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stripcaged.lua
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stripcaged.lua
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local argparse = require('argparse')
local opts = {}
local positionals = argparse.processArgsGetopt({...}, {
{'h', 'help', handler = function() opts.help = true end},
{nil, 'include-vermin', handler = function() opts.include_vermin = true end},
{nil, 'include-pets', handler = function() opts.include_pets = true end},
{'f', 'skip-forbidden', handler = function() opts.skip_forbidden = true end},
})
local function plural(nr, name)
-- '1 cage' / '4 cages'
return string.format('%s %s%s', nr, name, nr ~= 1 and 's' or '')
end
-- Checks item against opts to see if it's a vermin type that we ignore
local function isexcludedvermin(item)
if df.item_verminst:is_instance(item) then
return not opts.include_vermin
elseif df.item_petst:is_instance(item) then
return not opts.include_pets
end
return false
end
local function dump_item(item)
if item.flags.dump then return 0 end
if not item.flags.forbid or not opts.skip_forbidden then
item.flags.dump = true
item.flags.forbid = false
return 1
end
return 0
end
local function cage_dump_items(list)
local count = 0
local count_cage = 0
for _, cage in ipairs(list) do
local pre_count = count
for _, ref in ipairs(cage.general_refs) do
if df.general_ref_contains_itemst:is_instance(ref) then
local item = df.item.find(ref.item_id)
if not isexcludedvermin(item) then
count = count + dump_item(item)
end
end
end
if pre_count ~= count then count_cage = count_cage + 1 end
end
print(string.format('Dumped %s in %s', plural(count, 'item'),
plural(count_cage, 'cage')))
end
local function cage_dump_armor(list)
local count = 0
local count_cage = 0
for _, cage in ipairs(list) do
local pre_count = count
for _, ref in ipairs(cage.general_refs) do
if df.general_ref_contains_unitst:is_instance(ref) then
local inventory = df.unit.find(ref.unit_id).inventory
for _, it in ipairs(inventory) do
if it.mode == df.unit_inventory_item.T_mode.Worn then
count = count + dump_item(it.item)
end
end
end
end
if pre_count ~= count then count_cage = count_cage + 1 end
end
print(string.format('Dumped %s in %s', plural(count, 'armor piece'),
plural(count_cage, 'cage')))
end
local function cage_dump_weapons(list)
local count = 0
local count_cage = 0
for _, cage in ipairs(list) do
local pre_count = count
for _, ref in ipairs(cage.general_refs) do
if df.general_ref_contains_unitst:is_instance(ref) then
local inventory = df.unit.find(ref.unit_id).inventory
for _, it in ipairs(inventory) do
if it.mode == df.unit_inventory_item.T_mode.Weapon then
count = count + dump_item(it.item)
end
end
end
end
if pre_count ~= count then count_cage = count_cage + 1 end
end
print(string.format('Dumped %s in %s', plural(count, 'weapon'),
plural(count_cage, 'cage')))
end
local function cage_dump_all(list)
local count = 0
local count_cage = 0
for _, cage in ipairs(list) do
local pre_count = count
for _, ref in ipairs(cage.general_refs) do
if df.general_ref_contains_itemst:is_instance(ref) then
local item = df.item.find(ref.item_id)
if not isexcludedvermin(item) then
count = count + dump_item(item)
end
elseif df.general_ref_contains_unitst:is_instance(ref) then
local inventory = df.unit.find(ref.unit_id).inventory
for _, it in ipairs(inventory) do
if not isexcludedvermin(it.item) then
count = count + dump_item(it.item)
end
end
end
end
if pre_count ~= count then count_cage = count_cage + 1 end
end
print(string.format('Dumped %s in %s', plural(count, 'item'),
plural(count_cage, 'cage')))
end
local function cage_dump_list(list)
local count_total = {}
local empty_cages = 0
for _, cage in ipairs(list) do
local count = {}
for _, ref in ipairs(cage.general_refs) do
if df.general_ref_contains_itemst:is_instance(ref) then
local item = df.item.find(ref.item_id)
if not isexcludedvermin(item) then
local classname = df.item_type.attrs[item:getType()].caption
count[classname] = (count[classname] or 0) + 1
end
elseif df.general_ref_contains_unitst:is_instance(ref) then
local inventory = df.unit.find(ref.unit_id).inventory
for _, it in ipairs(inventory) do
if not isexcludedvermin(it.item) then
local classname = df.item_type.attrs[it.item:getType()].caption
count[classname] = (count[classname] or 0) + 1
end
end
end
end
local type = df.item_type.attrs[cage:getType()].caption -- Default case
if df.item_cagest:is_instance(cage) then
type = 'Cage'
elseif df.item_animaltrapst:is_instance(cage) then
type = 'Animal trap'
end
-- If count is empty
if not next(count) then
empty_cages = empty_cages + 1
else
local sortedlist = {}
for classname, n in pairs(count) do
table.insert(sortedlist, {classname = classname, count = n})
end
table.sort(sortedlist, (function(i, j) return i.count < j.count end))
print(('%s %d: '):format(type, cage.id))
for _, t in ipairs(sortedlist) do
print(' ' .. t.count .. ' ' .. t.classname)
end
end
for k, v in pairs(count) do count_total[k] = (count_total[k] or 0) + v end
end
if list[1] then
print('\nTotal:')
local sortedlist = {}
for classname, n in pairs(count_total) do
sortedlist[#sortedlist + 1] = {classname = classname, count = n}
end
table.sort(sortedlist, (function(i, j) return i.count < j.count end))
for _, t in ipairs(sortedlist) do
print(' ' .. t.count .. ' ' .. t.classname)
end
print('\n' .. plural(empty_cages, 'empty cage'))
end
end
-- handle magic script arguments
local list = {}
if positionals[2] == 'here' then
local built = dfhack.gui.getSelectedBuilding(true)
local item = dfhack.gui.getSelectedItem(true)
local unit = dfhack.gui.getSelectedUnit(true)
-- Is the selected cage a built cage?
if built and (df.building_cagest:is_instance(built) or
df.building_animaltrapst:is_instance(built)) then
table.insert(list, built.contained_items[0].item)
-- Is it an item in a stockpile or somewhere?
elseif item and (df.item_cagest:is_instance(item) or
df.item_animaltrapst:is_instance(item)) then
table.insert(list, item)
-- Is it a cage being hauled/carried by a unit?
elseif unit then
for _, it in ipairs(unit.inventory) do
if df.item_cagest:is_instance(it.item) or
df.item_animaltrapst:is_instance(it.item) then
table.insert(list, it.item)
end
end
-- Is the player trying to select a cage using the keyboard cursor?
elseif df.global.cursor.z > -10000 then -- cursor has values around -30000 if not valid/active.
local cursor = df.global.cursor
for _, cage in ipairs(df.global.world.items.other.ANY_CAGE_OR_TRAP) do
if same_xyz(cursor, cage.pos) then
table.insert(list, cage)
end
end
end
if not list[1] then
print 'Please select a cage'
return
end
elseif tonumber(positionals[2]) then -- Check if user provided ids
for i = 2, #positionals do
local id = positionals[i]
local it = df.item.find(tonumber(id))
if not it then
print('Invalid item id ' .. id)
elseif not df.item_cagest:is_instance(it) and
not df.item_animaltrapst:is_instance(it) then
print('Item ' .. id .. ' is not a cage')
else
list[#list + 1] = it
end
end
if not list[1] then
print 'Please use a valid cage id'
return
end
else
-- Default to vector of cages, but first convert it to a native Lua
-- list like how 'list' is used elsewhere.
for _, cage in ipairs(df.global.world.items.other.ANY_CAGE_OR_TRAP) do
table.insert(list, cage)
end
end
-- Print help if requested
if opts.help then
print(dfhack.script_help())
return
end
-- act
local choice = positionals[1] or ''
if choice:match '^it' then
cage_dump_items(list)
elseif choice:match '^arm' then
cage_dump_armor(list)
elseif choice:match '^wea' then
cage_dump_weapons(list)
elseif choice == 'all' then
cage_dump_all(list)
elseif choice == 'list' then
cage_dump_list(list)
else
print(dfhack.script_help())
end