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armoks-blessing.lua
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armoks-blessing.lua
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-- Adjust all attributes of all dwarves to an ideal
-- by vjek
local rejuvenate = reqscript('rejuvenate')
local utils = require('utils')
-- ---------------------------------------------------------------------------
function brainwash_unit(unit)
if unit==nil then
print ("No unit available! Aborting with extreme prejudice.")
return
end
-- ~unit.status.current_soul.personality.traits
unit.status.current_soul.personality.traits.LOVE_PROPENSITY = 75
unit.status.current_soul.personality.traits.HATE_PROPENSITY = 25
unit.status.current_soul.personality.traits.ENVY_PROPENSITY = 25
unit.status.current_soul.personality.traits.CHEER_PROPENSITY = 75
unit.status.current_soul.personality.traits.DEPRESSION_PROPENSITY = 25
unit.status.current_soul.personality.traits.ANGER_PROPENSITY = 25
unit.status.current_soul.personality.traits.ANXIETY_PROPENSITY = 25
unit.status.current_soul.personality.traits.LUST_PROPENSITY = 99
unit.status.current_soul.personality.traits.STRESS_VULNERABILITY = 25
unit.status.current_soul.personality.traits.GREED = 25
unit.status.current_soul.personality.traits.IMMODERATION = 25
unit.status.current_soul.personality.traits.VIOLENT = 50
unit.status.current_soul.personality.traits.PERSEVERENCE = 75
unit.status.current_soul.personality.traits.WASTEFULNESS = 50
unit.status.current_soul.personality.traits.DISCORD = 25
unit.status.current_soul.personality.traits.FRIENDLINESS = 75
unit.status.current_soul.personality.traits.POLITENESS = 75
unit.status.current_soul.personality.traits.DISDAIN_ADVICE = 50
unit.status.current_soul.personality.traits.BRAVERY = 75
unit.status.current_soul.personality.traits.CONFIDENCE = 75
unit.status.current_soul.personality.traits.VANITY = 25
unit.status.current_soul.personality.traits.AMBITION = 75
unit.status.current_soul.personality.traits.GRATITUDE = 75
unit.status.current_soul.personality.traits.IMMODESTY = 50
unit.status.current_soul.personality.traits.HUMOR = 75
unit.status.current_soul.personality.traits.VENGEFUL = 25
unit.status.current_soul.personality.traits.PRIDE = 50
unit.status.current_soul.personality.traits.CRUELTY = 25
unit.status.current_soul.personality.traits.SINGLEMINDED = 75
unit.status.current_soul.personality.traits.HOPEFUL = 75
unit.status.current_soul.personality.traits.CURIOUS = 75
unit.status.current_soul.personality.traits.BASHFUL = 25
unit.status.current_soul.personality.traits.PRIVACY = 75
unit.status.current_soul.personality.traits.PERFECTIONIST = 75
unit.status.current_soul.personality.traits.CLOSEMINDED = 25
unit.status.current_soul.personality.traits.TOLERANT = 75
unit.status.current_soul.personality.traits.EMOTIONALLY_OBSESSIVE = 25
unit.status.current_soul.personality.traits.SWAYED_BY_EMOTIONS = 25
unit.status.current_soul.personality.traits.ALTRUISM = 75
unit.status.current_soul.personality.traits.DUTIFULNESS = 75
unit.status.current_soul.personality.traits.THOUGHTLESSNESS = 25
unit.status.current_soul.personality.traits.ORDERLINESS = 75
unit.status.current_soul.personality.traits.TRUST = 75
unit.status.current_soul.personality.traits.GREGARIOUSNESS = 75
unit.status.current_soul.personality.traits.ASSERTIVENESS = 25
unit.status.current_soul.personality.traits.ACTIVITY_LEVEL = 75
unit.status.current_soul.personality.traits.EXCITEMENT_SEEKING = 75
unit.status.current_soul.personality.traits.IMAGINATION = 25
unit.status.current_soul.personality.traits.ABSTRACT_INCLINED = 25
unit.status.current_soul.personality.traits.ART_INCLINED = 50
unit.status.current_soul.personality.values:resize(0)
local list_of_values={
[df.value_type.LAW]=-11,
[df.value_type.FAMILY]=11,
[df.value_type.FRIENDSHIP]=41,
[df.value_type.DECORUM]=11,
[df.value_type.TRADITION]=11,
[df.value_type.ARTWORK]=41,
[df.value_type.COOPERATION]=41,
[df.value_type.STOICISM]=11,
[df.value_type.INTROSPECTION]=41,
[df.value_type.SELF_CONTROL]=41,
[df.value_type.HARMONY]=11,
[df.value_type.MERRIMENT]=21,
[df.value_type.SKILL]=41,
[df.value_type.HARD_WORK]=41,
[df.value_type.SACRIFICE]=41,
[df.value_type.COMPETITION]=-41,
[df.value_type.PERSEVERENCE]=41,
[df.value_type.LEISURE_TIME]=-11,
[df.value_type.COMMERCE]=41,
[df.value_type.ROMANCE]=41,
[df.value_type.PEACE]=-11,
[df.value_type.KNOWLEDGE]=41,
}
for k,v in pairs(list_of_values) do
unit.status.current_soul.personality.values:insert("#",{new=true,type=k,strength=v})
end
unit.status.current_soul.personality.needs:resize(0)
local list_of_needs={
[df.need_type.Socialize]=2,
[df.need_type.BeWithFriends]=2,
[df.need_type.TakeItEasy]=2,
[df.need_type.MakeMerry]=2,
[df.need_type.AdmireArt]=2,
-- [df.need_type.EatGoodMeal]=0, -- open bug 10262 as of 20200218
[df.need_type.PrayOrMeditate]=0,
[df.need_type.DrinkAlcohol]=1,
}
for k,v in pairs(list_of_needs) do
if k == df.need_type.PrayOrMeditate then -- handle deity id, otherwise, the deity is set to -1
if unit.hist_figure_id ~= -1 then
for index, link in ipairs(df.historical_figure.find(unit.hist_figure_id).histfig_links) do
if df.histfig_hf_link_deityst:is_instance(link) and link.target_hf ~= nil then
unit.status.current_soul.personality.needs:insert("#",{new=true,id=k,deity_id=link.target_hf,need_level=v})
link.link_strength=1 -- casual worshipper
end
end
end
else
unit.status.current_soul.personality.needs:insert("#",{new=true,id=k,need_level=v})
end
end
end
-- ---------------------------------------------------------------------------
function elevate_attributes(unit)
if unit==nil then
print ("No unit available! Aborting with extreme prejudice.")
return
end
if unit.status.current_soul then
for k,v in pairs(unit.status.current_soul.mental_attrs) do
v.value=v.max_value
end
end
for k,v in pairs(unit.body.physical_attrs) do
v.value=v.max_value
end
end
-- ---------------------------------------------------------------------------
-- this function will return the number of elements, starting at zero.
-- useful for counting things where #foo doesn't work
function count_this(to_be_counted)
local count = -1
local var1 = ""
while var1 ~= nil do
count = count + 1
var1 = (to_be_counted[count])
end
count=count-1
return count
end
-- ---------------------------------------------------------------------------
function make_legendary(skillname,unit)
local skillnamenoun,skillnum
if unit==nil then
print ("No unit available! Aborting with extreme prejudice.")
return
end
if (df.job_skill[skillname]) then
skillnamenoun = df.job_skill.attrs[df.job_skill[skillname]].caption_noun
else
print ("The skill name provided is not in the list.")
return
end
if skillnamenoun ~= nil then
skillnum = df.job_skill[skillname]
utils.insert_or_update(unit.status.current_soul.skills, { new = true, id = skillnum, rating = 20 }, 'id')
print (unit.name.first_name.." is now a Legendary "..skillnamenoun)
else
print ("Empty skill name noun, bailing out!")
return
end
end
-- ---------------------------------------------------------------------------
function BreathOfArmok(unit)
if unit==nil then
print ("No unit available! Aborting with extreme prejudice.")
return
end
local i
local count_max = count_this(df.job_skill)
for i=0, count_max do
utils.insert_or_update(unit.status.current_soul.skills, { new = true, id = i, rating = 20 }, 'id')
end
print ("The breath of Armok has engulfed "..unit.name.first_name)
end
-- ---------------------------------------------------------------------------
local function get_skill_desc(skill_idx)
return df.job_skill.attrs[skill_idx].caption or df.job_skill[skill_idx] or ("(unnamed skill %d)"):format(skill_idx)
end
function LegendaryByClass(skilltype, unit)
if not unit then
print ("No unit available! Aborting with extreme prejudice.")
return
end
local count_max = count_this(df.job_skill)
for i=0, count_max do
if df.job_skill[i]:startswith('UNUSED') then goto continue end
local skillclass = df.job_skill_class[df.job_skill.attrs[i].type]
if skilltype == skillclass then
local skillname = get_skill_desc(i)
print ("Skill "..skillname.." is type: "..skillclass.." and is now Legendary for "..unit.name.first_name)
utils.insert_or_update(unit.status.current_soul.skills, { new = true, id = i, rating = 20 }, 'id')
end
::continue::
end
end
-- ---------------------------------------------------------------------------
function PrintSkillList()
local count_max = count_this(df.job_skill)
local i
for i=0, count_max do
print("'"..get_skill_desc(i).."' "..df.job_skill[i].." Type: "..df.job_skill_class[df.job_skill.attrs[i].type])
end
print ("Provide the UPPER CASE argument, for example: PROCESSPLANTS rather than Threshing")
end
-- ---------------------------------------------------------------------------
function PrintSkillClassList()
local i
local count_max = count_this(df.job_skill_class)
for i=0, count_max do
print(df.job_skill_class[i])
end
print ("Provide one of these arguments, and all skills of that type will be made Legendary")
print ("For example: Medical will make all medical skills legendary")
end
-- ---------------------------------------------------------------------------
function adjust_all_dwarves(skillname)
for _,v in ipairs(dfhack.units.getCitizens()) do
print("Adjusting "..dfhack.df2console(dfhack.TranslateName(dfhack.units.getVisibleName(v))))
brainwash_unit(v)
elevate_attributes(v)
rejuvenate.rejuvenate(v, true)
if skillname then
if df.job_skill_class[skillname] then
LegendaryByClass(skillname,v)
elseif skillname=="all" then
BreathOfArmok(v)
else
make_legendary(skillname,v)
end
end
end
end
-- ---------------------------------------------------------------------------
-- main script operation starts here
-- ---------------------------------------------------------------------------
local args = {...}
local opt = args[1]
local skillname
if opt then
if opt=="list" then
PrintSkillList()
return
end
if opt=="classes" then
PrintSkillClassList()
return
end
skillname = opt
else
print ("No skillname supplied, no skills will be adjusted. Pass argument 'list' to see a skill list, 'classes' to show skill classes, or use 'all' if you want all skills legendary.")
end
adjust_all_dwarves(skillname)