184 lines
4.9 KiB
Lua
184 lines
4.9 KiB
Lua
-- Injects new reaction, item and building defs into the world.
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-- The savegame contains a list of the relevant definition tokens in
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-- the right order, but all details are read from raws every time.
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-- This allows just adding stub definitions, and simply saving and
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-- reloading the game.
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-- Usage example:
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--[[
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devel/inject-raws trapcomp ITEM_TRAPCOMP_STEAM_PISTON workshop STEAM_ENGINE MAGMA_STEAM_ENGINE reaction STOKE_BOILER
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]]
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local utils = require 'utils'
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local raws = df.global.world.raws
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print[[
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WARNING: THIS SCRIPT CAN PERMANENLY DAMAGE YOUR SAVE.
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This script attempts to inject new raw objects into your
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world. If the injected references do not match the actual
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edited raws, your save will refuse to load, or load but crash.
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]]
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if not utils.prompt_yes_no('Did you make a backup?') then
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qerror('Not backed up.')
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end
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df.global.pause_state = true
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local changed = false
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function inject_reaction(name)
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for _,v in ipairs(raws.reactions) do
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if v.code == name then
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print('Reaction '..name..' already exists.')
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return
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end
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end
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print('Injecting reaction '..name)
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changed = true
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raws.reactions:insert('#', {
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new = true,
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code = name,
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name = 'Dummy reaction '..name,
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index = #raws.reactions,
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})
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end
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local building_types = {
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workshop = { df.building_def_workshopst, raws.buildings.workshops },
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furnace = { df.building_def_furnacest, raws.buildings.furnaces },
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}
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function inject_building(btype, name)
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for _,v in ipairs(raws.buildings.all) do
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if v.code == name then
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print('Building '..name..' already exists.')
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return
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end
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end
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print('Injecting building '..name)
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changed = true
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local typeinfo = building_types[btype]
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local id = raws.buildings.next_id
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raws.buildings.next_id = id+1
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raws.buildings.all:insert('#', {
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new = typeinfo[1],
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code = name,
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name = 'Dummy '..btype..' '..name,
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id = id,
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})
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typeinfo[2]:insert('#', raws.buildings.all[#raws.buildings.all-1])
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end
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local itemdefs = raws.itemdefs
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local item_types = {
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weapon = { df.itemdef_weaponst, itemdefs.weapons, 'weapon_type' },
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trainweapon = { df.itemdef_weaponst, itemdefs.weapons, 'training_weapon_type' },
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pick = { df.itemdef_weaponst, itemdefs.weapons, 'digger_type' },
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trapcomp = { df.itemdef_trapcompst, itemdefs.trapcomps, 'trapcomp_type' },
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toy = { df.itemdef_toyst, itemdefs.toys, 'toy_type' },
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tool = { df.itemdef_toolst, itemdefs.tools, 'tool_type' },
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instrument = { df.itemdef_instrumentst, itemdefs.instruments, 'instrument_type' },
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armor = { df.itemdef_armorst, itemdefs.armor, 'armor_type' },
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ammo = { df.itemdef_ammost, itemdefs.ammo, 'ammo_type' },
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siegeammo = { df.itemdef_siegeammost, itemdefs.siege_ammo, 'siegeammo_type' },
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gloves = { df.itemdef_glovest, itemdefs.gloves, 'gloves_type' },
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shoes = { df.itemdef_shoest, itemdefs.shoes, 'shoes_type' },
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shield = { df.itemdef_shieldst, itemdefs.shields, 'shield_type' },
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helm = { df.itemdef_helmst, itemdefs.helms, 'helm_type' },
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pants = { df.itemdef_pantsst, itemdefs.pants, 'pants_type' },
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food = { df.itemdef_foodst, itemdefs.food },
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}
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function add_to_civ(entity, bvec, id)
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for _,v in ipairs(entity.resources[bvec]) do
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if v == id then
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return
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end
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end
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entity.resources[bvec]:insert('#', id)
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end
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function add_to_dwarf_civs(btype, id)
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local typeinfo = item_types[btype]
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if not typeinfo[3] then
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print('Not adding to civs.')
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end
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for _,entity in ipairs(df.global.world.entities.all) do
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if entity.race == df.global.ui.race_id then
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add_to_civ(entity, typeinfo[3], id)
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end
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end
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end
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function inject_item(btype, name)
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for _,v in ipairs(itemdefs.all) do
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if v.id == name then
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print('Itemdef '..name..' already exists.')
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return
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end
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end
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print('Injecting item '..name)
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changed = true
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local typeinfo = item_types[btype]
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local vec = typeinfo[2]
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local id = #vec
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vec:insert('#', {
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new = typeinfo[1],
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id = name,
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subtype = id,
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name = name,
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name_plural = name,
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})
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itemdefs.all:insert('#', vec[id])
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add_to_dwarf_civs(btype, id)
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end
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local args = {...}
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local mode = nil
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local ops = {}
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for _,kv in ipairs(args) do
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if mode and string.match(kv, '^[%u_]+$') then
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table.insert(ops, curry(mode, kv))
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elseif kv == 'reaction' then
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mode = inject_reaction
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elseif building_types[kv] then
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mode = curry(inject_building, kv)
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elseif item_types[kv] then
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mode = curry(inject_item, kv)
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else
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qerror('Invalid option: '..kv)
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end
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end
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if #ops > 0 then
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print('')
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for _,v in ipairs(ops) do
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v()
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end
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end
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if changed then
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print('\nNow without unpausing save and reload the game to re-read raws.')
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else
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print('\nNo changes made.')
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end
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