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| author | Alexander Gavrilov | 2012-09-18 13:15:25 +0400 |
|---|---|---|
| committer | Alexander Gavrilov | 2012-09-18 13:15:25 +0400 |
| commit | f2e7ee4756813e1f60043d47942d18d4b7b814b5 (patch) | |
| tree | 04619688c9f7b929a3148531e1aba3a135c76421 | |
| parent | d70a79deb99a3c4ae6458317ee1111928f3db401 (diff) | |
| download | dfhack-f2e7ee4756813e1f60043d47942d18d4b7b814b5.tar.gz dfhack-f2e7ee4756813e1f60043d47942d18d4b7b814b5.tar.bz2 dfhack-f2e7ee4756813e1f60043d47942d18d4b7b814b5.tar.xz | |
Tweak the add spatter plugin.
| -rw-r--r-- | plugins/add-spatter.cpp | 42 | ||||
| -rw-r--r-- | plugins/raw/reaction_spatter.txt | 141 |
2 files changed, 155 insertions, 28 deletions
diff --git a/plugins/add-spatter.cpp b/plugins/add-spatter.cpp index dda4ca2b..35ea11ef 100644 --- a/plugins/add-spatter.cpp +++ b/plugins/add-spatter.cpp @@ -7,6 +7,7 @@ #include <modules/Maps.h> #include <modules/Job.h> #include <modules/Items.h> +#include <modules/Units.h> #include <TileTypes.h> #include <vector> #include <cstdio> @@ -121,20 +122,22 @@ static void find_material(int *type, int *index, df::item *input, MaterialSource } } -static bool has_contaminant(df::item_actual *item, int type, int index) +static int has_contaminant(df::item_actual *item, int type, int index) { auto cont = item->contaminants; if (!cont) - return false; + return 0; + + int size = 0; for (size_t i = 0; i < cont->size(); i++) { auto cur = (*cont)[i]; if (cur->mat_type == type && cur->mat_index == index) - return true; + size += cur->size; } - return false; + return size; } /* @@ -209,7 +212,7 @@ struct item_hook : df::item_constructed { find_material(&mattype, &matindex, material, product.material); - if (mattype < 0 || has_contaminant(this, mattype, matindex)) + if (mattype < 0 || has_contaminant(this, mattype, matindex) >= 50) return false; } @@ -253,15 +256,36 @@ struct product_hook : improvement_product { if (object && (material || !product->material.reagent)) { + using namespace df::enums::improvement_type; + int mattype, matindex; find_material(&mattype, &matindex, material, product->material); + df::matter_state state = matter_state::Liquid; + + switch (improvement_type) + { + case COVERED: + if (flags.is_set(reaction_product_improvement_flags::GLAZED)) + state = matter_state::Solid; + break; + case BANDS: + state = matter_state::Paste; + break; + case SPIKES: + state = matter_state::Powder; + break; + default: + break; + } + + int rating = unit ? Units::getEffectiveSkill(unit, df::job_skill(skill)) : 0; + int size = int(probability*(1.0f + 0.06f*rating)); // +90% at legendary + object->addContaminant( - mattype, matindex, - matter_state::Liquid, // TODO: heuristics or by reagent name + mattype, matindex, state, object->getTemperature(), - probability, // used as size - -1, + size, -1, 0x8000 // not washed by water, and 'clean items' safe. ); } diff --git a/plugins/raw/reaction_spatter.txt b/plugins/raw/reaction_spatter.txt index b31d82fa..229e531c 100644 --- a/plugins/raw/reaction_spatter.txt +++ b/plugins/raw/reaction_spatter.txt @@ -4,38 +4,141 @@ reaction_spatter Reaction name must start with 'SPATTER_ADD_':
-[REACTION:SPATTER_ADD_EXTRACT_WEAPON]
- [NAME:cover weapon with extract]
- [BUILDING:CRAFTSMAN:CUSTOM_ALT_V]
- [SKILL:DYER]
+[REACTION:SPATTER_ADD_OBJECT_LIQUID]
+ [NAME:coat object with liquid]
[ADVENTURE_MODE_ENABLED]
- [REAGENT:extract:10:LIQUID_MISC:NONE:NONE:NONE]
- [MIN_DIMENSION:10]
+ [SKILL:WAX_WORKING]
+ [REAGENT:extract:150:LIQUID_MISC:NONE:NONE:NONE]
+ [MIN_DIMENSION:150]
+ [REAGENT:extract container:1:NONE:NONE:NONE:NONE]
+ [CONTAINS:extract]
+ [PRESERVE_REAGENT]
+ [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
+ The object to improve must be after the input mat, so that it is known:
+ [REAGENT:object:1:NONE:NONE:NONE:NONE]
+ [PRESERVE_REAGENT]
+ Need some excuse why the spatter is water-resistant:
+ [REAGENT:grease:1:GLOB:NONE:NONE:NONE][REACTION_CLASS:FAT][UNROTTEN]
+ The probability is used as spatter size; Legendary gives +90%:
+ COVERED = liquid, GLAZED = solid, BANDS = paste, SPIKES = powder
+ [IMPROVEMENT:800:object:BANDS:GET_MATERIAL_FROM_REAGENT:extract:NONE]
+
+[REACTION:SPATTER_ADD_WEAPON_EXTRACT]
+ [NAME:coat weapon with extract]
+ [BUILDING:CRAFTSMAN:NONE]
+ [SKILL:WAX_WORKING]
+ [REAGENT:extract:150:LIQUID_MISC:NONE:NONE:NONE]
+ [MIN_DIMENSION:150]
[REACTION_CLASS:CREATURE_EXTRACT]
[REAGENT:extract container:1:NONE:NONE:NONE:NONE]
[CONTAINS:extract]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
- The object to improve must be the last reagent:
+ The object to improve must be after the input mat, so that it is known:
[REAGENT:object:1:WEAPON:NONE:NONE:NONE]
[PRESERVE_REAGENT]
- The probability is used as spatter size instead:
- [IMPROVEMENT:100:object:COVERED:GET_MATERIAL_FROM_REAGENT:extract:NONE]
+ Need some excuse why the spatter is water-resistant:
+ [REAGENT:grease:1:GLOB:NONE:NONE:NONE][REACTION_CLASS:TALLOW][UNROTTEN]
+ The probability is used as spatter size; Legendary gives +90%:
+ COVERED = liquid, GLAZED = solid, BANDS = paste, SPIKES = powder
+ [IMPROVEMENT:800:object:COVERED:GET_MATERIAL_FROM_REAGENT:extract:NONE]
-[REACTION:SPATTER_ADD_EXTRACT_AMMO]
- [NAME:cover ammo with extract]
- [BUILDING:CRAFTSMAN:CUSTOM_ALT_M]
- [SKILL:DYER]
- [ADVENTURE_MODE_ENABLED]
- [REAGENT:extract:10:LIQUID_MISC:NONE:NONE:NONE]
- [MIN_DIMENSION:10]
+[REACTION:SPATTER_ADD_AMMO_EXTRACT]
+ [NAME:coat ammo with extract]
+ [BUILDING:CRAFTSMAN:NONE]
+ [SKILL:WAX_WORKING]
+ [REAGENT:extract:50:LIQUID_MISC:NONE:NONE:NONE]
+ [MIN_DIMENSION:50]
+ [REACTION_CLASS:CREATURE_EXTRACT]
+ [REAGENT:extract container:1:NONE:NONE:NONE:NONE]
+ [CONTAINS:extract]
+ [PRESERVE_REAGENT]
+ [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
+ The object to improve must be after the input mat, so that it is known:
+ [REAGENT:object:1:AMMO:NONE:NONE:NONE]
+ [PRESERVE_REAGENT]
+ Need some excuse why the spatter is water-resistant:
+ [REAGENT:grease:1:GLOB:NONE:NONE:NONE][REACTION_CLASS:TALLOW][UNROTTEN]
+ The probability is used as spatter size; Legendary gives +90%:
+ COVERED = liquid, GLAZED = solid, BANDS = paste, SPIKES = powder
+ [IMPROVEMENT:200:object:COVERED:GET_MATERIAL_FROM_REAGENT:extract:NONE]
+
+[REACTION:SPATTER_ADD_WEAPON_GCS]
+ [NAME:coat weapon with GCS venom]
+ [BUILDING:CRAFTSMAN:NONE]
+ [SKILL:WAX_WORKING]
+ [REAGENT:extract:150:LIQUID_MISC:NONE:CAVE_SPIDER_GIANT:POISON]
+ [MIN_DIMENSION:150]
+ [REACTION_CLASS:CREATURE_EXTRACT]
+ [REAGENT:extract container:1:NONE:NONE:NONE:NONE]
+ [CONTAINS:extract]
+ [PRESERVE_REAGENT]
+ [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
+ The object to improve must be after the input mat, so that it is known:
+ [REAGENT:object:1:WEAPON:NONE:NONE:NONE]
+ [PRESERVE_REAGENT]
+ Need some excuse why the spatter is water-resistant:
+ [REAGENT:grease:1:GLOB:NONE:NONE:NONE][REACTION_CLASS:TALLOW][UNROTTEN]
+ The probability is used as spatter size; Legendary gives +90%:
+ COVERED = liquid, GLAZED = solid, BANDS = paste, SPIKES = powder
+ [IMPROVEMENT:800:object:COVERED:GET_MATERIAL_FROM_REAGENT:extract:NONE]
+
+[REACTION:SPATTER_ADD_AMMO_GCS]
+ [NAME:coat ammo with GCS venom]
+ [BUILDING:CRAFTSMAN:NONE]
+ [SKILL:WAX_WORKING]
+ [REAGENT:extract:50:LIQUID_MISC:NONE:CAVE_SPIDER_GIANT:POISON]
+ [MIN_DIMENSION:50]
+ [REACTION_CLASS:CREATURE_EXTRACT]
+ [REAGENT:extract container:1:NONE:NONE:NONE:NONE]
+ [CONTAINS:extract]
+ [PRESERVE_REAGENT]
+ [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
+ The object to improve must be after the input mat, so that it is known:
+ [REAGENT:object:1:AMMO:NONE:NONE:NONE]
+ [PRESERVE_REAGENT]
+ Need some excuse why the spatter is water-resistant:
+ [REAGENT:grease:1:GLOB:NONE:NONE:NONE][REACTION_CLASS:TALLOW][UNROTTEN]
+ The probability is used as spatter size; Legendary gives +90%:
+ COVERED = liquid, GLAZED = solid, BANDS = paste, SPIKES = powder
+ [IMPROVEMENT:200:object:COVERED:GET_MATERIAL_FROM_REAGENT:extract:NONE]
+
+[REACTION:SPATTER_ADD_WEAPON_GDS]
+ [NAME:coat weapon with GDS venom]
+ [BUILDING:CRAFTSMAN:NONE]
+ [SKILL:WAX_WORKING]
+ [REAGENT:extract:150:LIQUID_MISC:NONE:SCORPION_DESERT_GIANT:POISON]
+ [MIN_DIMENSION:150]
+ [REACTION_CLASS:CREATURE_EXTRACT]
+ [REAGENT:extract container:1:NONE:NONE:NONE:NONE]
+ [CONTAINS:extract]
+ [PRESERVE_REAGENT]
+ [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
+ The object to improve must be after the input mat, so that it is known:
+ [REAGENT:object:1:WEAPON:NONE:NONE:NONE]
+ [PRESERVE_REAGENT]
+ Need some excuse why the spatter is water-resistant:
+ [REAGENT:grease:1:GLOB:NONE:NONE:NONE][REACTION_CLASS:TALLOW][UNROTTEN]
+ The probability is used as spatter size; Legendary gives +90%:
+ COVERED = liquid, GLAZED = solid, BANDS = paste, SPIKES = powder
+ [IMPROVEMENT:800:object:COVERED:GET_MATERIAL_FROM_REAGENT:extract:NONE]
+
+[REACTION:SPATTER_ADD_AMMO_GDS]
+ [NAME:coat ammo with GDS venom]
+ [BUILDING:CRAFTSMAN:NONE]
+ [SKILL:WAX_WORKING]
+ [REAGENT:extract:50:LIQUID_MISC:NONE:SCORPION_DESERT_GIANT:POISON]
+ [MIN_DIMENSION:50]
[REACTION_CLASS:CREATURE_EXTRACT]
[REAGENT:extract container:1:NONE:NONE:NONE:NONE]
[CONTAINS:extract]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
- The object to improve must be the last reagent:
+ The object to improve must be after the input mat, so that it is known:
[REAGENT:object:1:AMMO:NONE:NONE:NONE]
[PRESERVE_REAGENT]
- The probability is used as spatter size instead:
- [IMPROVEMENT:100:object:COVERED:GET_MATERIAL_FROM_REAGENT:extract:NONE]
+ Need some excuse why the spatter is water-resistant:
+ [REAGENT:grease:1:GLOB:NONE:NONE:NONE][REACTION_CLASS:TALLOW][UNROTTEN]
+ The probability is used as spatter size; Legendary gives +90%:
+ COVERED = liquid, GLAZED = solid, BANDS = paste, SPIKES = powder
+ [IMPROVEMENT:200:object:COVERED:GET_MATERIAL_FROM_REAGENT:extract:NONE]
|
