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-rw-r--r--scripts/gui/choose-weapons.lua154
1 files changed, 154 insertions, 0 deletions
diff --git a/scripts/gui/choose-weapons.lua b/scripts/gui/choose-weapons.lua
new file mode 100644
index 00000000..85ad62b6
--- /dev/null
+++ b/scripts/gui/choose-weapons.lua
@@ -0,0 +1,154 @@
+-- Rewrite individual choice weapons into specific types.
+
+local utils = require 'utils'
+local dlg = require 'gui.dialogs'
+
+local defs = df.global.world.raws.itemdefs
+local entity = df.global.ui.main.fortress_entity
+local tasks = df.global.ui.tasks
+local equipment = df.global.ui.equipment
+
+function find_best_weapon(unit,mode)
+ local best = nil
+ local skill = nil
+ local skill_level = nil
+ local count = 0
+ local function try(id,iskill)
+ local slevel = dfhack.units.getNominalSkill(unit,iskill)
+ -- Choose most skill
+ if (skill ~= nil and slevel > skill_level)
+ or (skill == nil and slevel > 0) then
+ best,skill,skill_level,count = id,iskill,slevel,0
+ end
+ -- Then most produced within same skill
+ if skill == iskill then
+ local cnt = tasks.created_weapons[id]
+ if cnt > count then
+ best,count = id,cnt
+ end
+ end
+ end
+ for _,id in ipairs(entity.resources.weapon_type) do
+ local def = defs.weapons[id]
+ if def.skill_ranged >= 0 then
+ if mode == nil or mode == 'ranged' then
+ try(id, def.skill_ranged)
+ end
+ else
+ if mode == nil or mode == 'melee' then
+ try(id, def.skill_melee)
+ end
+ end
+ end
+ return best
+end
+
+function unassign_wrong_items(unit,position,spec,subtype)
+ for i=#spec.assigned-1,0,-1 do
+ local id = spec.assigned[i]
+ local item = df.item.find(id)
+
+ if item.subtype.subtype ~= subtype then
+ spec.assigned:erase(i)
+
+ -- TODO: somewhat unexplored area; maybe missing some steps
+ utils.erase_sorted(position.assigned_items,id)
+ if utils.erase_sorted(equipment.items_assigned.WEAPON,item,'id') then
+ utils.insert_sorted(equipment.items_unassigned.WEAPON,item,'id')
+ end
+ equipment.update.weapon = true
+ unit.military.pickup_flags.update = true
+ end
+ end
+end
+
+local count = 0
+
+function adjust_uniform_spec(unit,position,spec,force)
+ if not unit then return end
+ local best
+ if spec.indiv_choice.melee then
+ best = find_best_weapon(unit, 'melee')
+ elseif spec.indiv_choice.ranged then
+ best = find_best_weapon(unit, 'ranged')
+ elseif spec.indiv_choice.any or force then
+ best = find_best_weapon(unit, nil)
+ end
+ if best then
+ count = count + 1
+ spec.item_filter.item_subtype = best
+ spec.indiv_choice.any = false
+ spec.indiv_choice.melee = false
+ spec.indiv_choice.ranged = false
+ unassign_wrong_items(unit, position, spec, best)
+ end
+end
+
+function adjust_position(unit,position,force)
+ if not unit then
+ local fig = df.historical_figure.find(position.occupant)
+ if not fig then return end
+ unit = df.unit.find(fig.unit_id)
+ end
+
+ for _,v in ipairs(position.uniform.weapon) do
+ adjust_uniform_spec(unit, position, v, force)
+ end
+end
+
+function adjust_squad(squad, force)
+ for _,pos in ipairs(squad.positions) do
+ adjust_position(nil, pos, force)
+ end
+end
+
+local args = {...}
+local vs = dfhack.gui.getCurViewscreen()
+local vstype = df.viewscreen_layer_militaryst
+if not vstype:is_instance(vs) then
+ qerror('Call this from the military screen')
+end
+
+if vs.page == vstype.T_page.Equip
+and vs.equip.mode == vstype.T_equip.T_mode.Customize then
+ local slist = vs.layer_objects[0]
+ local squad = vs.equip.squads[slist:getListCursor()]
+
+ if slist.active then
+ print('Adjusting squad.')
+ adjust_squad(squad)
+ else
+ local plist = vs.layer_objects[1]
+ local pidx = plist:getListCursor()
+ local pos = squad.positions[pidx]
+ local unit = vs.equip.units[pidx]
+
+ if plist.active then
+ print('Adjusting position.')
+ adjust_position(unit, pos)
+ elseif unit and vs.equip.edit_mode < 0 then
+ local wlist = vs.layer_objects[2]
+ local idx = wlist:getListCursor()
+ local cat = vs.equip.assigned.category[idx]
+
+ if wlist.active and cat == df.uniform_category.weapon then
+ print('Adjusting spec.')
+ adjust_uniform_spec(unit, pos, vs.equip.assigned.spec[idx], true)
+ end
+ end
+ end
+else
+ qerror('Call this from the Equip page of military screen')
+end
+
+if count > 1 then
+ dlg.showMessage(
+ 'Choose Weapons',
+ 'Updated '..count..' uniform entries.', COLOR_GREEN
+ )
+elseif count == 0 then
+ dlg.showMessage(
+ 'Choose Weapons',
+ 'Did not find any entries to update.', COLOR_YELLOW
+ )
+end