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sort.lua
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1315 lines (1191 loc) · 52.5 KB
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local _ENV = mkmodule('plugins.sort')
local gui = require('gui')
local overlay = require('plugins.overlay')
local setbelief = reqscript('modtools/set-belief')
local utils = require('utils')
local widgets = require('gui.widgets')
local GLOBAL_KEY = 'sort'
local function get_rating(val, baseline, range, highest, high, med, low)
val = val - (baseline or 0)
range = range or 100
local percentile = (math.min(range, val) * 100) // range
if percentile < (low or 25) then return percentile, COLOR_RED end
if percentile < (med or 50) then return percentile, COLOR_LIGHTRED end
if percentile < (high or 75) then return percentile, COLOR_YELLOW end
if percentile < (highest or 90) then return percentile, COLOR_GREEN end
return percentile, COLOR_LIGHTGREEN
end
local function get_name(unit)
return unit and dfhack.toSearchNormalized(dfhack.translation.translateName(dfhack.units.getVisibleName(unit)))
end
local function sort_by_name_desc(unit1, unit2)
local name1 = get_name(unit1)
local name2 = get_name(unit2)
return utils.compare_name(name1, name2)
end
local active_units = df.global.world.units.active
local active_idx_cache = {}
local function get_active_idx_cache()
local num_active_units = #active_units
if num_active_units == 0 or active_idx_cache[active_units[num_active_units-1].id] ~= num_active_units-1 then
active_idx_cache = {}
for i,active_unit in ipairs(active_units) do
active_idx_cache[active_unit.id] = i
end
end
return active_idx_cache
end
local function is_original_dwarf(unit)
return df.global.plotinfo.fortress_age == unit.usable_interaction.time_on_site // 10
end
local WAVE_END_GAP = 10000
local function get_most_recent_wave_oldest_active_idx(cache)
local oldest_unit
for idx=#active_units-1,0,-1 do
local unit = active_units[idx]
if not dfhack.units.isCitizen(unit) then goto continue end
if oldest_unit and unit.usable_interaction.time_on_site - oldest_unit.usable_interaction.time_on_site > WAVE_END_GAP then
return cache[oldest_unit.id]
else
oldest_unit = unit
end
::continue::
end
end
-- return green for most recent wave, red for the first wave, yellow for all others
-- rating is an up to three digit number that indicates the (approximate) order
local function get_arrival_rating(unit)
local cache = get_active_idx_cache()
local unit_active_idx = cache[unit.id]
if not unit_active_idx then return end
local most_recent_wave_oldest_active_idx = get_most_recent_wave_oldest_active_idx(cache)
if not most_recent_wave_oldest_active_idx then return end
local num_active_units = #active_units
local rating = num_active_units < 1000 and unit_active_idx or ((unit_active_idx * 1000) // #active_units)
if most_recent_wave_oldest_active_idx < unit_active_idx then
return rating, COLOR_LIGHTGREEN
end
if is_original_dwarf(unit) then
return rating, COLOR_RED
end
return rating, COLOR_YELLOW
end
local function sort_by_arrival_desc(unit1, unit2)
local cache = get_active_idx_cache()
if not cache[unit1.id] then return -1 end
if not cache[unit2.id] then return 1 end
return utils.compare(cache[unit2.id], cache[unit1.id])
end
local function sort_by_arrival_asc(unit1, unit2)
local cache = get_active_idx_cache()
if not cache[unit1.id] then return -1 end
if not cache[unit2.id] then return 1 end
return utils.compare(cache[unit1.id], cache[unit2.id])
end
local function get_stress(unit)
return unit and
unit.status.current_soul and
unit.status.current_soul.personality.stress
end
local function get_stress_rating(unit)
return get_rating(dfhack.units.getStressCategory(unit), 0, 100, 4, 3, 2, 1)
end
local function sort_by_stress_desc(unit1, unit2)
local happiness1 = get_stress(unit1)
local happiness2 = get_stress(unit2)
if happiness1 == happiness2 then
return sort_by_name_desc(unit1, unit2)
end
if not happiness2 then return -1 end
if not happiness1 then return 1 end
return utils.compare(happiness2, happiness1)
end
local function sort_by_stress_asc(unit1, unit2)
local happiness1 = get_stress(unit1)
local happiness2 = get_stress(unit2)
if happiness1 == happiness2 then
return sort_by_name_desc(unit1, unit2)
end
if not happiness2 then return 1 end
if not happiness1 then return -1 end
return utils.compare(happiness1, happiness2)
end
local function get_skill(skill, unit)
return unit and
unit.status.current_soul and
(utils.binsearch(unit.status.current_soul.skills, skill, 'id'))
end
local function get_skill_rating(skill, unit)
local uskill = get_skill(skill, unit)
if not uskill then return nil end
return get_rating(uskill.rating, 0, 100, 10, 5, 1, 0)
end
local MELEE_WEAPON_SKILLS = {
df.job_skill.AXE,
df.job_skill.SWORD,
df.job_skill.MACE,
df.job_skill.HAMMER,
df.job_skill.SPEAR,
}
local function melee_skill_effectiveness(unit)
-- Physical attributes
local strength = dfhack.units.getPhysicalAttrValue(unit, df.physical_attribute_type.STRENGTH)
local agility = dfhack.units.getPhysicalAttrValue(unit, df.physical_attribute_type.AGILITY)
local toughness = dfhack.units.getPhysicalAttrValue(unit, df.physical_attribute_type.TOUGHNESS)
local endurance = dfhack.units.getPhysicalAttrValue(unit, df.physical_attribute_type.ENDURANCE)
local body_size_base = unit.body.size_info.size_base
-- Mental attributes
local willpower = dfhack.units.getMentalAttrValue(unit, df.mental_attribute_type.WILLPOWER)
local spatial_sense = dfhack.units.getMentalAttrValue(unit, df.mental_attribute_type.SPATIAL_SENSE)
local kinesthetic_sense = dfhack.units.getMentalAttrValue(unit, df.mental_attribute_type.KINESTHETIC_SENSE)
-- Skills
-- Finding the highest skill
local skill_rating = 0
for _, skill in ipairs(MELEE_WEAPON_SKILLS) do
local melee_skill = dfhack.units.getNominalSkill(unit, skill, true)
skill_rating = math.max(skill_rating, melee_skill)
end
local melee_combat_rating = dfhack.units.getNominalSkill(unit, df.job_skill.MELEE_COMBAT, true)
local rating = skill_rating * 27000 + melee_combat_rating * 9000
+ strength * 180 + body_size_base * 100 + kinesthetic_sense * 50 + endurance * 50
+ agility * 30 + toughness * 20 + willpower * 20 + spatial_sense * 20
return rating
end
local function get_melee_skill_effectiveness_rating(unit)
return get_rating(melee_skill_effectiveness(unit), 350000, 2750000, 64, 52, 40, 28)
end
local function make_sort_by_melee_skill_effectiveness_desc()
return function(unit1, unit2)
local rating1 = melee_skill_effectiveness(unit1)
local rating2 = melee_skill_effectiveness(unit2)
if rating1 == rating2 then return sort_by_name_desc(unit1, unit2) end
return utils.compare(rating2, rating1)
end
end
local function make_sort_by_melee_skill_effectiveness_asc()
return function(unit1, unit2)
local rating1 = melee_skill_effectiveness(unit1)
local rating2 = melee_skill_effectiveness(unit2)
if rating1 == rating2 then return sort_by_name_desc(unit1, unit2) end
return utils.compare(rating1, rating2)
end
end
local RANGED_WEAPON_SKILLS = {
df.job_skill.CROSSBOW,
}
-- Function could easily be adapted to different weapon types.
local function ranged_skill_effectiveness(unit)
-- Physical attributes
local agility = dfhack.units.getPhysicalAttrValue(unit, df.physical_attribute_type.AGILITY)
-- Mental attributes
local spatial_sense = dfhack.units.getMentalAttrValue(unit, df.mental_attribute_type.SPATIAL_SENSE)
local kinesthetic_sense = dfhack.units.getMentalAttrValue(unit, df.mental_attribute_type.KINESTHETIC_SENSE)
local focus = dfhack.units.getMentalAttrValue(unit, df.mental_attribute_type.FOCUS)
-- Skills
-- Finding the highest skill
local skill_rating = 0
for _, skill in ipairs(RANGED_WEAPON_SKILLS) do
local ranged_skill = dfhack.units.getNominalSkill(unit, skill, true)
skill_rating = math.max(skill_rating, ranged_skill)
end
local ranged_combat = dfhack.units.getNominalSkill(unit, df.job_skill.RANGED_COMBAT, true)
local rating = skill_rating * 24000 + ranged_combat * 8000
+ agility * 15 + spatial_sense * 15 + kinesthetic_sense * 6 + focus * 6
return rating
end
local function get_ranged_skill_effectiveness_rating(unit)
return get_rating(ranged_skill_effectiveness(unit), 0, 800000, 72, 52, 31, 11)
end
local function make_sort_by_ranged_skill_effectiveness_desc()
return function(unit1, unit2)
local rating1 = ranged_skill_effectiveness(unit1)
local rating2 = ranged_skill_effectiveness(unit2)
if rating1 == rating2 then return sort_by_name_desc(unit1, unit2) end
return utils.compare(rating2, rating1)
end
end
local function make_sort_by_ranged_skill_effectiveness_asc()
return function(unit1, unit2)
local rating1 = ranged_skill_effectiveness(unit1)
local rating2 = ranged_skill_effectiveness(unit2)
if rating1 == rating2 then return sort_by_name_desc(unit1, unit2) end
return utils.compare(rating1, rating2)
end
end
local function make_sort_by_skill_desc(sort_skill)
return function(unit1, unit2)
local s1 = get_skill(sort_skill, unit1)
local s2 = get_skill(sort_skill, unit2)
if s1 == s2 then return sort_by_name_desc(unit1, unit2) end
if not s2 then return -1 end
if not s1 then return 1 end
if s1.rating ~= s2.rating then
return utils.compare(s2.rating, s1.rating)
end
if s1.experience ~= s2.experience then
return utils.compare(s2.experience, s1.experience)
end
return sort_by_name_desc(unit1, unit2)
end
end
local function make_sort_by_skill_asc(sort_skill)
return function(unit1, unit2)
local s1 = get_skill(sort_skill, unit1)
local s2 = get_skill(sort_skill, unit2)
if s1 == s2 then return sort_by_name_desc(unit1, unit2) end
if not s2 then return 1 end
if not s1 then return -1 end
if s1.rating ~= s2.rating then
return utils.compare(s1.rating, s2.rating)
end
if s1.experience ~= s2.experience then
return utils.compare(s1.experience, s2.experience)
end
return sort_by_name_desc(unit1, unit2)
end
end
-- Statistical rating that is higher for dwarves that are mentally stable
local function get_mental_stability(unit)
local altruism = unit.status.current_soul.personality.traits.ALTRUISM
local anxiety_propensity = unit.status.current_soul.personality.traits.ANXIETY_PROPENSITY
local bravery = unit.status.current_soul.personality.traits.BRAVERY
local cheer_propensity = unit.status.current_soul.personality.traits.CHEER_PROPENSITY
local curious = unit.status.current_soul.personality.traits.CURIOUS
local discord = unit.status.current_soul.personality.traits.DISCORD
local dutifulness = unit.status.current_soul.personality.traits.DUTIFULNESS
local emotionally_obsessive = unit.status.current_soul.personality.traits.EMOTIONALLY_OBSESSIVE
local humor = unit.status.current_soul.personality.traits.HUMOR
local love_propensity = unit.status.current_soul.personality.traits.LOVE_PROPENSITY
local perseverence = unit.status.current_soul.personality.traits.PERSEVERENCE
local politeness = unit.status.current_soul.personality.traits.POLITENESS
local privacy = unit.status.current_soul.personality.traits.PRIVACY
local stress_vulnerability = unit.status.current_soul.personality.traits.STRESS_VULNERABILITY
local tolerant = unit.status.current_soul.personality.traits.TOLERANT
local craftsmanship = setbelief.getUnitBelief(unit, df.value_type['CRAFTSMANSHIP'])
local family = setbelief.getUnitBelief(unit, df.value_type['FAMILY'])
local harmony = setbelief.getUnitBelief(unit, df.value_type['HARMONY'])
local independence = setbelief.getUnitBelief(unit, df.value_type['INDEPENDENCE'])
local knowledge = setbelief.getUnitBelief(unit, df.value_type['KNOWLEDGE'])
local leisure_time = setbelief.getUnitBelief(unit, df.value_type['LEISURE_TIME'])
local nature = setbelief.getUnitBelief(unit, df.value_type['NATURE'])
local skill = setbelief.getUnitBelief(unit, df.value_type['SKILL'])
-- calculate the rating using the defined variables
local rating = (craftsmanship * -0.01) + (family * -0.09) + (harmony * 0.05)
+ (independence * 0.06) + (knowledge * -0.30) + (leisure_time * 0.24)
+ (nature * 0.27) + (skill * -0.21) + (altruism * 0.13)
+ (anxiety_propensity * -0.06) + (bravery * 0.06)
+ (cheer_propensity * 0.41) + (curious * -0.06) + (discord * 0.14)
+ (dutifulness * -0.03) + (emotionally_obsessive * -0.13)
+ (humor * -0.05) + (love_propensity * 0.15) + (perseverence * -0.07)
+ (politeness * -0.14) + (privacy * 0.03) + (stress_vulnerability * -0.20)
+ (tolerant * -0.11)
return rating
end
local function sort_by_mental_stability_desc(unit1, unit2)
local rating1 = get_mental_stability(unit1)
local rating2 = get_mental_stability(unit2)
if rating1 == rating2 then
-- sorting by stress is opposite
-- more mental stable dwarves should have less stress
return sort_by_stress_asc(unit1, unit2)
end
return utils.compare(rating2, rating1)
end
local function sort_by_mental_stability_asc(unit1, unit2)
local rating1 = get_mental_stability(unit1)
local rating2 = get_mental_stability(unit2)
if rating1 == rating2 then
return sort_by_stress_desc(unit1, unit2)
end
return utils.compare(rating1, rating2)
end
-- Statistical rating that is higher for more potent dwarves in long run melee military training
-- Rating considers fighting melee opponents
-- Wounds are not considered!
local function get_melee_combat_potential(unit)
-- Physical attributes
local strength = unit.body.physical_attrs.STRENGTH.max_value
local agility = unit.body.physical_attrs.AGILITY.max_value
local toughness = unit.body.physical_attrs.TOUGHNESS.max_value
local endurance = unit.body.physical_attrs.ENDURANCE.max_value
local body_size_base = unit.body.size_info.size_base
-- Mental attributes
local willpower = unit.status.current_soul.mental_attrs.WILLPOWER.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
-- assume highest skill ratings
local skill_rating = df.skill_rating.Legendary5
local melee_combat_rating = df.skill_rating.Legendary5
-- melee combat potential rating
local rating = skill_rating * 27000 + melee_combat_rating * 9000
+ strength * 180 + body_size_base * 100 + kinesthetic_sense * 50 + endurance * 50
+ agility * 30 + toughness * 20 + willpower * 20 + spatial_sense * 20
return rating
end
local function get_melee_combat_potential_rating(unit)
return get_rating(get_melee_combat_potential(unit), 350000, 2750000, 64, 52, 40, 28)
end
local function sort_by_melee_combat_potential_desc(unit1, unit2)
local rating1 = get_melee_combat_potential(unit1)
local rating2 = get_melee_combat_potential(unit2)
if rating1 == rating2 then
return sort_by_mental_stability_desc(unit1, unit2)
end
return utils.compare(rating2, rating1)
end
local function sort_by_melee_combat_potential_asc(unit1, unit2)
local rating1 = get_melee_combat_potential(unit1)
local rating2 = get_melee_combat_potential(unit2)
if rating1 == rating2 then
return sort_by_mental_stability_asc(unit1, unit2)
end
return utils.compare(rating1, rating2)
end
-- Statistical rating that is higher for more potent dwarves in long run ranged military training
-- Wounds are not considered!
local function get_ranged_combat_potential(unit)
-- Physical attributes
local agility = unit.body.physical_attrs.AGILITY.max_value
-- 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
-- assume highest skill ratings
local skill_rating = df.skill_rating.Legendary5
local ranged_combat = df.skill_rating.Legendary5
-- ranged combat potential formula
local rating = skill_rating * 24000 + ranged_combat * 8000
+ agility * 15 + spatial_sense * 15 + kinesthetic_sense * 6 + focus * 6
return rating
end
local function get_ranged_combat_potential_rating(unit)
return get_rating(get_ranged_combat_potential(unit), 0, 800000, 72, 52, 31, 11)
end
local function sort_by_ranged_combat_potential_desc(unit1, unit2)
local rating1 = get_ranged_combat_potential(unit1)
local rating2 = get_ranged_combat_potential(unit2)
if rating1 == rating2 then
return sort_by_mental_stability_desc(unit1, unit2)
end
return utils.compare(rating2, rating1)
end
local function sort_by_ranged_combat_potential_asc(unit1, unit2)
local rating1 = get_ranged_combat_potential(unit1)
local rating2 = get_ranged_combat_potential(unit2)
if rating1 == rating2 then
return sort_by_mental_stability_asc(unit1, unit2)
end
return utils.compare(rating1, rating2)
end
local function get_need(unit)
if not unit or not unit.status.current_soul then return end
for _, need in ipairs(unit.status.current_soul.personality.needs) do
if need.id == df.need_type.MartialTraining and need.focus_level < 0 then
return -need.focus_level
end
end
end
local function get_need_rating(unit)
local focus_level = get_need(unit)
if not focus_level then return end
-- convert to stress ratings so we can use stress faces as labels
if focus_level > 100000 then return 0 end
if focus_level > 10000 then return 1 end
if focus_level > 1000 then return 2 end
if focus_level > 100 then return 3 end
return 6
end
local function sort_by_need_desc(unit1, unit2)
local rating1 = get_need(unit1)
local rating2 = get_need(unit2)
if rating1 == rating2 then
return sort_by_stress_desc(unit1, unit2)
end
if not rating2 then return -1 end
if not rating1 then return 1 end
return utils.compare(rating2, rating1)
end
local function sort_by_need_asc(unit1, unit2)
local rating1 = get_need(unit1)
local rating2 = get_need(unit2)
if rating1 == rating2 then
return sort_by_stress_asc(unit1, unit2)
end
if not rating2 then return 1 end
if not rating1 then return -1 end
return utils.compare(rating1, rating2)
end
local sort_by_any_melee_desc=make_sort_by_melee_skill_effectiveness_desc()
local sort_by_any_melee_asc=make_sort_by_melee_skill_effectiveness_asc()
local sort_by_any_ranged_desc=make_sort_by_ranged_skill_effectiveness_desc()
local sort_by_any_ranged_asc=make_sort_by_ranged_skill_effectiveness_asc()
local sort_by_teacher_desc=make_sort_by_skill_desc(df.job_skill.TEACHING)
local sort_by_teacher_asc=make_sort_by_skill_asc(df.job_skill.TEACHING)
local sort_by_tactics_desc=make_sort_by_skill_desc(df.job_skill.MILITARY_TACTICS)
local sort_by_tactics_asc=make_sort_by_skill_asc(df.job_skill.MILITARY_TACTICS)
local sort_by_ambusher_desc=make_sort_by_skill_desc(df.job_skill.SNEAK)
local sort_by_ambusher_asc=make_sort_by_skill_asc(df.job_skill.SNEAK)
local sort_by_pick_desc=make_sort_by_skill_desc(df.job_skill.MINING)
local sort_by_pick_asc=make_sort_by_skill_asc(df.job_skill.MINING)
local sort_by_axe_desc=make_sort_by_skill_desc(df.job_skill.AXE)
local sort_by_axe_asc=make_sort_by_skill_asc(df.job_skill.AXE)
local sort_by_sword_desc=make_sort_by_skill_desc(df.job_skill.SWORD)
local sort_by_sword_asc=make_sort_by_skill_asc(df.job_skill.SWORD)
local sort_by_mace_desc=make_sort_by_skill_desc(df.job_skill.MACE)
local sort_by_mace_asc=make_sort_by_skill_asc(df.job_skill.MACE)
local sort_by_hammer_desc=make_sort_by_skill_desc(df.job_skill.HAMMER)
local sort_by_hammer_asc=make_sort_by_skill_asc(df.job_skill.HAMMER)
local sort_by_spear_desc=make_sort_by_skill_desc(df.job_skill.SPEAR)
local sort_by_spear_asc=make_sort_by_skill_asc(df.job_skill.SPEAR)
local sort_by_crossbow_desc=make_sort_by_skill_desc(df.job_skill.CROSSBOW)
local sort_by_crossbow_asc=make_sort_by_skill_asc(df.job_skill.CROSSBOW)
local SORT_LIBRARY = {
{label='melee effectiveness', widget='sort_any_melee', desc_fn=sort_by_any_melee_desc, asc_fn=sort_by_any_melee_asc, rating_fn=get_melee_skill_effectiveness_rating},
{label='ranged effectiveness', widget='sort_any_ranged', desc_fn=sort_by_any_ranged_desc, asc_fn=sort_by_any_ranged_asc, rating_fn=get_ranged_skill_effectiveness_rating},
{label='teacher skill', widget='sort_teacher', desc_fn=sort_by_teacher_desc, asc_fn=sort_by_teacher_asc, rating_fn=curry(get_skill_rating, df.job_skill.TEACHING)},
{label='stress level', widget='sort_stress', desc_fn=sort_by_stress_desc, asc_fn=sort_by_stress_asc, rating_fn=get_stress_rating, use_stress_faces=true},
{label='arrival order', widget='sort_arrival', desc_fn=sort_by_arrival_desc, asc_fn=sort_by_arrival_asc, rating_fn=get_arrival_rating},
{label='tactics skill', widget='sort_tactics', desc_fn=sort_by_tactics_desc, asc_fn=sort_by_tactics_asc, rating_fn=curry(get_skill_rating, df.job_skill.MILITARY_TACTICS)},
{label='ambusher skill', widget='sort_ambusher', desc_fn=sort_by_ambusher_desc, asc_fn=sort_by_ambusher_asc, rating_fn=curry(get_skill_rating, df.job_skill.SNEAK)},
{label='need for training', widget='sort_need', desc_fn=sort_by_need_desc, asc_fn=sort_by_need_asc, rating_fn=get_need_rating, use_stress_faces=true},
{label='pick (mining) skill', widget='sort_pick', desc_fn=sort_by_pick_desc, asc_fn=sort_by_pick_asc, rating_fn=curry(get_skill_rating, df.job_skill.MINING)},
{label='axe skill', widget='sort_axe', desc_fn=sort_by_axe_desc, asc_fn=sort_by_axe_asc, rating_fn=curry(get_skill_rating, df.job_skill.AXE)},
{label='sword skill', widget='sort_sword', desc_fn=sort_by_sword_desc, asc_fn=sort_by_sword_asc, rating_fn=curry(get_skill_rating, df.job_skill.SWORD)},
{label='mace skill', widget='sort_mace', desc_fn=sort_by_mace_desc, asc_fn=sort_by_mace_asc, rating_fn=curry(get_skill_rating, df.job_skill.MACE)},
{label='hammer skill', widget='sort_hammer', desc_fn=sort_by_hammer_desc, asc_fn=sort_by_hammer_asc, rating_fn=curry(get_skill_rating, df.job_skill.HAMMER)},
{label='spear skill', widget='sort_spear', desc_fn=sort_by_spear_desc, asc_fn=sort_by_spear_asc, rating_fn=curry(get_skill_rating, df.job_skill.SPEAR)},
{label='crossbow skill', widget='sort_crossbow', desc_fn=sort_by_crossbow_desc, asc_fn=sort_by_crossbow_asc, rating_fn=curry(get_skill_rating, df.job_skill.CROSSBOW)},
{label='melee potential', widget='sort_melee_combat_potential', desc_fn=sort_by_melee_combat_potential_desc, asc_fn=sort_by_melee_combat_potential_asc, rating_fn=get_melee_combat_potential_rating},
{label='ranged potential', widget='sort_ranged_combat_potential', desc_fn=sort_by_ranged_combat_potential_desc, asc_fn=sort_by_ranged_combat_potential_asc, rating_fn=get_ranged_combat_potential_rating},
}
for _, v in ipairs(SORT_LIBRARY) do
SORT_LIBRARY[v.widget] = v
end
local unit_selector = df.global.game.main_interface.unit_selector
local use_stress_faces = false
local rating_annotations = {}
local function get_unit_selector()
return dfhack.gui.getWidget(unit_selector, 'Unit selector')
end
local function get_scroll_rows()
return dfhack.gui.getWidget(unit_selector, 'Unit selector', 'Unit List', 1)
end
local function get_scroll_pos(scroll_rows)
return (scroll_rows or get_scroll_rows()).scroll
end
local function get_num_slots(screen_height)
if not screen_height then
_, screen_height = dfhack.screen.getWindowSize()
end
return (screen_height - 17) // 3
end
local function annotate_visible_units(sort_id)
local opt = SORT_LIBRARY[sort_id]
use_stress_faces = opt.use_stress_faces
rating_annotations = {}
rating_fn = opt.rating_fn
local scroll_rows = get_scroll_rows()
local rows = dfhack.gui.getWidgetChildren(scroll_rows)
local scroll_pos = get_scroll_pos(scroll_rows)
local max_idx = math.min(#rows, scroll_pos+scroll_rows.num_visible+1)
for idx = scroll_pos+1, max_idx do
local annotation_idx = idx - scroll_pos
rating_annotations[annotation_idx] = nil
local row = rows[idx]
if rating_fn and df.widget_container:is_instance(row) then
local unit = dfhack.gui.getWidget(row, 0).u
local val, color = rating_fn(unit)
if val then
rating_annotations[annotation_idx] = {val=val, color=color}
end
end
end
end
-- ----------------------
-- SortButton
--
SortButton = defclass(SortButton, widgets.Panel)
SortButton.ATTRS{
on_click=DEFAULT_NIL,
}
local to_pen = dfhack.pen.parse
local function make_sort_pens(ascending, selected)
local init = df.global.init
local name = ('texpos_sort_%s_%s'):format(
ascending and 'ascending' or 'descending',
selected and 'active' or 'inactive'
)
-- this is backwards, but it matches vanilla
local ch = ascending and 31 or 30
local fg = selected and COLOR_WHITE or COLOR_BLACK
return {
to_pen{tile=init[name][0], ch=32, fg=COLOR_BLACK, bg=COLOR_GRAY},
to_pen{tile=init[name][1], ch=ch, fg=fg, bg=COLOR_GRAY},
to_pen{tile=init[name][2], ch=ch, fg=fg, bg=COLOR_GRAY},
to_pen{tile=init[name][3], ch=32, fg=COLOR_BLACK, bg=COLOR_GRAY},
}
end
local SORT_PENS = {
[true]={[true]=make_sort_pens(true, true), [false]=make_sort_pens(true, false)},
[false]={[true]=make_sort_pens(false, true), [false]=make_sort_pens(false, false)},
}
local function sort_button_get_tile(self, idx)
return SORT_PENS[self.ascending][self.selected][idx]
end
function SortButton:init()
self.frame = self.frame or {}
self.frame.w, self.frame.h = 4, 1
self.ascending = false
self.selected = false
self:addviews{
widgets.Label{
text={
{width=1, tile=curry(sort_button_get_tile, self, 1)},
{width=1, tile=curry(sort_button_get_tile, self, 2)},
{width=1, tile=curry(sort_button_get_tile, self, 3)},
{width=1, tile=curry(sort_button_get_tile, self, 4)},
},
on_click=function()
if not self.selected then
self.selected = true
else
self.ascending = not self.ascending
end
self.on_click()
end,
}
}
end
-- ----------------------
-- SquadAnnotationOverlay
--
annotation_instance = nil
SquadAnnotationOverlay = defclass(SquadAnnotationOverlay, overlay.OverlayWidget)
SquadAnnotationOverlay.ATTRS{
desc='Adds sort and annotation capabilities to the squad assignment panel.',
default_pos={x=15, y=5},
version='2',
default_enabled=true,
viewscreens='dwarfmode/UnitSelector/SQUAD_FILL_POSITION',
frame={w=82, h=35},
}
function get_annotation_text(idx)
local elem = rating_annotations[idx]
if not elem or not tonumber(elem.val) then return ' -- ' end
return tostring(math.tointeger(elem.val))
end
function get_annotation_color(idx)
local elem = rating_annotations[idx]
return elem and elem.color or nil
end
local to_pen = dfhack.pen.parse
local DASH_PEN = to_pen{ch='-', fg=COLOR_WHITE, keep_lower=true}
local FACE_TILES = {}
local function init_face_tiles()
for idx=0,6 do
FACE_TILES[idx] = {}
local face_off = (6 - idx) * 2
for y=0,1 do
for x=0,1 do
local tile = dfhack.screen.findGraphicsTile('INTERFACE_BITS', 32 + face_off + x, 6 + y)
ensure_key(FACE_TILES[idx], y)[x] = tile
end
end
end
for idx,color in ipairs{COLOR_RED, COLOR_LIGHTRED, COLOR_YELLOW, COLOR_WHITE, COLOR_GREEN, COLOR_LIGHTGREEN, COLOR_LIGHTCYAN} do
local face = {}
ensure_key(face, 0)[0] = to_pen{tile=FACE_TILES[idx-1][0][0], ch=1, fg=color, keep_lower=true}
ensure_key(face, 0)[1] = to_pen{tile=FACE_TILES[idx-1][0][1], ch='\\', fg=color, keep_lower=true}
ensure_key(face, 1)[0] = to_pen{tile=FACE_TILES[idx-1][1][0], ch='\\', fg=color, keep_lower=true}
ensure_key(face, 1)[1] = to_pen{tile=FACE_TILES[idx-1][1][1], ch='/', fg=color, keep_lower=true}
FACE_TILES[idx-1] = face
end
end
init_face_tiles()
function get_stress_face_tile(idx, x, y)
local elem = rating_annotations[idx]
if not elem or not elem.val or elem.val < 0 then
return y == 1 and DASH_PEN or gui.CLEAR_PEN
end
local val = math.min(6, elem.val)
return safe_index(FACE_TILES, val, y, x)
end
local function get_label_text(screen_height)
local text = {}
for idx=1, get_num_slots(screen_height) do
table.insert(text, NEWLINE)
if use_stress_faces then
table.insert(text, {gap=1, width=1, tile=curry(get_stress_face_tile, idx, 0, 0)})
table.insert(text, {width=1, tile=curry(get_stress_face_tile, idx, 1, 0)})
table.insert(text, NEWLINE)
table.insert(text, {gap=1, width=1, tile=curry(get_stress_face_tile, idx, 0, 1)})
table.insert(text, {width=1, tile=curry(get_stress_face_tile, idx, 1, 1)})
table.insert(text, NEWLINE)
else
table.insert(text, {
text=curry(get_annotation_text, idx),
pen=curry(get_annotation_color, idx),
width=3,
rjustify=true,
})
table.insert(text, NEWLINE)
table.insert(text, NEWLINE)
end
end
return text
end
local function make_options(label, view_id)
return {
{label=label, value='noop'},
{label=label, value=view_id, pen=COLOR_GREEN},
}
end
local REGULAR_PEN = to_pen{fg=COLOR_GREEN}
local HOVER_PEN = to_pen{fg=COLOR_BLACK, bg=COLOR_GREEN}
function SquadAnnotationOverlay:init()
annotation_instance = self
self.dirty = true
local sort_options = {}
for _, opt in ipairs(SORT_LIBRARY) do
table.insert(sort_options, {
label=opt.label,
value=opt.widget,
pen=function()
return self.subviews.annotation_panel:getMouseFramePos() and
HOVER_PEN or REGULAR_PEN
end,
})
end
self:addviews{
widgets.Panel{
view_id='annotation_panel',
frame={l=0, w=6, t=0, b=0},
frame_style=gui.FRAME_INTERIOR_MEDIUM,
frame_background=gui.CLEAR_PEN,
subviews={
SortButton{
view_id='sort_button',
frame={t=0, l=0},
on_click=self:callback('sync_widgets'),
},
widgets.Label{
view_id='label',
frame={t=2, l=0, r=0, b=0},
auto_width=false,
auto_height=false,
},
}
},
widgets.BannerPanel{
view_id='banner_panel',
frame={t=1, r=0, w=33, h=1},
frame_background=gui.CLEAR_PEN,
},
widgets.CycleHotkeyLabel{
view_id='sort',
frame={t=1, r=1, w=31},
label='Show:',
key='CUSTOM_SHIFT_S',
options=sort_options,
initial_option='sort_any_melee',
on_change=self:callback('sync_widgets', 'sort'),
},
widgets.Panel{
view_id='hover_panel',
frame={t=0, r=0, w=33, h=16},
frame_style=gui.FRAME_MEDIUM,
visible=false,
subviews={
widgets.Panel{
frame={t=1, l=0, r=0, b=0},
frame_background=gui.CLEAR_PEN,
subviews={
widgets.Divider{
frame={t=0, l=0, r=0, h=1},
frame_style=gui.FRAME_THIN,
frame_style_l=false,
frame_style_r=false,
},
widgets.CycleHotkeyLabel{
view_id='sort_any_melee',
frame={t=1, l=0, w=13},
options=make_options('melee effect.', 'sort_any_melee'),
initial_option='sort_any_melee',
option_gap=0,
on_change=self:callback('sync_widgets', 'sort_any_melee'),
},
widgets.CycleHotkeyLabel{
view_id='sort_any_ranged',
frame={t=1, r=0, w=14},
options=make_options('ranged effect.', 'sort_any_ranged'),
option_gap=0,
on_change=self:callback('sync_widgets', 'sort_any_ranged'),
},
widgets.CycleHotkeyLabel{
view_id='sort_teacher',
frame={t=3, l=0, w=7},
options=make_options('teacher', 'sort_teacher'),
option_gap=0,
on_change=self:callback('sync_widgets', 'sort_teacher'),
},
widgets.CycleHotkeyLabel{
view_id='sort_stress',
frame={t=3, l=10, w=6},
options=make_options('stress', 'sort_stress'),
option_gap=0,
on_change=self:callback('sync_widgets', 'sort_stress'),
},
widgets.CycleHotkeyLabel{
view_id='sort_arrival',
frame={t=3, r=0, w=13},
options=make_options('arrival order', 'sort_arrival'),
option_gap=0,
on_change=self:callback('sync_widgets', 'sort_arrival'),
},
widgets.CycleHotkeyLabel{
view_id='sort_tactics',
frame={t=5, l=0, w=7},
options=make_options('tactics', 'sort_tactics'),
option_gap=0,
on_change=self:callback('sync_widgets', 'sort_tactics'),
},
widgets.CycleHotkeyLabel{
view_id='sort_ambusher',
frame={t=5, l=9, w=8},
options=make_options('ambusher', 'sort_ambusher'),
option_gap=0,
on_change=self:callback('sync_widgets', 'sort_ambusher'),
},
widgets.CycleHotkeyLabel{
view_id='sort_need',
frame={t=5, r=0, w=11},
options=make_options('train. need', 'sort_need'),
option_gap=0,
on_change=self:callback('sync_widgets', 'sort_need'),
},
widgets.CycleHotkeyLabel{
view_id='sort_pick',
frame={t=7, l=0, w=4},
options=make_options('pick', 'sort_pick'),
option_gap=0,
on_change=self:callback('sync_widgets', 'sort_pick'),
},
widgets.CycleHotkeyLabel{
view_id='sort_axe',
frame={t=7, l=8, w=3},
options=make_options('axe', 'sort_axe'),
option_gap=0,
on_change=self:callback('sync_widgets', 'sort_axe'),
},
widgets.CycleHotkeyLabel{
view_id='sort_sword',
frame={t=7, l=16, w=5},
options=make_options('sword', 'sort_sword'),
option_gap=0,
on_change=self:callback('sync_widgets', 'sort_sword'),
},
widgets.CycleHotkeyLabel{
view_id='sort_mace',
frame={t=7, r=0, w=4},
options=make_options('mace', 'sort_mace'),
option_gap=0,
on_change=self:callback('sync_widgets', 'sort_mace'),
},
widgets.CycleHotkeyLabel{
view_id='sort_hammer',
frame={t=9, l=0, w=6},
options=make_options('hammer', 'sort_hammer'),
option_gap=0,
on_change=self:callback('sync_widgets', 'sort_hammer'),
},
widgets.CycleHotkeyLabel{
view_id='sort_spear',
frame={t=9, l=12, w=5},
options=make_options('spear', 'sort_spear'),
option_gap=0,
on_change=self:callback('sync_widgets', 'sort_spear'),
},
widgets.CycleHotkeyLabel{
view_id='sort_crossbow',
frame={t=9, r=0, w=8},
options=make_options('crossbow', 'sort_crossbow'),
option_gap=0,
on_change=self:callback('sync_widgets', 'sort_crossbow'),
},
widgets.CycleHotkeyLabel{
view_id='sort_melee_combat_potential',
frame={t=11, l=0, w=12},
options=make_options('melee poten.', 'sort_melee_combat_potential'),
option_gap=0,
on_change=self:callback('sync_widgets', 'sort_melee_combat_potential'),
},
widgets.CycleHotkeyLabel{
view_id='sort_ranged_combat_potential',
frame={t=11, r=0, w=13},
options=make_options('ranged poten.', 'sort_ranged_combat_potential'),
option_gap=0,
on_change=self:callback('sync_widgets', 'sort_ranged_combat_potential'),
},
},
},
},
},
}
end
function SquadAnnotationOverlay:sync_widgets(sort_widget, sort_id)
if sort_widget then
if sort_id == 'noop' then
self.subviews[sort_widget]:cycle()
return
end
self.subviews.sort:setOption(sort_id)
for _,opt in ipairs(SORT_LIBRARY) do
self.subviews[opt.widget]:setOption(sort_id)
end
end
sort_set_sort_fn()
self.dirty = true
end
function do_sort(a, b)
local self = annotation_instance
local opt = SORT_LIBRARY[self.subviews.sort:getOptionValue()]
local fn = self.subviews.sort_button.ascending and opt.asc_fn or opt.desc_fn
return fn(a, b) < 0
end
function SquadAnnotationOverlay:mouse_over_ours()
if self.subviews.annotation_panel:getMouseFramePos() then return true end
if self.subviews.hover_panel.visible and self.subviews.hover_panel:getMouseFramePos() then
return true
end
return self.subviews.banner_panel:getMouseFramePos()
end
function SquadAnnotationOverlay:onInput(keys)
local clicked_on_us = keys._MOUSE_L and self:mouse_over_ours()
if keys._MOUSE_R or (keys._MOUSE_L and not clicked_on_us) then
-- if any click is made, we may need to refresh our annotations
self.dirty = true
end
return SquadAnnotationOverlay.super.onInput(self, keys) or clicked_on_us
end
function SquadAnnotationOverlay:onRenderFrame(dc, rect)
if self.dirty or
self.saved_scroll_position ~= get_scroll_pos() or
self.saved_num_visible ~= get_scroll_rows().num_visible
then
self.subviews.sort_button.selected = sort_get_sort_active()
annotate_visible_units(self.subviews.sort:getOptionValue())
self.saved_scroll_position = get_scroll_pos()
self.dirty = false
end
self.subviews.label:setText(get_label_text(self.frame_parent_rect.height))
if self.subviews.sort:getMousePos() then
self.subviews.hover_panel.visible = true
elseif self.subviews.hover_panel.visible and
not self.subviews.hover_panel:getMouseFramePos()
then
self.subviews.hover_panel.visible = false
end
SquadAnnotationOverlay.super.onRenderFrame(self, dc, rect)
end
function SquadAnnotationOverlay:preUpdateLayout(parent_rect)
self.frame.h = get_num_slots(parent_rect.height) * 3 + 4
end
-- ----------------------
-- SquadFilterOverlay
--
local function poke_list()
get_unit_selector().sort_flags.NEEDS_RESORTED = true
end