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-- Uses a reaction to spawn a living creature that uses the materials of the reagents as body components. Reactions must begin with LUA_HOOK_CONSTRUCTCREATURE
--[[
You can have as many reagents as you like.
Reagents starting with USE will replace materials used in the creature, in the order that they are defined.
Make sure that each USE reagent consists of one item only. Otherwise, the second item taken will be counted as the second material.
Using tools as intermediary reagents is probably your best option for expensive creatures.
The product field determines the creature produced, where the material is CREATURE_MAT:(your creature):NONE. The probability should be set at 0 to avoid actually creating a boulder.
If you want to select a specific caste, the product field should have a PRODUCT_DIMENSION for the caste.
However, to make the creature's color show up based on its material, the creature must have 16 castes, one for each color.
If a USE reagent also has the word COLOR in its name, the creature's caste will be selected based on that reagent's color. Add this into the creature's raw:
[CASTE:00][CASTE_COLOR:0:0:0]
[CASTE:10][CASTE_COLOR:1:0:0]
[CASTE:20][CASTE_COLOR:2:0:0]
[CASTE:30][CASTE_COLOR:3:0:0]
[CASTE:40][CASTE_COLOR:4:0:0]
[CASTE:50][CASTE_COLOR:5:0:0]
[CASTE:60][CASTE_COLOR:6:0:0]
[CASTE:70][CASTE_COLOR:7:0:0]
[CASTE:01][CASTE_COLOR:0:0:1]
[CASTE:11][CASTE_COLOR:1:0:1]
[CASTE:21][CASTE_COLOR:2:0:1]
[CASTE:31][CASTE_COLOR:3:0:1]
[CASTE:41][CASTE_COLOR:4:0:1]
[CASTE:51][CASTE_COLOR:5:0:1]
[CASTE:61][CASTE_COLOR:6:0:1]
[CASTE:71][CASTE_COLOR:7:0:1]
If a USE reagent also has the word NAME in its name, that reagent's name will be added on to the creature's first name.
sample reaction
[REACTION:LUA_HOOK_MAKE_CONSTRUCT_MECHANICAL_CAT]
[NAME:Make a mechanical cat]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:USE_COLOR_NAME_A:1:BAR:NONE:INORGANIC:NONE]
[REAGENT:USE_B:1:TRAPPARTS:NONE:INORGANIC:NONE]
[REAGENT:C:1:TRAPPARTS:NONE:NONE:NONE]
[PRODUCT:1:0:BOULDER:NONE:CREATURE_MAT:MECHANICAL_CAT:NONE]
[SKILL:MECHANICS]
The creature raw has two materials, a 'shell' material and an 'inside' material. These must be the first materials defined in the creature raw.
The finished product will have the material of the 'bar' on the outside, and the material of the mechanisms on the inside. The third reagent will not be used.
Only materials actually used in the creature will be counted. You're best bet is to simply define the modifiable tissue(s) near the top of the creature raw, before defining any other materials or tissues.
This might not be the way the materials are always loaded, further testing is needed. But if you make a creature like this one it should work fine.
To have the creature leave an itemcorpse of the material used in its construction, it must include [CREATURE_CLASS:DFHACK_CONSTRUCTCREATURE_ITEMCORPSE].
This will cause the corpse item to have the material of the first tissue defined in the raws.
--]]
eventful = require 'plugins.eventful'
local mo = require 'makeown'
local fov = require 'fov'
local utils = require 'utils'
--This is for the itemcorpses
local ev=require 'plugins.eventful'
ev.onUnitDeath.bla=function(u_id)
local unit = df.unit.find(u_id)
local creature_classes = df.global.world.raws.creatures.all[unit.race].caste[unit.caste].creature_class
for i=0,#creature_classes-1,1 do
if creature_classes[i].value == "DFHACK_CONSTRUCTCREATURE_ITEMCORPSE" then
local itemcorpse = nil
for i=0,#unit.corpse_parts-1,1 do
part=df.item.find(unit.corpse_parts[i])
if getmetatable(part) ~= "item_corpsepiecest" then
itemcorpse = part
end
end
if itemcorpse ~= nil then
mat_type = unit.body.body_plan.materials.mat_type[0]
mat_index = unit.body.body_plan.materials.mat_index[0]
itemcorpse.mat_type = mat_type
itemcorpse.mat_index = mat_index
end
break
end
end
end
ev.enableEvent(eventful.eventType.UNIT_DEATH,5)
function makeConstruct(reaction,unit,job,input_items,input_reagents,output_items,call_native)
local skill = reaction.products[0].probability + dfhack.units.getEffectiveSkill(unit,reaction.skill)
--reaction.reagents[0].code --name of the reagent
--job[0].mat_index --material index of actual reagent used
--printall(input_reagents[0])
local race = reaction.products[0].mat_index --material index of output. If creature_mat:name:NONE, will be index of creature species
local caste = reaction.products[0].product_dimension
if caste == nil or caste < 0 then
caste = 0
end
if race == -1 then
print("Error: Creature not found. Use [PRODUCT:1:0:BOULDER:NONE:CREATURE_MAT:(creature ID):NONE] for the first reaction product.")
end
--Handle colors
for i=0,#reaction.reagents-1,1 do
if string.starts(reaction.reagents[i].code,'USE') and string.find(reaction.reagents[i].code,'COLOR') then
local r_mat_index=job[i].mat_index
local r_mat=dfhack.matinfo.decode(job[i])
local r_mat_color_0=r_mat.material.basic_color[0]
local r_mat_color_1=r_mat.material.basic_color[1]
local c = r_mat_color_0 .. r_mat_color_1
if c == '00' then caste = 0
elseif c == '10' then caste = 1
elseif c == '20' then caste = 2
elseif c == '30' then caste = 3
elseif c == '40' then caste = 4
elseif c == '50' then caste = 5
elseif c == '60' then caste = 6
elseif c == '70' then caste = 7
elseif c == '01' then caste = 8
elseif c == '11' then caste = 9
elseif c == '21' then caste = 10
elseif c == '31' then caste = 11
elseif c == '41' then caste = 12
elseif c == '51' then caste = 13
elseif c == '61' then caste = 14
elseif c == '71' then caste = 15
end
break
end
end
race_name = df.creature_raw.find(race).name[0]
caste_name = df.creature_raw.find(race).caste[caste].caste_name[0]
local argPos
argPos={}
argPos.x=unit.pos.x
argPos.y=unit.pos.y
argPos.z=unit.pos.z
--Create a new unit
local u=PlaceUnitById(race,caste,caste_name,argPos)
print("Constructed "..caste_name)
if u then
j=0
u.name.first_name=caste_name .. ' ' .. u.id
for i=0,#reaction.reagents-1,1 do
if string.starts(reaction.reagents[i].code,'USE') then
local r_mat=dfhack.matinfo.decode(job[i])
local r_mat_index=r_mat.index
local r_mat_type=r_mat.type
u.body.body_plan.materials.mat_index[j] = r_mat_index
u.body.body_plan.materials.mat_type[j] = r_mat_type
if string.find(reaction.reagents[i].code,'NAME') then
local r_mat_name=r_mat.material.state_name.Solid
local r_mat_adj=r_mat.material.state_adj.Solid
u.name.first_name=r_mat_adj .. ' ' .. caste_name .. ' ' .. u.id
end
j=j+1
end
end
end
end
function update()
dfhack.timeout(1,"ticks",function() update() end)
end
--------------------------------------------------
--------------------------------------------------
--http://lua-users.org/wiki/StringRecipes
function string.starts(String,Start)
return string.sub(String,1,string.len(Start))==Start
end
--------------------------------------------------
--------------------------------------------------
dfhack.onStateChange.loadConstructCreature = function(code)
local registered_reactions
if code==SC_MAP_LOADED then
--registered_reactions = {}
for i,reaction in ipairs(df.global.world.raws.reactions) do
-- register each applicable reaction (to avoid doing string check
-- for every lua hook reaction (not just ours), this way uses identity check
if string.starts(reaction.code,'LUA_HOOK_CONSTRUCTCREATURE') then
-- register reaction.code
eventful.registerReaction(reaction.code,makeConstruct)
-- save reaction.code
--table.insert(registered_reactions,reaction.code)
registered_reactions = true
end
end
update()
--if #registered_reactions > 0 then print('Construct Creature: Loaded') end
if registered_reactions then print('Construct Creature: Loaded') end
elseif code==SC_MAP_UNLOADED then
end
end
-- if dfhack.init has already been run, force it to think SC_WORLD_LOADED to that reactions get refreshed
if dfhack.isMapLoaded() then dfhack.onStateChange.loadConstructCreature(SC_MAP_LOADED) end
--Mostly copied from warmist's spawn script
function getCaste(race_id,caste_id)
local cr=df.creature_raw.find(race_id)
return cr.caste[caste_id]
end
function genBodyModifier(body_app_mod)
local a=math.random(0,#body_app_mod.ranges-2)
return math.random(body_app_mod.ranges[a],body_app_mod.ranges[a+1])
end
function getBodySize(caste,time)
--TODO: real body size...
return caste.body_size_1[#caste.body_size_1-1] --returns last body size
end
function genAttribute(array)
local a=math.random(0,#array-2)
return math.random(array[a],array[a+1])
end
function norm()
return math.sqrt((-2)*math.log(math.random()))*math.cos(2*math.pi*math.random())
end
function normalDistributed(mean,sigma)
return mean+sigma*norm()
end
function clampedNormal(min,median,max)
local val=normalDistributed(median,math.sqrt(max-min))
if val<min then return min end
if val>max then return max end
return val
end
function makeSoul(unit,caste)
local tmp_soul=df.unit_soul:new()
tmp_soul.unit_id=unit.id
tmp_soul.name:assign(unit.name)
tmp_soul.race=unit.race
tmp_soul.sex=unit.sex
tmp_soul.caste=unit.caste
--todo: preferences,traits.
local attrs=caste.attributes
for k,v in pairs(attrs.ment_att_range) do
local max_percent=attrs.ment_att_cap_perc[k]/100
local cvalue=genAttribute(v)
tmp_soul.mental_attrs[k]={value=cvalue,max_value=cvalue*max_percent}
end
for k,v in pairs(tmp_soul.traits) do
local min,mean,max
min=caste.personality.a[k]
mean=caste.personality.b[k]
max=caste.personality.c[k]
tmp_soul.traits[k]=clampedNormal(min,mean,max)
end
--[[natural skill fix]]
for k, skill in ipairs(caste.natural_skill_id) do
local rating = caste.natural_skill_lvl[k]
utils.insert_or_update(tmp_soul.skills,
{new=true,id=skill,experience=caste.natural_skill_exp[k],rating=rating}, 'id')
end
unit.status.souls:insert("#",tmp_soul)
unit.status.current_soul=tmp_soul
end
function CreateUnit(race_id,caste_id)
local race=df.creature_raw.find(race_id)
if race==nil then error("Invalid race_id") end
local caste=getCaste(race_id,caste_id)
local unit=df.unit:new()
unit:assign{
race=race_id,
caste=caste_id,
sex=caste.gender,
}
unit.relations.birth_year=df.global.cur_year-15 --AGE is set here
if caste.misc.maxage_max==-1 then
unit.relations.old_year=-1
else
unit.relations.old_year=df.global.cur_year+math.random(caste.misc.maxage_min,caste.misc.maxage_max)
end
--unit.relations.birth_time=??
--unit.relations.old_time=?? --TODO add normal age
--[[ interataction stuff, probably timers ]]--
local num_inter=#caste.body_info.interactions -- new for interactions
unit.curse.anon_4:resize(num_inter) -- new for interactions
unit.curse.anon_5:resize(num_inter) -- new for interactions
--[[ body stuff ]]
local body=unit.body
body.body_plan=caste.body_info
local body_part_count=#body.body_plan.body_parts
local layer_count=#body.body_plan.layer_part
--[[ body components ]]
local cp=body.components
cp.body_part_status:resize(body_part_count)
cp.numbered_masks:resize(#body.body_plan.numbered_masks)
for num,v in ipairs(body.body_plan.numbered_masks) do
cp.numbered_masks[num]=v
end
cp.layer_status:resize(layer_count)
cp.layer_wound_area:resize(layer_count)
cp.layer_cut_fraction:resize(layer_count)
cp.layer_dent_fraction:resize(layer_count)
cp.layer_effect_fraction:resize(layer_count)
local attrs=caste.attributes
for k,v in pairs(attrs.phys_att_range) do
local max_percent=attrs.phys_att_cap_perc[k]/100
local cvalue=genAttribute(v)
unit.body.physical_attrs[k]={value=cvalue,max_value=cvalue*max_percent}
end
body.blood_max=getBodySize(caste,0) --TODO normal values
body.blood_count=body.blood_max
body.infection_level=0
unit.status2.body_part_temperature:resize(body_part_count)
for k,v in pairs(unit.status2.body_part_temperature) do
unit.status2.body_part_temperature[k]={new=true,whole=10067,fraction=0}
end
--[[ largely unknown stuff ]]
local stuff=unit.enemy
stuff.body_part_878:resize(body_part_count) -- all = 3
stuff.body_part_888:resize(body_part_count) -- all = 3
stuff.body_part_relsize:resize(body_part_count) -- all =0
stuff.were_race=race_id
stuff.were_caste=caste_id
stuff.normal_race=race_id
stuff.normal_caste=caste_id
stuff.body_part_8a8:resize(body_part_count) -- all = 1
stuff.body_part_base_ins:resize(body_part_count)
stuff.body_part_clothing_ins:resize(body_part_count)
stuff.body_part_8d8:resize(body_part_count)
--TODO add correct sizes. (calculate from age)
local size=caste.body_size_2[#caste.body_size_2-1]
body.size_info.size_cur=size
body.size_info.size_base=size
body.size_info.area_cur=math.pow(size,0.666)
body.size_info.area_base=math.pow(size,0.666)
body.size_info.area_cur=math.pow(size*10000,0.333)
body.size_info.area_base=math.pow(size*10000,0.333)
unit.recuperation.healing_rate:resize(layer_count)
--appearance
local app=unit.appearance
app.body_modifiers:resize(#caste.body_appearance_modifiers) --3
for k,v in pairs(app.body_modifiers) do
app.body_modifiers[k]=genBodyModifier(caste.body_appearance_modifiers[k])
end
app.bp_modifiers:resize(#caste.bp_appearance.modifier_idx) --0
for k,v in pairs(app.bp_modifiers) do
app.bp_modifiers[k]=genBodyModifier(caste.bp_appearance.modifiers[caste.bp_appearance.modifier_idx[k]])
end
--app.unk_4c8:resize(33)--33
app.tissue_style:resize(#caste.bp_appearance.style_part_idx)
app.tissue_style_civ_id:resize(#caste.bp_appearance.style_part_idx)
app.tissue_style_id:resize(#caste.bp_appearance.style_part_idx)
app.tissue_style_type:resize(#caste.bp_appearance.style_part_idx)
app.tissue_length:resize(#caste.bp_appearance.style_part_idx)
app.genes.appearance:resize(#caste.body_appearance_modifiers+#caste.bp_appearance.modifiers) --3
app.genes.colors:resize(#caste.color_modifiers*2) --???
app.colors:resize(#caste.color_modifiers)--3
makeSoul(unit,caste)
--finally set the id
unit.id=df.global.unit_next_id
df.global.unit_next_id=df.global.unit_next_id+1
df.global.world.units.all:insert("#",unit)
df.global.world.units.active:insert("#",unit)
df.global.world.units.other.ANY_ANIMAL:insert("#",unit)
unit.flags1.tame = true
unit.training_level = 7
return unit
end
function findRace(name)
for k,v in pairs(df.global.world.raws.creatures.all) do
if v.creature_id==name then
return k
end
end
qerror("Race:"..name.." not found!")
end
function createFigure(trgunit,he,he_group)
local hf=df.historical_figure:new()
hf.id=df.global.hist_figure_next_id
hf.race=trgunit.race
hf.caste=trgunit.caste
hf.profession = trgunit.profession
hf.sex = trgunit.sex
df.global.hist_figure_next_id=df.global.hist_figure_next_id+1
hf.appeared_year = df.global.cur_year
hf.born_year = trgunit.relations.birth_year
hf.born_seconds = trgunit.relations.birth_time
hf.curse_year = trgunit.relations.curse_year
hf.curse_seconds = trgunit.relations.curse_time
hf.birth_year_bias = trgunit.relations.birth_year_bias
hf.birth_time_bias = trgunit.relations.birth_time_bias
hf.old_year = trgunit.relations.old_year
hf.old_seconds = trgunit.relations.old_time
hf.died_year = -1
hf.died_seconds = -1
hf.name:assign(trgunit.name)
hf.civ_id = trgunit.civ_id
hf.population_id = trgunit.population_id
hf.breed_id = -1
hf.unit_id = trgunit.id
df.global.world.history.figures:insert("#",hf)
hf.info = df.historical_figure_info:new()
hf.info.unk_14 = df.historical_figure_info.T_unk_14:new() -- hf state?
--unk_14.region_id = -1; unk_14.beast_id = -1; unk_14.unk_14 = 0
hf.info.unk_14.unk_18 = -1; hf.info.unk_14.unk_1c = -1
-- set values that seem related to state and do event
--change_state(hf, dfg.ui.site_id, region_pos)
--lets skip skills for now
--local skills = df.historical_figure_info.T_skills:new() -- skills snap shot
-- ...
hf.info.skills = {new=true}
he.histfig_ids:insert('#', hf.id)
he.hist_figures:insert('#', hf)
if he_group then
he_group.histfig_ids:insert('#', hf.id)
he_group.hist_figures:insert('#', hf)
hf.entity_links:insert("#",{new=df.histfig_entity_link_memberst,entity_id=he_group.id,link_strength=100})
end
trgunit.flags1.important_historical_figure = true
trgunit.flags2.important_historical_figure = true
trgunit.hist_figure_id = hf.id
trgunit.hist_figure_id2 = hf.id
hf.entity_links:insert("#",{new=df.histfig_entity_link_memberst,entity_id=trgunit.civ_id,link_strength=100})
--add entity event
local hf_event_id=df.global.hist_event_next_id
df.global.hist_event_next_id=df.global.hist_event_next_id+1
df.global.world.history.events:insert("#",{new=df.history_event_add_hf_entity_linkst,year=trgunit.relations.birth_year,
seconds=trgunit.relations.birth_time,id=hf_event_id,civ=hf.civ_id,histfig=hf.id,link_type=0})
return hf
end
function allocateNewChunk(hist_entity)
hist_entity.save_file_id=df.global.unit_chunk_next_id
df.global.unit_chunk_next_id=df.global.unit_chunk_next_id+1
hist_entity.next_member_idx=0
print("allocating chunk:",hist_entity.save_file_id)
end
function allocateIds(nemesis_record,hist_entity)
if hist_entity.next_member_idx==100 then
allocateNewChunk(hist_entity)
end
nemesis_record.save_file_id=hist_entity.save_file_id
nemesis_record.member_idx=hist_entity.next_member_idx
hist_entity.next_member_idx=hist_entity.next_member_idx+1
end
function createNemesis(trgunit,civ_id,group_id)
local id=df.global.nemesis_next_id
local nem=df.nemesis_record:new()
nem.id=id
nem.unit_id=trgunit.id
nem.unit=trgunit
nem.flags:resize(4)
--not sure about these flags...
-- [[
nem.flags[4]=true
nem.flags[5]=true
nem.flags[6]=true
nem.flags[7]=true
nem.flags[8]=true
nem.flags[9]=true
--]]
--[[for k=4,8 do
nem.flags[k]=true
end]]
nem.unk10=-1
nem.unk11=-1
nem.unk12=-1
df.global.world.nemesis.all:insert("#",nem)
df.global.nemesis_next_id=id+1
trgunit.general_refs:insert("#",{new=df.general_ref_is_nemesisst,nemesis_id=id})
trgunit.flags1.important_historical_figure=true
nem.save_file_id=-1
local he=df.historical_entity.find(civ_id)
he.nemesis_ids:insert("#",id)
he.nemesis:insert("#",nem)
local he_group
if group_id~=-1 then
he_group=df.historical_entity.find(group_id)
end
if he_group then
he_group.nemesis_ids:insert("#",id)
he_group.nemesis:insert("#",nem)
end
allocateIds(nem,he)
nem.figure=createFigure(trgunit,he,he_group)
end
function PlaceUnitById(race,caste,name,position,civ_id,no_nemesis)
local pos=position or copyall(df.global.cursor)
if pos.x==-30000 then
qerror("Point your pointy thing somewhere")
end
local u=CreateUnit(race,tonumber(caste) or 0)
u.pos:assign(pos)
if name then
u.name.first_name=name
u.name.has_name=true
end
local group_id
if df.global.gamemode==df.game_mode.ADVENTURE then
u.civ_id=civ_id or df.global.world.units.active[0].civ_id
group_id=-1
else
u.civ_id=civ_id or df.global.ui.civ_id
end
if civ_id==-1 then
group_id=group_id or -1
else
group_id=group_id or df.global.ui.group_id
end
local desig,ocupan=dfhack.maps.getTileFlags(pos)
if ocupan.unit then
ocupan.unit_grounded=true
u.flags1.on_ground=true
else
ocupan.unit=true
end
if no_nemesis or df.historical_entity.find(u.civ_id) ~= nil then
createNemesis(u,u.civ_id,group_id)
end
end
local argPos
if #args>3 then
argPos={}
argPos.x=args[4]
argPos.y=args[5]
argPos.z=args[6]
end
@gbwellman

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commented Apr 5, 2014

Hi mate,
Awesome bit of code! Do you have a walkthrough or example files for setting up and using your script? I've tried a bit with it today and I'm not sure if makeConstruct() is being called after the custom reaction is complete. Any help would be appreciated! Many thanks in advance

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