Merge pull request #730 from PeridexisErrant/add-scripts

Add updated emigration script, gui/family-affairs
develop
Lethosor 2015-11-05 19:55:15 -05:00
commit 2f8f5b071a
4 changed files with 428 additions and 0 deletions

@ -82,6 +82,8 @@ New scripts
- `pref-adjust`: Adjust all preferences of all dwarves in play - `pref-adjust`: Adjust all preferences of all dwarves in play
- `rejuvenate`: make any "old" dwarf 20 years old - `rejuvenate`: make any "old" dwarf 20 years old
- `starvingdead`: make undead weaken after one month on the map, and crumble after six - `starvingdead`: make undead weaken after one month on the map, and crumble after six
- `emigration`: stressed dwarves may leave your fortress if they see a chance
- `gui/family-affairs`: investigate and alter romantic relationships
New tweaks New tweaks
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--Allow stressed dwarves to emigrate from the fortress
-- For 34.11 by IndigoFenix; update and cleanup by PeridexisErrant
-- old version: http://dffd.bay12games.com/file.php?id=8404
--[[=begin
emigration
==========
Allows dwarves to emigrate from the fortress when stressed,
in proportion to how badly stressed they are and adjusted
for who they would have to leave with - a dwarven merchant
being more attractive than leaving alone (or with an elf).
The check is made monthly.
A happy dwarf (ie with negative stress) will never emigrate.
Usage: ``emigration enable|disable``
=end]]
local args = {...}
if args[1] == "enable" then
enabled = true
elseif args[1] == "disable" then
enabled = false
end
function desireToStay(unit,method,civ_id)
-- on a percentage scale
value = 100 - unit.status.current_soul.personality.stress_level / 5000
if method == 'merchant' or method == 'diplomat' then
if civ_id ~= unit.civ_id then value = value*2 end end
if method == 'wild' then
value = value*5 end
return value
end
function desert(u,method,civ)
u.relations.following = nil
local line = dfhack.TranslateName(dfhack.units.getVisibleName(u)) .. " has "
if method == 'merchant' then
line = line.."joined the merchants"
u.flags1.merchant = true
u.civ_id = civ
elseif method == 'diplomat' then
line = line.."followed the diplomat"
u.flags1.diplomat = true
u.civ_id = civ
else
line = line.."abandoned the settlement in search of a better life."
u.civ_id = -1
u.flags1.forest = true
u.animal.leave_countdown = 2
end
print(line)
dfhack.gui.showAnnouncement(line, COLOR_WHITE)
end
function canLeave(unit)
for _, skill in pairs(unit.status.current_soul.skills) do
if skill.rating > 14 then return false end
end
if unit.flags1.caged
or u.race ~= df.global.ui.race_id
or u.civ_id ~= df.global.ui.civ_id
or dfhack.units.isDead(u)
or dfhack.units.isOpposedToLife(u)
or u.flags1.merchant
or u.flags1.diplomat
or unit.flags1.chained
or dfhack.units.getNoblePositions(unit) ~= nil
or unit.military.squad_id ~= -1
or dfhack.units.isCitizen(unit)
or dfhack.units.isSane(unit)
or unit.profession ~= 103
or not dfhack.units.isDead(unit)
then return false end
return true
end
function checkForDeserters(method,civ_id)
local allUnits = df.global.world.units.active
for i=#allUnits-1,0,-1 do -- search list in reverse
local u = allUnits[i]
if canLeave(u) and math.random(100) < desireToStay(u,method,civ_id) then
desert(u,method,civ_id)
end
end
end
function checkmigrationnow()
local merchant_civ_ids = {}
local diplomat_civ_ids = {}
local allUnits = df.global.world.units.active
for i=0, #allUnits-1 do
local unit = allUnits[i]
if dfhack.units.isSane(unit)
and not dfhack.units.isDead(unit)
and not dfhack.units.isOpposedToLife(unit)
and not unit.flags1.tame
then
if unit.flags1.merchant then table.insert(merchant_civ_ids, unit.civ_id) end
if unit.flags1.diplomat then table.insert(diplomat_civ_ids, unit.civ_id) end
end
end
for _, civ_id in pairs(merchant_civ_ids) do checkForDeserters('merchant', civ_id) end
for _, civ_id in pairs(diplomat_civ_ids) do checkForDeserters('diplomat', civ_id) end
checkForDeserters('wild', -1)
end
local function event_loop()
checkmigrationnow()
dfhack.timeout(1, 'months', event_loop)
end
dfhack.onStateChange.loadEmigration = function(code)
if code==SC_MAP_LOADED then
if enabled then
print("Emigration enabled.")
event_loop()
else
print("Emigration disabled.")
end
end
end
if dfhack.isMapLoaded() then
dfhack.onStateChange.loadEmigration(SC_MAP_LOADED)
end

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-- gui/family-affairs
-- derived from v1.2 @ http://www.bay12forums.com/smf/index.php?topic=147779
local help = [[=begin
gui/family-affairs
==================
A user-friendly interface to view romantic relationships,
with the ability to add, remove, or otherwise change them at
your whim - fantastic for depressed dwarves with a dead spouse
(or matchmaking players...).
The target/s must be alive, sane, and in fortress mode.
.. image:: /docs/images/family-affairs.png
:align: center
``gui/family-affairs [unitID]``
shows GUI for the selected unit, or the specified unit ID
``gui/family-affairs divorce [unitID]``
removes all spouse and lover information from the unit
and it's partner, bypassing almost all checks.
``gui/family-affairs [unitID] [unitID]``
divorces the two specificed units and their partners,
then arranges for the two units to marry, bypassing
almost all checks. Use with caution.
=end]]
local dlg = require ('gui.dialogs')
function ErrorPopup (msg,color)
if not tostring(msg) then msg = "Error" end
if not color then color = COLOR_LIGHTRED end
dlg.showMessage("Dwarven Family Affairs", msg, color, nil)
end
function AnnounceAndGamelog (text,l)
if not l then l = true end
dfhack.gui.showAnnouncement(text, _G["COLOR_LIGHTMAGENTA"])
if l then
local log = io.open('gamelog.txt', 'a')
log:write(text.."\n")
log:close()
end
end
function ListPrompt (msg, choicelist, bool, yes_func)
dlg.showListPrompt(
"Dwarven Family Affairs",
msg,
COLOR_WHITE,
choicelist,
--called if choice is yes
yes_func,
--called on cancel
function() end,
15,
bool
)
end
function GetMarriageSummary (source)
local familystate = ""
if source.relations.spouse_id ~= -1 then
if dfhack.units.isSane(df.unit.find(source.relations.spouse_id)) then
familystate = dfhack.TranslateName(source.name).." has a spouse ("..dfhack.TranslateName(df.unit.find(source.relations.spouse_id).name)..")"
end
if dfhack.units.isSane(df.unit.find(source.relations.spouse_id)) == false then
familystate = dfhack.TranslateName(source.name).."'s spouse is dead or not sane, would you like to choose a new one?"
end
end
if source.relations.spouse_id == -1 and source.relations.lover_id ~= -1 then
if dfhack.units.isSane(df.unit.find(source.relations.lover_id)) then
familystate = dfhack.TranslateName(source.name).." already has a lover ("..dfhack.TranslateName(df.unit.find(source.relations.spouse_id).name)..")"
end
if dfhack.units.isSane(df.unit.find(source.relations.lover_id)) == false then
familystate = dfhack.TranslateName(source.name).."'s lover is dead or not sane, would you like that love forgotten?"
end
end
if source.relations.spouse_id == -1 and source.relations.lover_id == -1 then
familystate = dfhack.TranslateName(source.name).." is not involved in romantic relationships with anyone"
end
if source.relations.pregnancy_timer > 0 then
familystate = familystate.."\nShe is pregnant."
local father = df.historical_figure.find(source.relations.pregnancy_spouse)
if father then
familystate = familystate.." The father is "..dfhack.TranslateName(father.name).."."
end
end
return familystate
end
function GetSpouseData (source)
local spouse = df.unit.find(source.relations.spouse_id)
local spouse_hf
if spouse then
spouse_hf = df.historical_figure.find (spouse.hist_figure_id)
end
return spouse,spouse_hf
end
function GetLoverData (source)
local lover = df.unit.find(source.relations.spouse_id)
local lover_hf
if lover then
lover_hf = df.historical_figure.find (lover.hist_figure_id)
end
return lover,lover_hf
end
function EraseHFLinksLoverSpouse (hf)
for i = #hf.histfig_links-1,0,-1 do
if hf.histfig_links[i]._type == df.histfig_hf_link_spousest or hf.histfig_links[i]._type == df.histfig_hf_link_loverst then
local todelete = hf.histfig_links[i]
hf.histfig_links:erase(i)
todelete:delete()
end
end
end
function Divorce (source)
local source_hf = df.historical_figure.find(source.hist_figure_id)
local spouse,spouse_hf = GetSpouseData (source)
local lover,lover_hf = GetLoverData (source)
source.relations.spouse_id = -1
source.relations.lover_id = -1
if source_hf then
EraseHFLinksLoverSpouse (source_hf)
end
if spouse then
spouse.relations.spouse_id = -1
spouse.relations.lover_id = -1
end
if lover then
spouse.relations.spouse_id = -1
spouse.relations.lover_id = -1
end
if spouse_hf then
EraseHFLinksLoverSpouse (spouse_hf)
end
if lover_hf then
EraseHFLinksLoverSpouse (lover_hf)
end
local partner = spouse or lover
if not partner then
AnnounceAndGamelog(dfhack.TranslateName(source.name).." is now single")
else
AnnounceAndGamelog(dfhack.TranslateName(source.name).." and "..dfhack.TranslateName(partner.name).." are now single")
end
end
function Marriage (source,target)
local source_hf = df.historical_figure.find(source.hist_figure_id)
local target_hf = df.historical_figure.find(target.hist_figure_id)
source.relations.spouse_id = target.id
target.relations.spouse_id = source.id
local new_link = df.histfig_hf_link_spousest:new() -- adding hf link to source
new_link.target_hf = target_hf.id
new_link.link_strength = 100
source_hf.histfig_links:insert('#',new_link)
new_link = df.histfig_hf_link_spousest:new() -- adding hf link to target
new_link.target_hf = source_hf.id
new_link.link_strength = 100
target_hf.histfig_links:insert('#',new_link)
end
function ChooseNewSpouse (source)
if not source then
qerror("no unit") return
end
if (source.profession == 103 or source.profession == 104) then
ErrorPopup("target is too young") return
end
if not (source.relations.spouse_id == -1 and source.relations.lover_id == -1) then
ErrorPopup("target already has a spouse or a lover")
qerror("source already has a spouse or a lover")
return
end
local choicelist = {}
targetlist = {}
for k,v in pairs (df.global.world.units.active) do
if dfhack.units.isCitizen(v)
and v.race == source.race
and v.sex ~= source.sex
and v.relations.spouse_id == -1
and v.relations.lover_id == -1
and not (v.profession == 103 or v.profession == 104)
then
table.insert(choicelist,dfhack.TranslateName(v.name)..', '..dfhack.units.getProfessionName(v))
table.insert(targetlist,v)
end
end
if #choicelist > 0 then
ListPrompt(
"Assign new spouse for "..dfhack.TranslateName(source.name),
choicelist,
true,
function(a,b)
local target = targetlist[a]
Marriage (source,target)
AnnounceAndGamelog(dfhack.TranslateName(source.name).." and "..dfhack.TranslateName(target.name).." have married!")
end)
else
ErrorPopup("No suitable candidates")
end
end
function MainDialog (source)
local familystate = GetMarriageSummary(source)
familystate = familystate.."\nSelect action:"
local choicelist = {}
local on_select = {}
local child = (source.profession == 103 or source.profession == 104)
local is_single = source.relations.spouse_id == -1 and source.relations.lover_id == -1
local ready_for_marriage = single and not child
if not child then
table.insert(choicelist,"Remove romantic relationships (if any)")
table.insert(on_select, Divorce)
if ready_for_marriage then
table.insert(choicelist,"Assign a new spouse")
table.insert(on_select,ChooseNewSpouse)
end
if not ready_for_marriage then
table.insert(choicelist,"[Assign a new spouse]")
table.insert(on_select,function () ErrorPopup ("Existing relationships must be removed if you wish to assign a new spouse.") end)
end
else
table.insert(choicelist,"Leave this child alone")
table.insert(on_select,nil)
end
ListPrompt(familystate, choicelist, false,
function(a,b) if on_select[a] then on_select[a](source) end end)
end
local args = {...}
if args[1] == "help" or args[1] == "?" then print(helpstr) return end
if not df.global.gamemode == 0 then
print (helpstr) qerror ("invalid gamemode") return
end
if args[1] == "divorce" and tonumber(args[2]) then
local unit = df.unit.find(args[2])
if unit then Divorce (unit) return end
end
if tonumber(args[1]) and tonumber(args[2]) then
local unit1 = df.unit.find(args[1])
local unit2 = df.unit.find(args[2])
if unit1 and unit2 then
Divorce (unit1)
Divorce (unit2)
Marriage (unit1,unit2)
return
end
end
local selected = dfhack.gui.getSelectedUnit(true)
if tonumber(args[1]) then
selected = df.unit.find(tonumber(args[1])) or selected
end
if selected then
if dfhack.units.isCitizen(selected) and dfhack.units.isSane(selected) then
MainDialog(selected)
else
qerror("You must select sane fortress citizen.")
return
end
else
print (helpstr)
qerror("select a sane fortress dwarf")
end