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assign-beliefs.lua
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assign-beliefs.lua
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-- Change the beliefs of a unit.
--@ module = true
local help = [====[
assign-beliefs
==============
A script to change the beliefs (values) of a unit.
Beliefs are defined with the belief token and a number from -3 to 3,
which describes the different levels of belief strength, as explained here:
https://dwarffortresswiki.org/index.php/DF2014:Personality_trait#Beliefs
======== =========
Strength Effect
======== =========
3 Highest
2 Very High
1 High
0 Neutral
-1 Low
-2 Very Low
-3 Lowest
======== =========
Resetting a belief means setting it to a level that does not trigger a
report in the "Thoughts and preferences" screen.
Usage:
``-help``:
print the help page.
``-unit <UNIT_ID>``:
set the target unit ID. If not present, the
currently selected unit will be the target.
``-beliefs [ <BELIEF> <LEVEL> <BELIEF> <LEVEL> <...> ]``:
the beliefs to modify and their levels. The
valid belief tokens can be found in the wiki page
linked above; level values range from -3 to 3.
There must be a space before and after each square
bracket.
``-reset``:
reset all beliefs to a neutral level. If the script is
called with both this option and a list of beliefs/levels,
first all the unit beliefs will be reset and then those
beliefs listed after ``-beliefs`` will be modified.
Example:
``assign-beliefs -reset -beliefs [ TRADITION 2 CRAFTSMANSHIP 3 POWER 0 CUNNING -1 ]``
Resets all the unit beliefs, then sets the listed
beliefs to the following values:
* Tradition: a random value between 26 and 40 (level 2);
* Craftsmanship: a random value between 41 and 50 (level 3);
* Power: a random value between -10 and 10 (level 0);
* Cunning: a random value between -25 and -11 (level -1).
The final result (for a dwarf) will be:
``She personally is a firm believer in
the value of tradition and sees guile and
cunning as indirect and somewhat worthless.``
Note that the beliefs aligned with the cultural
values of the unit have not triggered a report.
]====]
local utils = require("utils")
local valid_args = utils.invert({
'help',
'unit',
'beliefs',
'reset',
})
-- ----------------------------------------------- UTILITY FUNCTIONS ------------------------------------------------ --
local function print_yellow(text)
dfhack.color(COLOR_YELLOW)
print(text)
dfhack.color(-1)
end
-- ------------------------------------------------- ASSIGN BELIEFS ------------------------------------------------- --
-- NOTE: in the game data, beliefs are called values.
--- Assign the given beliefs to a unit, clearing all the other beliefs if requested.
--- :beliefs: nil, or a table. The fields have the belief name as key and its level as value.
--- :unit: a valid unit id, a df.unit object, or nil. If nil, the currently selected unit will be targeted.
--- :reset: boolean, or nil.
function assign(beliefs, unit, reset)
assert(not beliefs or type(beliefs) == "table")
assert(not unit or type(unit) == "number" or type(unit) == "userdata")
assert(not reset or type(reset) == "boolean")
beliefs = beliefs or {}
reset = reset or false
if type(unit) == "number" then
unit = df.unit.find(tonumber(unit))
end
unit = unit or dfhack.gui.getSelectedUnit(true)
if not unit then
qerror("No unit found.")
end
--- Calculate a random value within the desired belief level
local function calculate_random_belief_value(belief_level)
local beliefs_levels = {
-- {minimum level value, maximum level value}
{ -50, -41 }, -- -3: lowest
{ -40, -26 }, -- -2: very low
{ -25, -11 }, -- -1: low
{ -10, 10 }, -- 0: neutral
{ 11, 25 }, -- 1: high
{ 26, 40 }, -- 2: very high
{ 41, 51 } -- 3: highest
}
local lvl = beliefs_levels[belief_level + 4]
return math.random(lvl[1], lvl[2])
end
-- clear beliefs
if reset then
unit.status.current_soul.personality.values = {}
end
--assign beliefs
for belief, level in pairs(beliefs) do
assert(type(level) == "number")
belief = belief:upper()
-- there's a typo in the game data
if belief == "PERSEVERANCE" then
belief = "PERSEVERENCE"
end
if df.value_type[belief] then
if level >= -3 and level <= 3 then
local belief_value = calculate_random_belief_value(level)
utils.insert_or_update(unit.status.current_soul.personality.values,
{ new = true, type = df.value_type[belief], strength = belief_value },
"type")
else
print_yellow("WARNING: level out of range for belief '" .. belief .. "'. Skipping...")
end
else
print_yellow("WARNING: '" .. belief .. "' is not a valid belief token. Skipping...")
end
end
end
-- ------------------------------------------------------ MAIN ------------------------------------------------------ --
local function main(...)
local args = utils.processArgs({...}, valid_args)
if args.help then
print(help)
return
end
local unit
if args.unit then
unit = tonumber(args.unit)
if not unit then
qerror("'" .. args.unit .. "' is not a valid unit ID.")
end
end
local reset = false
if args.reset then
reset = true
end
-- parse beliefs list
local beliefs = {}
if args.beliefs then
local i = 1
while i <= #args.beliefs do
local v = args.beliefs[i]
-- v can be a belief name but it can also be a level value, so we have to check
if not tonumber(v) then
-- assume it's a valid belief name, for now
local belief_name = tostring(v):upper()
-- then try to get the level value
local level_str = args.beliefs[i + 1]
if not level_str then
-- we reached the end of the beliefs list
qerror("Missing level value after '" .. v .. "'.")
end
local level_int = tonumber(level_str)
if not level_int then
qerror("'" .. level_str .. "' is not a valid number.")
end
-- assume the level value is in range, for now
beliefs[belief_name] = level_int
end
i = i + 1 -- skip next arg because we already consumed it
end
end
assign(beliefs, unit, reset)
end
if not dfhack_flags.module then
main(...)
end