Merge branch 'autolabor-civ-permitted' into develop

develop
lethosor 2015-10-30 18:42:36 -04:00
commit db6f4cf6a0
4 changed files with 375 additions and 0 deletions

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# Increase the rate at which clothes wear out
=begin
deteriorateclothes
==================
Somewhere between a "mod" and a "fps booster", with a small impact on
vanilla gameplay. All of those slightly worn wool shoes that dwarves
scatter all over the place will deteriorate at a greatly increased rate,
and eventually just crumble into nothing. As warm and fuzzy as a dining
room full of used socks makes your dwarves feel, your FPS does not like it.
Usage: ``deteriorateclothes (start|stop)``
=end
class DeteriorateClothes
def initialize
end
def process
return false unless @running
items = [df.world.items.other[:GLOVES],
df.world.items.other[:ARMOR],
df.world.items.other[:SHOES],
df.world.items.other[:PANTS],
df.world.items.other[:HELM]]
items.each { |type|
type.each { |i|
if (i.subtype.armorlevel == 0 and i.flags.on_ground == true and i.wear > 0)
i.wear_timer *= i.wear + 0.5
if (i.wear > 2)
i.flags.garbage_collect = true
end
end
}
}
end
def start
@onupdate = df.onupdate_register('deteriorateclothes', 1200, 1200) { process }
@running = true
puts "Deterioration of old clothes commencing..."
end
def stop
df.onupdate_unregister(@onupdate)
@running = false
end
def status
@running ? 'Running.' : 'Stopped.'
end
end
case $script_args[0]
when 'start'
if ($DeteriorateClothes)
$DeteriorateClothes.stop
end
$DeteriorateClothes = DeteriorateClothes.new
$DeteriorateClothes.start
when 'end', 'stop'
$DeteriorateClothes.stop
else
if $DeteriorateClothes
puts $DeteriorateClothes.status
else
puts 'Not loaded.'
end
end

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# Make corpse parts decay and vanish over time
=begin
deterioratecorpses
==================
Somewhere between a "mod" and a "fps booster", with a small impact on
vanilla gameplay.
In long running forts, especially evil biomes, you end up with a lot
of toes, teeth, fingers, and limbs scattered all over the place.
Various corpses from various sieges, stray kitten corpses, probably
some heads. Basically, your map will look like a giant pile of
assorted body parts, all of which individually eat up a small part
of your FPS, which collectively eat up quite a bit.
In addition, this script also targets various butchery byproducts.
Enjoying your thriving animal industry? Your FPS does not. Those
thousands of skulls, bones, hooves, and wool eat up precious FPS
that could be used to kill goblins and elves. Whose corpses will
also get destroyed by the script to kill more goblins and elves.
This script causes all of those to rot away into nothing after
several months.
Usage: ``deterioratecorpses (start|stop)``
=end
class DeteriorateCorpses
def initialize
end
def process
return false unless @running
df.world.items.other[:ANY_CORPSE].each { |i|
if (i.flags.dead_dwarf == false)
i.wear_timer += 1
if (i.wear_timer > 24 + rand(8))
i.wear_timer = 0
i.wear += 1
end
if (i.wear > 3)
i.flags.garbage_collect = true
end
end
}
df.world.items.other[:REMAINS].each { |i|
if (i.flags.dead_dwarf == false)
i.wear_timer += 1
if (i.wear_timer > 6)
i.wear_timer = 0
i.wear += 1
end
if (i.wear > 3)
i.flags.garbage_collect = true
end
end
}
end
def start
@onupdate = df.onupdate_register('deterioratecorpses', 1200, 1200) { process }
@running = true
puts "Deterioration of body parts commencing..."
end
def stop
df.onupdate_unregister(@onupdate)
@running = false
end
def status
@running ? 'Running.' : 'Stopped.'
end
end
case $script_args[0]
when 'start'
if ($DeteriorateCorpses)
$DeteriorateCorpses.stop
end
$DeteriorateCorpses = DeteriorateCorpses.new
$DeteriorateCorpses.start
when 'end', 'stop'
$DeteriorateCorpses.stop
else
if $DeteriorateCorpses
puts $DeteriorateCorpses.status
else
puts 'Not loaded.'
end
end

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# Make food and plants decay, and vanish after a few months
=begin
deterioratefood
===============
Somewhere between a "mod" and a "fps booster", with a small impact on
vanilla gameplay.
With this script running, all food and plants wear out and disappear
after several months. Barrels and stockpiles will keep them from
rotting, but it won't keep them from decaying. No more sitting on a
hundred years worth of food. No more keeping barrels of pig tails
sitting around until you decide to use them. Either use it, eat it,
or lose it. Seeds, are excluded from this, if you aren't planning on
using your pig tails, hold onto the seeds for a rainy day.
This script is...pretty far reaching. However, almost all long
running forts I've had end up sitting on thousands and thousands of
food items. Several thousand cooked meals, three thousand plump
helmets, just as many fish and meat. It gets pretty absurd. And your
FPS doesn't like it.
Usage: ``deterioratefood (start|stop)``
=end
class DeteriorateFood
def initialize
end
def process
return false unless @running
items = [df.world.items.other[:FISH],
df.world.items.other[:FISH_RAW],
df.world.items.other[:EGG],
df.world.items.other[:CHEESE],
df.world.items.other[:PLANT],
df.world.items.other[:PLANT_GROWTH],
df.world.items.other[:FOOD]]
items.each { |type|
type.each { |i|
i.wear_timer += 1
if (i.wear_timer > 24 + rand(8))
i.wear_timer = 0
i.wear += 1
end
if (i.wear > 3)
i.flags.garbage_collect = true
end
}
}
end
def start
@onupdate = df.onupdate_register('deterioratefood', 1200, 1200) { process }
@running = true
puts "Deterioration of food commencing..."
end
def stop
df.onupdate_unregister(@onupdate)
@running = false
end
def status
@running ? 'Running.' : 'Stopped.'
end
end
case $script_args[0]
when 'start'
if ($DeteriorateFood)
$DeteriorateFood.stop
end
$DeteriorateFood = DeteriorateFood.new
$DeteriorateFood.start
when 'end', 'stop'
$DeteriorateFood.stop
else
if $DeteriorateFood
puts $DeteriorateFood.status
else
puts 'Not loaded.'
end
end

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# Make undead units weaken after one month, and vanish after six
=begin
starvingdead
============
Somewhere between a "mod" and a "fps booster", with a small impact on
vanilla gameplay. It mostly helps prevent undead cascades in the caverns,
where constant combat leads to hundreds of undead roaming the
caverns and destroying your FPS.
With this script running, all undead that have been on the map for
one month gradually decay, losing strength, speed, and toughness.
After six months, they collapse upon themselves, never to be reanimated.
Usage: ``starvingdead (start|stop)``
=end
class StarvingDead
def initialize
@threshold = 1
@die_threshold = 6
end
def process
return false unless @running
month_length = 67200
if (@undead_count >= 25)
month_length *= 25 / @undead_count
end
@undead_count = 0
df.world.units.active.each { |u|
if (u.enemy.undead and not u.flags1.dead)
@undead_count += 1
if (u.curse.time_on_site > month_length * @threshold)
u.body.physical_attrs.each { |att|
att.value = att.value - (att.value * 0.02)
}
end
if (u.curse.time_on_site > month_length * @die_threshold)
u.flags1.dead = true
u.curse.rem_tags2.FIT_FOR_ANIMATION = true
end
end
}
end
def start
@onupdate = df.onupdate_register('starvingdead', 1200, 1200) { process }
@running = true
@undead_count = 0
if ($script_args[1] and $script_args[1].gsub(/[^0-9\.]/,'').to_f > 0)
@threshold = $script_args[1].gsub(/[^0-9\.]/,'').to_f
end
if ($script_args[2] and $script_args[2].gsub(/[^0-9\.]/,'').to_f > 0)
@die_threshold = $script_args[2].gsub(/[^0-9\.]/,'').to_f
end
puts "Starving Dead starting...weakness starts at #{@threshold} months, true death at #{@die_threshold} months"
end
def stop
df.onupdate_unregister(@onupdate)
@running = false
end
def status
@running ? 'Running.' : 'Stopped.'
end
end
case $script_args[0]
when 'start'
if ($StarvingDead)
$StarvingDead.stop
end
$StarvingDead = StarvingDead.new
$StarvingDead.start
when 'end', 'stop'
$StarvingDead.stop
else
if $StarvingDead
puts $StarvingDead.status
else
puts 'Not loaded.'
end
end