224 lines
8.3 KiB
Lua
224 lines
8.3 KiB
Lua
-- itemsyndrome.lua
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-- author: Putnam
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-- edited by expwnent
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-- Checks for inventory changes and applies or removes syndromes that items or their materials have. Use "disable" (minus quotes) to disable and "help" to get help.
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eventful=eventful or require("plugins.eventful")
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syndromeUtil = syndromeUtil or require("syndromeUtil")
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local function printItemSyndromeHelp()
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print("Arguments (non case-sensitive):")
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print(' "help": displays this dialogue.')
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print(" ")
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print(' "disable": disables the script.')
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print(" ")
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print(' "debugon/debugoff": debug mode.')
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print(" ")
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print(' "contaminantson/contaminantsoff": toggles searching for contaminants.')
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print(' Disabling speeds itemsyndrome up greatly.')
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print(' "transformReEquipOn/TransformReEquipOff": toggles transformation auto-reequip.')
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end
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itemsyndromedebug=false
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local args = {...}
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for k,v in ipairs(args) do
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v=v:lower()
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if v == "help" then printItemSyndromeHelp() return end
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if v == "debugon" then itemsyndromedebug = true end
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if v == "debugoff" then itemsyndromedebug = false end
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if v == "contaminantson" then itemsyndromecontaminants = true end
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if v == "contaminantsoff" then itemsyndromecontaminants = false end
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if v == "transformreequipon" then transformationReEquip = true end
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if v == "transformreequipoff" then transformationReEquip = false end
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end
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local function getMaterial(item)
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--What does this line mean?
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local material = dfhack.matinfo.decode(item) and dfhack.matinfo.decode(item) or false
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if not material then return nil end
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if material.mode ~= "inorganic" then
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return nil
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else
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return material.material --the "material" thing up there contains a bit more info which is all pretty important but impertinent, like the creature that the material comes from
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end
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end
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local function findItemSyndromeInorganic()
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local allInorganics = {}
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for matID,material in ipairs(df.global.world.raws.inorganics) do
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if string.find(material.id,"DFHACK_ITEMSYNDROME_MATERIAL_") then table.insert(allInorganics,matID) end --the last underscore is needed to prevent duped raws; I want good modder courtesy if it kills me, dammit!
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end
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if itemsyndromedebug then printall(allInorganics) end
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if #allInorganics>0 then return allInorganics else return nil end
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end
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local function getAllItemSyndromeMats(itemSyndromeMatIDs)
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local allActualInorganics = {}
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for _,itemSyndromeMatID in ipairs(itemSyndromeMatIDs) do
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table.insert(allActualInorganics,df.global.world.raws.inorganics[itemSyndromeMatID].material)
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end
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if itemsyndromedebug then printall(allActualInorganics) end
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return allActualInorganics
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end
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local function syndromeIsDfHackSyndrome(syndrome)
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for k,v in ipairs(syndrome.syn_class) do
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if v.value=="DFHACK_ITEM_SYNDROME" then
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if itemsyndromedebug then print('Syndrome is DFHack syndrome, checking if creature is affected...') end
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return true
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end
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end
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if itemsyndromedebug then print('Syndrome is not DFHack syndrome. Cancelling.') end
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return false
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end
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local function itemHasNoSubtype(item)
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return item:getSubtype()==-1
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end
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local function itemHasSyndrome(item)
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if itemHasNoSubtype(item) or not itemSyndromeMats then return nil end
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local allItemSyndromes={}
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for _,material in ipairs(itemSyndromeMats) do
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for __,syndrome in ipairs(material.syndrome) do
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if syndrome.syn_name == item.subtype.name then table.insert(allItemSyndromes,syndrome) end
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end
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end
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return #allItemSyndromes>0 and allItemSyndromes or false
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end
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local function getValidPositions(syndrome)
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local returnTable={AffectsHauler=false,AffectsStuckins=false,IsArmorOnly=false,IsWieldedOnly=false,OnlyAffectsStuckins=false}
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for k,v in ipairs(syndrome.syn_class) do
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if v.value:find('DFHACK') then
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if v.value=="DFHACK_AFFECTS_HAULER" then returnTable.AffectsHauler=true end
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if v.value=="DFHACK_AFFECTS_STUCKIN" then returnTable.AffectsStuckins=true end
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if v.value=="DFHACK_STUCKINS_ONLY" then returnTable.OnlyAffectsStuckins=true end
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if v.value=="DFHACK_WIELDED_ONLY" then returnTable.IsWieldedOnly=true end
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if v.value=="DFHACK_ARMOR_ONLY" then returnTable.IsArmorOnly=true end
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end
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end
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return returnTable
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end
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local function itemIsInValidPosition(item_inv, syndrome)
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local item = getValidPositions(syndrome)
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if not item_inv then print("You shouldn't see this error! At all! Putnam f'd up! Tell him off!") return false end
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local isInValidPosition=not ((item_inv.mode == 0 and not item.AffectsHauler) or (item_inv.mode == 7 and not item.AffectsStuckins) or (item_inv.mode ~= 2 and item.IsArmorOnly) or (item_inv.mode ~=1 and item.IsWieldedOnly) or (item_inv.mode ~=7 and item.OnlyAffectsStuckins))
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if itemsyndromedebug then print(isInValidPosition and 'Item is in correct position.' or 'Item is not in correct position.') end
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return isInValidPosition
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end
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local function syndromeIsTransformation(syndrome)
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for _,effect in ipairs(syndrome.ce) do
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if df.creature_interaction_effect_body_transformationst:is_instance(effect) then return true end
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end
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return false
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end
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local function rememberInventory(unit)
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local invCopy = {}
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for inv_id,item_inv in ipairs(unit.inventory) do
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invCopy[inv_id+1] = {}
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local itemToWorkOn = invCopy[inv_id+1]
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itemToWorkOn.item = item_inv.item
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itemToWorkOn.mode = item_inv.mode
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itemToWorkOn.body_part_id = item_inv.body_part_id
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end
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return invCopy
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end
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local function moveAllToInventory(unit,invTable)
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for _,item_inv in ipairs(invTable) do
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dfhack.items.moveToInventory(item_inv.item,unit,item_inv.mode,item_inv.body_part_id)
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end
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end
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local function syndromeIsOnUnequip(syndrome)
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for k,v in ipairs(syndrome.syn_class) do
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if v.value:upper()=='DFHACK_ON_UNEQUIP' then return true end
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end
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return false
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end
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local function addOrRemoveSyndromeDepending(unit,old_equip,new_equip,syndrome)
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local item_inv=new_equip or old_equip
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if not syndromeIsDfHackSyndrome(syndrome) then
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return
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end
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local equippedOld = itemIsInValidPosition(old_equip,syndrome)
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local equippedNew = itemIsInValidPosition(new_equip,syndrome)
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if equippedOld == equippedNew then
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return
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end
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local isOnEquip = not syndromeIsOnUnequip(syndrome)
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local apply = (isOnEquip and equippedNew) or (not isOnEquip and not equippedNew)
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if apply then
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syndromeUtil.infectWithSyndrome(unit,syndrome,syndromeUtil.ResetPolicy.ResetDuration)
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else
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syndromeUtil.eraseSyndrome(unit,syndrome)
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end
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end
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eventful.enableEvent(eventful.eventType.INVENTORY_CHANGE,5)
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eventful.onInventoryChange.itemsyndrome=function(unit_id,item_id,old_equip,new_equip)
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local item = df.item.find(item_id)
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--if not item then return false end
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if not item then
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return
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end
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local unit = df.unit.find(unit_id)
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if unit.flags1.dead then return false end
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if itemsyndromedebug then print("Checking unit #" .. unit_id) end
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local transformation = false
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if itemsyndromedebug then print("checking item #" .. item_id .." on unit #" .. unit_id) end
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local itemMaterial=getMaterial(item)
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local function manageSyndromes(syndromes)
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for k,syndrome in ipairs(syndromes) do
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if itemsyndromedebug then print("item has a syndrome, checking if syndrome is valid for application...") end
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if syndromeIsTransformation(syndrome) then
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--unitInventory = rememberInventory(unit)
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rememberInventory(unit)
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transformation = true
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end
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addOrRemoveSyndromeDepending(unit,old_equip,new_equip,syndrome)
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end
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end
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if itemMaterial then
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manageSyndromes(itemMaterial.syndrome)
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end
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local itemSyndromes = itemHasSyndrome(item)
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if itemSyndromes then
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if itemsyndromedebug then print("Item itself has a syndrome, checking if item is in correct position and creature is affected") end
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manageSyndromes(itemSyndromes)
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end
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if itemsyndromecontaminants and item.contaminants then
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if itemsyndromedebug then print("Item has contaminants. Checking for syndromes...") end
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for _,contaminant in ipairs(item.contaminants) do
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local contaminantMaterial=getMaterial(contaminant)
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if contaminantMaterial then
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manageSyndromes(contaminantMaterial.syndrome)
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end
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end
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end
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if transformation and transformationReEquip then dfhack.timeout(2,"ticks",function() moveAllToInventory(unit,unitInventory) end) end
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end
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dfhack.onStateChange.itemsyndrome=function(code)
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if code==SC_WORLD_LOADED then
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itemSyndromeMatIDs = findItemSyndromeInorganic()
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if itemSyndromeMatIDs then itemSyndromeMats = getAllItemSyndromeMats(itemSyndromeMatIDs) end
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end
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end
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if disable then
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eventful.onInventoryChange.itemsyndrome=nil
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print("Disabled itemsyndrome.")
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disable = false
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else
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print("Enabled itemsyndrome.")
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end
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