dfhack/scripts/modtools/item-trigger.lua

214 lines
5.9 KiB
Lua

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--attack-trigger.lua
--author expwnent
--based on itemsyndrome by Putnam
--triggers scripts when a unit attacks another with a weapon type, a weapon of a particular material
local eventful = require 'plugins.eventful'
local utils = require 'utils'
eventful.enableEvent(eventful.eventType.UNIT_ATTACK,1) -- this event type is cheap, so checking every tick is fine
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--eventful.enableEvent(eventful.eventType.INVENTORY_CHANGE,1000) --this is expensive, but you'll still want to set it lower
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eventful.enableEvent(eventful.eventType.INVENTORY_CHANGE,1) --this is temporary
itemTriggers = itemTriggers or {}
materialTriggers = materialTriggers or {}
contaminantTriggers = contaminantTriggers or {}
function processTrigger(command)
local command2 = {}
for i,arg in ipairs(command.command) do
if arg == '\\ATTACKER_ID' then
command2[i] = '' .. command.attacker.id
elseif arg == '\\DEFENDER_ID' then
command2[i] = '' .. command.defender.id
elseif arg == '\\ITEM_MATERIAL' then
command2[i] = command.itemMat:getToken()
elseif arg == '\\ITEM_MATERIAL_TYPE' then
command2[i] = command.itemMat['type']
elseif arg == '\\ITEM_MATERIAL_INDEX' then
command2[i] = command.itemMat.index
elseif arg == '\\ITEM_ID' then
command2[i] = '' .. command.item.id
elseif arg == '\\ITEM_TYPE' then
command2[i] = command.itemType
elseif arg == '\\CONTAMINANT_MATERIAL' then
command2[i] = command.contaminantMat:getToken()
elseif arg == '\\CONTAMINANT_MATERIAL_TYPE' then
command2[i] = command.contaminantMat['type']
elseif arg == '\\CONTAMINANT_MATERIAL_INDEX' then
command2[i] = command.contaminantMat.index
elseif arg == '\\MODE' then
command2[i] = command.mode
elseif arg == '\\UNIT_ID' then
command2[i] = command.unit.id
elseif string.sub(arg,1,1) == '\\' then
command2[i] = string.sub(command,2)
else
command2[i] = arg
end
end
dfhack.run_command(table.unpack(command2))
end
function handler(table)
local itemMat = dfhack.matinfo.decode(table.item)
local itemMatStr = itemMat:getToken()
local itemType = dfhack.items.getSubtypeDef(table.item:getType(),table.item:getSubtype()).id
table.itemMat = itemMat
table.itemType = itemType
for _,command in ipairs(itemTriggers[itemType] or {}) do
if command[table.mode] then
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utils.fillTable(command,table)
processTrigger(command)
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utils.unfillTable(command,table)
end
end
for _,command in ipairs(materialTriggers[itemMatStr] or {}) do
if command[table.mode] then
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utils.fillTable(command,table)
processTrigger(command)
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utils.unfillTable(command,table)
end
end
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for _,contaminant in ipairs(table.item.contaminants or {}) do
local contaminantMat = dfhack.matinfo.decode(contaminant.mat_type, contaminant.mat_index)
local contaminantStr = contaminantMat:getToken()
table.contaminantMat = contaminantMat
for _,command in ipairs(contaminantTriggers[contaminantStr] or {}) do
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utils.fillTable(command,table)
processTrigger(command)
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utils.unfillTable(command,table)
end
table.contaminantMat = nil
end
end
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function equipHandler(unit, item, isEquip)
local mode = (isEquip and 'onEquip') or (not isEquip and 'onUnequip')
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local table = {}
table.mode = mode
table.item = df.item.find(item)
table.unit = unit
handler(table)
end
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eventful.onInventoryChange.equipmentTrigger = function(unit, item, item_old, item_new)
if item_old and item_new then
return
end
local isEquip = item_new and not item_old
equipHandler(unit,item,isEquip)
end
eventful.onUnitAttack.attackTrigger = function(attacker,defender,wound)
attacker = df.unit.find(attacker)
defender = df.unit.find(defender)
if not attacker then
return
end
local attackerWeapon
for _,item in ipairs(attacker.inventory) do
if item.mode == df.unit_inventory_item.T_mode.Weapon then
attackerWeapon = item.item
break
end
end
if not attackerWeapon then
return
end
local table = {}
table.attacker = attacker
table.defender = defender
table.item = attackerWeapon
table.mode = 'onStrike'
handler(table)
end
validArgs = validArgs or utils.invert({
'clear',
'checkAttackEvery',
'checkInventoryEvery',
'command',
'itemType',
'onStrike',
'onEquip',
'onUnequip',
'material',
'contaminant',
})
local args = utils.processArgs({...}, validArgs)
if args.clear then
itemTriggers = {}
materialTriggers = {}
contaminantTriggers = {}
end
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if args.checkAttackEvery then
if not tonumber(args.checkAttackEvery) then
error('checkAttackEvery must be a number')
end
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eventful.enableEvent(eventful.eventType.UNIT_ATTACK,tonumber(args.checkAttackEvery))
end
if args.checkInventoryEvery then
if not tonumber(args.checkInventoryEvery) then
error('checkInventoryEvery must be a number')
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end
eventful.enableEvent(eventful.eventType.INVENTORY_CHANGE,tonumber(args.checkInventoryEvery))
end
if not args.command then
if not args.clear then
error 'specify a command'
end
return
end
if args.weaponType then
local temp
for _,itemdef in ipairs(df.global.world.raws.itemdefs.weapons) do
if itemdef.id == args.weaponType then
temp = itemdef.subtype
break
end
end
if not temp then
error 'Could not find weapon type.'
end
args.weaponType = temp
end
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local numConditions = (args.material and 1 or 0) + (args.weaponType and 1 or 0) + (args.contaminant and 1 or 0)
if numConditions > 1 then
error 'too many conditions defined: not (yet) supported (pester expwnent if you want it)'
elseif numConditions == 0 then
error 'specify a material, weaponType, or contaminant'
end
if args.material then
if not materialTriggers[args.material] then
materialTriggers[args.material] = {}
end
table.insert(materialTriggers[args.material],args)
elseif args.itemType then
if not itemTriggers[args.itemType] then
itemTriggers[args.itemType] = {}
end
table.insert(itemTriggers[args.itemType],args)
elseif args.contaminant then
if not contaminantTriggers[args.contaminant] then
contaminantTriggers[args.contaminant] = {}
end
table.insert(contaminantTriggers[args.contaminant],args)
end