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@Putnam3145
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**Obsoleted by DFHack's item-trigger**. Itemsyndrome. Usage is given when "itemsyndrome help" is used. Updated for DFHack 0.34.11 r4. lso updated with Boltgun's changes to the assignment function.
-- Checks for inventory changes and applies or removes syndromes that items or their materials have. Use "disable" (minus quotes) to disable and "help" to get help.
local args = {...}
local function printItemSyndromeHelp()
print("Arguments (non case-sensitive):")
print(' "help": displays this dialogue.')
print(" ")
print(' "disable": disables the script.')
print(" ")
print(' "debugon/debugoff": debug mode.')
print(" ")
print(' "contaminantson/contaminantsoff": toggles searching for contaminants.')
print(' Disabling speeds itemsyndrome up greatly.')
print(' "transformReEquipOn/TransformReEquipOff": toggles transformation auto-reequip.')
end
itemsyndromedebug=false
function processArgs(args)
for k,v in ipairs(args) do
v=v:lower()
if v == "help" then printItemSyndromeHelp() return end
if v == "debugon" then itemsyndromedebug = true end
if v == "debugoff" then itemsyndromedebug = false end
if v == "contaminantson" then itemsyndromecontaminants = true end
if v == "contaminantsoff" then itemsyndromecontaminants = false end
if v == "transformreequipon" then transformationReEquip = true end
if v == "transformreequipoff" then transformationReEquip = false end
end
end
processArgs(args)
local function getMaterial(item)
local material = dfhack.matinfo.decode(item) and dfhack.matinfo.decode(item) or false
if not material then return nil end
if material.mode ~= "inorganic" then
return nil
else
return material.material --the "material" thing up there contains a bit more info which is all pretty important but impertinent, like the creature that the material comes from
end
end
local function findItemSyndromeInorganic()
local allInorganics = {}
for matID,material in ipairs(df.global.world.raws.inorganics) do
if string.find(material.id,"DFHACK_ITEMSYNDROME_MATERIAL_") then table.insert(allInorganics,matID) end --the last underscore is needed to prevent duped raws; I want good modder courtesy if it kills me, dammit!
end
if itemsyndromedebug then printall(allInorganics) end
if #allInorganics>0 then return allInorganics else return nil end
end
local function getAllItemSyndromeMats(itemSyndromeMatIDs)
local allActualInorganics = {}
for _,itemSyndromeMatID in ipairs(itemSyndromeMatIDs) do
table.insert(allActualInorganics,df.global.world.raws.inorganics[itemSyndromeMatID].material)
end
if itemsyndromedebug then printall(allActualInorganics) end
return allActualInorganics
end
local function syndromeIsDfHackSyndrome(syndrome)
for k,v in ipairs(syndrome.syn_class) do
if v.value=="DFHACK_ITEM_SYNDROME" then
if itemsyndromedebug then print('Syndrome is DFHack syndrome, checking if creature is affected...') end
return true
end
end
if itemsyndromedebug then print('Syndrome is not DFHack syndrome. Cancelling.') end
return false
end
local function itemHasNoSubtype(item)
return item:getSubtype()==-1
end
local function itemHasSyndrome(item)
if itemHasNoSubtype(item) or not itemSyndromeMats then return nil end
local allItemSyndromes={}
for _,material in ipairs(itemSyndromeMats) do
for __,syndrome in ipairs(material.syndrome) do
if syndrome.syn_name == item.subtype.name then table.insert(allItemSyndromes,syndrome) end
end
end
return #allItemSyndromes>0 and allItemSyndromes or false
end
local function alreadyHasSyndrome(unit,syn_id)
for _,syndrome in ipairs(unit.syndromes.active) do
if syndrome.type == syn_id then return true end
end
return false
end
local function eraseSyndrome(target,syn_id)
for i=#target.syndromes.active-1,0,-1 do
if target.syndromes.active[i].type==syn_id then target.syndromes.active:erase(i) end
end
end
local function assignSyndrome(target,syn_id) --taken straight from here, but edited so I can understand it better: https://gist.github.com/warmist/4061959/. Also implemented expwnent's changes for compatibility with syndromeTrigger.
if target==nil then
return nil
end
if alreadyHasSyndrome(target,syn_id) then
local syndrome
for k,v in ipairs(target.syndromes.active) do
if v.type == syn_id then syndrome = v end
end
if not syndrome then return nil end
syndrome.ticks=1
return true
end
local newSyndrome=df.unit_syndrome:new()
local target_syndrome=df.syndrome.find(syn_id)
newSyndrome.type=target_syndrome.id
newSyndrome.year=df.global.cur_year
newSyndrome.year_time=df.global.cur_year_tick
newSyndrome.ticks=0
newSyndrome.unk1=0
--newSyndrome.flags=0
for k,v in ipairs(target_syndrome.ce) do
local sympt=df.unit_syndrome.T_symptoms:new()
sympt.unk1=0
sympt.unk2=0
sympt.ticks=0
sympt.flags=2
newSyndrome.symptoms:insert("#",sympt)
end
target.syndromes.active:insert("#",newSyndrome)
if itemsyndromedebug then
print("Assigned syndrome #" ..syn_id.." to unit.")
end
return true
end
local function syndromeIsIndiscriminate(syndrome)
return (#syndrome.syn_affected_class==0 and #syndrome.syn_affected_creature==0 and #syndrome.syn_affected_caste==0 and #syndrome.syn_immune_class==0 and #syndrome.syn_immune_creature==0 and #syndrome.syn_immune_caste==0)
end
local function creatureIsAffected(unit,syndrome)
if syndromeIsIndiscriminate(syndrome) then
if itemsyndromedebug then
print("Creature is affected, checking if item is in valid position...")
end
return true
end
local affected = false
local unitraws = df.creature_raw.find(unit.race)
local casteraws = unitraws.caste[unit.caste]
local unitracename = unitraws.creature_id
local castename = casteraws.caste_id
local unitclasses = casteraws.creature_class
for _,unitclass in ipairs(unitclasses) do
for _,syndromeclass in ipairs(syndrome.syn_affected_class) do
if unitclass.value==syndromeclass.value then affected = true end
end
end
for caste,creature in ipairs(syndrome.syn_affected_creature) do
local affected_creature = creature.value
local affected_caste = syndrome.syn_affected_caste[caste].value --slightly evil, but oh well, hehe.
if affected_creature == unitracename and affected_caste == castename then affected = true end
end
for _,unitclass in ipairs(unitclasses) do
for _,syndromeclass in ipairs(syndrome.syn_immune_class) do
if unitclass.value==syndromeclass.value then affected = false end
end
end
for caste,creature in ipairs(syndrome.syn_immune_creature) do
local immune_creature = creature.value
local immune_caste = syndrome.syn_immune_caste[caste].value
if immune_creature == unitracename and immune_caste == castename then affected = false end
end
if itemsyndromedebug then
if not affected then print("Creature is not affected. Cancelling.") else print("Creature is affected, checking if item is in valid position...") end
end
return affected
end
local function getValidPositions(syndrome)
local returnTable={AffectsHauler=false,AffectsStuckins=false,IsArmorOnly=false,IsWieldedOnly=false,OnlyAffectsStuckins=false}
for k,v in ipairs(syndrome.syn_class) do
if v.value:find('DFHACK') then
if v.value=="DFHACK_AFFECTS_HAULER" then returnTable.AffectsHauler=true end
if v.value=="DFHACK_AFFECTS_STUCKIN" then returnTable.AffectsStuckins=true end
if v.value=="DFHACK_STUCKINS_ONLY" then returnTable.OnlyAffectsStuckins=true end
if v.value=="DFHACK_WIELDED_ONLY" then returnTable.IsWieldedOnly=true end
if v.value=="DFHACK_ARMOR_ONLY" then returnTable.IsArmorOnly=true end
end
end
return returnTable
end
local function itemIsInValidPosition(item_inv, syndrome)
local item = getValidPositions(syndrome)
if not item_inv then print("You shouldn't see this error! At all! Putnam f'd up! Tell her off!") return false end
local isInValidPosition=not ((item_inv.mode == 0 and not item.AffectsHauler) or (item_inv.mode == 7 and not item.AffectsStuckins) or (item_inv.mode ~= 2 and item.IsArmorOnly) or (item_inv.mode ~=1 and item.IsWieldedOnly) or (item_inv.mode ~=7 and item.OnlyAffectsStuckins))
if itemsyndromedebug then print(isInValidPosition and 'Item is in correct position.' or 'Item is not in correct position.') end
return isInValidPosition
end
local function syndromeIsTransformation(syndrome)
for _,effect in ipairs(syndrome.ce) do
if df.creature_interaction_effect_body_transformationst:is_instance(effect) then return true end
end
return false
end
local function rememberInventory(unit)
local invCopy = {}
for inv_id,item_inv in ipairs(unit.inventory) do
invCopy[inv_id+1] = {}
local itemToWorkOn = invCopy[inv_id+1]
itemToWorkOn.item = item_inv.item
itemToWorkOn.mode = item_inv.mode
itemToWorkOn.body_part_id = item_inv.body_part_id
end
return invCopy
end
local function moveAllToInventory(unit,invTable)
for _,item_inv in ipairs(invTable) do
dfhack.items.moveToInventory(item_inv.item,unit,item_inv.mode,item_inv.body_part_id)
end
end
local function syndromeIsOnUnequip(syndrome)
for k,v in ipairs(syndrome.syn_class) do
if v.value:upper()=='DFHACK_ON_UNEQUIP' then return true end
end
return false
end
local function addOrRemoveSyndromeDepending(unit,old_equip,new_equip,syndrome)
local item_inv=new_equip or old_equip
if syndromeIsOnUnequip(syndrome) then
if itemsyndromedebug then print('Syndrome is applied on unequip.') end
if syndromeIsDfHackSyndrome(syndrome) and creatureIsAffected(unit,syndrome) and itemIsInValidPosition(item_inv,syndrome) then
if not new_equip then
assignSyndrome(unit,syndrome.id)
else
eraseSyndrome(unit,syndrome.id)
end
end
else
if itemsyndromedebug then print('Syndrome is applied on equip.') end
if syndromeIsDfHackSyndrome(syndrome) and creatureIsAffected(unit,syndrome) and itemIsInValidPosition(item_inv,syndrome) then
if new_equip then
assignSyndrome(unit,syndrome.id)
else
eraseSyndrome(unit,syndrome.id)
end
end
end
end
eventful=require('plugins.eventful')
eventful.enableEvent(eventful.eventType.INVENTORY_CHANGE,5)
eventful.onInventoryChange.itemsyndrome=function(unit_id,item_id,old_equip,new_equip)
local item = df.item.find(item_id)
if not item then return false end
local unit = df.unit.find(unit_id)
if unit.flags1.dead then return false end
if itemsyndromedebug then print("Checking unit #" .. unit_id) end
local transformation = false
if itemsyndromedebug then print("checking item #" .. item_id .." on unit #" .. unit_id) end
local itemMaterial=getMaterial(item)
if itemMaterial then
for k,syndrome in ipairs(itemMaterial.syndrome) do
if itemsyndromedebug then print("item has a syndrome, checking if syndrome is valid for application...") end
if syndromeIsTransformation(syndrome) then
unitInventory = rememberInventory(unit)
transformation = true
end
addOrRemoveSyndromeDepending(unit,old_equip,new_equip,syndrome)
end
end
local itemSyndromes = itemHasSyndrome(item)
if itemSyndromes then
if itemsyndromedebug then print("Item itself has a syndrome, checking if item is in correct position and creature is affected") end
for k,syndrome in ipairs(itemSyndromes) do
if syndromeIsTransformation(syndrome) then
unitInventory = rememberInventory(unit)
transformation = true
end
addOrRemoveSyndromeDepending(unit,old_equip,new_equip,syndrome)
end
end
if itemsyndromecontaminants and item.contaminants then
if itemsyndromedebug then print("Item has contaminants. Checking for syndromes...") end
for _,contaminant in ipairs(item.contaminants) do
local contaminantMaterial=getMaterial(contaminant)
if contaminantMaterial then
for k,syndrome in ipairs(contaminantMaterial.syndrome) do
if itemsyndromedebug then print("Checking syndrome #" .. k .. "on contaminant #" .. _ .. " on item #" .. item_id .. " on unit #" .. unit_id ..".") end
if syndromeIsTransformation(syndrome) then
unitInventory = rememberInventory(unit)
transformation =true
end
addOrRemoveSyndromeDepending(unit,old_equip,new_equip,syndrome)
end
end
end
end
if transformation and transformationReEquip then dfhack.timeout(2,"ticks",function() moveAllToInventory(unit,unitInventory) end) end
end
dfhack.onStateChange.itemsyndrome=function(code)
if code==SC_WORLD_LOADED then
itemSyndromeMatIDs = findItemSyndromeInorganic()
if itemSyndromeMatIDs then itemSyndromeMats = getAllItemSyndromeMats(itemSyndromeMatIDs) end
end
end
if disable then
eventful.onInventoryChange.itemsyndrome=nil
print("Disabled itemsyndrome.")
disable = false
else
print("Enabled itemsyndrome.")
end
@pjf
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pjf commented Dec 27, 2013

Huzzah! I've updated SWP with this version. (I'm assuming equip-on-transform happening by default was causing some discomfort somewhere?)

Many thanks,

~T

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