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assign-preferences.lua
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assign-preferences.lua
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-- Change the preferences of a unit.
--@ module = true
local help = [====[
assign-preferences
==================
A script to change the preferences of a unit.
Preferences are classified into 12 types. The first 9 are:
* like material;
* like creature;
* like food;
* hate creature;
* like item;
* like plant;
* like tree;
* like colour;
* like shape.
These can be changed using this script.
The remaining three are not currently managed by this script,
and are: like poetic form, like musical form, like dance form.
To produce the correct description in the "thoughts and preferences"
page, you must specify the particular type of preference. For
each type, a description is provided in the section below.
You will need to know the token of the object you want your dwarf to like.
You can find them in the wiki, otherwise in the folder "/raw/objects/" under
the main DF directory you will find all the raws defined in the game.
For more information:
https://dwarffortresswiki.org/index.php/DF2014:Preferences
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.
``-likematerial [ <TOKEN> <TOKEN> <...> ]``:
usually a type of stone, a type of metal and a type
of gem, plus it can also be a type of wood, a type of
glass, a type of leather, a type of horn, a type of
pearl, a type of ivory, a decoration material - coral
or amber, a type of bone, a type of shell, a type
of silk, a type of yarn, or a type of plant cloth.
Write the full tokens.
There must be a space before and after each square
bracket.
``-likecreature [ <TOKEN> <TOKEN> <...> ]``:
one or more creatures liked by the unit. You can
just list the species: the creature token will be
something similar to ``CREATURE:SPARROW:SKIN``,
so the name of the species will be ``SPARROW``. Nothing
will stop you to write the full token, if you want: the
script will just ignore the first and the last parts.
There must be a space before and after each square
bracket.
``-likefood [ <TOKEN> <TOKEN> <...> ]``:
usually a type of alcohol, plus it can be a type of
meat, a type of fish, a type of cheese, a type of edible
plant, a cookable plant/creature extract, a cookable
mill powder, a cookable plant seed or a cookable plant
leaf. Write the full tokens.
There must be a space before and after each square
bracket.
``-hatecreature [ <TOKEN> <TOKEN> <...> ]``:
works the same way as ``-likecreature``, but this time
it's one or more creatures that the unit detests. They
should be a type of ``HATEABLE`` vermin which isn't already
explicitly liked, but no check is performed about this.
Like before, you can just list the creature species.
There must be a space before and after each square
bracket.
``-likeitem [ <TOKEN> <TOKEN> <...> ]``:
a kind of weapon, a kind of ammo, a kind of piece of
armor, a piece of clothing (including backpacks or
quivers), a type of furniture (doors, floodgates, beds,
chairs, windows, cages, barrels, tables, coffins,
statues, boxes, armor stands, weapon racks, cabinets,
bins, hatch covers, grates, querns, millstones, traction
benches, or slabs), a kind of craft (figurines, amulets,
scepters, crowns, rings, earrings, bracelets, or large
gems), or a kind of miscellaneous item (catapult parts,
ballista parts, a type of siege ammo, a trap component,
coins, anvils, totems, chains, flasks, goblets,
buckets, animal traps, an instrument, a toy, splints,
crutches, or a tool). The item tokens can be found here:
https://dwarffortresswiki.org/index.php/DF2014:Item_token
If you want to specify an item subtype, look into the files
listed under the column "Subtype" of the wiki page (they are
in the "/raw/ojects/" folder), then specify the items using
the full tokens found in those files (see examples below).
There must be a space before and after each square
bracket.
``-likeplant [ <TOKEN> <TOKEN> <...> ]``:
works in a similar way as ``-likecreature``, this time
with plants. You can just List the plant species (the
middle part of the token).
There must be a space before and after each square
bracket.
``-liketree [ <TOKEN> <TOKEN> <...> ]``:
works exactly as ``-likeplant``. I think this
preference type is here for backward compatibility (?).
You can still use it, however. As before,
you can just list the tree (plant) species.
There must be a space before and after each square
bracket.
``-likecolor [ <TOKEN> <TOKEN> <...> ]``:
you can find the color tokens here:
https://dwarffortresswiki.org/index.php/DF2014:Color#Color_tokens
or inside the "descriptor_color_standard.txt" file
(in the "/raw/ojects/" folder). You can use the full token or
just the color name.
There must be a space before and after each square
bracket.
``-likeshape [ <TOKEN> <TOKEN> <...> ]``:
I couldn't find a list of shape tokens in the wiki, but you
can find them inside the "descriptor_shape_standard.txt"
file (in the "/raw/ojects/" folder). You can
use the full token or just the shape name.
There must be a space before and after each square
bracket.
``-reset``:
clear all preferences. If the script is called
with both this option and one or more preferences,
first all the unit preferences will be cleared
and then the listed preferences will be added.
Examples:
* "likes alabaster and willow wood"::
assign-preferences -reset -likematerial [ INORGANIC:ALABASTER PLANT:WILLOW:WOOD ]
* "likes sparrows for their ..."::
assign-preferences -reset -likecreature SPARROW
* "prefers to consume dwarven wine and olives"::
assign-preferences -reset -likefood [ PLANT:MUSHROOM_HELMET_PLUMP:DRINK PLANT:OLIVE:FRUIT ]
* "absolutely detests jumping spiders::
assign-preferences -reset -hatecreature SPIDER_JUMPING
* "likes logs and battle axes"::
assign-preferences -reset -likeitem [ WOOD ITEM_WEAPON:ITEM_WEAPON_AXE_BATTLE ]
* "likes straberry plants for their ..."::
assign-preferences -reset -likeplant BERRIES_STRAW
* "likes oaks for their ..."::
assign-preferences -reset -liketree OAK
* "likes the color aqua"::
assign-preferences -reset -likecolor AQUA
* "likes stars"::
assign-preferences -reset -likeshape STAR
]====]
local utils = require("utils")
local valid_args = utils.invert({
'help',
'unit',
'likematerial',
'likecreature',
'likefood',
'hatecreature',
'likeitem',
'likeplant',
'liketree',
'likecolor',
'likeshape',
'reset',
})
-- ----------------------------------------------- UTILITY FUNCTIONS ------------------------------------------------ --
local function print_yellow(text)
dfhack.color(COLOR_YELLOW)
print(text)
dfhack.color(-1)
end
-- initialise random number generator
local rng = dfhack.random.new()
-- ----------------------------------------------- ASSIGN PREFERENCES ----------------------------------------------- --
--[[
This table stores all the information needed to instantiate a new df.unit_preference object.
The keys are the names of the different types of preferences, the values are functions that
return a table with all the fields of a df.unit_preference object and their values.
I find it easier to just overwrite every single field instead of keeping track of the default
values assigned to the field at object creation.
--]]
local preference_functions = {
-- ---------------- LIKEMATERIAL ---------------- --
LIKEMATERIAL = function(token)
local mat_info = dfhack.matinfo.find(token)
local ret = {}
if mat_info then
ret = { --luacheck:retype
type = df.unit_preference.T_type.LikeMaterial,
item_type = -1,
creature_id = -1,
color_id = -1,
shape_id = -1,
plant_id = -1,
poetic_form_id = -1,
musical_form_id = -1,
dance_form_id = -1,
item_subtype = -1,
mattype = mat_info.type,
matindex = mat_info.index,
mat_state = 0,
active = true,
prefstring_seed = rng:random()
}
else
print_yellow("WARNING: '" .. token .. "' does not seem to be a valid material token. Skipping...")
end
return ret
end,
-- ---------------- LIKECREATURE ---------------- --
LIKECREATURE = function(token)
local creature_id
local parts = token:split(":")
if #parts == 1 then
creature_id = parts[1]
else
creature_id = parts[2]
end
local index = utils.linear_index(df.global.world.raws.creatures.all, creature_id, "creature_id")
if index then
return {
type = df.unit_preference.T_type.LikeCreature,
item_type = index,
creature_id = index,
color_id = index,
shape_id = index,
plant_id = index,
poetic_form_id = index,
musical_form_id = index,
dance_form_id = index,
item_subtype = -1,
mattype = -1,
matindex = -1,
mat_state = 0,
active = true,
prefstring_seed = rng:random()
}
else
print_yellow("WARNING: '" .. token .. "' does not seem to be a valid creature token. Skipping...")
return {}
end
end,
-- ---------------- LIKEFOOD ---------------- --
LIKEFOOD = function(token)
local mat_info = dfhack.matinfo.find(token)
if not mat_info then
goto error
end
do
local item_type
local item_subtype = -1
local food_mat_index = mat_info.material.food_mat_index
-- FIXME: is fish missing? Apparently it's considered meat...
-- FIXME: maybe automatize this process instead of using a chain of if-elseif statements?
if food_mat_index.Meat > -1 then
item_type = df.item_type.MEAT
elseif food_mat_index.EdibleCheese > -1 then
item_type = df.item_type.CHEESE
elseif food_mat_index.EdiblePlant > -1 then
item_type = df.item_type.PLANT
elseif food_mat_index.AnyDrink > -1 then
item_type = df.item_type.DRINK
elseif food_mat_index.CookableLiquid > -1 then
item_type = df.item_type.LIQUID_MISC
elseif food_mat_index.CookablePowder > -1 then
item_type = df.item_type.POWDER_MISC
elseif food_mat_index.CookableSeed > -1 then
item_type = df.item_type.SEEDS
elseif food_mat_index.CookableLeaf > -1 then
--[[
In case of plant growths, "mat_info" stores the item type as a specific subtype ("FLOWER", or "FRUIT",
etc.) instead of the generic "PLANT_GROWTH" item type. Also, the IDs of the different types of growths
are sometimes stored in the plural form and sometimes in the singular form, so we need to know what to
look for when we try to associate the item_type to the growth_id.
--]]
local growths = {
-- item_id = growth_id, as returned by dfhack.matinfo.find()
BULB = "BULBS",
FLOWER = "FLOWER",
LEAF = "LEAVES",
NUT = "NUT",
POD = "POD",
FRUIT = "FRUIT",
}
local item_type_str = mat_info.material.id
if growths[item_type_str] then
local growth_id = growths[item_type_str]
for _, growth in ipairs(mat_info.plant.growths) do
if growth_id == growth.id then
item_type = growth.item_type
item_subtype = growth.item_subtype
end
end
end
end
if item_type then
return {
type = df.unit_preference.T_type.LikeFood,
item_type = item_type,
creature_id = item_type,
color_id = item_type,
shape_id = item_type,
plant_id = item_type,
poetic_form_id = item_type,
musical_form_id = item_type,
dance_form_id = item_type,
item_subtype = item_subtype,
mattype = mat_info.type,
matindex = mat_info.index,
mat_state = 1,
active = true,
prefstring_seed = rng:random()
}
end
end
:: error ::
print_yellow("WARNING: '" .. token .. "' does not seem to be a valid food token. Skipping...")
return {}
end,
-- ---------------- HATECREATURE ---------------- --
HATECREATURE = function(token)
local creature_id
local parts = token:split(":")
if #parts == 1 then
creature_id = parts[1]
else
creature_id = parts[2]
end
local index = utils.linear_index(df.global.world.raws.creatures.all, creature_id, "creature_id")
if index then
return {
type = df.unit_preference.T_type.HateCreature,
item_type = index,
creature_id = index,
color_id = index,
shape_id = index,
plant_id = index,
poetic_form_id = index,
musical_form_id = index,
dance_form_id = index,
item_subtype = -1,
mattype = -1,
matindex = -1,
mat_state = 0,
active = true,
prefstring_seed = rng:random()
}
else
print_yellow("WARNING: '" .. token .. "' does not seem to be a valid creature token. Skipping...")
return {}
end
end,
-- ---------------- LIKEITEM ---------------- --
LIKEITEM = function(token)
local item_type
local item_subtype = -1
local parts = token:split(":")
if #parts == 1 then
item_type = df.item_type[parts[1]]
else
-- the token is someting like ITEM_WEAPON:ITEM_WEAPON_AXE_BATTLE
item_type = df.item_type[string.gsub(parts[1], "^ITEM_", "")]
local _, item = utils.linear_index(df.global.world.raws.itemdefs.all, parts[2], "id")
if item then
item_subtype = item.subtype
else
goto error
end
end
do
if item_type then
return {
type = df.unit_preference.T_type.LikeItem,
item_type = item_type,
creature_id = item_type,
color_id = item_type,
shape_id = item_type,
plant_id = item_type,
poetic_form_id = item_type,
musical_form_id = item_type,
dance_form_id = item_type,
item_subtype = item_subtype,
mattype = -1,
matindex = -1,
mat_state = 0,
active = true,
prefstring_seed = rng:random()
}
end
end
:: error ::
print_yellow("WARNING: '" .. token .. "' does not seem to be a valid item token. Skipping...")
return {}
end,
-- ---------------- LIKEPLANT ---------------- --
LIKEPLANT = function(token)
local plant_id
local parts = token:split(":")
if #parts == 1 then
plant_id = parts[1]
else
plant_id = parts[2]
end
local index = utils.linear_index(df.global.world.raws.plants.all, plant_id, "id")
if index then
return {
type = df.unit_preference.T_type.LikePlant,
item_type = index,
creature_id = index,
color_id = index,
shape_id = index,
plant_id = index,
poetic_form_id = index,
musical_form_id = index,
dance_form_id = index,
item_subtype = -1,
mattype = -1,
matindex = -1,
mat_state = 0,
active = true,
prefstring_seed = rng:random()
}
else
print_yellow("WARNING: '" .. token .. "' does not seem to be a valid plant token. Skipping...")
return {}
end
end,
-- ---------------- LIKETREE ---------------- --
LIKETREE = function(token)
local plant_id
local parts = token:split(":")
if #parts == 1 then
plant_id = parts[1]
else
plant_id = parts[2]
end
local index = utils.linear_index(df.global.world.raws.plants.all, plant_id, "id")
if index then
return {
type = df.unit_preference.T_type.LikeTree,
item_type = index,
creature_id = index,
color_id = index,
shape_id = index,
plant_id = index,
poetic_form_id = index,
musical_form_id = index,
dance_form_id = index,
item_subtype = -1,
mattype = -1,
matindex = -1,
mat_state = 0,
active = true,
prefstring_seed = rng:random()
}
else
print_yellow("WARNING: '" .. token .. "' does not seem to be a valid plant token. Skipping...")
return {}
end
end,
-- ---------------- LIKECOLOR ---------------- --
LIKECOLOR = function(token)
local color_name
local parts = token:split(":")
if #parts == 1 then
color_name = parts[1]
else
color_name = parts[2]
end
-- f.global.world.raws.descriptors.colors is ordered by id, we can use binary search
local _, found, index = utils.binsearch(df.global.world.raws.descriptors.colors, color_name, "id")
if found then
return {
type = df.unit_preference.T_type.LikeColor,
item_type = index,
creature_id = index,
color_id = index,
shape_id = index,
plant_id = index,
poetic_form_id = index,
musical_form_id = index,
dance_form_id = index,
item_subtype = -1,
mattype = -1,
matindex = -1,
mat_state = 0,
active = true,
prefstring_seed = rng:random()
}
else
print_yellow("WARNING: '" .. token .. "' does not seem to be a valid color token. Skipping...")
return {}
end
end,
-- ---------------- LIKESHAPE ---------------- --
LIKESHAPE = function(token)
local shape_name
local parts = token:split(":")
if #parts == 1 then
shape_name = parts[1]
else
shape_name = parts[2]
end
local index, _ = utils.linear_index(df.global.world.raws.descriptors.shapes, shape_name, "id")
if index then
return {
type = df.unit_preference.T_type.LikeShape,
item_type = index,
creature_id = index,
color_id = index,
shape_id = index,
plant_id = index,
poetic_form_id = index,
musical_form_id = index,
dance_form_id = index,
item_subtype = -1,
mattype = -1,
matindex = -1,
mat_state = 0,
active = true,
prefstring_seed = rng:random()
}
else
print_yellow("WARNING: '" .. token .. "' does not seem to be a valid shape token. Skipping...")
return {}
end
end,
}
--- Assign the given preferences to a unit, clearing all the other preferences if requested.
--- :preferences: nil, or a table. The fields have the preference type as key and an array of preference tokens
--- as value. If the token is just one, the field can be in a simple key=value format.
--- :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(preferences, unit, reset)
assert(not preferences or type(preferences) == "table")
assert(not unit or type(unit) == "number" or df.unit:is_instance(unit))
assert(not reset or type(reset) == "boolean")
local preferences = preferences or {} --as:string[][]
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
-- clear preferences
if reset then
unit.status.current_soul.preferences = {}
end
-- assign preferences
local unit_preferences = unit.status.current_soul.preferences -- store the userdata in a variable for convenience
for preference_type, preference_tokens in pairs(preferences) do
assert(type(preference_tokens) == "table" or type(preference_tokens) == "string")
local funct = preference_functions[preference_type:upper()]
if type(preference_tokens) == "string" then --luacheck:skip
preference_tokens = {preference_tokens}
end
for _, token in ipairs(preference_tokens) do
assert(type(token) == "string")
local new_preference = df.unit_preference:new()
local values = funct(token:upper())
for field, value in pairs(values) do
if value then
new_preference[field] = value
else
print_yellow("WARNING: unable to calculate a value for field '" .. field .. "'. Skipping...")
goto next_preference
end
end
-- TODO: should we insert preferences following the order in which DF presents them?
unit_preferences:insert(#unit_preferences, new_preference)
end
:: next_preference ::
end
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 preferences
args.unit = nil -- remove from args table
args.reset = nil -- remove from args table
local preferences = {}
utils.assign(preferences, args)
assign(preferences, unit, reset)
end
if not dfhack_flags.module then
main(...)
end