211 lines
5.9 KiB
Lua
211 lines
5.9 KiB
Lua
-- Assign weapon racks to squads. Requires the weaponrack-unassign patch.
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--[[=begin
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gui/assign-rack
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===============
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`This script requires a binpatch <binpatches/needs-patch>`, which has not
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been available since DF 0.34.11
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See :bug:`1445` for more info about the patches.
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=end]]
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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 widgets = require 'gui.widgets'
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local dlg = require 'gui.dialogs'
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local bp = require 'binpatch'
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AssignRack = defclass(AssignRack, guidm.MenuOverlay)
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AssignRack.focus_path = 'assign-rack'
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AssignRack.ATTRS {
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building = DEFAULT_NIL,
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frame_inset = 1,
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frame_background = COLOR_BLACK,
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}
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function list_squads(building,squad_table,squad_list)
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local sqlist = building:getSquads()
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if not sqlist then
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return
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end
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for i,v in ipairs(sqlist) do
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local obj = df.squad.find(v.squad_id)
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if obj then
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if not squad_table[v.squad_id] then
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squad_table[v.squad_id] = { id = v.squad_id, obj = obj }
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table.insert(squad_list, squad_table[v.squad_id])
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end
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-- Set specific use flags
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for n,ok in pairs(v.mode) do
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if ok then
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squad_table[v.squad_id][n] = true
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end
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end
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-- Check if any use is possible
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local btype = building:getType()
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if btype == df.building_type.Bed then
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if v.mode.sleep then
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squad_table[v.squad_id].any = true
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end
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elseif btype == df.building.Weaponrack then
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if v.mode.train or v.mode.indiv_eq then
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squad_table[v.squad_id].any = true
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end
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else
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if v.mode.indiv_eq then
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squad_table[v.squad_id].any = true
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end
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end
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end
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end
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for i,v in ipairs(building.parents) do
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list_squads(v, squad_table, squad_list)
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end
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end
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function filter_invalid(list, id)
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for i=#list-1,0,-1 do
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local bld = df.building.find(list[i])
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if not bld or bld:getSpecificSquad() ~= id then
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list:erase(i)
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end
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end
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end
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function AssignRack:init(args)
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self.squad_table = {}
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self.squad_list = {}
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list_squads(self.building, self.squad_table, self.squad_list)
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table.sort(self.squad_list, function(a,b) return a.id < b.id end)
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self.choices = {}
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for i,v in ipairs(self.squad_list) do
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if v.any and (v.train or v.indiv_eq) then
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local name = v.obj.alias
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if name == '' then
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name = dfhack.TranslateName(v.obj.name, true)
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end
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filter_invalid(v.obj.rack_combat, v.id)
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filter_invalid(v.obj.rack_training, v.id)
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table.insert(self.choices, {
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icon = self:callback('isSelected', v),
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icon_pen = COLOR_LIGHTGREEN,
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obj = v,
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text = {
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name, NEWLINE, ' ',
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{ text = function()
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return string.format('%d combat, %d training', #v.obj.rack_combat, #v.obj.rack_training)
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end }
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}
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})
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end
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end
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self:addviews{
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widgets.Label{
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frame = { l = 0, t = 0 },
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text = {
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'Assign Weapon Rack'
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}
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},
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widgets.List{
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view_id = 'list',
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frame = { t = 2, b = 2 },
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icon_width = 2, row_height = 2,
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scroll_keys = widgets.SECONDSCROLL,
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choices = self.choices,
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on_submit = self:callback('onSubmit'),
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},
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widgets.Label{
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frame = { l = 0, t = 2 },
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text_pen = COLOR_LIGHTRED,
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text = 'No appropriate barracks\n\nNote: weapon racks use the\nIndividual equipment flag',
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visible = (#self.choices == 0),
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},
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widgets.Label{
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frame = { l = 0, b = 0 },
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text = {
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{ key = 'LEAVESCREEN', text = ': Back',
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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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end
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function AssignRack:isSelected(info)
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if self.building.specific_squad == info.id then
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return '\xfb'
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else
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return nil
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end
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end
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function AssignRack:onSubmit(idx, choice)
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local rid = self.building.id
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local curid = self.building.specific_squad
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local cur = df.squad.find(curid)
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if cur then
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utils.erase_sorted(cur.rack_combat, rid)
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utils.erase_sorted(cur.rack_training, rid)
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end
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self.building.specific_squad = -1
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df.global.ui.equipment.update.buildings = true
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local new = df.squad.find(choice.obj.id)
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if new and choice.obj.id ~= curid then
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self.building.specific_squad = choice.obj.id
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if choice.obj.indiv_eq then
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utils.insert_sorted(new.rack_combat, rid)
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end
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if choice.obj.train then
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utils.insert_sorted(new.rack_training, rid)
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end
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end
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end
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function AssignRack:onInput(keys)
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if self:propagateMoveKeys(keys) then
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if df.global.world.selected_building ~= self.building then
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self:dismiss()
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end
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else
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AssignRack.super.onInput(self, keys)
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end
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end
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if dfhack.gui.getCurFocus() ~= 'dwarfmode/QueryBuilding/Some/Weaponrack' then
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qerror("This script requires a weapon rack selected in the 'q' mode")
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end
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AssignRack{ building = dfhack.gui.getSelectedBuilding() }:show()
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if not already_patched then
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local patch = bp.load_dif_file('weaponrack-unassign')
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if patch and patch:isApplied() then
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already_patched = true
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end
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end
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if not already_patched then
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dlg.showMessage(
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'BUG ALERT',
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{ 'This script requires applying the binary patch', NEWLINE,
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'named weaponrack-unassign. Otherwise the game', NEWLINE,
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'will lose your settings due to a bug.' },
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COLOR_YELLOW
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)
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end
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