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Add a display for melt remainders #1326

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119 changes: 119 additions & 0 deletions gui/melt-remainder.lua
Original file line number Diff line number Diff line change
@@ -0,0 +1,119 @@
-- Add a display for how much melted metal is stored inside smelters.
--@module = true
--@enable = true
--[====[
gui/melt-remainder
==================
When enabled, a line of text is added to the Tasks screen of melters and magma smelters
that shows how much metal is "stored" as a result of melting items in it. (The base game
has no display of this information,)
Click on the text for more detailed information.
Comment on lines +6 to +12
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docs should go in docs/gui/melt-remainder.rst. You can copy another file in that directory to get the format. More info on the documentation format is at: https://docs.dfhack.org/en/stable/docs/dev/Documentation.html#documentation-standards

]====]

local overlay = require("plugins.overlay")
local widgets = require("gui.widgets")
-- the existence of this is not documented anywhere of course
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contributions are welcome for the docs, of course, but you can remove this comment. It doesn't help.

local dialogs = require("gui.dialogs")

ENABLED = ENABLED or false
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overlays don't need to track their enabled state. that is handled by the overlay framework itself. You will be able to toggle the overlay in gui/control-panel on the Overlays tab.


local function i_hate_lua(tbl)
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This isn't really an appropriate place to express your opinions on the scripting language DFHack uses.

local worst_language = 0
for _,_ in pairs(tbl) do
worst_language = worst_language + 1
end
return worst_language
end

local function get_melt_remainders(smelter)
if not smelter.melt_remainder then return nil end
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As a non-pointer vector field, this can never be falsey. if you want to check for an empty vector, it should be if #smelter.melt_remainder == 0 then return nil end

local fractions = {}
local mat_count = #df.global.world.raws.inorganics
for i = 0, mat_count - 1 do
Comment on lines +34 to +35
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although #smelter.melt_remainder should be the same as #df.global.world.raws.inorganics, it would be more consistent to define mat_count = #smelter.melt_remainder since you are indexing into smelter.melt_remainder in the loop.

local melt_frac = smelter.melt_remainder[i]
if melt_frac > 0 then
fractions[i] = melt_frac
end
end
return fractions
end

-- lua doesn't hoist functions nerd emoji
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this is true, but the comment doesn't add value

local function popup_full_list()
local workshop = dfhack.gui.getSelectedBuilding(true)
if not workshop then return end
local rems = get_melt_remainders(workshop)
if not rems then return end

printall(rems)
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Leftover debug statement?

local lines = {}
for mat_id, tenths in pairs(rems) do
local mat_name = df.global.world.raws.inorganics[mat_id].id
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you should probably be using the material lookup functions for this: https://docs.dfhack.org/en/stable/docs/dev/Lua%20API.html#material-info-lookup

e.g. dfhack.matinfo.decode(0, mat_id)

then you can get the in-game name from the returned object.

table.insert(lines, mat_name .. ": " .. (tenths * 10) .. "%\n")
end
if #lines == 0 then
table.insert(lines, "<There were no melt remainders>")
end
dialogs.DialogScreen{
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DialogScreen is lower level than you need to be here. The dialogs.showMessage() function would be more appropriate. https://github.com/DFHack/dfhack/blob/develop/library/lua/gui/dialogs.lua#L121

title = "Melt Remainders",
message_label_attrs = { text = lines },
}:show():raise()
end

MeltRemainderOverlay = defclass(MeltRemainderOverlay, overlay.OverlayWidget)
MeltRemainderOverlay.ATTRS = {
desc = "Displays the fractions of a complete bar 'stored' in the smelter by melting",
default_pos = { x = -39, y = 41 },
version = 1,
default_enabled = true,
viewscreens = {
'dwarfmode/ViewSheets/BUILDING/Furnace/Smelter/Tasks',
'dwarfmode/ViewSheets/BUILDING/Furnace/MagmaSmelter/Tasks',
},
frame = { w = 58, h = 1 },
visible = function() return ENABLED end,
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you can take this out. overlay widget visibility is controlled by the framework

}

function MeltRemainderOverlay:init()
self:addviews {
widgets.Label{
view_id = "the_label",
text = "<loading...>",
on_click = popup_full_list,
}
}
end

function MeltRemainderOverlay:onRenderBody(painter)
local workshop = dfhack.gui.getSelectedBuilding(true)
if not workshop then return end
local rems = get_melt_remainders(workshop)
if not rems then return end

local count = i_hate_lua(rems)
if count == 0 then
self.subviews.the_label:setText("No melt remainders.")
elseif count == 1 then
-- Singleton material
local mat_id, tenths = next(rems)
local mat_name = df.global.world.raws.inorganics[mat_id].id
self.subviews.the_label:setText("Melting " .. mat_name .. ": " .. (tenths * 10) .. "%")
else
self.subviews.the_label:setText(count .. " melt remainders...")
end
end

OVERLAY_WIDGETS = { melt_remainder = MeltRemainderOverlay }

function isEnabled()
return ENABLED
end
if dfhack_flags.enable then
ENABLED = dfhack_flags.enable_state
return
end

print("gui/melt-remainder is " .. (ENABLED and "enabled" or "disabled") .. ".")
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when this script is run by name, it should check to see if it is in an appropriate context (a smelter is selected). If not in an appropriate context, qerror. if a smelter is selected, it should show the dialog with the remainder info.