--scroll down to the end for configuration ret={...} ret=ret[1] ret.materials={} ret.buildings={} ret.special={} for k,v in pairs(ret) do _ENV[k]=v end -- add material by id (index,mat pair or token string or a type number), flags is a table of strings -- supported flags (but not implemented): -- flicker function addMaterial(id,transparency,emitance,radius,flags) local matinfo if type(id)=="string" then matinfo=dfhack.matinfo.find(id) elseif type(id)=="table" then matinfo=dfhack.matinfo.decode(id[1],id[2]) else matinfo=dfhack.matinfo.decode(id,0) end if matinfo==nil then error("Material not found") end materials[matinfo.type]=materials[matinfo.type] or {} materials[matinfo.type][matinfo.index]=makeMaterialDef(transparency,emitance,radius,flags) end function buildingLookUp(id) local tokens={} local lookup={ Workshop=df.workshop_type,Furnace=df.furnace_type,Trap=df.trap_type, SiegeEngine=siegeengine_type} for i in string.gmatch(id, "[^:]+") do table.insert(tokens,i) end local ret={} ret.type=df.building_type[tokens[1]] if tokens[2] then local type_array=lookup[tokens[1]] if type_array then ret.subtype=type_array[tokens[2]] end if tokens[2]=="Custom" and tokens[3] then --TODO cache for faster lookup if ret.type==df.building_type.Workshop then for k,v in pairs(df.global.world.raws.buildings.workshops) do if v.code==tokens[3] then ret.custom=v.id break end end elseif ret.type==df.building_type.Furnace then for k,v in pairs(df.global.world.raws.buildings.furnaces) do if v.code==tokens[3] then ret.custom=v.id break end end end end end return ret end -- add building by id (string e.g. "Statue" or "Workshop:Masons", flags is a table of strings -- supported flags: -- useMaterial --uses material, but the defined things overwrite -- poweredOnly --glow only when powered function addBuilding(id,transparency,emitance,radius,flags,size,thickness) size=size or 1 thickness=thickness or 1 local bld=buildingLookUp(id) local mat=makeMaterialDef(transparency,emitance,radius,flags) mat.size=size mat.thickness=thickness buildings[bld.type]=buildings[bld.type] or {} if bld.subtype then if bld.custom then buildings[bld.type][bld.subtype]=buildings[bld.type][bld.subtype] or {} buildings[bld.type][bld.subtype][bld.custom]=mat else buildings[bld.type][bld.subtype]={[-1]=mat} end else buildings[bld.type][-1]={[-1]=mat} end end function makeMaterialDef(transparency,emitance,radius,flags) local flg if flags then flg={} for k,v in ipairs(flags) do flg[v]=true end end return {tr=transparency,em=emitance,rad=radius,flags=flg} end function colorFrom16(col16) return copyall(df.global.enabler.ccolor[col16]) end function addGems() for k,v in pairs(df.global.world.raws.inorganics) do if v.material.flags.IS_GEM then addMaterial("INORGANIC:"..v.id,colorFrom16(v.material.build_color[0])) end end end ------------------------------------------------------------------------ ---------------- Configuration Starts Here ------------------------- ------------------------------------------------------------------------ is_computer_quantum=false -- will enable more costly parts in the future --special things special.LAVA=makeMaterialDef({0.8,0.2,0.2},{0.8,0.2,0.2},5) special.WATER=makeMaterialDef({0.5,0.5,0.8}) special.FROZEN_LIQUID=makeMaterialDef({0.2,0.7,0.9}) -- ice special.AMBIENT=makeMaterialDef({0.85,0.85,0.85}) --ambient fog special.CURSOR=makeMaterialDef({1,1,1},{0.96,0.84,0.03},11, {"flicker"}) special.CITIZEN=makeMaterialDef(nil,{0.80,0.80,0.90},6) special.LevelDim=0.2 -- darkness. Do not set to 0 special.dayHour=-1 -- <0 cycle, else hour of the day special.dayColors={ {0,0,0}, --dark at 0 hours {0.6,0.5,0.5}, --reddish twilight {1,1,1}, --fullbright at 12 hours {0.5,0.5,0.5}, {0,0,0}} --dark at 24 hours special.daySpeed=1 -- 1->1200 cur_year_ticks per day. 2->600 ticks --TODO dragonfire --materials -- glasses addMaterial("GLASS_GREEN",{0.1,0.9,0.5}) addMaterial("GLASS_CLEAR",{0.5,0.95,0.9}) addMaterial("GLASS_CRYSTAL",{0.75,0.95,0.95}) -- Plants addMaterial("PLANT:TOWER_CAP",nil,{0.65,0.65,0.65},6) addMaterial("PLANT:MUSHROOM_CUP_DIMPLE",nil,{0.03,0.03,0.5},3) addMaterial("PLANT:CAVE MOSS",nil,{0.1,0.1,0.4},2) addMaterial("PLANT:MUSHROOM_HELMET_PLUMP",nil,{0.2,0.1,0.6},2) -- inorganics addMaterial("INORGANIC:ADAMANTINE",{0.1,0.3,0.3},{0.1,0.3,0.3},4) -- creature stuff addMaterial("CREATURE:DRAGON:BLOOD",nil,{0.6,0.1,0.1},4) addGems() --buildings addBuilding("Statue",{1,1,1},{0.9,0.75,0.3},8) addBuilding("Bed",{1,1,1},{0.3,0.2,0.0},2) addBuilding("WindowGlass",nil,nil,0,{"useMaterial"}) addBuilding("WindowGem",nil,nil,0,{"useMaterial"}) addBuilding("Door",nil,nil,0,{"useMaterial"}) -- special case, only closed door obstruct/emit light