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@warmist
Created July 3, 2014 03:48
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--scroll down to the end for configuration
ret={...}
ret=ret[1]
ret.materials={}
ret.buildings={}
ret.special={}
ret.items={}
ret.creatures={}
for k,v in pairs(ret) do
_ENV[k]=v
end
-- add material by id (index,mat pair or token string or a type number), flags is a table of strings
-- supported flags (but not implemented):
-- flicker
function addMaterial(id,transparency,emitance,radius,flags)
local matinfo
if type(id)=="string" then
matinfo=dfhack.matinfo.find(id)
elseif type(id)=="table" then
matinfo=dfhack.matinfo.decode(id[1],id[2])
else
matinfo=dfhack.matinfo.decode(id,0)
end
if matinfo==nil then
error("Material not found")
end
materials[matinfo.type]=materials[matinfo.type] or {}
materials[matinfo.type][matinfo.index]=makeMaterialDef(transparency,emitance,radius,flags)
end
function buildingLookUp(id)
local tokens={}
local lookup={ Workshop=df.workshop_type,Furnace=df.furnace_type,Trap=df.trap_type,
SiegeEngine=df.siegeengine_type}
for i in string.gmatch(id, "[^:]+") do
table.insert(tokens,i)
end
local ret={}
ret.type=df.building_type[tokens[1]]
if tokens[2] then
local type_array=lookup[tokens[1]]
if type_array then
ret.subtype=type_array[tokens[2]]
end
if tokens[2]=="Custom" and tokens[3] then --TODO cache for faster lookup
if ret.type==df.building_type.Workshop then
for k,v in pairs(df.global.world.raws.buildings.workshops) do
if v.code==tokens[3] then
ret.custom=v.id
return ret
end
end
elseif ret.type==df.building_type.Furnace then
for k,v in pairs(df.global.world.raws.buildings.furnaces) do
if v.code==tokens[3] then
ret.custom=v.id
return ret
end
end
end
qerror("Invalid custom building:"..tokens[3])
end
end
return ret
end
function itemLookup(id)
local ret={}
local tokens={}
for i in string.gmatch(id, "[^:]+") do
table.insert(tokens,i)
end
ret.type=df.item_type[tokens[1]]
ret.subtype=-1
if tokens[2] then
for k,v in ipairs(df.global.world.raws.itemdefs.all) do --todo lookup correct itemdef
if v.id==tokens[2] then
ret.subtype=v.subtype
return ret
end
end
qerror("Failed item subtype lookup:"..tokens[2])
end
return ret
end
function creatureLookup(id)
local ret={}
local tokens={}
for i in string.gmatch(id, "[^:]+") do
table.insert(tokens,i)
end
for k,v in ipairs(df.global.world.raws.creatures.all) do
if v.creature_id==tokens[1] then
ret.type=k
if tokens[2] then
for k,v in ipairs(v.caste) do
if v.caste_id==tokens[2] then
ret.subtype=k
break
end
end
if ret.subtype==nil then
qerror("caste "..tokens[2].." for "..tokens[1].." not found")
end
end
return ret
end
end
qerror("Failed to find race:"..tokens[1])
end
-- add creature by id ("DWARF" or "DWARF:MALE")
-- supported flags:
function addCreature(id,transparency,emitance,radius,flags)
local crId=creatureLookup(id)
local mat=makeMaterialDef(transparency,emitance,radius,flags)
table.insert(creatures,{race=crId.type,caste=crId.subtype or -1, light=mat})
end
-- add item by id ( "TOTEM" or "WEAPON:PICK" or "WEAPON" for all the weapon types)
-- supported flags:
-- hauling --active when hauled TODO::currently all mean same thing...
-- equiped --active while equiped TODO::currently all mean same thing...
-- inBuilding --active in building TODO::currently all mean same thing...
-- contained --active in container TODO::currently all mean same thing...
-- onGround --active on ground
-- useMaterial --uses material, but the defined things overwrite
function addItem(id,transparency,emitance,radius,flags)
local itemId=itemLookup(id)
local mat=makeMaterialDef(transparency,emitance,radius,flags)
table.insert(items,{["type"]=itemId.type,subtype=itemId.subtype,light=mat})
end
-- add building by id (string e.g. "Statue" or "Workshop:Masons", flags is a table of strings
-- supported flags:
-- useMaterial --uses material, but the defined things overwrite
-- poweredOnly --glow only when powered
function addBuilding(id,transparency,emitance,radius,flags,size,thickness)
size=size or 1
thickness=thickness or 1
local bld=buildingLookUp(id)
local mat=makeMaterialDef(transparency,emitance,radius,flags)
mat.size=size
mat.thickness=thickness
buildings[bld.type]=buildings[bld.type] or {}
if bld.subtype then
if bld.custom then
buildings[bld.type][bld.subtype]=buildings[bld.type][bld.subtype] or {}
buildings[bld.type][bld.subtype][bld.custom]=mat
else
buildings[bld.type][bld.subtype]={[-1]=mat}
end
else
buildings[bld.type][-1]={[-1]=mat}
end
end
function makeMaterialDef(transparency,emitance,radius,flags)
local flg
if flags then
flg={}
for k,v in ipairs(flags) do
flg[v]=true
end
end
return {tr=transparency,em=emitance,rad=radius,flags=flg}
end
function colorFrom16(col16)
local col=df.global.enabler.ccolor[col16]
return {col[0],col[1],col[2]}
end
function addGems()
for k,v in pairs(df.global.world.raws.inorganics) do
if v.material.flags.IS_GEM then
addMaterial("INORGANIC:"..v.id,colorFrom16(v.material.tile_color[0]+v.material.tile_color[2]*8))
end
end
end
------------------------------------------------------------------------
---------------- Configuration Starts Here -------------------------
------------------------------------------------------------------------
is_computer_quantum=false -- will enable more costly parts in the future
--special things
special.LAVA=makeMaterialDef({0.8,0.2,0.2},{0.8,0.2,0.2},5)
special.WATER=makeMaterialDef({0.5,0.5,0.8})
special.FROZEN_LIQUID=makeMaterialDef({0.2,0.7,0.9}) -- ice
special.AMBIENT=makeMaterialDef({0.85,0.85,0.85}) --ambient fog
special.CURSOR=makeMaterialDef({1,1,1},{0.96,0.84,0.03},11, {"flicker"})
special.CITIZEN=makeMaterialDef(nil,{0.80,0.80,0.90},8)
special.LevelDim=0.6 -- darkness. Do not set to 0
special.dayHour=-1 -- <0 cycle, else hour of the day
special.dayColors={ {0.2,0.2,0.7}, --dark at 0 hours
{0.6,0.5,0.5}, --reddish twilight
{1,1,1}, --fullbright at 12 hours
{0.8,0.6,0.2},
{0.2,0.2,0.7}} --dark at 24 hours
special.daySpeed=0.5 -- 1->1200 cur_year_ticks per day. 2->600 ticks
--TODO dragonfire
-- glasses
addMaterial("GLASS_GREEN",{0.1,0.9,0.5})
addMaterial("GLASS_CLEAR",{0.5,0.95,0.9})
addMaterial("GLASS_CRYSTAL",{0.75,0.95,0.95})
-- Plants
addMaterial("PLANT:TOWER_CAP",nil,{0.65,0.65,0.65},6)
addMaterial("PLANT:MUSHROOM_CUP_DIMPLE",nil,{0.03,0.03,0.5},3)
addMaterial("PLANT:CAVE MOSS",nil,{0.1,0.1,0.4},2)
addMaterial("PLANT:MUSHROOM_HELMET_PLUMP",nil,{0.2,0.1,0.6},2)
-- inorganics
addMaterial("INORGANIC:ADAMANTINE",{0.1,0.3,0.3},{0.1,0.3,0.3},4)
addMaterial("INORGANIC:RAW_ADAMANTINE",{0.1,0.3,0.3},{0.1,0.3,0.3},4)
--addMaterial("INORGANIC:STYGIAN_BRONZE",nil,{0.4,0,0.4},4)
--addMaterial("INORGANIC:ORICHALCUM",nil,{0.6,0.6,0.3},4)
-- creature stuff
addMaterial("CREATURE:DRAGON:BLOOD",nil,{0.6,0.1,0.1},4)
addGems()
-- buildings
addBuilding("Statue",nil,{1.5,1.2,1.2},20,{"useMaterial"})
addBuilding("Armorstand",nil,{0.9,0.75,0.75},8,{"useMaterial"})
addBuilding("Weaponrack",nil,{0.9,0.75,0.75},8,{"useMaterial"})
addBuilding("Bed",nil,{1,0.7,0.7},6,{"useMaterial"})
addBuilding("Table",nil,{0.8,0.8,0.8},6,{"useMaterial"})
addBuilding("TractionBench",nil,{0.8,0.8,0.8},6,{"useMaterial"})
addBuilding("Chair",nil,{0.8,0.8,0.8},6,{"useMaterial"})
addBuilding("Cabinet",nil,{0.8,0.8,0.8},6,{"useMaterial"})
addBuilding("Coffin",nil,{0.5,0.5,0.5},4,{"useMaterial"})
addBuilding("Slab",nil,{0.5,0.5,0.5},4,{"useMaterial"})
addBuilding("WindowGlass",nil,nil,0,{"useMaterial"})
addBuilding("WindowGem",nil,nil,0,{"useMaterial"})
addBuilding("Door",nil,nil,0,{"useMaterial"}) -- special case, only closed door obstruct/emit light
addBuilding("Hatch",nil,nil,0,{"useMaterial"}) -- special case, only closed door obstruct/emit light
addBuilding("Floodgate",nil,nil,0,{"useMaterial"}) -- special case, only closed door obstruct/emit light
addBuilding("Well",{1,1,1},{1,1,1.3},6,{"useMaterial"})
addBuilding("Cage",{1,1,1},{0.5,0.5,0.5},4,{"useMaterial"})
addBuilding("Chain",{1,1,1},{0.5,0.5,0.5},4,{"useMaterial"})
addBuilding("NestBox",nil,{0.8,0.8,0.8},6,{"useMaterial"})
addBuilding("Hive",nil,{1,1,0.8},6,{"useMaterial"})
-- traps
addBuilding("Trap:Lever",{1,1,1},{1.3,1.3,0.3},4)
addBuilding("Trap:PressurePlate",{1,1,1},{0.5,0.5,0.5},4)
addBuilding("Trap:CageTrap",{1,1,1},{0.5,0.5,0.5},4)
addBuilding("Trap:StoneFallTrap",{1,1,1},{0.5,0.5,0.5},4)
addBuilding("Trap:WeaponTrap",{1,1,1},{0.5,0.5,0.5},4)
-- workshops
addBuilding("Workshop:Masons",{1,1,1},{1,1,0.8},10)
addBuilding("Workshop:Craftsdwarfs",{1,1,1},{1,1,0.8},10)
addBuilding("Workshop:Mechanics",{1,1,1},{1,1,0.8},10)
addBuilding("Workshop:Carpenters",{1,1,1},{1,1,0.8},10)
addBuilding("Workshop:Carpenters",{1,1,1},{1,1,0.8},10)
addBuilding("Workshop:Jewelers",{1,1,1},{0.3,1,0.3},10)
addBuilding("Workshop:Kitchen",{1,1,1},{0.9,0.3,0.3},10)
addBuilding("Workshop:Farmers",{1,1,1},{1,1,0.7},10)
addBuilding("Workshop:Butchers",{1,1,1},{1.1,0.9,0.7},10)
addBuilding("Workshop:Fishery",{1,1,1},{0.9,0.9,1.2},10)
addBuilding("Workshop:Still",{1,1,1},{0.6,1.2,0.6},12)
addBuilding("Workshop:Siege",{1,1,1},{1,1,0.8},10)
addBuilding("Workshop:Leatherworks",{1,1,1},{1,1,0.8},10)
addBuilding("Workshop:Tanners",{1,1,1},{1,1,0.8},10)
addBuilding("Workshop:Clothiers",{1,1,1},{1,1,0.8},10)
addBuilding("Workshop:Quern",{1,1,1},{1,1,0.8},8)
addBuilding("Workshop:Kennels",{1,1,1},{1,0.8,0.8},10)
addBuilding("Workshop:Ashery",{1,1,1},{1.2,0.9,0.8},10)
addBuilding("Workshop:Dyers",{1,1,1},{1,1,0.8},10)
addBuilding("Workshop:Millstone",{1,1,1},{1,1,0.8},10)
addBuilding("Workshop:Loom",{1,1,1},{1,1,1},10)
addBuilding("Workshop:Bowyers",{1,1,1},{1,1,0.7},10)
addBuilding("Workshop:MetalsmithsForge",{1,1,1},{1.5,1,0.5},15)
addBuilding("Workshop:MagmaForge",{1,1,1},{1.5,1,0.5},15)
-- custom
--addBuilding("Workshop:Custom:SUMMONING_CIRCLE",{1,1,1},{1.8,0.5,0.9},15)
-- furnaces
addBuilding("Furnace:WoodFurnace",{1,1,1},{1.2,0.5,0.5},15)
addBuilding("Furnace:Smelter",{1,1,1},{1.4,0.7,0.7},20)
addBuilding("Furnace:Kiln",{1,1,1},{1.4,0.7,0.7},20)
addBuilding("Furnace:Glassfurnace",{1,1,1},{1.4,1.4,0.7},20)
addBuilding("Furnace:MagmaSmelter",{1,1,1},{1.4,0.7,0.7},20)
addBuilding("Furnace:MagmaKiln",{1,1,1},{1.4,0.7,0.7},20)
addBuilding("Furnace:MagmaGlassFurnace",{1,1,1},{1.4,1.4,0.7},20)
-- todo : powered only stuff, flicker for furnaces
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