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@warmist
Last active January 4, 2016 03:39
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Spawn unit at location or pointer
--create unit at pointer or given location and with given civ (usefull to pass -1 for enemy). Usage e.g. "spawnunit DWARF 0 Dwarfy"
--[=[
Creature (ID), caste (number), name, x,y,z , civ_id(-1 for enemy, optional) for spawn.
Made by warmist, but edited by Putnam for the dragon ball mod to be used in reactions
note that it's extensible to any autosyndrome reaction to spawn anything due to this; to use in autosyndrome, you want \COMMAND spawnunit CREATURE caste_number name \LOCATION
TODO:
birth time
death time
real body size
blood max
check if soulless and skip make soul
set weapon body part
historical entity/nemesis
generate name
--]=]
args={...}
local utils=require 'utils'
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)
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 PlaceUnit(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 race=findRace(race)
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
PlaceUnit(args[1],args[2],args[3],argPos,args[7]) --Creature (ID), caste (number), name, x,y,z , civ_id(-1 for enemy, optional) for spawn.
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