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light-aquifers-only.lua
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light-aquifers-only.lua
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-- Changes heavy aquifers to light globally pre embark or locally post embark
local help = [====[
light-aquifers-only
===================
This script behaves differently depending on whether it's called pre embark or post
embark. Pre embark it changes all aquifers in the world to light ones, while post
embark it only changes the ones at the embark to light ones, leaving the rest of the
world unchanged.
Pre embark:
Changes the Drainage of all world tiles that would generate Heavy aquifers into
a value that results in Light aquifers instead.
This script is based on logic revealed by ToadyOne in a FotF answer:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8099138#msg8099138
Basically the Drainage is used as an "RNG" to cause an aquifer to be heavy
about 5% of the time. The script shifts the matching numbers to a neighboring
one, which does not result in any change of the biome.
Post embark:
Clears the flags that mark aquifer tiles as heavy, converting them to light.
]====]
function lightaqonly (arg)
if arg and arg:match('help') then
print(help)
return
end
if not dfhack.isWorldLoaded () then
qerror ("Error: This script requires a world to be loaded.")
end
if dfhack.isMapLoaded () then
for i, block in ipairs (df.global.world.map.map_blocks) do
if block.flags.has_aquifer then
for k = 0, 15 do
for l = 0, 15 do
block.occupancy [k] [l].heavy_aquifer = false
end
end
end
end
else
for i = 0, df.global.world.world_data.world_width - 1 do
for k = 0, df.global.world.world_data.world_height - 1 do
local tile = df.global.world.world_data.region_map [i]:_displace (k)
if tile.drainage % 20 == 7 then
tile.drainage = tile.drainage + 1
end
end
end
end
end
lightaqonly (...)