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Copy pathsort.lua
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1390 lines (1272 loc) · 55.6 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 sortoverlay = require('plugins.sort.sortoverlay')
local utils = require('utils')
local widgets = require('gui.widgets')
local GLOBAL_KEY = 'sort'
local CH_UP = string.char(30)
local CH_DN = string.char(31)
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 sort_noop(a, b)
-- this function is used as a marker and never actually gets called
error('sort_noop should not be called')
end
local function get_name(unit)
return unit and dfhack.toSearchNormalized(dfhack.TranslateName(dfhack.units.getVisibleName(unit)))
end
local function sort_by_name_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 name1 = get_name(unit1)
local name2 = get_name(unit2)
return utils.compare_name(name1, name2)
end
local function sort_by_name_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 name1 = get_name(unit1)
local name2 = get_name(unit2)
return utils.compare_name(name2, name1)
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.curse.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.curse.time_on_site - oldest_unit.curse.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 a three digit number that indicates the (potentially 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(unit_id_1, unit_id_2)
if unit_id_1 == unit_id_2 then return 0 end
local cache = get_active_idx_cache()
if not cache[unit_id_1] then return -1 end
if not cache[unit_id_2] then return 1 end
return utils.compare(cache[unit_id_2], cache[unit_id_1])
end
local function sort_by_arrival_asc(unit_id_1, unit_id_2)
if unit_id_1 == unit_id_2 then return 0 end
local cache = get_active_idx_cache()
if not cache[unit_id_1] then return -1 end
if not cache[unit_id_2] then return 1 end
return utils.compare(cache[unit_id_1], cache[unit_id_2])
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(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 happiness1 = get_stress(unit1)
local happiness2 = get_stress(unit2)
if happiness1 == happiness2 then
return sort_by_name_desc(unit_id_1, unit_id_2)
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(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 happiness1 = get_stress(unit1)
local happiness2 = get_stress(unit2)
if happiness1 == happiness2 then
return sort_by_name_desc(unit_id_1, unit_id_2)
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(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 = melee_skill_effectiveness(unit1)
local rating2 = melee_skill_effectiveness(unit2)
if rating1 == rating2 then return sort_by_name_desc(unit_id_1, unit_id_2) end
return utils.compare(rating2, rating1)
end
end
local function make_sort_by_melee_skill_effectiveness_asc()
return function(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 = melee_skill_effectiveness(unit1)
local rating2 = melee_skill_effectiveness(unit2)
if rating1 == rating2 then return sort_by_name_desc(unit_id_1, unit_id_2) 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(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_skill_effectiveness(unit1)
local rating2 = ranged_skill_effectiveness(unit2)
if rating1 == rating2 then return sort_by_name_desc(unit_id_1, unit_id_2) end
return utils.compare(rating2, rating1)
end
end
local function make_sort_by_ranged_skill_effectiveness_asc()
return function(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_skill_effectiveness(unit1)
local rating2 = ranged_skill_effectiveness(unit2)
if rating1 == rating2 then return sort_by_name_desc(unit_id_1, unit_id_2) end
return utils.compare(rating1, rating2)
end
end
local function make_sort_by_skill_desc(sort_skill)
return function(unit_id_1, unit_id_2)
if unit_id_1 == unit_id_2 then return 0 end
if unit_id_1 == -1 then return -1 end
if unit_id_2 == -1 then return 1 end
local s1 = get_skill(sort_skill, df.unit.find(unit_id_1))
local s2 = get_skill(sort_skill, df.unit.find(unit_id_2))
if s1 == s2 then return sort_by_name_desc(unit_id_1, unit_id_2) 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(unit_id_1, unit_id_2)
end
end
local function make_sort_by_skill_asc(sort_skill)
return function(unit_id_1, unit_id_2)
if unit_id_1 == unit_id_2 then return 0 end
if unit_id_1 == -1 then return -1 end
if unit_id_2 == -1 then return 1 end
local s1 = get_skill(sort_skill, df.unit.find(unit_id_1))
local s2 = get_skill(sort_skill, df.unit.find(unit_id_2))
if s1 == s2 then return sort_by_name_desc(unit_id_1, unit_id_2) 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(unit_id_1, unit_id_2)
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(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 = 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(unit_id_1, unit_id_2)
end
return utils.compare(rating2, rating1)
end
local function sort_by_mental_stability_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 = get_mental_stability(unit1)
local rating2 = get_mental_stability(unit2)
if rating1 == rating2 then
return sort_by_stress_desc(unit_id_1, unit_id_2)
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(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 = get_melee_combat_potential(unit1)
local rating2 = get_melee_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_melee_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 = get_melee_combat_potential(unit1)
local rating2 = get_melee_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
-- 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(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 = get_ranged_combat_potential(unit1)
local rating2 = get_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 = get_ranged_combat_potential(unit1)
local rating2 = get_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 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(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 = get_need(unit1)
local rating2 = get_need(unit2)
if rating1 == rating2 then
return sort_by_stress_desc(unit_id_1, unit_id_2)
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(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 = get_need(unit1)
local rating2 = get_need(unit2)
if rating1 == rating2 then
return sort_by_stress_asc(unit_id_1, unit_id_2)
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_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', desc_fn=sort_by_any_melee_desc, asc_fn=sort_by_any_melee_asc, rating_fn=get_melee_skill_effectiveness_rating},
{label='ranged effectiveness', desc_fn=sort_by_any_ranged_desc, asc_fn=sort_by_any_ranged_asc, rating_fn=get_ranged_skill_effectiveness_rating},
{label='name', desc_fn=sort_by_name_desc, asc_fn=sort_by_name_asc},
{label='teacher skill', desc_fn=sort_by_teacher_desc, asc_fn=sort_by_teacher_asc, rating_fn=curry(get_skill_rating, df.job_skill.TEACHING)},
{label='tactics skill', desc_fn=sort_by_tactics_desc, asc_fn=sort_by_tactics_asc, rating_fn=curry(get_skill_rating, df.job_skill.MILITARY_TACTICS)},
{label='arrival order', desc_fn=sort_by_arrival_desc, asc_fn=sort_by_arrival_asc, rating_fn=get_arrival_rating},
{label='stress level', desc_fn=sort_by_stress_desc, asc_fn=sort_by_stress_asc, rating_fn=get_stress_rating, use_stress_faces=true},
{label='need for training', desc_fn=sort_by_need_desc, asc_fn=sort_by_need_asc, rating_fn=get_need_rating, use_stress_faces=true},
{label='axe skill', 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', 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', 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', 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', 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', 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', 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', desc_fn=sort_by_ranged_combat_potential_desc, asc_fn=sort_by_ranged_combat_potential_asc, rating_fn=get_ranged_combat_potential_rating},
}
local RATING_FNS = {}
local STRESS_FACE_FNS = {}
for _, opt in ipairs(SORT_LIBRARY) do
RATING_FNS[opt.desc_fn] = opt.rating_fn
RATING_FNS[opt.asc_fn] = opt.rating_fn
if opt.use_stress_faces then
STRESS_FACE_FNS[opt.desc_fn] = true
STRESS_FACE_FNS[opt.asc_fn] = true
end
end
-- ----------------------
-- SquadAssignmentOverlay
--
SquadAssignmentOverlay = defclass(SquadAssignmentOverlay, overlay.OverlayWidget)
SquadAssignmentOverlay.ATTRS{
desc='Adds search, sort, and filter capabilities to the squad assignment screen.',
default_pos={x=18, y=5},
default_enabled=true,
viewscreens='dwarfmode/UnitSelector/SQUAD_FILL_POSITION',
version='2',
frame={w=38, h=33},
}
-- 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
local sort_options = {}
for _, opt in ipairs(SORT_LIBRARY) do
table.insert(sort_options, {
label=opt.label..CH_DN,
value=opt.desc_fn,
pen=COLOR_GREEN,
})
table.insert(sort_options, {
label=opt.label..CH_UP,
value=opt.asc_fn,
pen=COLOR_YELLOW,
})
end
local main_panel = widgets.Panel{
frame={l=0, r=0, t=0, b=0},
frame_style=gui.FRAME_PANEL,
frame_background=gui.CLEAR_PEN,
autoarrange_subviews=true,
autoarrange_gap=1,
}
main_panel: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=sort_options,
initial_option=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_by_any_melee_desc, pen=COLOR_GREEN},
{label='melee eff.'..CH_UP, value=sort_by_any_melee_asc, pen=COLOR_YELLOW},
},
initial_option=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_by_any_ranged_desc, pen=COLOR_GREEN},
{label='ranged eff.'..CH_UP, value=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_by_teacher_desc, pen=COLOR_GREEN},
{label='teacher'..CH_UP, value=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_by_tactics_desc, pen=COLOR_GREEN},
{label='tactics'..CH_UP, value=sort_by_tactics_asc, pen=COLOR_YELLOW},
},
option_gap=0,
on_change=self:callback('refresh_list', 'sort_tactics'),
},
widgets.CycleHotkeyLabel{
view_id='sort_arrival',
frame={t=4, r=0, w=14},
options={
{label='arrival order', value=sort_noop},
{label='arrival order'..CH_DN, value=sort_by_arrival_desc, pen=COLOR_GREEN},
{label='arrival order'..CH_UP, value=sort_by_arrival_asc, pen=COLOR_YELLOW},
},
option_gap=0,
on_change=self:callback('refresh_list', 'sort_arrival'),
},
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_need',
frame={t=6, r=0, w=18},
options={
{label='need for training', value=sort_noop},
{label='need for training'..CH_DN, value=sort_by_need_desc, pen=COLOR_GREEN},
{label='need for training'..CH_UP, value=sort_by_need_asc, pen=COLOR_YELLOW},
},
option_gap=0,
on_change=self:callback('refresh_list', 'sort_need'),
},
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_by_axe_desc, pen=COLOR_GREEN},
{label='axe'..CH_UP, value=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_by_sword_desc, pen=COLOR_GREEN},
{label='sword'..CH_UP, value=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_by_mace_desc, pen=COLOR_GREEN},
{label='mace'..CH_UP, value=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_by_hammer_desc, pen=COLOR_GREEN},
{label='hammer'..CH_UP, value=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_by_spear_desc, pen=COLOR_GREEN},
{label='spear'..CH_UP, value=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_by_crossbow_desc, pen=COLOR_GREEN},
{label='crossbow'..CH_UP, value=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},
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,
},
widgets.CycleHotkeyLabel{
view_id='infant',
frame={l=0},
key='CUSTOM_SHIFT_M',
label=' Mothers with infants:',
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='unstable',
frame={l=0},
key='CUSTOM_SHIFT_D',
label=' Dislikes combat:',
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='maimed',
frame={l=0},
key='CUSTOM_SHIFT_I',
label=' Critically injured:',
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.HotkeyLabel{
key='CUSTOM_SHIFT_A',
label='Toggle all filters',
on_activate=function()
local target = self.subviews.military:getOptionValue() == 'exclude' and 'include' or 'exclude'
self.subviews.military:setOption(target)
self.subviews.officials:setOption(target)
self.subviews.nobles:setOption(target)
self.subviews.infant:setOption(target)
self.subviews.unstable:setOption(target)
self.subviews.maimed:setOption(target)
self:refresh_list()
end,
},
}
self:addviews{
main_panel,
widgets.HelpButton{
frame={t=0, r=1},
command='sort',
},
}
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)
for _,occupation in ipairs(unit.occupations) do
if occupation.type ~= df.occupation_type.MERCENARY then
return true
end
end
for _, noble_pos in ipairs(dfhack.units.getNoblePositions(unit) or {}) do
if noble_pos.position.flags.ELECTED or
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