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You can now run gui/armies to see armies on the world map
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Crystalwarrior committed Jun 15, 2024
1 parent 32bf2af commit a1cc6af
Showing 1 changed file with 117 additions and 0 deletions.
117 changes: 117 additions & 0 deletions gui/armies.lua
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local gui = require('gui')
local widgets = require('gui.widgets')
local utils = require('utils')
local repeatUtil = require('repeat-util')

local visible_armies = {}

local timerId = 'testoverlay'

local function getMapPortTopLeftXY()
local player_army = df.army.find(df.global.adventure.player_army_id)
if not player_army then return 0,0 end

local main_map_port = df.global.gps.main_map_port
local screen_center_x, screen_center_y = main_map_port.screen_x, main_map_port.screen_y

local px, py = player_army.pos.x, player_army.pos.y

local site_level_zoom = df.global.adventure.site_level_zoom
if site_level_zoom == 0 then
px, py = math.floor(px/3), math.floor(py/3)
end
local top_left_x, top_left_y = px - screen_center_x, py - screen_center_y

return top_left_x, top_left_y
end

local last_tick = 0
local function onTick()
last_tick = df.global.cur_year_tick_advmode
visible_armies = {}

local site_level_zoom = df.global.adventure.site_level_zoom
local top_left_x, top_left_y = getMapPortTopLeftXY()

for _, army in pairs(df.global.world.armies.all) do
if army.flags.player then goto continue end
local x, y = army.pos.x, army.pos.y
if site_level_zoom == 0 then
x, y = math.floor(x/3), math.floor(y/3)
end
local adjusted_x, adjusted_y = x - top_left_x, y - top_left_y
table.insert(visible_armies, {x=adjusted_x, y=adjusted_y})
:: continue ::
end
end

ArmyOverlay = defclass(ArmyOverlay, widgets.Window)
ArmyOverlay.ATTRS {
frame_title='Army Overlay',
frame={b = 4, r = 4, w = 50, h = 12},
visible=true
}

function ArmyOverlay:init()
self:addviews{
widgets.HotkeyLabel{
frame={l=0, t=0},
label='Force Update',
key='CUSTOM_U',
-- auto_width=true,
on_activate=function()
onTick()
end,
},
widgets.HotkeyLabel{
frame={l=0, t=2},
label='Teleport Self to Cursor',
key='CUSTOM_T',
on_activate=function()
local player_army = df.army.find(df.global.adventure.player_army_id)
if not player_army then return end
local mouse_x, mouse_y = math.floor(df.global.gps.precise_mouse_x / 16), math.floor(df.global.gps.precise_mouse_y / 16)
local site_level_zoom = df.global.adventure.site_level_zoom

local top_left_x, top_left_y = getMapPortTopLeftXY()
local x, y = mouse_x + top_left_x, mouse_y + top_left_y
if site_level_zoom == 0 then
x, y = x*3, y*3
end
player_army.pos.x = x
player_army.pos.y = y
onTick()
end,
},
}
end

local army_pen = {ch='*', fg=COLOR_GRAY, tile=dfhack.screen.findGraphicsTile('WORLD_MAP_ARMIES', 2, 0)}
function ArmyOverlay:onRenderFrame(painter, rect)
ArmyOverlay.super.onRenderFrame(self, painter, rect)
if last_tick ~= df.global.cur_year_tick_advmode then
onTick()
end
for _, army in pairs(visible_armies) do
dfhack.screen.paintTileMapPort(army_pen, army.x, army.y, army_pen.ch, army_pen.tile)
end
end

ArmyOverlayScreen = defclass(ArmyOverlayScreen, gui.ZScreen)
ArmyOverlayScreen.ATTRS {
focus_path = 'ArmyOverlay',
pass_movement_keys = true,
pass_mouse_clicks = true,
}

function ArmyOverlayScreen:init()
self:addviews{ArmyOverlay{}}
onTick()
end

function ArmyOverlayScreen:onDismiss()
view = nil
end

view = view and view:raise() or ArmyOverlayScreen{}:show()

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