160 lines
6.2 KiB
Lua
160 lines
6.2 KiB
Lua
local _ENV = mkmodule('plugins.sort.places')
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local sortoverlay = require('plugins.sort.sortoverlay')
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local locationselector = require('plugins.sort.locationselector')
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local widgets = require('gui.widgets')
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local utils = require('utils')
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local info = df.global.game.main_interface.info
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local buildings = info.buildings
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local zone_names = {
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[df.civzone_type.MeetingHall] = 'Meeting Area',
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[df.civzone_type.Bedroom] = 'Bedroom',
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[df.civzone_type.DiningHall] = 'Dining Hall',
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[df.civzone_type.Pen] = 'Pen Pasture',
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[df.civzone_type.Pond] = 'Pit Pond',
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[df.civzone_type.WaterSource] = 'Water Source',
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[df.civzone_type.Dungeon] = 'Dungeon',
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[df.civzone_type.FishingArea] = 'Fishing',
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[df.civzone_type.SandCollection] = 'Sand',
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[df.civzone_type.Office] = 'Office',
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[df.civzone_type.Dormitory] = 'Dormitory',
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[df.civzone_type.Barracks] = 'Barrachs',
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[df.civzone_type.ArcheryRange] = 'Archery Range',
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[df.civzone_type.Dump] = 'Garbage Dump',
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[df.civzone_type.AnimalTraining] = 'Animal Training',
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[df.civzone_type.Tomb] = 'Tomb',
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[df.civzone_type.PlantGathering] = 'Gather Fruit',
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[df.civzone_type.ClayCollection] = 'Clay'
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}
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-- I used strings rather than df.civzone_type because nobody is going to search "MeadHall" they're going to search "Tavern"
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local language_name_types = {
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[df.language_name_type.SymbolFood] = 'Inn Tavern',
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[df.language_name_type.Temple] = 'Temple',
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[df.language_name_type.Hospital] = 'Hospital',
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[df.language_name_type.Guildhall] = 'Guildhall',
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[df.language_name_type.Library] = 'Library'
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}
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local function get_location_religion(religion_id, religion_type)
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if religion_type == -1 then return 'Temple'
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else return locationselector.get_religion_string(religion_id, religion_type) or '' end
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end
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local function get_default_zone_name(zone_type)
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return zone_names[zone_type] or ''
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end
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local function get_zone_search_key(zone)
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local site = df.global.world.world_data.active_site[0]
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local result = {}
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-- allow zones to be searchable by their name
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if #zone.name == 0 then
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table.insert(result, get_default_zone_name(zone.type))
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else
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table.insert(result, zone.name)
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end
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-- allow zones w/ assignments to be searchable by their assigned unit
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if zone.assigned_unit ~= nil then
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table.insert(result, sortoverlay.get_unit_search_key(zone.assigned_unit))
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end
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-- allow zones to be searchable by type
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if zone.location_id == -1 then -- zone is NOT a special location and we don't need to do anything special for type searching
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table.insert(result, df.civzone_type[zone.type]);
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else -- zone is a special location and we need to get its type from world data
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local building, success, _ = utils.binsearch(site.buildings, zone.location_id, 'id')
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if success and building.name then
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table.insert(result, language_name_types[building.name.type] or '')
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if building.name.has_name then
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table.insert(result, dfhack.TranslateName(building.name, true))
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end
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end
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end
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-- allow barracks to be searchable by assigned squad
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for _, squad in ipairs(zone.squad_room_info) do
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table.insert(result, dfhack.military.getSquadName(squad.squad_id))
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end
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return table.concat(result, ' ')
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end
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local function get_location_search_key(zone)
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local site = df.global.world.world_data.active_site[0]
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local result = {}
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-- get language_name and type (we dont need user-given zone name because it does not appear on this page)
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local building, success, _ = utils.binsearch(site.buildings, zone.location_id, 'id')
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if success and building.name then
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table.insert(result, language_name_types[building.name.type] or '')
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if building.name.has_name then
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table.insert(result, dfhack.TranslateName(building.name, true))
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end
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-- for temples and guildhalls, get assigned organization
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if language_name_types[building.name.type] == 'Temple' then
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table.insert(result, get_location_religion(building.deity_data.Deity or building.deity_data.Religion, building.deity_type))
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elseif language_name_types[building.name.type] == 'Guildhall' then
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-- Broke this up into two locals because table.insert doesn't like it all being inside the second argument for some reason
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local profession = df.profession[building.contents.profession]
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local dwarfified_profession = profession:gsub('[Mm][Aa][Nn]', 'dwarf') -- Craftsman becomes Craftsdwarf, etc
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table.insert(result, dwarfified_profession)
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end
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end
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return table.concat(result, ' ')
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end
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-- ----------------------
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-- PlacesOverlay
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--
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PlacesOverlay = defclass(PlacesOverlay, sortoverlay.SortOverlay)
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PlacesOverlay.ATTRS{
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default_pos={x=71, y=9},
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viewscreens='dwarfmode/Info',
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frame={w=40, h=6}
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}
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function PlacesOverlay:init()
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self:addviews{
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widgets.BannerPanel{
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frame={l=0, t=0, r=0, h=1},
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visible=self:callback('get_key'),
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subviews={
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widgets.EditField{
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view_id='search',
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frame={l=1, t=0, r=1},
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label_text="Search: ",
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key='CUSTOM_ALT_S',
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on_change=function(text) self:do_search(text) end,
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},
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},
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},
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}
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self:register_handler('ZONES', buildings.list[df.buildings_mode_type.ZONES], curry(sortoverlay.single_vector_search, {get_search_key_fn=get_zone_search_key}))
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self:register_handler('LOCATIONS', buildings.list[df.buildings_mode_type.LOCATIONS], curry(sortoverlay.single_vector_search, {get_search_key_fn=get_location_search_key}))
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end
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function PlacesOverlay:get_key()
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if info.current_mode == df.info_interface_mode_type.BUILDINGS then
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-- TODO: Replace nested if with 'return df.buildings_mode_type[buildings.mode]' once other handlers are written
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-- Not there right now so it doesn't render a search bar on unsupported Places subpages
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if buildings.mode == df.buildings_mode_type.ZONES then
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return 'ZONES'
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elseif buildings.mode == df.buildings_mode_type.LOCATIONS then
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return 'LOCATIONS'
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end
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end
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end
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return _ENV
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