Add a script to reclassify 'individual choice' weapons based on unit skill.
parent
48da06ec37
commit
62cde96724
@ -0,0 +1,154 @@
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-- Rewrite individual choice weapons into specific types.
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local utils = require 'utils'
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local dlg = require 'gui.dialogs'
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local defs = df.global.world.raws.itemdefs
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local entity = df.global.ui.main.fortress_entity
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local tasks = df.global.ui.tasks
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local equipment = df.global.ui.equipment
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function find_best_weapon(unit,mode)
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local best = nil
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local skill = nil
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local skill_level = nil
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local count = 0
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local function try(id,iskill)
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local slevel = dfhack.units.getNominalSkill(unit,iskill)
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-- Choose most skill
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if (skill ~= nil and slevel > skill_level)
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or (skill == nil and slevel > 0) then
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best,skill,skill_level,count = id,iskill,slevel,0
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end
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-- Then most produced within same skill
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if skill == iskill then
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local cnt = tasks.created_weapons[id]
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if cnt > count then
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best,count = id,cnt
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end
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end
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end
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for _,id in ipairs(entity.resources.weapon_type) do
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local def = defs.weapons[id]
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if def.skill_ranged >= 0 then
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if mode == nil or mode == 'ranged' then
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try(id, def.skill_ranged)
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end
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else
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if mode == nil or mode == 'melee' then
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try(id, def.skill_melee)
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end
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end
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end
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return best
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end
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function unassign_wrong_items(unit,position,spec,subtype)
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for i=#spec.assigned-1,0,-1 do
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local id = spec.assigned[i]
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local item = df.item.find(id)
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if item.subtype.subtype ~= subtype then
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spec.assigned:erase(i)
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-- TODO: somewhat unexplored area; maybe missing some steps
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utils.erase_sorted(position.assigned_items,id)
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if utils.erase_sorted(equipment.items_assigned.WEAPON,item,'id') then
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utils.insert_sorted(equipment.items_unassigned.WEAPON,item,'id')
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end
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equipment.update.weapon = true
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unit.military.pickup_flags.update = true
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end
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end
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end
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local count = 0
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function adjust_uniform_spec(unit,position,spec,force)
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if not unit then return end
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local best
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if spec.indiv_choice.melee then
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best = find_best_weapon(unit, 'melee')
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elseif spec.indiv_choice.ranged then
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best = find_best_weapon(unit, 'ranged')
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elseif spec.indiv_choice.any or force then
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best = find_best_weapon(unit, nil)
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end
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if best then
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count = count + 1
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spec.item_filter.item_subtype = best
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spec.indiv_choice.any = false
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spec.indiv_choice.melee = false
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spec.indiv_choice.ranged = false
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unassign_wrong_items(unit, position, spec, best)
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end
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end
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function adjust_position(unit,position,force)
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if not unit then
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local fig = df.historical_figure.find(position.occupant)
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if not fig then return end
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unit = df.unit.find(fig.unit_id)
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end
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for _,v in ipairs(position.uniform.weapon) do
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adjust_uniform_spec(unit, position, v, force)
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end
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end
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function adjust_squad(squad, force)
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for _,pos in ipairs(squad.positions) do
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adjust_position(nil, pos, force)
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end
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end
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local args = {...}
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local vs = dfhack.gui.getCurViewscreen()
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local vstype = df.viewscreen_layer_militaryst
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if not vstype:is_instance(vs) then
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qerror('Call this from the military screen')
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end
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if vs.page == vstype.T_page.Equip
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and vs.equip.mode == vstype.T_equip.T_mode.Customize then
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local slist = vs.layer_objects[0]
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local squad = vs.equip.squads[slist:getListCursor()]
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if slist.active then
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print('Adjusting squad.')
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adjust_squad(squad)
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else
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local plist = vs.layer_objects[1]
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local pidx = plist:getListCursor()
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local pos = squad.positions[pidx]
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local unit = vs.equip.units[pidx]
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if plist.active then
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print('Adjusting position.')
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adjust_position(unit, pos)
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elseif unit and vs.equip.edit_mode < 0 then
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local wlist = vs.layer_objects[2]
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local idx = wlist:getListCursor()
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local cat = vs.equip.assigned.category[idx]
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if wlist.active and cat == df.uniform_category.weapon then
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print('Adjusting spec.')
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adjust_uniform_spec(unit, pos, vs.equip.assigned.spec[idx], true)
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end
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end
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end
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else
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qerror('Call this from the Equip page of military screen')
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end
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if count > 1 then
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dlg.showMessage(
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'Choose Weapons',
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'Updated '..count..' uniform entries.', COLOR_GREEN
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)
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elseif count == 0 then
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dlg.showMessage(
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'Choose Weapons',
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'Did not find any entries to update.', COLOR_YELLOW
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)
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end
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