dfhack/scripts/view-item-info.lua

401 lines
15 KiB
Lua

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