275 lines
7.8 KiB
Lua
275 lines
7.8 KiB
Lua
--scripts/modtools/attack-trigger.lua
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--author expwnent
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--based on itemsyndrome by Putnam
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--triggers scripts when a unit attacks another with a weapon type, a weapon of a particular material, or a weapon contaminated with a particular material, or when a unit equips/unequips a particular item type, an item of a particular material, or an item contaminated with a particular material
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local eventful = require 'plugins.eventful'
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local utils = require 'utils'
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itemTriggers = itemTriggers or {}
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materialTriggers = materialTriggers or {}
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contaminantTriggers = contaminantTriggers or {}
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eventful.enableEvent(eventful.eventType.UNIT_ATTACK,1) -- this event type is cheap, so checking every tick is fine
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eventful.enableEvent(eventful.eventType.INVENTORY_CHANGE,5) --this is expensive, but you might still want to set it lower
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eventful.enableEvent(eventful.eventType.UNLOAD,1)
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eventful.onUnload.itemTrigger = function()
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itemTriggers = {}
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materialTriggers = {}
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contaminantTriggers = {}
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end
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function processTrigger(command)
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local command2 = {}
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for i,arg in ipairs(command.command) do
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if arg == '\\ATTACKER_ID' then
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command2[i] = '' .. command.attacker.id
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elseif arg == '\\DEFENDER_ID' then
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command2[i] = '' .. command.defender.id
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elseif arg == '\\ITEM_MATERIAL' then
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command2[i] = command.itemMat:getToken()
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elseif arg == '\\ITEM_MATERIAL_TYPE' then
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command2[i] = command.itemMat['type']
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elseif arg == '\\ITEM_MATERIAL_INDEX' then
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command2[i] = command.itemMat.index
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elseif arg == '\\ITEM_ID' then
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command2[i] = '' .. command.item.id
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elseif arg == '\\ITEM_TYPE' then
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command2[i] = command.itemType
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elseif arg == '\\CONTAMINANT_MATERIAL' then
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command2[i] = command.contaminantMat:getToken()
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elseif arg == '\\CONTAMINANT_MATERIAL_TYPE' then
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command2[i] = command.contaminantMat['type']
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elseif arg == '\\CONTAMINANT_MATERIAL_INDEX' then
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command2[i] = command.contaminantMat.index
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elseif arg == '\\MODE' then
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command2[i] = command.mode
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elseif arg == '\\UNIT_ID' then
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command2[i] = command.unit.id
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elseif string.sub(arg,1,1) == '\\' then
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command2[i] = string.sub(arg,2)
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else
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command2[i] = arg
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end
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end
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dfhack.run_command(table.unpack(command2))
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end
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function handler(table)
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local itemMat = dfhack.matinfo.decode(table.item)
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local itemMatStr = itemMat:getToken()
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local itemType = dfhack.items.getSubtypeDef(table.item:getType(),table.item:getSubtype()).id
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table.itemMat = itemMat
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table.itemType = itemType
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for _,command in ipairs(itemTriggers[itemType] or {}) do
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if command[table.mode] then
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utils.fillTable(command,table)
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processTrigger(command)
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utils.unfillTable(command,table)
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end
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end
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for _,command in ipairs(materialTriggers[itemMatStr] or {}) do
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if command[table.mode] then
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utils.fillTable(command,table)
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processTrigger(command)
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utils.unfillTable(command,table)
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end
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end
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for _,contaminant in ipairs(table.item.contaminants or {}) do
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local contaminantMat = dfhack.matinfo.decode(contaminant.mat_type, contaminant.mat_index)
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local contaminantStr = contaminantMat:getToken()
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table.contaminantMat = contaminantMat
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for _,command in ipairs(contaminantTriggers[contaminantStr] or {}) do
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utils.fillTable(command,table)
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processTrigger(command)
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utils.unfillTable(command,table)
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end
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table.contaminantMat = nil
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end
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end
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function equipHandler(unit, item, isEquip)
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local mode = (isEquip and 'onEquip') or (not isEquip and 'onUnequip')
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local table = {}
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table.mode = mode
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table.item = df.item.find(item)
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table.unit = unit
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handler(table)
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end
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eventful.onInventoryChange.equipmentTrigger = function(unit, item, item_old, item_new)
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if item_old and item_new then
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return
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end
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local isEquip = item_new and not item_old
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equipHandler(unit,item,isEquip)
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end
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eventful.onUnitAttack.attackTrigger = function(attacker,defender,wound)
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attacker = df.unit.find(attacker)
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defender = df.unit.find(defender)
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if not attacker then
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return
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end
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local attackerWeapon
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for _,item in ipairs(attacker.inventory) do
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if item.mode == df.unit_inventory_item.T_mode.Weapon then
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attackerWeapon = item.item
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break
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end
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end
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if not attackerWeapon then
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return
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end
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local table = {}
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table.attacker = attacker
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table.defender = defender
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table.item = attackerWeapon
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table.mode = 'onStrike'
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handler(table)
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end
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validArgs = validArgs or utils.invert({
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'clear',
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'help',
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'checkAttackEvery',
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'checkInventoryEvery',
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'command',
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'itemType',
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'onStrike',
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'onEquip',
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'onUnequip',
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'material',
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'contaminant',
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})
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local args = utils.processArgs({...}, validArgs)
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if args.help then
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print([[scripts/modtools/item-trigger.lua usage
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arguments:
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-help
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print this help message
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-clear
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clear all registered triggers
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-checkAttackEvery n
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check the attack event at least every n ticks
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-checkInventoryEvery n
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check inventory event at least every n ticks
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-itemType type
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trigger the command for items of this type
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examples:
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ITEM_WEAPON_PICK
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-onStrike
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trigger the command when someone strikes someone with an appropriate weapon
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-onEquip
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trigger the command when someone equips an appropriate item
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-onUnequip
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trigger the command when someone unequips an appropriate item
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-material mat
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trigger the commmand on items with the given material
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examples
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INORGANIC:IRON
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CREATURE_MAT:DWARF:BRAIN
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PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK
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-contaminant mat
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trigger the command on items with a given material contaminant
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examples
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INORGANIC:IRON
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CREATURE_MAT:DWARF:BRAIN
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PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK
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-command [ commandStrs ]
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specify the command to be executed
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commandStrs
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\\ATTACKER_ID
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\\DEFENDER_ID
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\\ITEM_MATERIAL
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\\ITEM_MATERIAL_TYPE
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\\ITEM_ID
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\\ITEM_TYPE
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\\CONTAMINANT_MATERIAL
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\\CONTAMINANT_MATERIAL_TYPE
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\\CONTAMINANT_MATERIAL_INDEX
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\\MODE
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\\UNIT_ID
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\\anything -> anything
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anything -> anything
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]])
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return
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end
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if args.clear then
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itemTriggers = {}
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materialTriggers = {}
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contaminantTriggers = {}
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end
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if args.checkAttackEvery then
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if not tonumber(args.checkAttackEvery) then
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error('checkAttackEvery must be a number')
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end
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eventful.enableEvent(eventful.eventType.UNIT_ATTACK,tonumber(args.checkAttackEvery))
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end
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if args.checkInventoryEvery then
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if not tonumber(args.checkInventoryEvery) then
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error('checkInventoryEvery must be a number')
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end
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eventful.enableEvent(eventful.eventType.INVENTORY_CHANGE,tonumber(args.checkInventoryEvery))
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end
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if not args.command then
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if not args.clear then
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error 'specify a command'
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end
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return
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end
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if args.itemType then
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local temp
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for _,itemdef in ipairs(df.global.world.raws.itemdefs.all) do
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if itemdef.id == args.itemType then
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temp = itemdef.subtype
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break
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end
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end
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if not temp then
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error 'Could not find item type.'
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end
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args.itemType = temp
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end
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local numConditions = (args.material and 1 or 0) + (args.itemType and 1 or 0) + (args.contaminant and 1 or 0)
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if numConditions > 1 then
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error 'too many conditions defined: not (yet) supported (pester expwnent if you want it)'
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elseif numConditions == 0 then
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error 'specify a material, weaponType, or contaminant'
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end
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if args.material then
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if not materialTriggers[args.material] then
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materialTriggers[args.material] = {}
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end
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table.insert(materialTriggers[args.material],args)
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elseif args.itemType then
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if not itemTriggers[args.itemType] then
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itemTriggers[args.itemType] = {}
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end
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table.insert(itemTriggers[args.itemType],args)
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elseif args.contaminant then
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if not contaminantTriggers[args.contaminant] then
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contaminantTriggers[args.contaminant] = {}
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end
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table.insert(contaminantTriggers[args.contaminant],args)
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end
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