191 lines
9.3 KiB
Lua
191 lines
9.3 KiB
Lua
-- projectileExpansion.lua
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-- author: Putnam
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-- edited by expwnent
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-- Adds extra functionality to projectiles. Use the argument "disable" (minus quotes) to disable.
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local syndromeUtil = require("syndromeUtil")
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local events=require "plugins.eventful"
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local flowtypes = {
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miasma = 0,
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mist = 1,
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mist2 = 2,
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dust = 3,
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lavaMist = 4,
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smoke = 5,
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dragonFire = 6,
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fireBreath = 7,
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web = 8,
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undirectedGas = 9,
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undirectedVapor = 10,
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oceanWave = 11,
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seaFoam = 12
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}
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local function posIsEqual(pos1,pos2)
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if pos1.x ~= pos2.x or pos1.y ~= pos2.y or pos1.z ~= pos2.z then return false end
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return true
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end
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local function getMaterial(item)
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if not dfhack.matinfo.decode(item) then return nil end
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local matinfo = dfhack.matinfo.decode(item)
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return matinfo and matinfo.material
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-- return dfhack.matinfo.decode(item).material
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end
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local function getSyndrome(material)
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if material==nil then return nil end
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if #material.syndrome>0 then return material.syndrome[0]
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else return nil end
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end
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local function removeItem(item)
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item.flags.garbage_collect = true
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end
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local function findInorganicWithName(matString)
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for inorganicID,material in ipairs(df.global.world.raws.inorganics) do
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if material.id == matString then return inorganicID end
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end
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return nil
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end
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local function getScriptFromMaterial(material)
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local commandStart
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local commandEnd
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local reactionClasses = material.reaction_class
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for classNumber,reactionClass in ipairs(reactionClasses) do
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if reactionClass.value == "\\COMMAND" then commandStart = classNumber end
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if reactionClass.value == "\\ENDCOMMAND" then commandEnd = classNumber break end
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end
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local script = {}
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if commandStart and commandEnd then
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for i = commandStart+1, commandEnd-1, 1 do
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table.insert(script,reactionClasses[i].value)
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end
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end
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return script
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end
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local function getUnitHitByProjectile(projectile)
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for uid,unit in ipairs(df.global.world.units.active) do
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if posIsEqual(unit.pos,projectile.cur_pos) then return uid,unit end
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end
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return nil
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end
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local function matCausesSyndrome(material)
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for _,reactionClass in ipairs(material.reaction_class) do
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if reactionClass.value == "DFHACK_CAUSES_SYNDROME" then return true end --the syndrome is the syndrome local to the projectile material
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end
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return false
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end
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projectileExpansionFlags = projectilExpansionFlags or {
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matWantsSpecificInorganic = 0,
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matWantsSpecificSize = 50000,
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matCausesDragonFire = false,
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matCausesMiasma = false,
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matCausesMist = false,
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matCausesMist2 = false,
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matCausesDust = false,
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matCausesLavaMist = false,
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matCausesSmoke = false,
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matCausesFireBreath = false,
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matCausesWeb = false,
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matCausesUndirectedGas = false,
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matCausesUndirectedVapor = false,
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matCausesOceanWave = false,
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matCausesSeaFoam = false,
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matHasScriptAttached = false,
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matCausesSyndrome = false,
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returnLocation = false,
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matDisappearsOnHit = false
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}
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local function getProjectileExpansionFlags(material)
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local matName = nil
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for k,reactionClass in ipairs(material.reaction_class) do
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if debugProjExp then print("checking reaction class #" .. k .. "...",reactionClass.value) end
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if string.find(reactionClass.value,"DFHACK") then
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if debugProjExp then print("DFHack reaction class found!") end
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if reactionClass.value == "DFHACK_SPECIFIC_MAT" then matName = material.reaction_class[k+1].value end
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if reactionClass.value == "DFHACK_FLOW_SIZE" then projectileExpansionFlags.matWantsSpecificSize = tonumber(material.reaction_class[k+1].value) end
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if reactionClass.value == "DFHACK_CAUSES_SYNDROME" then projectileExpansionFlags.matCausesSyndrome = true end
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if reactionClass.value == "DFHACK_DRAGONFIRE" then projectileExpansionFlags.matCausesDragonFire = true end
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if reactionClass.value == "DFHACK_MIASMA" then projectileExpansionFlags.matCausesMiasma = true end
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if reactionClass.value == "DFHACK_MIST" then projectileExpansionFlags.matCausesMist = true end
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if reactionClass.value == "DFHACK_MIST2" then projectileExpansionFlags.matCausesMist2 = true end
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if reactionClass.value == "DFHACK_DUST" then projectileExpansionFlags.matCausesDust = true end
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if reactionClass.value == "DFHACK_LAVAMIST" then projectileExpansionFlags.matCausesLavaMist = true end
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if reactionClass.value == "DFHACK_SMOKE" then projectileExpansionFlags.matCausesSmoke = true end
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if reactionClass.value == "DFHACK_FIREBREATH" then projectileExpansionFlags.matCausesFireBreath = true end
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if reactionClass.value == "DFHACK_WEB" then projectileExpansionFlags.matCausesWeb = true end
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if reactionClass.value == "DFHACK_GAS_UNDIRECTED" then projectileExpansionFlags.matCausesUndirectedGas = true end
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if reactionClass.value == "DFHACK_VAPOR_UNDIRECTED" then projectileExpansionFlags.matCausesUndirectedVapor = true end
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if reactionClass.value == "DFHACK_OCEAN_WAVE" then projectileExpansionFlags.matCausesOceanWave = true end
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if reactionClass.value == "DFHACK_SEA_FOAM" then projectileExpansionFlags.matCausesSeaFoam = true end
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if reactionClass.value == "DFHACK_DISAPPEARS" then projectileExpansionFlags.matDisappearsOnHit = true end
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end
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if reactionClass.value == "\\COMMAND" then projectileExpansionFlags.matHasScriptAttached = true end
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end
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if matName then projectileExpansionFlags.matWantsSpecificInorganic = findInorganicWithName(matName) end
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return projectileExpansionFlags
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end
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debugProjExp=false
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events.onProjItemCheckImpact.expansion=function(projectile)
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if debugProjExp then print("Thwack! Projectile item hit. Running projectileExpansion.") end
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if projectile then
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if debugProjExp then print("Found the item. Working on it.") end
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local material = getMaterial(projectile.item)
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if not material then return nil end
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local projectileExpansionFlags=getProjectileExpansionFlags(material)
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if debugProjExp then print(projectileExpansionFlags) printall(projectileExpansionFlags) end
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local syndrome = getSyndrome(material)
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local emissionMat = projectileExpansionFlags.matWantsSpecificInorganic --defaults to iron
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local flowSize = projectileExpansionFlags.matWantsSpecificSize --defaults to 50000
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if projectileExpansionFlags.matCausesDragonFire then dfhack.maps.spawnFlow(projectile.cur_pos,flowtypes.dragonFire,0,0,flowSize) end
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if projectileExpansionFlags.matCausesMiasma then dfhack.maps.spawnFlow(projectile.cur_pos,flowtypes.miasma,0,0,flowSize) end
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if projectileExpansionFlags.matCausesMist then dfhack.maps.spawnFlow(projectile.cur_pos,flowtypes.mist,0,0,flowSize) end
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if projectileExpansionFlags.matCausesMist2 then dfhack.maps.spawnFlow(projectile.cur_pos,flowtypes.mist2,0,0,flowSize) end
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if projectileExpansionFlags.matCausesDust then dfhack.maps.spawnFlow(projectile.cur_pos,flowtypes.dust,0,emissionMat,flowSize) end
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if projectileExpansionFlags.matCausesLavaMist then dfhack.maps.spawnFlow(projectile.cur_pos,flowtypes.lavaMist,0,emissionMat,flowSize) end
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if projectileExpansionFlags.matCausesSmoke then dfhack.maps.spawnFlow(projectile.cur_pos,flowtypes.smoke,0,0,flowSize) end
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if projectileExpansionFlags.matCausesFireBreath then dfhack.maps.spawnFlow(projectile.cur_pos,flowtypes.fireBreath,0,0,flowSize) end
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if projectileExpansionFlags.matCausesWeb then dfhack.maps.spawnFlow(projectile.cur_pos,flowtypes.web,0,emissionMat,flowSize) end
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if projectileExpansionFlags.matCausesUndirectedGas then dfhack.maps.spawnFlow(projectile.cur_pos,flowtypes.undirectedGas,0,emissionMat,flowSize) end
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if projectileExpansionFlags.matCausesUndirectedVapor then dfhack.maps.spawnFlow(projectile.cur_pos,flowtypes.undirectedVapor,0,emissionMat,flowSize) end
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if projectileExpansionFlags.matCausesOceanWave then dfhack.maps.spawnFlow(projectile.cur_pos,flowtypes.oceanWave,0,0,flowSize) end
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if projectileExpansionFlags.matCausesSeaFoam then dfhack.maps.spawnFlow(projectile.cur_pos,flowtypes.seaFoam,0,0,flowSize) end
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if projectileExpansionFlags.matHasScriptAttached or projectileExpansionFlags.matCausesSyndrome then
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local uid,unit = getUnitHitByProjectile(projectile)
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if projectileExpansionFlags.matHasScriptAttached then
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local script = getScriptFromMaterial(material)
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for k,v in ipairs(script) do
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if script[k] == "\\UNIT_HIT_ID" then script[k] = unit.id end
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if script[k] == "\\LOCATION" then
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script[k] = projectile.cur_pos.x
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table.insert(script,projectile.cur_pos.y,k+1)
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table.insert(script,projectile.cur_pos.z,k+2)
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end
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end
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dfhack.run_script(table.unpack(script))
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end
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if projectileExpansionFlags.matCausesSyndrome then syndromeUtil.infectWithSyndrome(unit,syndrome.id) end
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end
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--if projectileExpansionFlags.matDisappearsOnHit then dfhack.items.remove(projectile) end
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end
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return true
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end
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if ... ~= "disable" then
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print("Enabled projectileExpansion.")
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else
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events.onProjItemCheckImpact.expansion = nil
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print("Disabled projectileExpansion.")
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end
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