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full-heal.lua
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full-heal.lua
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-- Attempts to fully heal the selected unit
--author Kurik Amudnil, Urist DaVinci
--edited by expwnent and AtomicChicken
--[====[
full-heal
=========
Attempts to fully heal the selected unit from anything, optionally
including death. Usage:
:full-heal:
Completely heal the currently selected unit.
:full-heal -unit [unitId]:
Apply command to the unit with the given ID, instead of selected unit.
:full-heal -r [-keep_corpse]:
Heal the unit, raising from the dead if needed.
Add ``-keep_corpse`` to avoid removing their corpse.
The unit can be targeted by selecting its corpse on the UI.
:full-heal -all [-r] [-keep_corpse]:
Heal all units on the map.
:full-heal -all_citizens [-r] [-keep_corpse]:
Heal all fortress citizens on the map. Does not include pets.
:full-heal -all_civ [-r] [-keep_corpse]:
Heal all units belonging to your parent civilisation, including pets and visitors.
For example, ``full-heal -r -keep_corpse -unit ID_NUM`` will fully heal
unit ID_NUM. If this unit was dead, it will be resurrected without deleting
the corpse - creepy!
]====]
--@ module = true
local utils = require('utils')
local validArgs = utils.invert({
'r',
'help',
'unit',
'keep_corpse',
'all',
'all_civ',
'all_citizens'
})
local args = utils.processArgs({...}, validArgs)
if args.help then
print(dfhack.script_help())
return
end
function isCitizen(unit)
-- required as dfhack.units.isCitizen() returns false for dead units
local hf = df.historical_figure.find(unit.hist_figure_id)
if not hf then
return false
end
for _,link in ipairs(hf.entity_links) do
if link.entity_id == df.global.ui.group_id and df.histfig_entity_link_type[link:getType()] == 'MEMBER' then
return true
end
end
end
function isFortCivMember(unit)
if unit.civ_id == df.global.ui.civ_id then
return true
end
end
function addResurrectionEvent(histFigID)
local event = df.history_event_hist_figure_revivedst:new()
event.histfig = histFigID
event.year = df.global.cur_year
event.seconds = df.global.cur_year_tick
event.id = df.global.hist_event_next_id
df.global.world.history.events:insert('#', event)
df.global.hist_event_next_id = df.global.hist_event_next_id + 1
end
function heal(unit,resurrect,keep_corpse)
if not unit then
return
end
if resurrect then
if unit.flags2.killed and not unit.flags3.scuttle then -- scuttle appears to be applicable to just wagons, which probably shouldn't be resurrected
--print("Resurrecting...")
unit.flags1.inactive = false
unit.flags2.slaughter = false
unit.flags2.killed = false
unit.flags3.ghostly = false -- TO DO: check whether ghost is currently walking through walls before removing ghostliness
unit.ghost_info = nil
local _, occupancy = dfhack.maps.getTileFlags(pos2xyz(unit.pos))
occupancy.unit_grounded = true -- it's simpler to always set the tile occupancy to unit_grounded, as determining whether occupancy.unit is correct would require one to check for the presence of other units on that tile
unit.flags1.on_ground = true -- this also fits the script thematically
if unit.hist_figure_id ~= -1 then
local hf = df.historical_figure.find(unit.hist_figure_id)
hf.died_year = -1
hf.died_seconds = -1
hf.flags.ghost = false
addResurrectionEvent(hf.id)
end
if dfhack.world.isFortressMode() and isFortCivMember(unit) then
unit.flags2.resident = false -- appears to be set to true for dead citizens in a reclaimed fortress, which causes them to be marked as hostile when resurrected
local deadCitizens = df.global.ui.main.dead_citizens
for i = #deadCitizens-1,0,-1 do
if deadCitizens[i].unit_id == unit.id then
deadCitizens:erase(i)
end
end
end
if not keep_corpse then
local corpses = df.global.world.items.other.CORPSE
for i = #corpses-1,0,-1 do
local corpse = corpses[i] --as:df.item_body_component
if corpse.unit_id == unit.id then
dfhack.items.remove(corpse)
end
end
end
end
end
--print("Erasing wounds...")
for _, wound in ipairs(unit.body.wounds) do
wound:delete()
end
unit.body.wounds:resize(0)
unit.body.wound_next_id = 1
--print("Refilling blood...")
unit.body.blood_count = unit.body.blood_max
--print("Resetting grasp/stand/fly status...")
unit.status2.limbs_stand_count = unit.status2.limbs_stand_max
unit.status2.limbs_grasp_count = unit.status2.limbs_grasp_max
unit.status2.limbs_fly_count = unit.status2.limbs_fly_max
--print("Resetting status flags...")
unit.flags2.has_breaks = false
unit.flags2.gutted = false
unit.flags2.circulatory_spray = false
unit.flags2.vision_good = true
unit.flags2.vision_damaged = false
unit.flags2.vision_missing = false
unit.flags2.breathing_good = true
unit.flags2.breathing_problem = false
unit.flags2.calculated_nerves = false
unit.flags2.calculated_bodyparts = false
unit.flags2.calculated_insulation = false
unit.flags3.body_temp_in_range = false
unit.flags3.compute_health = true
unit.flags3.gelded = false
--print("Resetting counters...")
unit.counters.winded = 0
unit.counters.stunned = 0
unit.counters.unconscious = 0
unit.counters.webbed = 0
unit.counters.pain = 0
unit.counters.nausea = 0
unit.counters.dizziness = 0
unit.counters.suffocation = 0
unit.counters.guts_trail1.x = -30000
unit.counters.guts_trail1.y = -30000
unit.counters.guts_trail1.z = -30000
unit.counters.guts_trail2.x = -30000
unit.counters.guts_trail2.y = -30000
unit.counters.guts_trail2.z = -30000
unit.counters2.paralysis = 0
unit.counters2.numbness = 0
unit.counters2.fever = 0
unit.counters2.exhaustion = 0
unit.counters2.hunger_timer = 0
unit.counters2.thirst_timer = 0
unit.counters2.sleepiness_timer = 0
unit.counters2.vomit_timeout = 0
unit.animal.vanish_countdown = 0
unit.body.infection_level = 0
--print("Resetting body part status...")
local comp = unit.body.components
for i = 0, #comp.nonsolid_remaining - 1 do
comp.nonsolid_remaining[i] = 100 -- percent remaining of fluid layers (Urist Da Vinci)
end
for i = 0, #comp.layer_wound_area - 1 do
comp.layer_status[i].whole = 0 -- severed, leaking layers (Urist Da Vinci)
comp.layer_wound_area[i] = 0 -- wound contact areas (Urist Da Vinci)
comp.layer_cut_fraction[i] = 0 -- 100*surface percentage of cuts/fractures on the body part layer (Urist Da Vinci)
comp.layer_dent_fraction[i] = 0 -- 100*surface percentage of dents on the body part layer (Urist Da Vinci)
comp.layer_effect_fraction[i] = 0 -- 100*surface percentage of "effects" on the body part layer (Urist Da Vinci)
end
for _, status in ipairs(unit.body.components.body_part_status) do
status.on_fire = false
status.missing = false
status.organ_loss = false
status.organ_damage = false
status.muscle_loss = false
status.muscle_damage = false
status.bone_loss = false
status.bone_damage = false
status.skin_damage = false
status.motor_nerve_severed = false
status.sensory_nerve_severed = false
status.spilled_guts = false
status.severed_or_jammed = false
end
unit.status2.body_part_temperature:resize(0) -- attempting to rewrite temperature was causing body parts to melt for some reason; forcing repopulation in this manner appears to be safer
for i = 0,#unit.enemy.body_part_8a8-1,1 do
unit.enemy.body_part_8a8[i] = 1 -- not sure what this does, but values appear to change following injuries
end
for i = 0,#unit.enemy.body_part_8d8-1,1 do
unit.enemy.body_part_8d8[i] = 0 -- same as above
end
for i = 0,#unit.enemy.body_part_878-1,1 do
unit.enemy.body_part_878[i] = 3 -- as above
end
for i = 0,#unit.enemy.body_part_888-1,1 do
unit.enemy.body_part_888[i] = 3 -- as above
end
local histFig = df.historical_figure.find(unit.hist_figure_id)
if histFig and histFig.info and histFig.info.wounds then
--print("Clearing historical wounds...")
histFig.info.wounds = nil
end
local health = unit.health
if health then
for i = 0, #health.flags-1,1 do
health.flags[i] = false
end
for _,bpFlags in ipairs(health.body_part_flags) do
for i = 0, #bpFlags-1,1 do
bpFlags[i] = false
end
end
health.immobilize_cntdn = 0
health.dressing_cntdn = 0
health.suture_cntdn = 0
health.crutch_cntdn = 0
health.unk_18_cntdn = 0
end
local job = unit.job.current_job
if job and job.job_type == df.job_type.Rest then
--print("Wake from rest...")
job.completion_timer = 0
job.pos:assign(unit.pos)
end
local job_link = df.global.world.jobs.list.next
while job_link do
local doctor_job = job_link.item
if doctor_job then
local patientRef = dfhack.job.getGeneralRef(doctor_job, df.general_ref_type['UNIT_PATIENT']) --as:df.general_ref_unit_patientst
if patientRef and patientRef.unit_id == unit.id then
patientRef.unit_id = -1 -- causes active healthcare job to be cancelled, generating a job cancellation announcement indicating the lack of a patient
break
end
end
job_link = job_link.next
end
end
if not dfhack_flags.module then
if args.all then
for _,unit in ipairs(df.global.world.units.active) do
heal(unit,args.r,args.keep_corpse)
end
elseif args.all_citizens then
for _,unit in ipairs(df.global.world.units.active) do
if isCitizen(unit) then
heal(unit,args.r,args.keep_corpse)
end
end
elseif args.all_civ then
for _,unit in ipairs(df.global.world.units.active) do
if isFortCivMember(unit) then
heal(unit,args.r,args.keep_corpse)
end
end
else
local unit
if args.unit then
unit = df.unit.find(tonumber(args.unit))
if not unit then
qerror('Invalid unit ID: ' .. args.unit)
end
else
local item = dfhack.gui.getSelectedItem(true)
if item and df.item_corpsest:is_instance(item) then
unit = df.unit.find(item.unit_id)
if not unit then
qerror('This corpse can no longer be resurrected.') -- unit has been offloaded
end
unit.pos:assign(xyz2pos(dfhack.items.getPosition(item))) -- to make the unit resurrect at the location of the corpse, rather than the location of death
else
unit = dfhack.gui.getSelectedUnit()
end
end
if not unit then
qerror('Please select a unit or corpse, or specify its ID via the -unit argument.')
end
heal(unit,args.r,args.keep_corpse)
end
end