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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 setneed = reqscript("modtools/set-need")
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 df.unit:is_instance(unit))
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)) --luacheck:retype
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
setneed.rebuildNeeds(unit)
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