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-rw-r--r--plugins/add-spatter.cpp42
-rw-r--r--plugins/raw/reaction_spatter.txt141
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]