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assign-facets.lua
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assign-facets.lua
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-- Change the facets of a unit.
--@ module = true
local help = [====[
assign-facets
=============
A script to change the facets (traits) of a unit.
Facets are defined with a token and a number from -3 to 3, which describes
the different levels of facets strength, as explained here:
https://dwarffortresswiki.org/index.php/DF2014:Personality_trait#Facets
======== =========
Strength Effect
======== =========
3 Highest
2 Very High
1 High
0 Neutral
-1 Low
-2 Very Low
-3 Lowest
======== =========
Resetting a facet means setting it to a level that does not
trigger a report in the "Thoughts and preferences" screen.
Usage:
``-help``:
print the help page.
``-unit <UNIT_ID>``:
set the target unit ID. If not present, the
currently selected unit will be the target.
``-beliefs [ <FACET> <LEVEL> <FACET> <LEVEL> <...> ]``:
the facets to modify and their levels. The
valid facet tokens can be found in the wiki page
linked above; level values range from -3 to 3.
There must be a space before and after each square
bracket.
``-reset``:
reset all facets to a neutral level. If the script is
called with both this option and a list of facets/levels,
first all the unit facets will be reset and then those
facets listed after ``-facets`` will be modified.
Example::
assign-facets -reset -facets [ HATE_PROPENSITY -2 CHEER_PROPENSITY -1 ]
Resets all the unit facets, then sets the listed facets to the following values:
* Hate propensity: a value between 10 and 24 (level -2);
* Cheer propensity: a value between 25 and 39 (level -1).
The final result (for a dwarf) will be: "She very rarely develops negative
feelings toward things. She is rarely happy or enthusiastic, and she is
conflicted by this as she values parties and merrymaking in the abstract."
Note that the facets are compared to the beliefs, and if conflicts arise they
will be reported.
]====]
local utils = require("utils")
local setneed = reqscript("modtools/set-need")
local valid_args = utils.invert({
'help',
'unit',
'facets',
'reset',
})
-- ----------------------------------------------- UTILITY FUNCTIONS ------------------------------------------------ --
local function print_yellow(text)
dfhack.color(COLOR_YELLOW)
print(text)
dfhack.color(-1)
end
-- ------------------------------------------------- ASSIGN FACETS -------------------------------------------------- --
-- -- NOTE: in the game data, facets are called traits.
--- Assign the given facets to a unit, resetting all the other facets if requested.
--- :facets: nil, or a table. The fields have the facet name as key and its level as value.
--- :unit: a valid unit id, a df.unit object, or nil. If nil, the currently selected unit will be targeted.
--- :reset: boolean, or nil.
function assign(facets, unit, reset)
assert(not facets or type(facets) == "table")
assert(not unit or type(unit) == "number" or df.unit:is_instance(unit))
assert(not reset or type(reset) == "boolean")
facets = facets or {}
reset = reset or false
if type(unit) == "number" then
unit = df.unit.find(tonumber(unit)) --luacheck:retype
end
unit = unit or dfhack.gui.getSelectedUnit(true)
if not unit then
qerror("No unit found.")
end
--- Calculate a random value within the desired facet strength level
local function calculate_random_facet_strength(facet_level)
local facets_levels = {
-- {minimum level value, maximum level value}
{ 0, 9 }, -- -3: lowest
{ 10, 24 }, -- -2: very low
{ 25, 39 }, -- -1: low
{ 40, 60 }, -- 0: neutral
{ 61, 75 }, -- 1: high
{ 76, 90 }, -- 2: very high
{ 91, 100 } -- 3: highest
}
local lvl = facets_levels[facet_level + 4]
return math.random(lvl[1], lvl[2])
end
-- reset facets
if reset then
for i, _ in pairs(unit.status.current_soul.personality.traits) do
local value = calculate_random_facet_strength(0)
unit.status.current_soul.personality.traits[i] = value
end
end
--assign facets
for facet, level in pairs(facets) do
assert(type(level) == "number")
facet = facet:upper()
-- there's a typo in the game data
if facet == "PERSEVERANCE" then
facet = "PERSEVERENCE"
end
if df.personality_facet_type[facet] then
if level >= -3 and level <= 3 then
local facet_strength = calculate_random_facet_strength(level)
unit.status.current_soul.personality.traits[facet] = facet_strength
else
print_yellow("WARNING: level out of range for facet '" .. level .. "'. Skipping...")
end
else
print_yellow("WARNING: '" .. facet .. "' is not a valid facet token. Skipping...")
end
end
setneed.rebuildNeeds(unit)
end
-- ------------------------------------------------------ MAIN ------------------------------------------------------ --
local function main(...)
local args = utils.processArgs({...}, valid_args)
if args.help then
print(help)
return
end
local unit
if args.unit then
unit = tonumber(args.unit)
if not unit then
qerror("'" .. args.unit .. "' is not a valid unit ID.")
end
end
local reset = false
if args.reset then
reset = true
end
-- parse facets list
local facets = {}
if args.facets then
local i = 1
while i <= #args.facets do
local v = args.facets[i]
-- v can be a facet name but it can also be a level value, so we have to check
if not tonumber(v) then
-- assume it's a valid facet name, for now
local facet_name = tostring(v):upper()
-- then try to get the level value
local level_str = args.facets[i + 1]
if not level_str then
-- we reached the end of the facets list
qerror("Missing level value after '" .. v .. "'.")
end
local level_int = tonumber(level_str)
if not level_int then
qerror("'" .. level_str .. "' is not a valid number.")
end
-- assume the level value is in range, for now
facets[facet_name] = level_int
end
i = i + 1 -- skip next arg because we already consumed it
end
end
assign(facets, unit, reset)
end
if not dfhack_flags.module then
main(...)
end