193 lines
5.6 KiB
Ruby
193 lines
5.6 KiB
Ruby
# exterminate creatures
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=begin
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exterminate
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===========
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Kills any unit of a given race.
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With no argument, lists the available races and count eligible targets.
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With the special argument ``him``, targets only the selected creature.
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With the special argument ``undead``, targets all undeads on the map,
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regardless of their race.
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When specifying a race, a caste can be specified to further restrict the
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targeting. To do that, append and colon and the caste name after the race.
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Any non-dead non-caged unit of the specified race gets its ``blood_count``
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set to 0, which means immediate death at the next game tick. For creatures
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such as vampires, it also sets animal.vanish_countdown to 2.
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An alternate mode is selected by adding a 2nd argument to the command,
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``magma``. In this case, a column of 7/7 magma is generated on top of the
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targets until they die (Warning: do not call on magma-safe creatures. Also,
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using this mode on birds is not recommended.) The final alternate mode
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is ``butcher``, which marks them for butchering but does not kill.
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Will target any unit on a revealed tile of the map, including ambushers,
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but ignore caged/chained creatures.
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Ex::
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exterminate gob
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exterminate gob:male
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To kill a single creature, select the unit with the 'v' cursor and::
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exterminate him
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To purify all elves on the map with fire (may have side-effects)::
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exterminate elve magma
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=end
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race = $script_args[0]
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# if the 2nd parameter is 'magma', magma rain for the targets instead of instant death
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# if it is 'butcher' mark all units for butchering (wont work with hostiles)
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kill_by = $script_args[1]
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case kill_by
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when 'magma'
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slain = 'burning'
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when 'slaughter', 'butcher'
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slain = 'marked for butcher'
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when nil
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slain = 'slain'
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else
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race = 'help'
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end
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checkunit = lambda { |u|
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(u.body.blood_count != 0 or u.body.blood_max == 0) and
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not u.flags1.dead and
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not u.flags1.caged and not u.flags1.chained and
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#not u.flags1.hidden_in_ambush and
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not df.map_designation_at(u).hidden
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}
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slayit = lambda { |u|
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case kill_by
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when 'magma'
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# it's getting hot around here
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# !!WARNING!! do not call on a magma-safe creature
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ouh = df.onupdate_register("exterminate ensure #{u.id}", 1) {
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if u.flags1.dead
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df.onupdate_unregister(ouh)
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else
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x, y, z = u.pos.x, u.pos.y, u.pos.z
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z += 1 while tile = df.map_tile_at(x, y, z+1) and
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tile.shape_passableflow and tile.shape_passablelow
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df.map_tile_at(x, y, z).spawn_magma(7)
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end
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}
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when 'butcher', 'slaughter'
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# mark for slaughter at butcher's shop
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u.flags2.slaughter = true
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else
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# just make them drop dead
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u.body.blood_count = 0
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# some races dont mind having no blood, ensure they are still taken care of.
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u.animal.vanish_countdown = 2
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end
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}
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all_races = Hash.new(0)
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df.world.units.active.map { |u|
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if checkunit[u]
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if (u.enemy.undead or
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(u.curse.add_tags1.OPPOSED_TO_LIFE and not
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u.curse.rem_tags1.OPPOSED_TO_LIFE))
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all_races['Undead'] += 1
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else
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all_races[u.race_tg.creature_id] += 1
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end
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end
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}
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case race
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when nil
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all_races.sort_by { |race, cnt| [cnt, race] }.each{ |race, cnt| puts " #{race} #{cnt}" }
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when 'help', '?'
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puts <<EOS
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Kills all creatures of a given race.
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With no argument, lists possible targets with their head count.
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With the special argument 'him' or 'her', kill only the currently selected creature.
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With the special argument 'undead', kill all undead creatures/thralls.
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The targets will bleed out on the next game tick, or if they are immune to that, will vanish in a puff of smoke.
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The special final argument 'magma' will make magma rain on the targets instead.
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The special final argument 'butcher' will mark the targets for butchering instead.
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Ex: exterminate gob
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exterminate gob:male
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exterminate elve magma
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exterminate him
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exterminate pig butcher
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EOS
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when 'him', 'her', 'it', 'that'
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if him = df.unit_find
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case him.race_tg.caste[him.caste].gender
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when 0; puts 'its a she !' if race != 'her'
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when 1; puts 'its a he !' if race != 'him'
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else; puts 'its an it !' if race != 'it' and race != 'that'
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end
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slayit[him]
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else
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puts "Select a target ingame"
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end
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when /^undead/i
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count = 0
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df.world.units.active.each { |u|
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if (u.enemy.undead or
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(u.curse.add_tags1.OPPOSED_TO_LIFE and not
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u.curse.rem_tags1.OPPOSED_TO_LIFE)) and
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checkunit[u]
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slayit[u]
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count += 1
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end
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}
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puts "#{slain} #{count} undeads"
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else
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if race.index(':')
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race, caste = race.split(':')
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end
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raw_race = df.match_rawname(race, all_races.keys)
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if not raw_race
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puts "Invalid race, use one of #{all_races.keys.sort.join(' ')}"
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throw :script_finished
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end
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race_nr = df.world.raws.creatures.all.index { |cr| cr.creature_id == raw_race }
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if caste
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all_castes = df.world.raws.creatures.all[race_nr].caste.map { |c| c.caste_id }
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raw_caste = df.match_rawname(caste, all_castes)
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if not raw_caste
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puts "Invalid caste, use one of #{all_castes.sort.join(' ')}"
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throw :script_finished
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end
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caste_nr = all_castes.index(raw_caste)
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end
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count = 0
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df.world.units.active.each { |u|
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if u.race == race_nr and checkunit[u]
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next if caste_nr and u.caste != caste_nr
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slayit[u]
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count += 1
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end
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}
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puts "#{slain} #{count} #{raw_caste} #{raw_race}"
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end
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