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deep-embark.lua
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deep-embark.lua
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--@ module = true
local dlg = require('gui.dialogs')
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 tt = df.tiletype[tiletype]
local tiletypeAttrs = df.tiletype.attrs[tt]
local material = tiletypeAttrs.material
local forbiddenMaterials = utils.invert{
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
}
if forbiddenMaterials[material] then return false end
local shapeAttrs = df.tiletype_shape.attrs[tiletypeAttrs.shape]
return shapeAttrs.walkable
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
-- glowing barrier disappearance announcement
local announcementFlags = df.global.d_init.announcements.flags.ENDGAME_EVENT_1
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
return
end
block.tiletype[x % 16][y % 16] = df.tiletype.GlowingBarrier
local barriers = df.global.world.event.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 = 1 -- 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
function moveEmbarkStuff(selectedBlock, embarkTiles)
local spawnPosCentre
for _, hotkey in ipairs(df.global.plotinfo.main.hotkeys) do
if hotkey.cmd == df.ui_hotkey.T_cmd.Zoom 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
if not spawnPosCentre then -- no place for the wagon; use the position of the first unit
spawnPosCentre = xyz2pos(dfhack.units.getPosition(dfhack.units.getCitizens()[1]))
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.plotinfo.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 == df.building_item_role_type.TEMP 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
local item_pos = xyz2pos(dfhack.items.getPosition(item))
-- items spawned into mid-air incorrectly have the `in_job` flag set
if flags.in_job then
local job_ref = dfhack.items.getSpecificRef(item, df.specific_ref_type.JOB)
if job_ref then
dfhack.job.removeJob(job_ref.data.job)
end
flags.in_job = false
end
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 not flags.in_inventory
and not flags.in_building
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
dlg.showMessage('deep-embark', 'Please unpause to zoom to your deep embark.', COLOR_WHITE)
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.event.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 then
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(dfhack.script_help())
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 "help deep-embark" 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 consoleMode and not inEmbarkMode() then
-- if running from the console (not onLoad.init), abort if not currently in an embark viewscreen.
qerror(
'When run from the command line, this script should be run during the embark setup screens. Enter "help deep-embark" for more information.')
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
local view = dfhack.gui.getCurViewscreen()
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
elseif view._type == df.viewscreen_choose_start_sitest then -- on embark screen
if view.choosing_embark or view.choosing_reclaim then -- on a fresh embark, or on a reclaim
deepEmbark(args.depth, args.blockDemons)
dfhack.onStateChange.DeepEmbarkMonitor = nil
end
elseif view._type == df.viewscreen_dwarfmodest then -- we're in game. If we got here then we never got an embark screen, so this is loading a save and we abort.
dfhack.onStateChange.DeepEmbarkMonitor = nil
end
elseif event == SC_WORLD_UNLOADED then -- embark aborted
dfhack.onStateChange.DeepEmbarkMonitor = nil
end
end