534 lines
16 KiB
Lua
534 lines
16 KiB
Lua
-- create-unit.lua
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-- Originally created by warmist, edited by Putnam for the dragon ball mod to be used in reactions, modified by Dirst for use in The Earth Strikes Back mod, incorporating fixes discovered by Boltgun then Mifiki wrote the bit where it switches to arena mode briefly to do some of the messy work, then Expwnent combined that with the old script to make it function for histfigs
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-- version 0.5
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-- This is a beta version. Use at your own risk.
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--[[
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TODO
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children and babies: set child/baby job
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confirm body size is computed appropriately for different ages / life stages
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incarnate pre-existing historical figures
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some sort of invasion helper script
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set invasion_id, etc
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announcement for fake natural birth if appropriate
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]]
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--[[=begin
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modtools/create-unit
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====================
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Creates a unit. Use ``modtools/create-unit -help`` for more info.
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=end]]
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--[[
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if dfhack.gui.getCurViewscreen()._type ~= df.viewscreen_dwarfmodest or df.global.ui.main.mode ~= df.ui_sidebar_mode.LookAround then
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print 'activate loo[k] mode'
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return
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end
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--]]
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local utils=require 'utils'
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function createUnit(race_id, caste_id)
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local curViewscreen = dfhack.gui.getCurViewscreen()
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local dwarfmodeScreen = df.viewscreen_dwarfmodest:new()
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curViewscreen.child = dwarfmodeScreen
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dwarfmodeScreen.parent = curViewscreen
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local oldMode = df.global.ui.main.mode
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df.global.ui.main.mode = df.ui_sidebar_mode.LookAround
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local gui = require 'gui'
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df.global.world.arena_spawn.race:resize(0)
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df.global.world.arena_spawn.race:insert(0,race_id) --df.global.ui.race_id)
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df.global.world.arena_spawn.caste:resize(0)
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df.global.world.arena_spawn.caste:insert(0,caste_id)
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df.global.world.arena_spawn.creature_cnt:resize(0)
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df.global.world.arena_spawn.creature_cnt:insert(0,0)
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--df.global.world.arena_spawn.equipment.skills:insert(0,99)
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--df.global.world.arena_spawn.equipment.skill_levels:insert(0,0)
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df.global.gametype = 4
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gui.simulateInput(dfhack.gui.getCurViewscreen(), 'D_LOOK_ARENA_CREATURE')
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gui.simulateInput(dfhack.gui.getCurViewscreen(), 'SELECT')
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df.global.gametype = 0
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curViewscreen.child = nil
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dwarfmodeScreen:delete()
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df.global.ui.main.mode = oldMode
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local id = df.global.unit_next_id-1
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return id
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end
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--local u = df.unit.find(df.global.unit_next_id-1)
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--u.civ_id = df.global.ui.civ_id
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--u.population_id = df.historical_entity.find(df.global.ui.civ_id).populations[0]
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--local group = df.global.ui.group_id
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-- Picking a caste or gender at random
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function getRandomCasteId(race_id)
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local cr = df.creature_raw.find(race_id)
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local caste_id, casteMax
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casteMax = #cr.caste - 1
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if casteMax > 0 then
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return math.random(0, casteMax)
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end
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return 0
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end
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local function allocateNewChunk(hist_entity)
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hist_entity.save_file_id=df.global.unit_chunk_next_id
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df.global.unit_chunk_next_id=df.global.unit_chunk_next_id+1
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hist_entity.next_member_idx=0
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print("allocating chunk:",hist_entity.save_file_id)
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end
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local function allocateIds(nemesis_record,hist_entity)
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if hist_entity.next_member_idx==100 then
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allocateNewChunk(hist_entity)
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end
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nemesis_record.save_file_id=hist_entity.save_file_id
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nemesis_record.member_idx=hist_entity.next_member_idx
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hist_entity.next_member_idx=hist_entity.next_member_idx+1
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end
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function createFigure(trgunit,he,he_group)
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local hf=df.historical_figure:new()
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hf.id=df.global.hist_figure_next_id
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hf.race=trgunit.race
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hf.caste=trgunit.caste
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hf.profession = trgunit.profession
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hf.sex = trgunit.sex
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df.global.hist_figure_next_id=df.global.hist_figure_next_id+1
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hf.appeared_year = df.global.cur_year
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hf.born_year = trgunit.relations.birth_year
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hf.born_seconds = trgunit.relations.birth_time
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hf.curse_year = trgunit.relations.curse_year
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hf.curse_seconds = trgunit.relations.curse_time
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hf.birth_year_bias = trgunit.relations.birth_year_bias
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hf.birth_time_bias = trgunit.relations.birth_time_bias
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hf.old_year = trgunit.relations.old_year
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hf.old_seconds = trgunit.relations.old_time
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hf.died_year = -1
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hf.died_seconds = -1
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hf.name:assign(trgunit.name)
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hf.civ_id = trgunit.civ_id
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hf.population_id = trgunit.population_id
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hf.breed_id = -1
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hf.unit_id = trgunit.id
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df.global.world.history.figures:insert("#",hf)
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hf.info = df.historical_figure_info:new()
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hf.info.unk_14 = df.historical_figure_info.T_unk_14:new() -- hf state?
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--unk_14.region_id = -1; unk_14.beast_id = -1; unk_14.unk_14 = 0
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hf.info.unk_14.unk_18 = -1; hf.info.unk_14.unk_1c = -1
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-- set values that seem related to state and do event
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--change_state(hf, dfg.ui.site_id, region_pos)
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--lets skip skills for now
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--local skills = df.historical_figure_info.T_skills:new() -- skills snap shot
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-- ...
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-- note that innate skills are automaticaly set by DF
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hf.info.skills = {new=true}
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he.histfig_ids:insert('#', hf.id)
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he.hist_figures:insert('#', hf)
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if he_group then
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he_group.histfig_ids:insert('#', hf.id)
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he_group.hist_figures:insert('#', hf)
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hf.entity_links:insert("#",{new=df.histfig_entity_link_memberst,entity_id=he_group.id,link_strength=100})
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end
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trgunit.flags1.important_historical_figure = true
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trgunit.flags2.important_historical_figure = true
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trgunit.hist_figure_id = hf.id
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trgunit.hist_figure_id2 = hf.id
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hf.entity_links:insert("#",{new=df.histfig_entity_link_memberst,entity_id=trgunit.civ_id,link_strength=100})
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--add entity event
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local hf_event_id=df.global.hist_event_next_id
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df.global.hist_event_next_id=df.global.hist_event_next_id+1
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df.global.world.history.events:insert("#",{new=df.history_event_add_hf_entity_linkst,year=trgunit.relations.birth_year,
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seconds=trgunit.relations.birth_time,id=hf_event_id,civ=hf.civ_id,histfig=hf.id,link_type=0})
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return hf
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end
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function createNemesis(trgunit,civ_id,group_id)
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local id=df.global.nemesis_next_id
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local nem=df.nemesis_record:new()
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nem.id=id
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nem.unit_id=trgunit.id
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nem.unit=trgunit
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nem.flags:resize(4)
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--not sure about these flags...
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-- [[
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nem.flags[4]=true
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nem.flags[5]=true
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nem.flags[6]=true
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nem.flags[7]=true
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nem.flags[8]=true
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nem.flags[9]=true
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--]]
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--[[for k=4,8 do
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nem.flags[k]=true
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end]]
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nem.unk10=-1
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nem.unk11=-1
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nem.unk12=-1
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df.global.world.nemesis.all:insert("#",nem)
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df.global.nemesis_next_id=id+1
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trgunit.general_refs:insert("#",{new=df.general_ref_is_nemesisst,nemesis_id=id})
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trgunit.flags1.important_historical_figure=true
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nem.save_file_id=-1
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local he=df.historical_entity.find(civ_id)
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he.nemesis_ids:insert("#",id)
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he.nemesis:insert("#",nem)
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local he_group
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if group_id and group_id~=-1 then
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he_group=df.historical_entity.find(group_id)
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end
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if he_group then
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he_group.nemesis_ids:insert("#",id)
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he_group.nemesis:insert("#",nem)
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end
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allocateIds(nem,he)
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nem.figure=createFigure(trgunit,he,he_group)
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end
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--createNemesis(u, u.civ_id,group)
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function createUnitInCiv(race_id, caste_id, civ_id, group_id)
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local uid = createUnit(race_id, caste_id)
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local unit = df.unit.find(uid)
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if ( civ_id ) then
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createNemesis(unit, civ_id, group_id)
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end
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return uid
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end
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function createUnitInFortCiv(race_id, caste_id)
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return createUnitInCiv(race_id, caste_id, df.global.ui.civ_id)
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end
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function createUnitInFortCivAndGroup(race_id, caste_id)
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return createUnitInCiv(race_id, caste_id, df.global.ui.civ_id, df.global.ui.group_id)
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end
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function domesticate(uid, group_id)
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local u = df.unit.find(uid)
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group_id = group_id or df.global.ui.group_id
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-- If a friendly animal, make it domesticated. From Boltgun & Dirst
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local caste=df.creature_raw.find(u.race).caste[u.caste]
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if not(caste.flags.CAN_SPEAK and caste.flags.CAN_LEARN) then
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-- Fix friendly animals (from Boltgun)
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u.flags2.resident = false;
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u.flags3.body_temp_in_range = true;
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u.population_id = -1
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u.status.current_soul.unit_id = u.id
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u.animal.population.region_x = -1
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u.animal.population.region_y = -1
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u.animal.population.unk_28 = -1
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u.animal.population.population_idx = -1
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u.animal.population.depth = -1
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u.counters.soldier_mood_countdown = -1
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u.counters.death_cause = -1
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u.enemy.anon_4 = -1
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u.enemy.anon_5 = -1
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u.enemy.anon_6 = -1
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-- And make them tame (from Dirst)
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u.flags1.tame = true
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u.training_level = 7
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end
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end
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function nameUnit(id, entityRawName, civ_id)
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--pick a random appropriate name
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--choose three random words in the appropriate things
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local unit = df.unit.find(id)
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local entity_raw
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if entityRawName then
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for k,v in ipairs(df.global.world.raws.entities) do
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if v.code == entityRawName then
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entity_raw = v
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break
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end
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end
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else
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local entity = df.historical_entity.find(civ_id)
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entity_raw = entity.entity_raw
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end
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if not entity_raw then
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error('entity raw = nil: ', id, entityRawName, civ_id)
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end
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local translation = entity_raw.translation
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local translationIndex
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for k,v in ipairs(df.global.world.raws.language.translations) do
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if v.name == translation then
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translationIndex = k
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break
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end
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end
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--translation = df.language_translation.find(translation)
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local language_word_table = entity_raw.symbols.symbols1[0] --educated guess
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function randomWord()
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local index = math.random(0, #language_word_table.words[0] - 1)
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return index
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end
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local firstName = randomWord()
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local lastName1 = randomWord()
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local lastName2 = randomWord()
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local name = unit.status.current_soul.name
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name.words[0] = language_word_table.words[0][lastName1]
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name.parts_of_speech[0] = language_word_table.parts[0][lastName1]
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name.words[1] = language_word_table.words[0][lastName2]
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name.parts_of_speech[1] = language_word_table.parts[0][lastName2]
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name.first_name = df.language_word.find(language_word_table.words[0][firstName]).forms[language_word_table.parts[0][firstName]]
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name.has_name = true
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name.language = translationIndex
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name = unit.name
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name.words[0] = language_word_table.words[0][lastName1]
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name.parts_of_speech[0] = language_word_table.parts[0][lastName1]
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name.words[1] = language_word_table.words[0][lastName2]
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name.parts_of_speech[1] = language_word_table.parts[0][lastName2]
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name.first_name = df.language_word.find(language_word_table.words[0][firstName]).forms[language_word_table.parts[0][firstName]]
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name.has_name = true
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name.language = translationIndex
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if unit.hist_figure_id ~= -1 then
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local histfig = df.historical_figure.find(unit.hist_figure_id)
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name = histfig.name
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name.words[0] = language_word_table.words[0][lastName1]
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name.parts_of_speech[0] = language_word_table.parts[0][lastName1]
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name.words[1] = language_word_table.words[0][lastName2]
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name.parts_of_speech[1] = language_word_table.parts[0][lastName2]
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name.first_name = df.language_word.find(language_word_table.words[0][firstName]).forms[language_word_table.parts[0][firstName]]
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name.has_name = true
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name.language = translationIndex
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end
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end
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validArgs = --[[validArgs or]]utils.invert({
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'help',
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'race',
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'caste',
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'domesticate',
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'civId',
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'groupId',
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'flagSet',
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'flagClear',
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'name',
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'location',
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'age'
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})
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if moduleMode then
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return
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end
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local args = utils.processArgs({...}, validArgs)
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if args.help then
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print(
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[[scripts/modtools/create-unit.lua
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arguments:
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-help
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print this help message
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-race raceName
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specify the race of the unit to be created
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examples:
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DWARF
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HUMAN
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-caste casteName
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specify the caste of the unit to be created
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examples:
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MALE
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FEMALE
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-domesticate
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if the unit can't learn or can't speak, then make it a friendly animal
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-civId id
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make the created unit a member of the specified civ (or none if id = -1)
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if id is \\LOCAL, then make it a member of the civ associated with the current fort
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otherwise id must be an integer
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-groupId id
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make the created unit a member of the specified group (or none if id = -1)
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if id is \\LOCAL, then make it a member of the group associated with the current fort
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otherwise id must be an integer
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-name entityRawName
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set the unit's name to be a random name appropriate for the given entity
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examples:
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MOUNTAIN
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-location [ x y z ]
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create the unit at the specified coordinates
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-age howOld
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set the birth date of the unit to the specified number of years ago
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-flagSet [ flag1 flag2 ... ]
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set the specified unit flags in the new unit to true
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flags may be selected from df.unit_flags1, df.unit_flags2, or df.unit_flags3
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-flagClear [ flag1 flag2 ... ]
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set the specified unit flags in the new unit to false
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flags may be selected from df.unit_flags1, df.unit_flags2, or df.unit_flags3
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]])
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return
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end
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local race
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local raceIndex
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local casteIndex
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if not args.race or not args.caste then
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error 'Specfiy a race and caste for the new unit.'
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end
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--find race
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for i,v in ipairs(df.global.world.raws.creatures.all) do
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if v.creature_id == args.race then
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raceIndex = i
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race = v
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break
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end
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end
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if not race then
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error 'Invalid race.'
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end
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for i,v in ipairs(race.caste) do
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if v.caste_id == args.caste then
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casteIndex = i
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break
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end
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end
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if not casteIndex then
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error 'Invalid caste.'
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end
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local age
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if args.age then
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age = tonumber(args.age)
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if not age and not age == 0 then
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error('Invalid age: ' .. args.age)
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end
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end
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local civ_id
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if args.civId == '\\LOCAL' then
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civ_id = df.global.ui.civ_id
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elseif args.civId and tonumber(args.civId) then
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civ_id = tonumber(args.civId)
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end
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local group_id
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if args.groupId == '\\LOCAL' then
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group_id = df.global.ui.group_id
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elseif args.groupId and tonumber(args.groupId) then
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group_id = tonumber(args.groupId)
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end
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local unitId = createUnitInCiv(raceIndex, casteIndex, civ_id, group_id)
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if args.domesticate then
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domesticate(unitId, group_id)
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end
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if age or age == 0 then
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local u = df.unit.find(unitId)
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local oldYearDelta = u.relations.old_year - u.relations.birth_year
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u.relations.birth_year = df.global.cur_year - age
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u.relations.old_year = u.relations.birth_year + oldYearDelta
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--these flags are an educated guess of how to get the game to compute sizes correctly: use -flagSet and -flagClear arguments to override or supplement
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u.flags2.calculated_nerves = false
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u.flags2.calculated_bodyparts = false
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u.flags3.body_part_relsize_computed = false
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u.flags3.size_modifier_computed = false
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u.flags3.compute_health = true
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u.flags3.weight_computed = false
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--TODO: if the unit is a child or baby it will still behave like an adult
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end
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if args.flagSet or args.flagClear then
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local u = df.unit.find(unitId)
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local flagsToSet = {}
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local flagsToClear = {}
|
|
for _,v in ipairs(args.flagSet or {}) do
|
|
flagsToSet[v] = true
|
|
end
|
|
for _,v in ipairs(args.flagClear or {}) do
|
|
flagsToClear[v] = true
|
|
end
|
|
for _,k in ipairs(df.unit_flags1) do
|
|
if flagsToSet[k] then
|
|
u.flags1[k] = true;
|
|
elseif flagsToClear[k] then
|
|
u.flags1[k] = false;
|
|
end
|
|
end
|
|
for _,k in ipairs(df.unit_flags2) do
|
|
if flagsToSet[k] then
|
|
u.flags2[k] = true;
|
|
elseif flagsToClear[k] then
|
|
u.flags2[k] = false;
|
|
end
|
|
end
|
|
for _,k in ipairs(df.unit_flags3) do
|
|
if flagsToSet[k] then
|
|
u.flags3[k] = true;
|
|
elseif flagsToClear[k] then
|
|
u.flags3[k] = false;
|
|
end
|
|
end
|
|
end
|
|
|
|
if args.name then
|
|
nameUnit(unitId, args.name, civ_id)
|
|
else
|
|
local unit = df.unit.find(unitId)
|
|
unit.name.has_name = false
|
|
if unit.status.current_soul then
|
|
unit.status.current_soul.name.has_name = false
|
|
end
|
|
--[[if unit.hist_figure_id ~= -1 then
|
|
local histfig = df.historical_figure.find(unit.hist_figure_id)
|
|
histfig.name.has_name = false
|
|
end--]]
|
|
end
|
|
|
|
if civ_id then
|
|
local u = df.unit.find(unitId)
|
|
u.civ_id = civ_id
|
|
end
|
|
|
|
if args.location then
|
|
local u = df.unit.find(unitId)
|
|
local pos = df.coord:new()
|
|
pos.x = tonumber(args.location[1])
|
|
pos.y = tonumber(args.location[2])
|
|
pos.z = tonumber(args.location[3])
|
|
local teleport = dfhack.script_environment('teleport')
|
|
teleport.teleport(u, pos)
|
|
end
|
|
|
|
--[[if group_id then
|
|
local u = df.unit.find(unitId)
|
|
u.group_id = group_id
|
|
end--]]
|