401 lines
15 KiB
Lua
401 lines
15 KiB
Lua
-- Extended Item Viewscreens
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-- Shows information on material properties, weapon or armour stats, and more.
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-- By PeridexisErrant, adapted from nb_item_info by Raidau
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--@ enable = true
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local help = [[Extended Item Viewscreen
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A script to extend the item or unit viewscreen with additional information
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including properties such as material info, weapon and attack properties,
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armor thickness and coverage, and more - including custom item descriptions.]]
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vi_label = 'More information (DFHack):'
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function isInList(list, item, helper)
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if not helper then
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helper = function(v) return v end
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end
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for k,v in pairs (list) do
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if item == helper(v) then
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return true
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end
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end
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end
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if dfhack_flags and dfhack_flags.enable then
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enabled = dfhack_flags.enable_state
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end
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local args = {...}
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local lastframe = df.global.enabler.frame_last
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if isInList(args, "help") or isInList(args, "?") then
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print(help)
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return
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elseif isInList(args, "enable") then
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enabled = true
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elseif isInList(args, "disable") then
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enabled = false
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end
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function append (list, str, indent)
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local str = str or " "
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local indent = indent or 0
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table.insert(list, {str, indent * 4})
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end
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function add_lines_to_list(t1,t2)
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for i=1,#t2 do
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t1[#t1+1] = t2[i]
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end
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return t1
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end
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function GetMatPlant (item)
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if dfhack.matinfo.decode(item).mode == "plant" then
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return dfhack.matinfo.decode(item).plant
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end
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end
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function get_textid (item)
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return string.match(tostring(item._type),"<type: item_(.+)st>"):upper()
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end
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function compare_iron (mat_prop, iron_prop)
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return " "..mat_prop.." ("..math.floor(mat_prop/iron_prop*100).."% of iron)"
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end
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function GetMatPropertiesStringList (item)
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local mat = dfhack.matinfo.decode(item).material
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local list = {}
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local deg_U = item.temperature.whole
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local deg_C = math.floor((deg_U-10000)*5/9)
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append(list,"Temperature: "..deg_C.."\248C ("..deg_U.."U)")
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append(list,"Color: "..df.global.world.raws.language.colors[mat.state_color.Solid].name)
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local function GetStrainDescription (number)
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if tonumber(number) < 1 then return "crystalline"
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elseif tonumber(number) < 1000 then return "very stiff"
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elseif tonumber(number) < 5001 then return "stiff"
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elseif tonumber(number) < 15001 then return "medium"
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elseif tonumber(number) < 50000 then return "elastic"
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elseif tonumber(number) >= 50000 then return "very elastic"
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else return "unknown" end
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end
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local mat_properties_for = {"BAR", "SMALLGEM", "BOULDER", "ROUGH",
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"WOOD", "GEM", "ANVIL", "THREAD", "SHOES", "CLOTH", "ROCK", "WEAPON", "TRAPCOMP",
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"ORTHOPEDIC_CAST", "SIEGEAMMO", "SHIELD", "PANTS", "HELM", "GLOVES", "ARMOR", "AMMO"}
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if isInList(mat_properties_for, get_textid (item)) then
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append(list,"Material name: "..mat.state_name.Solid)
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append(list,"Material properties: ")
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append(list,"Solid density: "..mat.solid_density..'g/cm^3',1)
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local maxedge = mat.strength.max_edge
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append(list,"Maximum sharpness: "..maxedge.." ("..maxedge/standard.strength.max_edge*100 .."%)",1)
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if mat.molar_mass > 0 then
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append(list,"Molar mass: "..mat.molar_mass,1)
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end
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append(list,"Shear strength:",1)
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append(list, "yield:"..compare_iron(mat.strength.yield.SHEAR, standard.strength.yield.SHEAR), 2)
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append(list, "fracture:"..compare_iron(mat.strength.fracture.SHEAR, standard.strength.fracture.SHEAR), 2)
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local s_strain = mat.strength.strain_at_yield.SHEAR
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append(list, "elasticity: "..s_strain.." ("..GetStrainDescription(s_strain)..")", 2)
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append(list,"Impact strength:",1)
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append(list, "yield:"..compare_iron(mat.strength.yield.IMPACT, standard.strength.yield.IMPACT), 2)
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append(list, "fracture:"..compare_iron(mat.strength.fracture.IMPACT, standard.strength.fracture.IMPACT), 2)
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local i_strain = mat.strength.strain_at_yield.IMPACT
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append(list, "elasticity: "..i_strain.." ("..GetStrainDescription(i_strain)..")", 2)
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end
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return list
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end
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function GetArmorPropertiesStringList (item)
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local mat = dfhack.matinfo.decode(item).material
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local list = {}
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append(list,"Armor properties: ")
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append(list,"Thickness: "..item.subtype.props.layer_size,1)
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append(list,"Coverage: "..item.subtype.props.coverage.."%",1)
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append(list,"Fit for "..df.creature_raw.find(item.maker_race).name[0],1)
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return list
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end
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function GetShieldPropertiesStringList (item)
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local mat = dfhack.matinfo.decode(item).material
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local list = {}
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append(list,"Shield properties:")
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append(list,"Base block chance: "..item.subtype.blockchance,1)
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append(list,"Fit for "..df.creature_raw.find(item.maker_race).name[0],1)
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return list
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end
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function GetWeaponPropertiesStringList (item)
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local mat = dfhack.matinfo.decode(item).material
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local list = {}
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if item._type == df.item_toolst and #item.subtype.attacks < 1 then
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return list
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end
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append(list,"Weapon properties: ")
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if item.sharpness > 0 then
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append(list,"Sharpness:"..compare_iron(item.sharpness, standard.strength.max_edge),1)
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else
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append(list,"Not edged",1)
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end
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if string.len(item.subtype.ranged_ammo) > 0 then
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append(list,"Ranged weapon",1)
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append(list,"Ammo: "..item.subtype.ranged_ammo:lower(),2)
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if item.subtype.shoot_force > 0 then
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append(list,"Shoot force: "..item.subtype.shoot_force,2)
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end
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if item.subtype.shoot_maxvel > 0 then
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append(list,"Maximum projectile velocity: "..item.subtype.shoot_maxvel,2)
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end
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end
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append(list,"Required size: "..item.subtype.minimum_size*10,1)
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if item.subtype.two_handed*10 > item.subtype.minimum_size*10 then
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append(list,"Used as 2-handed until unit size: "..item.subtype.two_handed*10,2)
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end
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append(list,"Attacks: ",1)
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for k,attack in pairs (item.subtype.attacks) do
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local name = attack.verb_2nd
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if attack.noun ~= "NO_SUB" then
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name = name.." with "..attack.noun
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end
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if attack.edged then
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name = name.." (edged)"
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else
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name = name.." (blunt)"
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end
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append(list,name,2)
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append(list,"Contact area: "..attack.contact,3)
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if attack.edged then
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append(list,"Penetration: "..attack.penetration,3)
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end
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append(list,"Velocity multiplier: "..attack.velocity_mult/1000,3)
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if attack.flags.bad_multiattack then
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append(list,"Bad multiattack",3)
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end
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append(list,"Prepare "..attack.prepare.." / recover "..attack.recover,3)
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end
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return list
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end
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function GetAmmoPropertiesStringList (item)
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local mat = dfhack.matinfo.decode(item).material
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local list = {}
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if item._type == df.item_toolst and #item.subtype.attacks < 1 then
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return list
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end
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append(list,"Ammo properties: ")
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if item.sharpness > 0 then
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append(list,"Sharpness: "..item.sharpness,1)
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else
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append(list,"Not edged",1)
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end
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append(list,"Attacks: ", 1)
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for k,attack in pairs (item.subtype.attacks) do
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local name = attack.verb_2nd
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if attack.noun ~= "NO_SUB" then
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name = name.." with "..attack.noun
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end
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if attack.edged then
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name = name.." (edged)"
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else
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name = name.." (blunt)"
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end
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append(list,name,2)
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append(list,"Contact area: "..attack.contact,3)
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if attack.edged then
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append(list,"Penetration: "..attack.penetration,3)
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end
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append(list,"Velocity multiplier: "..attack.velocity_mult/1000,3)
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if attack.flags.bad_multiattack then
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append(list,"Bad multiattack",3)
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end
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append(list,"Prepare "..attack.prepare.." / recover "..attack.recover,3)
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end
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return list
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end
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function edible_string (mat)
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local edible_string = "Edible"
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if mat.flags.EDIBLE_RAW or mat.flags.EDIBLE_COOKED then
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if mat.flags.EDIBLE_RAW then
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edible_string = edible_string.." raw"
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if mat.flags.EDIBLE_COOKED then
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edible_string = edible_string.." and cooked"
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end
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elseif mat.flags.EDIBLE_COOKED then
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edible_string = edible_string.." only when cooked"
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end
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else
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edible_string = "Not edible"
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end
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return edible_string
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end
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function GetReactionProduct (inmat, reaction)
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for k,v in pairs (inmat.reaction_product.id) do
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if v.value == reaction then
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return {inmat.reaction_product.material.mat_type[k],
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inmat.reaction_product.material.mat_index[k]}
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end
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end
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end
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function add_react_prod (list, mat, product, str)
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local mat_type, mat_index = GetReactionProduct (mat, product)
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if mat_type then
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local result = dfhack.matinfo.decode(mat_type, mat_index).material.state_name.Liquid
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append(list, str..result)
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end
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end
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function get_plant_reaction_products (mat)
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local list = {}
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add_react_prod (list, mat, "GROWTH_JUICE_PROD", "Pressed into ")
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add_react_prod (list, mat, "PRESS_LIQUID_MAT", "Pressed into ")
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add_react_prod (list, mat, "LIQUID_EXTRACTABLE", "Extractable product: ")
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add_react_prod (list, mat, "WATER_SOLUTION_PROD", "Can be mixed with water to make ")
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add_react_prod (list, mat, "RENDER_MAT", "Rendered into ")
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add_react_prod (list, mat, "SOAP_MAT", "Used to make soap")
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if GetReactionProduct (mat, "SUGARABLE") then
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append(list,"Used to make sugar")
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end
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if GetReactionProduct (mat, "MILLABLE") or
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GetReactionProduct (mat, "GRAIN_MILLABLE") or
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GetReactionProduct (mat, "GROWTH_MILLABLE") then
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append(list,"Can be milled")
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end
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if GetReactionProduct(mat, "GRAIN_THRESHABLE") then
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append(list,"Grain can be threshed")
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end
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if GetReactionProduct (mat, "CHEESE_MAT") then
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local mat_type, mat_index = GetReactionProduct (mat, "CHEESE_MAT")
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append(list,"Used to make "..dfhack.matinfo.decode(mat_type, mat_index).material.state_name.Solid)
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end
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return list
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end
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function GetFoodPropertiesStringList (item)
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local mat = dfhack.matinfo.decode(item).material
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local list = {{" ", 0}}
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append(list,edible_string(mat))
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if item._type == df.item_foodst then
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append(list,"This is prepared meal")
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return list
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end
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if mat == dfhack.matinfo.find ("WATER") then
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append(list,"Water is drinkable")
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return list
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end
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add_lines_to_list(list, get_plant_reaction_products(mat))
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if item._type == df.item_plantst and GetMatPlant (item) then
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local plant = GetMatPlant (item)
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for k,v in pairs (plant.material_defs) do
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if v ~= -1 and k:find("type_") and not (k:find("type_basic")
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or k:find("type_seed") or k:find("type_tree")) then
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local targetmat = dfhack.matinfo.decode (v,
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plant.material_defs["idx_"..k:match("type_(.+)")])
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local state = "Liquid"
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local describe = "Made into "
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if k:find("type_mill")
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then state = "Powder" describe = "Ground into "
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elseif k:find("type_thread")
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then state = "Solid" describe = "Woven into "
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elseif k:find("type_drink")
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then describe = "Brewed into "
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elseif k:find("type_extract_barrel")
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then describe = "Cask-aged into "
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elseif k:find("type_extract_vial")
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then describe = "Refined into vials of "
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elseif k:find("type_extract_still_vial")
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then describe = "Distilled into vials of " end
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local st_name = targetmat.material.state_name[state]
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append(list,describe..targetmat.material.prefix..''..st_name)
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end
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end
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end
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return list
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end
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function get_all_uses_strings (item)
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local all_lines = {}
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local FoodsAndPlants = {df.item_meatst, df.item_globst,
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df.item_plantst, df.item_plant_growthst, df.item_liquid_miscst,
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df.item_powder_miscst, df.item_cheesest, df.item_foodst}
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local ArmourTypes = {df.item_armorst, df.item_pantsst,
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df.item_helmst, df.item_glovesst, df.item_shoesst}
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if df.global.gamemode == df.game_mode.ADVENTURE and item ~= "COIN" then
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add_lines_to_list(all_lines, {{"Value: "..dfhack.items.getValue(item),0}})
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elseif isInList(ArmourTypes, item._type) then
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add_lines_to_list(all_lines, GetArmorPropertiesStringList(item))
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elseif item._type == df.item_weaponst or item._type == df.item_toolst then
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add_lines_to_list(all_lines, GetWeaponPropertiesStringList(item))
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elseif item._type == df.item_ammost then
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add_lines_to_list(all_lines, GetAmmoPropertiesStringList(item))
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elseif item._type == df.item_shieldst then
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add_lines_to_list(all_lines, GetShieldPropertiesStringList(item))
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elseif item._type == df.item_seedsst then
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local str = math.floor(GetMatPlant(item).growdur/12).." days"
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add_lines_to_list(all_lines, {{"Growth time: "..str, 0}})
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elseif isInList(FoodsAndPlants, item._type) then
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add_lines_to_list(all_lines, GetFoodPropertiesStringList(item))
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end
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if not dfhack.items.isCasteMaterial(df.item_type[get_textid(item)]) then
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add_lines_to_list(all_lines, GetMatPropertiesStringList(item))
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end
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return all_lines
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end
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function get_custom_item_desc (item)
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local desc
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local ID = get_textid (item)
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if ID and dfhack.items.getSubtypeCount(df.item_type[ID]) ~= -1 then
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ID = item.subtype.id end
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if not ID then return nil end
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if dfhack.findScript("item-descriptions") then
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desc = dfhack.script_environment("item-descriptions").descriptions[ID]
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end
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if dfhack.findScript("more-item-descriptions") then
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desc = dfhack.script_environment("more-item-descriptions").descriptions[ID] or desc
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end
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if desc then add_lines_to_list(desc, {""}) end
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return desc
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end
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function AddUsesString (viewscreen,line,indent)
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local str = df.new("string")
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str.value = tostring(line)
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local indent = indent or 0
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viewscreen.entry_ref:insert('#', nil)
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viewscreen.entry_indent:insert('#', indent)
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viewscreen.unk_34:insert('#', nil) -- TODO: get this into structures, and fix usage!
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viewscreen.entry_string:insert('#', str)
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viewscreen.entry_reaction:insert('#', -1)
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end
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function dfhack.onStateChange.item_info (code)
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if not enabled then return end
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if code == SC_VIEWSCREEN_CHANGED and dfhack.isWorldLoaded() then
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standard = dfhack.matinfo.find("INORGANIC:IRON").material
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if not standard then return end
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local scr = dfhack.gui.getCurViewscreen()
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if scr._type == df.viewscreen_itemst then
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if isInList(scr.entry_string, vi_label, function(v) return v.value end) then
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return
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end
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if #scr.entry_string > 0 then
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AddUsesString(scr, '')
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end
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AddUsesString(scr, vi_label)
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AddUsesString(scr, '')
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local description = get_custom_item_desc (scr.item) or ""
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for i = 1, #description do
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AddUsesString(scr,description[i])
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end
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local all_lines = get_all_uses_strings(scr.item)
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for i = 1, #all_lines do
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AddUsesString(scr,all_lines[i][1],all_lines[i][2])
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end
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scr.caption_uses = true
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end
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end
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end
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