Merge gamelog scripts to modtools/extra-gamelog
parent
67aed56183
commit
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-- On map load writes information about the loaded region to gamelog.txt
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-- By Kurik Amudnil and Warmist (http://www.bay12forums.com/smf/index.php?topic=91166.msg4467072#msg4467072)
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--[[=begin
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log-region
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==========
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When enabled in :file:`dfhack.init`, each time a fort is loaded identifying information
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will be written to the gamelog. Assists in parsing the file if you switch
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between forts, and adds information for story-building.
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=end]]
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local function write_gamelog(msg)
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local log = io.open('gamelog.txt', 'a')
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log:write(msg.."\n")
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log:close()
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end
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local function fullname(item)
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return dfhack.TranslateName(item.name)..' ('..dfhack.TranslateName(item.name ,true)..')'
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end
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local args = {...}
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if args[1] == 'disable' then
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dfhack.onStateChange[_ENV] = nil
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else
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dfhack.onStateChange[_ENV] = function(op)
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if op == SC_WORLD_LOADED then
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if df.world_site.find(df.global.ui.site_id) ~= nil then -- added this check, now only attempts write in fort mode
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local site = df.world_site.find(df.global.ui.site_id)
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local fort_ent = df.global.ui.main.fortress_entity
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local civ_ent = df.historical_entity.find(df.global.ui.civ_id)
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local world = df.global.world
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-- site positions
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-- site .pos.x .pos.y
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-- site .rgn_min_x .rgn_min_y .rgn_max_x .rgn_max.y
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-- site .global_min_x .global_min_y .global_max_x .global_max_y
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--site.name
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--fort_ent.name
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--civ_ent.name
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write_gamelog('Loaded '..world.cur_savegame.save_dir..', '..fullname(world.world_data)..
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' at coordinates ('..site.pos.x..','..site.pos.y..')'..NEWLINE..
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'Loaded the fortress '..fullname(site)..
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(fort_ent and ', colonized by the group '..fullname(fort_ent) or '')..
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(civ_ent and ' of the civilization '..fullname(civ_ent) or '')..'.'..NEWLINE)
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end
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end
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end
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end
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@ -0,0 +1,189 @@
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-- Regularly writes extra info to gamelog.txt
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local help = [[=begin
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modtools/extra-gamelog
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======================
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This script writes extra information to the gamelog.
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This is useful for tools like :forums:`Soundsense <106497>`.
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=end]]
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msg = dfhack.gui.writeToGamelog
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function log_on_load(op)
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if op ~= SC_WORLD_LOADED then return end
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-- Seasons fix for Soundsense
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local seasons = {
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[-1] = 'Nothing', -- worldgen
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'Spring',
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'Summer',
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'Autumn',
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'Winter'}
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msg(seasons[df.global.cur_season]..' has arrived on the calendar.')
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-- Weather fix for Soundsense
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local raining = false
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local snowing = false
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for _, row in ipairs(df.global.current_weather) do
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for _, weather in ipairs(row) do
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raining = raining or weather == 1
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snowing = snowing or weather == 2
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end
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end
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if (not snowing and not raining) then msg("The weather has cleared.")
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elseif raining then msg("It has started raining.")
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elseif snowing then msg("A snow storm has come.")
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end
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-- Log site information for forts
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if df.world_site.find(df.global.ui.site_id) == nil then return end
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local site = df.world_site.find(df.global.ui.site_id)
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local fort_ent = df.global.ui.main.fortress_entity
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local civ_ent = df.historical_entity.find(df.global.ui.civ_id)
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local function fullname(item)
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return dfhack.TranslateName(item.name)..' ('..dfhack.TranslateName(item.name ,true)..')'
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end
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msg('Loaded '..df.global.world.cur_savegame.save_dir..', '..fullname(df.global.world.world_data)..
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' at coordinates ('..site.pos.x..','..site.pos.y..')')
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msg('Loaded the fortress '..fullname(site)..
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(fort_ent and ', colonized by the group '..fullname(fort_ent) or '')..
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(civ_ent and ' of the civilization '..fullname(civ_ent)..'.' or '.'))
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end
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old_expedition_leader = nil
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old_mayor = nil
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function log_nobles()
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local expedition_leader = nil
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local mayor = nil
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local function check(unit)
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if not dfhack.units.isCitizen(unit) then return end
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for _, pos in ipairs(dfhack.units.getNoblePositions(unit) or {}) do
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if pos.position.name[0] == "expedition leader" then
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expedition_leader = unit
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elseif pos.position.name[0] == "mayor" then
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mayor = unit
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end
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end
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end
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for _, unit in ipairs(df.global.world.units.active) do
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check(unit)
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end
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if old_mayor == nil and expedition_leader == nil and mayor ~= nil and old_expedition_leader ~= nil then
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msg("Expedition leader was replaced by mayor.")
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end
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if expedition_leader ~= old_expedition_leader then
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if expedition_leader == nil then
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msg("Expedition leader position is now vacant.")
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else
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msg(dfhack.TranslateName(dfhack.units.getVisibleName(expedition_leader)).." became expedition leader.")
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end
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end
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if mayor ~= old_mayor then
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if mayor == nil then
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msg("Mayor position is now vacant.")
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else
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msg(dfhack.TranslateName(dfhack.units.getVisibleName(mayor)).." became mayor.")
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end
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end
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old_mayor = mayor
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old_expedition_leader = expedition_leader
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end
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siege = false
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function log_siege()
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local function cur_siege()
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for _, unit in ipairs(df.global.world.units.active) do
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if unit.flags1.active_invader then return true end
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end
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return false
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end
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local old_siege = siege
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siege = cur_siege()
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if siege ~= old_siege and siege then
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msg("A vile force of darkness has arrived!")
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elseif siege ~= old_siege and not siege then
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msg("Siege was broken.")
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end
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end
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local workshopTypes = {
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[0]="Carpenters Workshop",
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"Farmers Workshop",
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"Masons Workshop",
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"Craftsdwarfs Workshop",
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"Jewelers Workshop",
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"Metalsmiths Forge",
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"Magma Forge",
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"Bowyers Workshop",
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"Mechanics Workshop",
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"Siege Workshop",
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"Butchers Workshop",
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"Leatherworks Workshop",
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"Tanners Workshop",
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"Clothiers Workshop",
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"Fishery",
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"Still",
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"Loom",
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"Quern",
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"Kennels",
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"Kitchen",
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"Ashery",
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"Dyers Workshop",
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"Millstone",
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"Custom",
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"Tool",
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}
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local furnaceTypes = {
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[0]="Wood Furnace",
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"Smelter",
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"Glass Furnace",
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"Kiln",
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"Magma Smelter",
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"Magma Glass Furnace",
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"Magma Kiln",
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"Custom Furnace",
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}
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buildStates = {}
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function log_buildings()
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for _, building in ipairs(df.global.world.buildings.all) do
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if getmetatable(building) == "building_workshopst" or getmetatable(building) == "building_furnacest" then
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buildStates[building.id] = buildStates[building.id] or building.flags.exists
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if buildStates[building.id] ~= building.flags.exists then
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buildStates[building.id] = building.flags.exists
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if building.flags.exists then
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if getmetatable(building) == "building_workshopst" then
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msg(workshopTypes[building.type].." was built.")
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elseif getmetatable(building) == "building_furnacest" then
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msg(furnaceTypes[building.type].." was built.")
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end
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end
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end
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end
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end
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end
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local function event_loop()
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log_nobles()
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log_siege()
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log_buildings()
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dfhack.timeout(50, 'ticks', event_loop)
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end
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local args = {...}
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if args[1] == 'disable' then
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dfhack.onStateChange[_ENV] = nil
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elseif args[1] == 'enable' then
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dfhack.onStateChange[_ENV] = log_on_load
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event_loop()
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else
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print(help)
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end
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@ -1,34 +0,0 @@
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-- On map load writes the current season to gamelog.txt
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--[[=begin
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soundsense-season
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=================
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It is a well known issue that Soundsense cannot detect the correct
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current season when a savegame is loaded and has to play random
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season music until a season switch occurs.
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This script registers a hook that prints the appropriate string
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to :file:`gamelog.txt` on every map load to fix this. For best results
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call the script from :file:`dfhack.init`.
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=end]]
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local seasons = {
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[-1] = 'Nothing', -- worldgen
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[0] = 'Spring',
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[1] = 'Summer',
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[2] = 'Autumn',
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[3] = 'Winter',
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}
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local args = {...}
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if args[1] == 'disable' then
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dfhack.onStateChange[_ENV] = nil
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else
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dfhack.onStateChange[_ENV] = function(op)
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if op == SC_WORLD_LOADED then
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dfhack.gui.writeToGamelog(seasons[df.global.cur_season]..' has arrived on the calendar.')
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end
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end
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end
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