247 lines
7.3 KiB
Lua
247 lines
7.3 KiB
Lua
-- Browses rooms owned by a unit.
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local utils = require 'utils'
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local gui = require 'gui'
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local guidm = require 'gui.dwarfmode'
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local room_type_table = {
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[df.building_bedst] = { token = 'bed', qidx = 2, tile = 233 },
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[df.building_tablest] = { token = 'table', qidx = 3, tile = 209 },
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[df.building_chairst] = { token = 'chair', qidx = 4, tile = 210 },
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[df.building_coffinst] = { token = 'coffin', qidx = 5, tile = 48 },
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}
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local room_quality_table = {
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{ 1, 'Meager Quarters', 'Meager Dining Room', 'Meager Office', 'Grave' },
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{ 100, 'Modest Quarters', 'Modest Dining Room', 'Modest Office', "Servant's Burial Chamber" },
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{ 250, 'Quarters', 'Dining Room', 'Office', 'Burial Chamber' },
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{ 500, 'Decent Quarters', 'Decent Dining Room', 'Decent Office', 'Tomb' },
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{ 1000, 'Fine Quarters', 'Fine Dining Room', 'Splendid Office', 'Fine Tomb' },
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{ 1500, 'Great Bedroom', 'Great Dining Room', 'Throne Room', 'Mausoleum' },
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{ 2500, 'Grand Bedroom', 'Grand Dining Room', 'Opulent Throne Room', 'Grand Mausoleum' },
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{ 10000, 'Royal Bedroom', 'Royal Dining Room', 'Royal Throne Room', 'Royal Mausoleum' }
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}
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function getRoomName(building, unit)
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local info = room_type_table[building._type]
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if not info or not building.is_room then
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return utils.getBuildingName(building)
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end
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local quality = building:getRoomValue(unit)
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local row = room_quality_table[1]
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for _,v in ipairs(room_quality_table) do
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if v[1] <= quality then
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row = v
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else
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break
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end
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end
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return row[info.qidx]
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end
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function makeRoomEntry(bld, unit, is_spouse)
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local info = room_type_table[bld._type] or {}
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return {
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obj = bld,
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token = info.token or '?',
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tile = info.tile or '?',
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caption = getRoomName(bld, unit),
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can_use = (not is_spouse or bld:canUseSpouseRoom()),
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owner = unit
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}
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end
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function listRooms(unit, spouse)
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local rv = {}
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for _,v in pairs(unit.owned_buildings) do
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if v.owner == unit then
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rv[#rv+1] = makeRoomEntry(v, unit, spouse)
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end
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end
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return rv
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end
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function concat_lists(...)
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local rv = {}
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for i = 1,select('#',...) do
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local v = select(i,...)
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if v then
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for _,x in ipairs(v) do rv[#rv+1] = x end
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end
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end
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return rv
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end
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RoomList = defclass(RoomList, guidm.MenuOverlay)
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RoomList.focus_path = 'room-list'
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function RoomList:init(unit)
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local base_bld = df.global.world.selected_building
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self:init_fields{
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unit = unit, base_building = base_bld,
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items = {}, selected = 1,
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own_rooms = {}, spouse_rooms = {}
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}
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guidm.MenuOverlay.init(self)
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self.old_viewport = self:getViewport()
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self.old_cursor = guidm.getCursorPos()
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if unit then
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self.own_rooms = listRooms(unit)
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self.spouse = df.unit.find(unit.relations.spouse_id)
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if self.spouse then
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self.spouse_rooms = listRooms(self.spouse, unit)
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end
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self.items = concat_lists(self.own_rooms, self.spouse_rooms)
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end
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if base_bld then
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for i,v in ipairs(self.items) do
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if v.obj == base_bld then
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self.selected = i
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v.tile = 26
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goto found
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end
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end
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self.base_item = makeRoomEntry(base_bld, unit)
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self.base_item.owner = unit
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self.base_item.old_owner = base_bld.owner
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self.base_item.tile = 26
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self.items = concat_lists({self.base_item}, self.items)
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::found::
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end
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return self
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end
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local sex_char = { [0] = 12, [1] = 11 }
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function drawUnitName(dc, unit)
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dc:pen(COLOR_GREY)
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if unit then
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local color = dfhack.units.getProfessionColor(unit)
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dc:char(sex_char[unit.sex] or '?'):advance(1):pen(color)
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local vname = dfhack.units.getVisibleName(unit)
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if vname and vname.has_name then
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dc:string(dfhack.TranslateName(vname)..', ')
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end
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dc:string(dfhack.units.getProfessionName(unit))
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else
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dc:string("No Owner Assigned")
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end
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end
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function drawRoomEntry(dc, entry, selected)
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local color = COLOR_GREEN
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if not entry.can_use then
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color = COLOR_RED
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elseif entry.obj.owner ~= entry.owner or not entry.owner then
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color = COLOR_CYAN
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end
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dc:pen{fg = color, bold = (selected == entry)}
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dc:char(entry.tile):advance(1):string(entry.caption)
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end
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function can_modify(sel_item)
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return sel_item and sel_item.owner
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and sel_item.can_use and not sel_item.owner.flags1.dead
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end
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function RoomList:onRenderBody(dc)
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local sel_item = self.items[self.selected]
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dc:clear():seek(1,1)
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drawUnitName(dc, self.unit)
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if self.base_item then
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dc:newline():newline(2)
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drawRoomEntry(dc, self.base_item, sel_item)
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end
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if #self.own_rooms > 0 then
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dc:newline()
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for _,v in ipairs(self.own_rooms) do
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dc:newline(2)
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drawRoomEntry(dc, v, sel_item)
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end
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end
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if #self.spouse_rooms > 0 then
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dc:newline():newline(1)
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drawUnitName(dc, self.spouse)
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dc:newline()
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for _,v in ipairs(self.spouse_rooms) do
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dc:newline(2)
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drawRoomEntry(dc, v, sel_item)
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end
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end
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if self.unit and #self.own_rooms == 0 and #self.spouse_rooms == 0 then
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dc:newline():newline(2):string("No already assigned rooms.", COLOR_LIGHTRED)
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end
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dc:newline():newline(1):pen(COLOR_WHITE)
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dc:string("Esc", COLOR_LIGHTGREEN):string(": Back")
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if can_modify(sel_item) then
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dc:string(", "):string("Enter", COLOR_LIGHTGREEN)
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if sel_item.obj.owner == sel_item.owner then
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dc:string(": Unassign")
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else
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dc:string(": Assign")
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end
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end
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end
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function RoomList:changeSelected(delta)
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if #self.items <= 1 then return end
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self.selected = 1 + (self.selected + delta - 1) % #self.items
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self:selectBuilding(self.items[self.selected].obj)
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end
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function RoomList:onInput(keys)
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local sel_item = self.items[self.selected]
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if keys.SECONDSCROLL_UP then
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self:changeSelected(-1)
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elseif keys.SECONDSCROLL_DOWN then
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self:changeSelected(1)
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elseif keys.LEAVESCREEN then
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self:dismiss()
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if self.base_building then
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if not sel_item or self.base_building ~= sel_item.obj then
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self:selectBuilding(self.base_building, self.old_cursor, self.old_view)
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end
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if self.unit and self.base_building.owner == self.unit then
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df.global.ui_building_in_assign = false
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end
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end
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elseif keys.SELECT then
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if can_modify(sel_item) then
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local owner = sel_item.owner
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if sel_item.obj.owner == owner then
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owner = sel_item.old_owner
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end
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dfhack.buildings.setOwner(sel_item.obj, owner)
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end
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elseif self:simulateViewScroll(keys) then
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return
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end
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end
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local focus = dfhack.gui.getCurFocus()
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if focus == 'dwarfmode/QueryBuilding/Some' then
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local base = df.global.world.selected_building
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mkinstance(RoomList):init(base.owner):show()
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elseif focus == 'dwarfmode/QueryBuilding/Some/Assign/Unit' then
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local unit = df.global.ui_building_assign_units[df.global.ui_building_item_cursor]
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mkinstance(RoomList):init(unit):show()
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else
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qerror("This script requires the main dwarfmode view in 'q' mode")
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end
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