-- Interface powered (somewhat user friendly) unit editor. local gui = require 'gui' local dialog = require 'gui.dialogs' local widgets =require 'gui.widgets' local guiScript = require 'gui.script' local utils = require 'utils' local args={...} local target --TODO: add more ways to guess what unit you want to edit if args[1]~= nil then target=df.units.find(args[1]) else target=dfhack.gui.getSelectedUnit(true) end if target==nil then qerror("No unit to edit") --TODO: better error message end local editors={} function add_editor(editor_class) table.insert(editors,{text=editor_class.ATTRS.frame_title,on_submit=function ( unit ) editor_class{target_unit=unit}:show() end}) end -------------------------------various subeditors--------- --TODO set local sould or better yet skills vector to reduce long skill list access typing editor_skills=defclass(editor_skills,gui.FramedScreen) editor_skills.ATTRS={ frame_style = gui.GREY_LINE_FRAME, frame_title = "Skill editor", target_unit = DEFAULT_NIL, learned_only= false, } function list_skills(unit,learned_only) local s_=df.job_skill local u_skills=unit.status.current_soul.skills local ret={} for i,v in ipairs(s_) do if i>0 then local u_skill=utils.binsearch(u_skills,i,"id") if u_skill or not learned_only then if not u_skill then u_skill={rating=-1,experience=0} end local rating if u_skill.rating >=0 then rating=df.skill_rating.attrs[u_skill.rating] else rating={caption="",xp_threshold=0} end local text=string.format("%s: %s %d %d/%d",df.job_skill.attrs[i].caption,rating.caption,u_skill.rating,u_skill.experience,rating.xp_threshold) table.insert(ret,{text=text,id=i}) end end end return ret end function editor_skills:update_list(no_save_place) local skill_list=list_skills(self.target_unit,self.learned_only) if no_save_place then self.subviews.skills:setChoices(skill_list) else self.subviews.skills:setChoices(skill_list,self.subviews.skills:getSelected()) end end function editor_skills:init( args ) if self.target_unit.status.current_soul==nil then qerror("Unit does not have soul, can't edit skills") end local skill_list=list_skills(self.target_unit,self.learned_only) self:addviews{ widgets.FilteredList{ choices=skill_list, frame = {t=0, b=1,l=1}, view_id="skills", }, widgets.Label{ frame = { b=0,l=1}, text ={{text= ": exit editor ", key = "LEAVESCREEN", on_activate= self:callback("dismiss") }, {text=": remove level ", key = "SECONDSCROLL_UP", on_activate=self:callback("level_skill",-1)}, {text=": add level ", key = "SECONDSCROLL_DOWN", on_activate=self:callback("level_skill",1)} , {text=": show learned only ", key = "CHANGETAB", on_activate=function () self.learned_only=not self.learned_only self:update_list(true) end} } }, } end function editor_skills:get_cur_skill() local list_wid=self.subviews.skills local _,choice=list_wid:getSelected() if choice==nil then qerror("Nothing selected") end local u_skill=utils.binsearch(self.target_unit.status.current_soul.skills,choice.id,"id") return choice,u_skill end function editor_skills:level_skill(lvl) local sk_en,sk=self:get_cur_skill() if lvl >0 then local rating if sk then rating=sk.rating+lvl else rating=lvl-1 end utils.insert_or_update(self.target_unit.status.current_soul.skills, {new=true, id=sk_en.id, rating=rating}, 'id') --TODO set exp? elseif sk and sk.rating==0 and lvl<0 then utils.erase_sorted_key(self.target_unit.status.current_soul.skills,sk_en.id,"id") elseif sk and lvl<0 then utils.insert_or_update(self.target_unit.status.current_soul.skills, {new=true, id=sk_en.id, rating=sk.rating+lvl}, 'id') --TODO set exp? end self:update_list() end function editor_skills:remove_rust(skill) --TODO end add_editor(editor_skills) ------- civ editor RaceBox = defclass(RaceBox, dialog.ListBox) RaceBox.focus_path = 'RaceBox' RaceBox.ATTRS{ format_name="$NAME ($TOKEN)", with_filter=true, allow_none=false, } function RaceBox:format_creature(creature_raw) local t = {NAME=creature_raw.name[0],TOKEN=creature_raw.creature_id} return string.gsub(self.format_name, "%$(%w+)", t) end function RaceBox:preinit(info) self.format_name=RaceBox.ATTRS.format_name or info.format_name -- preinit does not have ATTRS set yet local choices={} if RaceBox.ATTRS.allow_none or info.allow_none then table.insert(choices,{text="",num=-1}) end for i,v in ipairs(df.global.world.raws.creatures.all) do local text=self:format_creature(v) table.insert(choices,{text=text,raw=v,num=i,search_key=text:lower()}) end info.choices=choices end function showRacePrompt(title, text, tcolor, on_select, on_cancel, min_width,allow_none) RaceBox{ frame_title = title, text = text, text_pen = tcolor, on_select = on_select, on_cancel = on_cancel, frame_width = min_width, allow_none = allow_none, }:show() end CivBox = defclass(CivBox,dialog.ListBox) CivBox.focus_path = "CivBox" CivBox.ATTRS={ format_name="$NAME ($ENGLISH):$ID", format_no_name=":$ID", name_other="", with_filter=true, allow_other=false, } function civ_name(id,format_name,format_no_name,name_other,name_invalid) if id==-1 then return name_other or "" end local civ if type(id)=='userdata' then civ=id else civ=df.historical_entity.find(id) if civ==nil then return name_invalid or "" end end local t={NAME=dfhack.TranslateName(civ.name),ENGLISH=dfhack.TranslateName(civ.name,true),ID=civ.id} --TODO race?, maybe something from raws? if t.NAME=="" then return string.gsub(format_no_name or ":$ID", "%$(%w+)", t) end return string.gsub(format_name or "$NAME ($ENGLISH):$ID", "%$(%w+)", t) end function CivBox:update_choices() local choices={} if self.allow_other then table.insert(choices,{text=self.name_other,num=-1}) end for i,v in ipairs(df.global.world.entities.all) do if not self.race_filter or (v.race==self.race_filter) then --TODO filter type local text=civ_name(v,self.format_name,self.format_no_name,self.name_other,self.name_invalid) table.insert(choices,{text=text,raw=v,num=i}) end end self.choices=choices if self.subviews.list then self.subviews.list:setChoices(self.choices) end end function CivBox:update_race_filter(id) local raw=df.creature_raw.find(id) if raw then self.subviews.race_label:setText(": "..raw.name[0]) self.race_filter=id else self.subviews.race_label:setText(": ") self.race_filter=nil end self:update_choices() end function CivBox:choose_race() showRacePrompt("Choose race","Select new race:",nil,function (id,choice) self:update_race_filter(choice.num) end,nil,nil,true) end function CivBox:init(info) self.subviews.list.frame={t=3,r=0,l=0} self:addviews{ widgets.Label{frame={t=1,l=0},text={ {text="Filter race ",key="CUSTOM_CTRL_A",key_sep="()",on_activate=self:callback("choose_race")}, }}, widgets.Label{frame={t=1,l=21},view_id="race_label", text=": ", } } self:update_choices() end function showCivPrompt(title, text, tcolor, on_select, on_cancel, min_width,allow_other) CivBox{ frame_title = title, text = text, text_pen = tcolor, on_select = on_select, on_cancel = on_cancel, frame_width = min_width, allow_other = allow_other, }:show() end editor_civ=defclass(editor_civ,gui.FramedScreen) editor_civ.ATTRS={ frame_style = gui.GREY_LINE_FRAME, frame_title = "Civilization editor", target_unit = DEFAULT_NIL, } function editor_civ:update_curren_civ() self.subviews.civ_name:setText("Currently: "..civ_name(self.target_unit.civ_id)) end function editor_civ:init( args ) if self.target_unit==nil then qerror("invalid unit") end self:addviews{ widgets.Label{view_id="civ_name",frame = { t=1,l=1}, text="Currently: "..civ_name(self.target_unit.civ_id)}, widgets.Label{frame = { t=2,l=1}, text={{text=": set to other (-1, usually enemy)",key="CUSTOM_N", on_activate= function() self.target_unit.civ_id=-1;self:update_curren_civ() end}}}, widgets.Label{frame = { t=3,l=1}, text={{text=": set to current civ("..df.global.ui.civ_id..")",key="CUSTOM_C", on_activate= function() self.target_unit.civ_id=df.global.ui.civ_id;self:update_curren_civ() end}}}, widgets.Label{frame = { t=4,l=1}, text={{text=": manually enter",key="CUSTOM_E", on_activate=function () dialog.showInputPrompt("Civ id","Enter new civ id:",COLOR_WHITE, tostring(self.target_unit.civ_id),function(new_value) self.target_unit.civ_id=new_value self:update_curren_civ() end) end}} }, widgets.Label{frame= {t=5,l=1}, text={{text=": select from list",key="CUSTOM_L", on_activate=function ( ) showCivPrompt("Choose civilization", "Select units civilization",nil,function ( id,choice ) self.target_unit.civ_id=choice.num self:update_curren_civ() end,nil,nil,true) end }}}, widgets.Label{ frame = { b=0,l=1}, text ={{text= ": exit editor ", key = "LEAVESCREEN", on_activate= self:callback("dismiss") }, } }, } end add_editor(editor_civ) ------- counters editor editor_counters=defclass(editor_counters,gui.FramedScreen) editor_counters.ATTRS={ frame_style = gui.GREY_LINE_FRAME, frame_title = "Counters editor", target_unit = DEFAULT_NIL, counters1={ "think_counter", "job_counter", "swap_counter", "winded", "stunned", "unconscious", "suffocation", "webbed", "soldier_mood_countdown", "soldier_mood", --todo enum, "pain", "nausea", "dizziness", }, counters2={ "paralysis", "numbness", "fever", "exhaustion", "hunger_timer", "thirst_timer", "sleepiness_timer", "stomach_content", "stomach_food", "vomit_timeout", "stored_fat" --TODO what to reset to? } } function editor_counters:fill_counters() local ret={} local u=self.target_unit for i,v in ipairs(self.counters1) do table.insert(ret,{f=u.counters:_field(v),name=v}) end for i,v in ipairs(self.counters2) do table.insert(ret,{f=u.counters2:_field(v),name=v}) end return ret end function editor_counters:update_counters() for i,v in ipairs(self.counter_list) do v.text=string.format("%s:%d",v.name,v.f.value) end self.subviews.counters:setChoices(self.counter_list) end function editor_counters:set_cur_counter(value,index,choice) choice.f.value=value self:update_counters() end function editor_counters:choose_cur_counter(index,choice) dialog.showInputPrompt(choice.name,"Enter new value:",COLOR_WHITE, tostring(choice.f.value),function(new_value) self:set_cur_counter(new_value,index,choice) end) end function editor_counters:init( args ) if self.target_unit==nil then qerror("invalid unit") end self.counter_list=self:fill_counters() self:addviews{ widgets.FilteredList{ choices=self.counter_list, frame = {t=0, b=1,l=1}, view_id="counters", on_submit=self:callback("choose_cur_counter"), on_submit2=self:callback("set_cur_counter",0),--TODO some things need to be set to different defaults }, widgets.Label{ frame = { b=0,l=1}, text ={{text= ": exit editor ", key = "LEAVESCREEN", on_activate= self:callback("dismiss") }, {text=": reset counter ", key = "SEC_SELECT", }, {text=": set counter ", key = "SELECT", } } }, } self:update_counters() end add_editor(editor_counters) wound_creator=defclass(wound_creator,gui.FramedScreen) wound_creator.ATTRS={ frame_style = gui.GREY_LINE_FRAME, frame_title = "Wound creator", target_wound = DEFAULT_NIL, --filter } function wound_creator:init( args ) if self.target_wound==nil then qerror("invalid wound") end self:addviews{ widgets.List{ frame = {t=0, b=1,l=1}, view_id="fields", on_submit=self:callback("edit_cur_wound"), on_submit2=self:callback("delete_current_wound") }, widgets.Label{ frame = { b=0,l=1}, text ={{text= ": exit editor ", key = "LEAVESCREEN", on_activate= self:callback("dismiss")}, {text=": edit wound ", key = "SELECT"}, {text=": delete wound ", key = "SEC_SELECT"}, {text=": create wound ", key = "CUSTOM_CTRL_I", on_activate= self:callback("create_new_wound")}, } }, } self:update_wounds() end ------------------- editor_wounds=defclass(editor_wounds,gui.FramedScreen) editor_wounds.ATTRS={ frame_style = gui.GREY_LINE_FRAME, frame_title = "Wound editor", target_unit = DEFAULT_NIL, --filter } function is_scar( wound_part ) return wound_part.flags1.scar_cut or wound_part.flags1.scar_smashed or wound_part.flags1.scar_edged_shake1 or wound_part.flags1.scar_blunt_shake1 end function format_flag_name( fname ) return fname:sub(1,1):upper()..fname:sub(2):gsub("_"," ") end function name_from_flags( wp ) for i,v in ipairs(wp.flags1) do if v then return format_flag_name(df.wound_damage_flags1[i]) end end for i,v in ipairs(wp.flags2) do if v then return format_flag_name(df.wound_damage_flags2[i]) end end return "" end function format_wound( list_id,wound, unit) local name="" if #wound.parts>0 and #wound.parts[0].effect_type>0 then --try to make wound name by effect... name=tostring(df.wound_effect_type[wound.parts[0].effect_type[0]]) if #wound.parts>1 then --cheap and probably incorrect... name=name.."s" end elseif #wound.parts>0 and is_scar(wound.parts[0]) then name="Scar" elseif #wound.parts>0 then local wp=wound.parts[0] name=name_from_flags(wp) end return string.format("%d. %s id=%d",list_id,name,wound.id) end function editor_wounds:update_wounds() local ret={} for i,v in ipairs(self.trg_wounds) do table.insert(ret,{text=format_wound(i,v,self.target_unit),wound=v}) end self.subviews.wounds:setChoices(ret) self.wound_list=ret end function editor_wounds:dirty_unit() print("todo: implement unit status recalculation") end function editor_wounds:get_cur_wound() local list_wid=self.subviews.wounds local _,choice=list_wid:getSelected() if choice==nil then qerror("Nothing selected") end local ret_wound=utils.binsearch(self.trg_wounds,choice.id,"id") return choice,ret_wound end function editor_wounds:delete_current_wound(index,choice) utils.erase_sorted(self.trg_wounds,choice.wound,"id") choice.wound:delete() self:dirty_unit() self:update_wounds() end function editor_wounds:create_new_wound() print("Creating") end function editor_wounds:edit_cur_wound(index,choice) end function editor_wounds:init( args ) if self.target_unit==nil then qerror("invalid unit") end self.trg_wounds=self.target_unit.body.wounds self:addviews{ widgets.List{ frame = {t=0, b=1,l=1}, view_id="wounds", on_submit=self:callback("edit_cur_wound"), on_submit2=self:callback("delete_current_wound") }, widgets.Label{ frame = { b=0,l=1}, text ={{text= ": exit editor ", key = "LEAVESCREEN", on_activate= self:callback("dismiss")}, {text=": edit wound ", key = "SELECT"}, {text=": delete wound ", key = "SEC_SELECT"}, {text=": create wound ", key = "CUSTOM_CTRL_I", on_activate= self:callback("create_new_wound")}, } }, } self:update_wounds() end add_editor(editor_wounds) -------------------------------main window---------------- unit_editor = defclass(unit_editor, gui.FramedScreen) unit_editor.ATTRS={ frame_style = gui.GREY_LINE_FRAME, frame_title = "GameMaster's unit editor", target_unit = DEFAULT_NIL, } function unit_editor:init(args) self:addviews{ widgets.FilteredList{ choices=editors, on_submit=function (idx,choice) if choice.on_submit then choice.on_submit(self.target_unit) end end }, widgets.Label{ frame = { b=0,l=1}, text ={{text= ": exit editor", key = "LEAVESCREEN", on_activate= self:callback("dismiss") }, } }, } end unit_editor{target_unit=target}:show()