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deep-embark.lua
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deep-embark.lua
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-- Embark underground.
-- author: Atomic Chicken
--@ module = true
local usage = [====[
deep-embark
===========
Moves the starting units and equipment to
a specific underground region upon embarking.
This script can be run directly from the console
at any point whilst setting up an embark.
Alternatively, create a file called "onLoad.init"
in the DF raw folder (if one does not exist already)
and enter the script command within it. Doing so will
cause the script to run automatically and should hence
be especially useful for modders who want their mod
to include underground embarks by default.
Example::
deep-embark -depth CAVERN_2
Usage::
-depth X
(obligatory)
replace "X" with one of the following:
CAVERN_1
CAVERN_2
CAVERN_3
UNDERWORLD
-blockDemons
including this arg will prevent demon surges
in the context of breached underworld spires
(intended mainly for UNDERWORLD embarks)
("wildlife" demon spawning will be unaffected)
-atReclaim
if the script is being run from onLoad.init,
including this arg will enable deep embarks
when reclaiming sites too
(there's no need to specify this if running
the script directly from the console)
-clear
re-enable normal surface embarks
]====]
local utils = require 'utils'
function getFeatureID(cavernType)
local features = df.global.world.features
local map_features = features.map_features
if cavernType == 'CAVERN_1' then
for i, feature in ipairs(map_features) do
if feature._type == df.feature_init_subterranean_from_layerst
and feature.start_depth == 0 then
return features.feature_global_idx[i]
end
end
elseif cavernType == 'CAVERN_2' then
for i, feature in ipairs(map_features) do
if feature._type == df.feature_init_subterranean_from_layerst
and feature.start_depth == 1 then
return features.feature_global_idx[i]
end
end
elseif cavernType == 'CAVERN_3' then
for i, feature in ipairs(map_features) do
if feature._type == df.feature_init_subterranean_from_layerst
and feature.start_depth == 2 then
return features.feature_global_idx[i]
end
end
elseif cavernType == 'UNDERWORLD' then
for i, feature in ipairs(map_features) do
if feature._type == df.feature_init_underworld_from_layerst
and feature.start_depth == 4 then
return features.feature_global_idx[i]
end
end
end
end
function getFeatureBlocks(featureID)
local featureBlocks = {} --as:number[]
for i,block in ipairs(df.global.world.map.map_blocks) do
if block.global_feature == featureID and block.local_feature == -1 then
table.insert(featureBlocks, i)
end
end
return featureBlocks
end
function isValidTiletype(tiletype)
local tiletype = df.tiletype[tiletype]
local tiletypeAttrs = df.tiletype.attrs[tiletype]
local material = tiletypeAttrs.material
local forbiddenMaterials = {
df.tiletype_material.TREE, -- so as not to embark stranded on top of a tree
df.tiletype_material.MUSHROOM,
df.tiletype_material.FIRE,
df.tiletype_material.CAMPFIRE
}
for _,forbidden in ipairs(forbiddenMaterials) do
if material == forbidden then
return false
end
end
local shapeAttrs = df.tiletype_shape.attrs[tiletypeAttrs.shape]
if shapeAttrs.walkable and shapeAttrs.basic_shape ~= df.tiletype_shape_basic.Open then -- downward ramps are walkable but open; units placed here would fall
return true
else
return false
end
end
function getValidEmbarkTiles(block)
local validTiles = {} --as:{_type:table,x:number,y:number,z:number}[]
for xi = 0,15 do
for yi = 0,15 do
if block.designation[xi][yi].flow_size == 0
and isValidTiletype(block.tiletype[xi][yi]) then
table.insert(validTiles, {x = block.map_pos.x + xi, y = block.map_pos.y + yi, z = block.map_pos.z})
end
end
end
return validTiles
end
function blockGlowingBarrierAnnouncements(recenter)
-- temporarily disables the "glowing barrier has disappeared" announcement
-- announcement settings are restored after 1 tick
-- setting recenter to true enables recentering of game view to the announcement position
local announcementFlags = df.global.d_init.announcements.flags.ENDGAME_EVENT_1 -- glowing barrier disappearance announcement
local oldFlags = df.global.d_init.announcements.flags.ENDGAME_EVENT_1:new() -- backup announcement settings
announcementFlags.DO_MEGA = false
announcementFlags.PAUSE = false
announcementFlags.RECENTER = recenter and true or false
announcementFlags.A_DISPLAY = false
announcementFlags.D_DISPLAY = recenter and true or false -- an actual announcement is required for recentering to occur
dfhack.timeout(1,'ticks', function() -- barrier disappears after 1 tick
announcementFlags:assign(oldFlags) -- restore announcement settings
if recenter then
-- Remove glowing barrier notifications:
local status = df.global.world.status
local announcements = status.announcements
for i = #announcements-1, 0, -1 do
if string.find(announcements[i].text,"glowing barrier has disappeared") then
announcements:erase(i)
break
end
end
local reports = status.reports
for i = #reports-1, 0, -1 do
if string.find(reports[i].text,"glowing barrier has disappeared") then
reports:erase(i)
break
end
end
status.display_timer = 0 -- to avoid displaying other announcements
end
end)
end
function reveal(pos)
-- creates an unbound glowing barrier at the target location
-- so as to trigger tile revelation when it disappears 1 tick later (fortress mode only)
-- should be run in conjunction with blockGlowingBarrierAnnouncements()
local x,y,z = pos2xyz(pos)
local block = dfhack.maps.getTileBlock(x,y,z)
local tiletype = block.tiletype[x%16][y%16]
if tiletype ~= df.tiletype.GlowingBarrier then -- to avoid multiple instances
block.tiletype[x%16][y%16] = df.tiletype.GlowingBarrier
local barriers = df.global.world.glowing_barriers
local barrier = df.glowing_barrier:new()
barrier.buildings:insert('#',-1) -- being unbound to a building makes the barrier disappear immediately
barrier.pos:assign(pos)
barriers:insert('#',barrier)
local hfs = df.glowing_barrier:new()
hfs.triggered = true -- this prevents HFS events (which can otherwise be triggered by the barrier disappearing)
barriers:insert('#',hfs)
dfhack.timeout(1,'ticks', function() -- barrier tiletype disappears after 1 tick
block.tiletype[x%16][y%16] = tiletype -- restore old tiletype
barriers:erase(#barriers-1) -- remove hfs blocker
barriers:erase(#barriers-1) -- remove revelation barrier
end)
end
end
function moveEmbarkStuff(selectedBlock, embarkTiles)
local spawnPosCentre
for _, hotkey in ipairs(df.global.ui.main.hotkeys) do
if hotkey.name == "Gate" then -- the preset hotkey is centred around the spawn point
spawnPosCentre = xyz2pos(hotkey.x, hotkey.y, hotkey.z)
hotkey:assign(embarkTiles[math.random(1, #embarkTiles)]) -- set the hotkey to the new spawn point
break
end
end
-- only target things within this zone to help avoid teleporting non-embark stuff:
-- the following values might need to be modified
local x1 = spawnPosCentre.x - 15
local x2 = spawnPosCentre.x + 15
local y1 = spawnPosCentre.y - 15
local y2 = spawnPosCentre.y + 15
local z1 = spawnPosCentre.z - 3 -- units can be spread across multiple z-levels when embarking on a mountain
local z2 = spawnPosCentre.z + 3
-- Move citizens and pets:
local unitsAtSpawn = dfhack.units.getUnitsInBox(x1,y1,z1,x2,y2,z2)
local movedUnit = false
for i, unit in ipairs(unitsAtSpawn) do
if unit.civ_id == df.global.ui.civ_id and not unit.flags1.inactive and not unit.flags2.killed then
local pos = embarkTiles[math.random(1, #embarkTiles)]
dfhack.units.teleport(unit, pos)
reveal(pos)
movedUnit = true
end
end
if movedUnit then
blockGlowingBarrierAnnouncements(true) -- this is separate from the reveal() function as it only needs to be called once per tick, regardless of how many times reveal() has been run
end
-- Move wagon contents:
local wagonFound = false
for _, wagon in ipairs(df.global.world.buildings.other.WAGON) do --as:df.building_wagonst
if wagon.age == 0 then -- just in case there's an older wagon present for some reason
local contained = wagon.contained_items
for i = #contained-1, 0, -1 do
if contained[i].use_mode == 0 then -- actual contents (as opposed to building components)
local item = contained[i].item
-- dfhack.items.moveToGround() does not handle items within buildings, so do this manually:
contained:erase(i)
for k = #item.general_refs-1, 0, -1 do
if item.general_refs[k]._type == df.general_ref_building_holderst then
item.general_refs:erase(k)
end
end
item.flags.in_building = false
item.flags.on_ground = true
local pos = embarkTiles[math.random(1, #embarkTiles)]
item.pos:assign(pos)
selectedBlock.items:insert('#', item.id)
selectedBlock.occupancy[pos.x%16][pos.y%16].item = true
end
end
dfhack.buildings.deconstruct(wagon)
wagon.flags.almost_deleted = true -- wagon vanishes a tick later
wagonFound = true
break
end
end
-- Move items scattered around the spawn point if there's no wagon:
if not wagonFound then
for _, item in ipairs(df.global.world.items.other.IN_PLAY) do
local flags = item.flags
if item.age == 0 -- embark equipment consists of newly created items
and item.pos.x >= x1 and item.pos.x <= x2
and item.pos.y >= y1 and item.pos.y <= y2
and item.pos.z >= z1 and item.pos.z <= z2
and flags.on_ground
and not flags.in_inventory
and not flags.in_building
and not flags.in_chest
and not flags.construction
and not flags.spider_web
and not flags.encased then
dfhack.items.moveToGround(item, embarkTiles[math.random(1, #embarkTiles)])
end
end
end
end
function deepEmbark(cavernType, blockDemons)
if not cavernType then
qerror('Cavern type not specified!')
end
local cavernBlocks = getFeatureBlocks(getFeatureID(cavernType))
if #cavernBlocks == 0 then
qerror(cavernType .. " not found!")
end
local moved = false
for n = 1, #cavernBlocks do
local i = math.random(1, #cavernBlocks)
local selectedBlock = df.global.world.map.map_blocks[cavernBlocks[i]]
local embarkTiles = getValidEmbarkTiles(selectedBlock)
if #embarkTiles >= 20 then -- value chosen arbitrarily; might want to increase/decrease (determines how cramped the embark spot is allowed to be)
moveEmbarkStuff(selectedBlock, embarkTiles)
moved = true
break
end
table.remove(cavernBlocks, i)
end
if not moved then
qerror('Insufficient space at ' .. cavernType)
end
if blockDemons then
disableSpireDemons()
end
end
function disableSpireDemons()
-- marks underworld spires on the map as having been breached already, preventing HFS events
for _, spire in ipairs(df.global.world.deep_vein_hollows) do
spire.triggered = true
end
end
function inEmbarkMode()
if df.global.gametype ~= df.game_type.DWARF_MAIN then -- is always set at fortress mode setup
return false
end
local embarkViewScreens = {
df.viewscreen_adopt_regionst, -- onLoad.init kicks in early; this is the viewscreen present at this stage (the 'loading world' viewscreen is also present at adventure mode setup and legends mode, hence the game_type check above)
df.viewscreen_choose_start_sitest,
df.viewscreen_setupdwarfgamest
}
local view = dfhack.gui.getCurViewscreen()
for _, valid in ipairs(embarkViewScreens) do
if view._type == valid or view.parent._type == valid and view._type ~= df.viewscreen_textviewerst then -- df.viewscreen_textviewerst is present right after embarking (displays the embark message) and has .parent._type == df.viewscreen_setupdwarfgamest
return true
end
end
return false
end
local validArgs = utils.invert({
'depth',
'atReclaim',
'blockDemons',
'clear',
'help'
})
local args = utils.processArgs({...}, validArgs)
if moduleMode then
return
end
if args.help then
print(usage)
return
end
if args.clear then
dfhack.onStateChange.DeepEmbarkMonitor = nil
print("Cleared settings; now embarking normally.")
return
end
if not args.depth then
qerror('Depth not specified! Enter "deep-embark -help" for more information.')
end
local validDepths = {
["CAVERN_1"] = true,
["CAVERN_2"] = true,
["CAVERN_3"] = true,
["UNDERWORLD"] = true
}
if not validDepths[args.depth] then
qerror("Invalid depth: " .. args.depth)
end
local consoleMode = dfhack.is_interactive() -- true if the script has been called directly from the DFHack console, false if called from onLoad.init
if not inEmbarkMode() then
if consoleMode then
qerror('This script must be run prior to embarking! Enter "deep-embark -help" for more information.')
else
return -- terminate silently to prevent unwanted error messages every time onLoad.init is run in non-embark scenarios
end
end
if consoleMode then
print("Embarking at: " .. tostring(args.depth))
end
dfhack.onStateChange.DeepEmbarkMonitor = function(event)
if event == SC_VIEWSCREEN_CHANGED then -- I initially tried using SC_MAP_LOADED, but the map appears to be loaded too early when reclaiming sites
if dfhack.gui.getCurViewscreen()._type ~= df.viewscreen_textviewerst then -- embark message; map should have been loaded by the time this is presented
return
end
if not consoleMode and not args.atReclaim and df.global.gametype == df.game_type.DWARF_RECLAIM then -- it's assumed that a player who chooses to run the script from console whilst reclaiming knows what they're doing, so there's no need to check for -atReclaim in this scenario
dfhack.onStateChange.DeepEmbarkMonitor = nil -- stop monitoring
return -- don't deepEmbark if running from onLoad.init and in reclaim mode without -atReclaim
else
deepEmbark(args.depth, args.blockDemons)
dfhack.onStateChange.DeepEmbarkMonitor = nil
end
elseif event == SC_WORLD_UNLOADED then -- embark aborted
dfhack.onStateChange.DeepEmbarkMonitor = nil
end
end