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assign-facets.lua
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assign-facets.lua
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-- Change the facets of a unit.
--@ module = true
local help = [====[
assign-facets
=============
A script to change the facets (traits) of a unit.
Facets are defined with a token and a number from -3 to 3, which describes
the different levels of facets strength, as explained here:
https://dwarffortresswiki.org/index.php/DF2014:Personality_trait#Facets
======== =========
Strength Effect
======== =========
3 Highest
2 Very High
1 High
0 Neutral
-1 Low
-2 Very Low
-3 Lowest
======== =========
Resetting a facet 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 [ <FACET> <LEVEL> <FACET> <LEVEL> <...> ]``:
the facets to modify and their levels. The
valid facet 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 facets to a neutral level. If the script is
called with both this option and a list of facets/levels,
first all the unit facets will be reset and then those
facets listed after ``-facets`` will be modified.
Example:
``assign-facets -reset -facets [ HATE_PROPENSITY -2 CHEER_PROPENSITY -1 ]``
Resets all the unit facets, then sets the listed facets to the following values:
* Hate propensity: a value between 10 and 24 (level -2);
* Cheer propensity: a value between 25 and 39 (level -1).
The final result (for a dwarf) will be:
``She very rarely develops negative feelings
toward things. She is rarely happy or enthusiastic,
and she is conflicted by this as she values
parties and merrymaking in the abstract.``
Note that the facets are compared to the beliefs,
and if conflicts arise they will be reported.
]====]
local utils = require("utils")
local valid_args = utils.invert({
'help',
'unit',
'facets',
'reset',
})
-- ----------------------------------------------- UTILITY FUNCTIONS ------------------------------------------------ --
local function print_yellow(text)
dfhack.color(COLOR_YELLOW)
print(text)
dfhack.color(-1)
end
-- ------------------------------------------------- ASSIGN FACETS -------------------------------------------------- --
-- -- NOTE: in the game data, facets are called traits.
--- Assign the given facets to a unit, resetting all the other facets if requested.
--- :facets: nil, or a table. The fields have the facet 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(facets, unit, reset)
assert(not facets or type(facets) == "table")
assert(not unit or type(unit) == "number" or type(unit) == "userdata")
assert(not reset or type(reset) == "boolean")
facets = facets 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 facet strength level
local function calculate_random_facet_strength(facet_level)
local facets_levels = {
-- {minimum level value, maximum level value}
{ 0, 9 }, -- -3: lowest
{ 10, 24 }, -- -2: very low
{ 25, 39 }, -- -1: low
{ 40, 60 }, -- 0: neutral
{ 61, 75 }, -- 1: high
{ 76, 90 }, -- 2: very high
{ 91, 100 } -- 3: highest
}
local lvl = facets_levels[facet_level + 4]
return math.random(lvl[1], lvl[2])
end
-- reset facets
if reset then
for i, _ in pairs(unit.status.current_soul.personality.traits) do
local value = calculate_random_facet_strength(0)
unit.status.current_soul.personality.traits[i] = value
end
end
--assign facets
for facet, level in pairs(facets) do
assert(type(level) == "number")
facet = facet:upper()
-- there's a typo in the game data
if facet == "PERSEVERANCE" then
facet = "PERSEVERENCE"
end
if df.personality_facet_type[facet] then
if level >= -3 and level <= 3 then
local facet_strength = calculate_random_facet_strength(level)
unit.status.current_soul.personality.traits[facet] = facet_strength
else
print_yellow("WARNING: level out of range for facet '" .. level .. "'. Skipping...")
end
else
print_yellow("WARNING: '" .. facet .. "' is not a valid facet 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 facets list
local facets = {}
if args.facets then
local i = 1
while i <= #args.facets do
local v = args.facets[i]
-- v can be a facet name but it can also be a level value, so we have to check
if not tonumber(v) then
-- assume it's a valid facet name, for now
local facet_name = tostring(v):upper()
-- then try to get the level value
local level_str = args.facets[i + 1]
if not level_str then
-- we reached the end of the facets 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
facets[facet_name] = level_int
end
i = i + 1 -- skip next arg because we already consumed it
end
end
assign(facets, unit, reset)
end
if not dfhack_flags.module then
main(...)
end