forked from DFHack/scripts
-
Notifications
You must be signed in to change notification settings - Fork 0
/
deep-embark.lua
351 lines (316 loc) · 12 KB
/
deep-embark.lua
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
-- embark underground
-- author: Atomic Chicken
--@ module = true
local usage = [====[
deep-embark
===========
Moves the starting units and equipment to
a specific underground region upon embarking.
To use, create a file called "onMapLoad.init"
in the DF raw folder and enter within it the name of
this script followed by any of the args listed below.
example:
deep-embark -depth CAVERN_2
Usage::
-depth X
(obligatory)
replace "X" with one of the following:
CAVERN_1
CAVERN_2
CAVERN_3
UNDERWORLD
-atReclaim
including this arg will enable deep embarking
when reclaiming sites too
-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)
]====]
local utils = require 'utils'
local teleport = reqscript("teleport").teleport
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 = {}
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 = {}
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)]
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
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
end
dfhack.buildings.deconstruct(wagon)
wagon.flags.almost_deleted = true -- wagon vanishes a tick later
wagonFound = true
break
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)
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
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
local validArgs = utils.invert({
'depth',
'atReclaim',
'blockDemons',
'help'
})
local args = utils.processArgs({...}, validArgs)
if moduleMode then
return
end
if args.help then
print(usage)
return
end
if df.global.gamemode ~= df.game_mode.DWARF then -- no need to run in adventure/legends mode
qerror('This script requires fortress mode')
end
local gametype = df.global.gametype
if gametype == df.game_type.DWARF_ARENA or gametype == DWARF_UNRETIRE then -- because unretiring forts ~= embarking
qerror('This script requires a new fortress in fortress mode')
end
if gametype == df.game_type.DWARF_RECLAIM and not args.atReclaim then -- some might prefer being able to reclaim sites in a cavern-raiding style, so this is an option
qerror('Reclaiming a fortress with this script requires the atReclaim option')
end
if df.global.ui.fortress_age > 0 then -- reclaimed fortresses also start at fortress_age 0
qerror('This appears to be a reclaimed fortress, which is not supported')
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: " .. tostring(args.depth))
end
if args.blockDemons then
disableSpireDemons()
end
deepEmbark(tostring(args.depth))