130 lines
4.4 KiB
Lua
130 lines
4.4 KiB
Lua
--scroll down to the end for configuration
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ret={...}
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ret=ret[1]
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ret.materials={}
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ret.buildings={}
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ret.special={}
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for k,v in pairs(ret) do
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_ENV[k]=v
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end
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-- add material by id (index,mat pair or token string or a type number), flags is a table of strings
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-- supported flags (but not implemented):
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-- flicker
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-- useThickness -- use thickness of stuff in transparency calculation
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-- sizeModifiesPower
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-- sizeModifiesRange
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function addMaterial(id,transparency,emitance,radius,flags)
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local matinfo
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if type(id)=="string" then
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matinfo=dfhack.matinfo.find(id)
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elseif type(id)=="table" then
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matinfo=dfhack.matinfo.decode(id[1],id[2])
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else
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matinfo=dfhack.matinfo.decode(id,0)
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end
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if matinfo==nil then
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error("Material not found")
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end
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materials[matinfo.type]=materials[matinfo.type] or {}
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materials[matinfo.type][matinfo.index]=makeMaterialDef(transparency,emitance,radius,flags)
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end
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function buildingLookUp(id)
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local tokens={}
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local lookup={ Workshop=df.workshop_type,Furnace=df.furnace_type,Trap=df.trap_type,
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SiegeEngine=siegeengine_type}
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for i in string.gmatch(id, "[^:]+") do
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table.insert(tokens,i)
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end
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local ret={}
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ret.type=df.building_type[tokens[1]]
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if tokens[2] then
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local type_array=lookup[tokens[1]]
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if type_array then
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ret.subtype=type_array[tokens[2]]
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end
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if tokens[2]=="Custom" and tokens[3] then --TODO cache for faster lookup
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if ret.type==df.building_type.Workshop then
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for k,v in pairs(df.global.world.raws.buildings.workshops) do
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if v.code==tokens[3] then
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ret.custom=v.id
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break
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end
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end
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elseif ret.type==df.building_type.Furnace then
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for k,v in pairs(df.global.world.raws.buildings.furnaces) do
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if v.code==tokens[3] then
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ret.custom=v.id
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break
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end
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end
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end
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end
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end
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return ret
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end
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-- add building by id (string e.g. "Statue" or "Workshop:Masons", flags is a table of strings
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-- supported flags:
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-- useMaterial --uses material, but the defined things overwrite
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-- poweredOnly --glow only when powered
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function addBuilding(id,transparency,emitance,radius,flags)
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local bld=buildingLookUp(id)
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local mat=makeMaterialDef(transparency,emitance,radius,flags)
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buildings[bld.type]=buildings[bld.type] or {}
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if bld.subtype then
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if bld.custom then
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buildings[bld.type][bld.subtype]=buildings[bld.type][bld.subtype] or {}
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buildings[bld.type][bld.subtype][bld.custom]=mat
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else
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buildings[bld.type][bld.subtype]={[-1]=mat}
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end
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else
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buildings[bld.type][-1]={[-1]=mat}
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end
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end
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function makeMaterialDef(transparency,emitance,radius,flags)
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local flg
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if flags then
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flg={}
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for k,v in ipairs(flags) do
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flg[v]=true
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end
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end
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return {tr=transparency,em=emitance,rad=radius,flags=flg}
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end
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------------------------------------------------------------------------
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---------------- Configuration Starts Here -------------------------
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------------------------------------------------------------------------
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is_computer_quantum=false -- will enable more costly parts in the future
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--special things
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special.LAVA=makeMaterialDef({0.8,0.2,0.2},{0.8,0.2,0.2},5)
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special.WATER=makeMaterialDef({0.5,0.5,0.8})
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special.FROZEN_LIQUID=makeMaterialDef({0.2,0.7,0.9}) -- ice
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special.AMBIENT=makeMaterialDef({0.85,0.85,0.85}) --ambient fog
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special.CURSOR=makeMaterialDef({1,1,1},{0.96,0.84,0.03},11, {"flicker"})
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special.CITIZEN=makeMaterialDef(nil,{0.80,0.80,0.90},6)
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special.LevelDim=0.2 -- darkness. Do not set to 0
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--TODO dragonfire
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--TODO daylight
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--materials
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-- glasses
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addMaterial("GLASS_GREEN",{0.1,0.9,0.5})
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addMaterial("GLASS_CLEAR",{0.5,0.95,0.9})
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addMaterial("GLASS_CRYSTAL",{0.75,0.95,0.95})
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-- Plants
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addMaterial("PLANT:TOWER_CAP",nil,{0.65,0.65,0.65},6)
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addMaterial("PLANT:MUSHROOM_CUP_DIMPLE",nil,{0.03,0.03,0.5},3)
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addMaterial("PLANT:CAVE MOSS",nil,{0.1,0.1,0.4},2)
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addMaterial("PLANT:MUSHROOM_HELMET_PLUMP",nil,{0.2,0.1,0.6},2)
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-- inorganics
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addMaterial("INORGANIC:ADAMANTINE",{0.1,0.3,0.3},{0.1,0.3,0.3},4)
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-- creature stuff
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addMaterial("CREATURE:DRAGON:BLOOD",nil,{0.6,0.1,0.1},4)
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-- TODO gems
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--buildings
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addBuilding("Statue",{1,1,1},{0.9,0.75,0.3},8)
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addBuilding("Bed",{1,1,1},{0.3,0.2,0.0},2)
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addBuilding("WindowGlass",nil,nil,0,{"useMaterial"})
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addBuilding("WindowGem",nil,nil,0,{"useMaterial"})
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addBuilding("Door",nil,nil,0,{"useMaterial"}) -- special case, only closed door obstruct/emit light |