--scroll down to the end for configuration ret={...} ret=ret[1] ret.materials={} ret.buildings={} ret.special={} ret.items={} ret.creatures={} 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=df.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 return ret 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 return ret end end end end qerror("Invalid custom building:"..tokens[3]) end return ret end function itemLookup(id) local ret={} local tokens={} for i in string.gmatch(id, "[^:]+") do table.insert(tokens,i) end ret.type=df.item_type[tokens[1]] ret.subtype=-1 if tokens[2] then for k,v in ipairs(df.global.world.raws.itemdefs.all) do --todo lookup correct itemdef if v.id==tokens[2] then ret.subtype=v.subtype return ret end end qerror("Failed item subtype lookup:"..tokens[2]) end return ret end function creatureLookup(id) local ret={} local tokens={} for i in string.gmatch(id, "[^:]+") do table.insert(tokens,i) end for k,v in ipairs(df.global.world.raws.creatures.all) do if v.creature_id==tokens[1] then ret.type=k if tokens[2] then for k,v in ipairs(v.caste) do if v.caste_id==tokens[2] then ret.subtype=k break end end if ret.subtype==nil then qerror("caste "..tokens[2].." for "..tokens[1].." not found") end end return ret end end qerror("Failed to find race:"..tokens[1]) end -- add creature by id ("DWARF" or "DWARF:MALE") -- supported flags: function addCreature(id,transparency,emitance,radius,flags) local crId=creatureLookup(id) local mat=makeMaterialDef(transparency,emitance,radius,flags) table.insert(creatures,{race=crId.type,caste=crId.subtype or -1, light=mat}) end -- add item by id ( "TOTEM" or "WEAPON:PICK" or "WEAPON" for all the weapon types) -- supported flags: -- hauling --active when hauled TODO::currently all mean same thing... -- equiped --active while equiped TODO::currently all mean same thing... -- inBuilding --active in building TODO::currently all mean same thing... -- contained --active in container TODO::currently all mean same thing... -- onGround --active on ground -- useMaterial --uses material, but the defined things overwrite function addItem(id,transparency,emitance,radius,flags) local itemId=itemLookup(id) local mat=makeMaterialDef(transparency,emitance,radius,flags) table.insert(items,{["type"]=itemId.type,subtype=itemId.subtype,light=mat}) 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) local col=df.global.enabler.ccolor[col16] return {col[0],col[1],col[2]} 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.tile_color[0]+v.material.tile_color[2]*8)) 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 special.diffusionCount=1 -- split beam max 1 times to mimic diffuse lights special.advMode=0 -- 1 or 0 different modes for adv mode. 0-> use df vision system, -- 1(does not work)->everything visible, let rendermax light do the work --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 addBuilding("Floodgate",nil,nil,0,{"useMaterial"}) -- special case, only closed door obstruct/emit light --creatures addCreature("ELEMENTMAN_MAGMA",{0.8,0.2,0.2},{0.8,0.2,0.2},5) --items addItem("GEM",nil,nil,{"useMaterial","onGround"}) addItem("ROUGH",nil,nil,{"useMaterial","onGround"}) addItem("SMALLGEM",nil,nil,{"useMaterial","onGround"})