243 lines
6.7 KiB
Lua
243 lines
6.7 KiB
Lua
local _ENV = mkmodule('plugins.dfusion.tools')
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local dfu=require("plugins.dfusion")
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local ms=require "memscan"
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menu=dfu.SimpleMenu()
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RaceNames={}
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function build_race_names()
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if #RaceNames~=0 then
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return RaceNames
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else
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for k,v in pairs(df.global.world.raws.creatures.all) do
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RaceNames[v.creature_id]=k
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end
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dfhack.onStateChange.invalidate_races=function(change_id) --todo does this work?
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if change_id==SC_WORLD_UNLOADED then
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dfhack.onStateChange.invalidate_races=nil
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RaceNames={}
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end
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end
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return RaceNames
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end
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end
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function setrace(name)
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local RaceTable=build_race_names()
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print("Your current race is:"..df.global.world.raws.creatures.all[df.global.ui.race_id].creature_id)
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local id
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if name == nil then
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print("Type new race's token name in full caps (q to quit):")
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repeat
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local entry=io.stdin:read()
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if entry=="q" then
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return
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end
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id=RaceTable[entry]
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until id~=nil
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else
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id=RaceTable[name]
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if id==nil then
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error("Name not found!")
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end
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end
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df.global.ui.race_id=id
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end
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menu:add("Set current race",setrace)
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function GiveSentience(names)
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local RaceTable=build_race_names() --slow.If loaded don't load again
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local id,ids
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if names ==nil then
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ids={}
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print("Type race's token name in full caps to give sentience to:")
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repeat
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id=io.stdin:read()
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id=RaceTable[entry]
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if id~=nil then
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table.insert(ids,id)
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end
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until id==nil
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else
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ids={}
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for _,name in pairs(names) do
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id=RaceTable[name]
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table.insert(ids,id)
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end
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end
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for _,id in pairs(ids) do
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local races=df.global.world.raws.creatures.all
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local castes=races[id].caste
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print(string.format("Caste count:%i",#castes))
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for i =0,#castes-1 do
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print("Caste name:"..castes[i].caste_id.."...")
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local flags=castes[i].flags
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--print(string.format("%x",flagoffset))
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if flags.CAN_SPEAK then
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print("\tis sentient.")
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else
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print("\tnon sentient. Allocating IQ...")
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flags.CAN_SPEAK=true
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end
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end
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end
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end
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menu:add("Give Sentience",GiveSentience)
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function MakeFollow(unit,trgunit)
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if unit == nil then
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unit=dfhack.gui.getSelectedUnit()
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end
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if unit== nil then
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error("Invalid creature")
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end
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if trgunit==nil then
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trgunit=df.global.world.units.active[0]
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end
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unit.relations.group_leader_id=trgunit.id
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local u_nem=dfhack.units.getNemesis(unit)
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local t_nem=dfhack.units.getNemesis(trgunit)
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if u_nem then
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u_nem.group_leader_id=t_nem.id
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end
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if t_nem and u_nem then
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t_nem.companions:insert(#t_nem.companions,u_nem.id)
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end
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end
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menu:add("Make creature follow",MakeFollow)
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function project(unit,trg) --TODO add to menu?
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if unit==nil then
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unit=getCreatureAtPointer()
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end
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if unit==nil then
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error("Failed to project unit. Unit not selected/valid")
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end
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-- todo: add projectile to world, point to unit, add flag to unit, add gen-ref to projectile.
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local p=df.proj_unitst:new()
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local startpos={x=unit.pos.x,y=unit.pos.y,z=unit.pos.z}
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p.origin_pos=startpos
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p.target_pos=trg
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p.cur_pos=startpos
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p.prev_pos=startpos
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p.unit=unit
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--- wtf stuff
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p.unk14=100
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p.unk16=-1
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p.unk23=-1
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p.fall_delay=5
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p.fall_counter=5
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p.collided=true
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-- end wtf
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local citem=df.global.world.proj_list
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local maxid=1
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local newlink=df.proj_list_link:new()
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newlink.item=p
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while citem.item~= nil do
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if citem.item.id>maxid then maxid=citem.item.id end
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if citem.next ~= nil then
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citem=citem.next
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else
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break
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end
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end
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p.id=maxid+1
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newlink.prev=citem
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citem.next=newlink
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local proj_ref=df.general_ref_projectile:new()
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proj_ref.projectile_id=p.id
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unit.general_refs:insert(#unit.general_refs,proj_ref)
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unit.flags1.projectile=true
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end
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function empregnate(unit)
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if unit==nil then
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unit=dfhack.gui.getSelectedUnit()
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end
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if unit==nil then
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error("Failed to empregnate. Unit not selected/valid")
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end
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if unit.curse then
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unit.curse.add_tags2.STERILE=false
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end
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local genes = unit.appearance.genes
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if unit.relations.pregnancy_ptr == nil then
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print("creating preg ptr.")
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if false then
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print(string.format("%x %x",df.sizeof(unit.relations:_field("pregnancy_ptr"))))
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return
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end
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unit.relations.pregnancy_ptr = { new = true, assign = genes }
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end
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local ngenes = unit.relations.pregnancy_ptr
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if #ngenes.appearance ~= #genes.appearance or #ngenes.colors ~= #genes.colors then
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print("Array sizes incorrect, fixing.")
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ngenes:assign(genes);
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end
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print("Setting preg timer.")
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unit.relations.pregnancy_timer=10
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unit.relations.pregnancy_mystery=1
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end
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menu:add("Empregnate",empregnate)
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function healunit(unit)
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if unit==nil then
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unit=dfhack.gui.getSelectedUnit()
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end
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if unit==nil then
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error("Failed to Heal unit. Unit not selected/valid")
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end
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unit.body.wounds:resize(0) -- memory leak here :/
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unit.body.blood_count=unit.body.blood_max
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--set flags for standing and grasping...
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unit.status2.able_stand=4
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unit.status2.able_stand_impair=4
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unit.status2.able_grasp=4
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unit.status2.able_grasp_impair=4
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--should also set temperatures, and flags for breath etc...
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unit.flags1.dead=false
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unit.flags2.calculated_bodyparts=false
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unit.flags2.calculated_nerves=false
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unit.flags2.circulatory_spray=false
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unit.flags2.vision_good=true
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unit.flags2.vision_damaged=false
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unit.flags2.vision_missing=false
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unit.counters.winded=0
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unit.counters.unconscious=0
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for k,v in pairs(unit.body.components) do
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for kk,vv in pairs(v) do
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if k == 'body_part_status' then v[kk].whole = 0 else v[kk] = 0 end
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end
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end
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end
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menu:add("Heal unit",healunit)
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function powerup(unit,labor_rating,military_rating,skills)
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if unit==nil then
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unit=dfhack.gui.getSelectedUnit()
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end
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if unit==nil then
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error("Failed to power up unit. Unit not selected/valid")
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end
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if unit.status.current_soul== nil then
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error("Failed to power up unit. Unit has no soul")
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end
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local utils = require 'utils'
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labor_rating = labor_rating or 15
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military_rating = military_rating or 70
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skill =skill or { 0,2,3,4,5,6,7,8,9,10,11,12,13,14,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,41,42,43,44,45,46,47,48,49,54,55,57,58,59,60,61,62,63,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,95,96,97,98,99,100,101,102,103,104,105,109,110,111,112,113,114,115 }
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local military = { 38,39,41,42,43,44,45,46,54,99,100,101,102,103,104,105 }
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for sk,sv in ipairs(skill) do
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local new_rating = labor_rating
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for _,v in ipairs(military) do
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if v == sv then
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local new_rating = military_rating
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end
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end
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utils.insert_or_update(unit.status.current_soul.skills, { new = true, id = sv, rating = new_rating, experience = (new_rating * 500) + (new_rating * (new_rating - 1)) * 50}, 'id')
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end
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end
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menu:add("Power up",powerup)
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return _ENV |