# pit all caged creatures in a zone case $script_args[0] when '?', 'help' puts <<EOS Run this script with the cursor on top of a pit/pond activity zone, or with a zone identifier as argument. It will mark all caged creatures on tiles covered by the zone to be dumped. Works best with an animal stockpile on top of the pit/pond zone. EOS throw :script_finished when /(\d+)/ nr = $1.to_i bld = df.world.buildings.other[:ACTIVITY_ZONE].find { |zone| zone.zone_num == nr } else bld = df.world.buildings.other[:ACTIVITY_ZONE].find { |zone| zone.zone_flags.pit_pond and zone.z == df.cursor.z and zone.x1 <= df.cursor.x and zone.x2 >= df.cursor.x and zone.y1 <= df.cursor.y and zone.y2 >= df.cursor.y } end if not bld puts "Please select a pit/pond zone" throw :script_finished end found = 0 df.world.items.other[:CAGE].each { |cg| next if not cg.flags.on_ground next if cg.pos.z != bld.z or cg.pos.x < bld.x1 or cg.pos.x > bld.x2 or cg.pos.y < bld.y1 or cg.pos.y > bld.y2 next if not uref = cg.general_refs.grep(DFHack::GeneralRefContainsUnitst).first found += 1 u = uref.unit_tg puts "Pitting #{u.race_tg.name[0]} #{u.id} #{u.name}" u.general_refs << DFHack::GeneralRefBuildingCivzoneAssignedst.cpp_new(:building_id => bld.id) bld.assigned_units << u.id } puts "No creature available for pitting" if found == 0