(unit_id_1)
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local unit2 = df.unit.find(unit_id_2)
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if not unit1 then return -1 end
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if not unit2 then return 1 end
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local rating1 = mental_stability(unit1)
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local rating2 = mental_stability(unit2)
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if rating1 == rating2 then
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return sort_by_stress_desc(unit_id_1, unit_id_2)
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end
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return utils.compare(rating1, rating2)
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end
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-- Statistical rating that is higher for more potent dwarves in long run melee military training
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-- Rating considers fighting melee opponents
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-- Wounds are not considered!
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local function melee_combat_potential(unit)
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-- Physical attributes
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local strength = unit.body.physical_attrs.STRENGTH.max_value
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local agility = unit.body.physical_attrs.AGILITY.max_value
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local toughness = unit.body.physical_attrs.TOUGHNESS.max_value
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local endurance = unit.body.physical_attrs.ENDURANCE.max_value
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local body_size_base = unit.body.size_info.size_base
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-- Mental attributes
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local willpower = unit.status.current_soul.mental_attrs.WILLPOWER.max_value
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local spatial_sense = unit.status.current_soul.mental_attrs.SPATIAL_SENSE.max_value
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local kinesthetic_sense = unit.status.current_soul.mental_attrs.KINESTHETIC_SENSE.max_value
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-- melee combat potential rating
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local rating = strength * 264 + endurance * 84 + body_size_base * 77 + kinesthetic_sense * 74
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+ agility * 33 + willpower * 31 + spatial_sense * 27 + toughness * 25
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return rating
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end
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local function sort_by_melee_combat_potential_desc(unit_id_1, unit_id_2)
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if unit_id_1 == unit_id_2 then return 0 end
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local unit1 = df.unit.find(unit_id_1)
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local unit2 = df.unit.find(unit_id_2)
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if not unit1 then return -1 end
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if not unit2 then return 1 end
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local rating1 = melee_combat_potential(unit1)
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local rating2 = melee_combat_potential(unit2)
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if rating1 == rating2 then
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return sort_by_mental_stability_desc(unit_id_1, unit_id_2)
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end
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return utils.compare(rating2, rating1)
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end
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local function sort_by_melee_combat_potential_asc(unit_id_1, unit_id_2)
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if unit_id_1 == unit_id_2 then return 0 end
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local unit1 = df.unit.find(unit_id_1)
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local unit2 = df.unit.find(unit_id_2)
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if not unit1 then return -1 end
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if not unit2 then return 1 end
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local rating1 = melee_combat_potential(unit1)
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local rating2 = melee_combat_potential(unit2)
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if rating1 == rating2 then
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return sort_by_mental_stability_asc(unit_id_1, unit_id_2)
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end
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return utils.compare(rating1, rating2)
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end
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-- Statistical rating that is higher for more potent dwarves in long run ranged military training
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-- Wounds are not considered!
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local function ranged_combat_potential(unit)
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-- Physical attributes
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local agility = unit.body.physical_attrs.AGILITY.max_value
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-- 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
|