v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Difference between revisions of "Lua scripting"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
(→‎Structure: How to read the two tables)
(→‎Random Creature Profiles: Describe RCP traits)
Line 133: Line 133:
  
 
Of these, only ``cannot_have_get_more_legs`` is optional. ``build_procgen_creature()`` has direct access to the RCP, as the first argument, and thus extra table entries can be used however you like.
 
Of these, only ``cannot_have_get_more_legs`` is optional. ``build_procgen_creature()`` has direct access to the RCP, as the first argument, and thus extra table entries can be used however you like.
 +
 +
``body_base`` points to a key in ``body_base_fun``, which is used to set creature options (walking and [[PCG layering token|PCG layering]] are set this way) and returns a list of [[body token]]s. Quadrupeds use a special function to vary the sprite, so here's the body base function for a humanoid.
 +
 +
{{Scriptdata
 +
|title=body_base_fun.HUMANOID
 +
|script=
 +
HUMANOID=function(rcp,options)
 +
options.pcg_layering_base="BEAST_HUMANOID"
 +
options.walk_var="STANDARD_BIPED_GAITS"
 +
options.walk_speed=900
 +
return {"RCP_UPPER_BODY","RCP_LOWER_BODY","RCP_NECK","RCP_HEAD","RCP_TWO_PART_ARMS","RCP_TWO_PART_LEGS"}
 +
end
 +
}}
 +
 +
``c_class`` also refers to another determines the kind of tissue layers the creature has. "FLESHY", "MAMMAL", "CHITIN_EXO", etc imply a biological creature with sinew, blood, different organs, nerves, and so on. "UNIFORM" describes a creature made of a single material, the choice influenced by its options. The ``random_creature_class`` and ``random_creature_material`` tables store the info for these traits.
 +
 +
Organic creatures can be tweaked to alter their surfaces, such as becoming skinless, hairy, or even uniform.
 +
 +
===Tweaks===
 +
 +
In the broadest sense, a tweak is any deviation from the creature profile. The aforementioned surface changes, new body parts, and attack interactions are all examples of tweaks.
 +
 +
===Color pickers===
 +
 +
Color picker functions can give more fitting [[color]] choices based on the options, instead of the default full spectrum. There are color pickers for certain malevolent [[sphere]]s, giving them a dark appearance. [[Werebeast]]s use a flag to only have natural brown or black colors.
 +
 +
{{Scriptdata
 +
|title=color_picker_functions
 +
|script=color_picker_functions={
 +
    death_misery={
 +
        cond=function(options)
 +
            return options.spheres.DEATH or options.spheres.MISERY
 +
        end,
 +
        color=function(color)
 +
            -- GRAY TO BLACK/BLUEISH GREEN THAT ARE SOMEWHAT GRAYISH AND MORE BLUE
 +
            return (color.v<=0.75 and color.s<=0.001) or (color.v==color.b and color.s<=0.25)
 +
        end
 +
    },
 +
    darkness_night={
 +
        cond=function(options)
 +
            return options.spheres.DARKNESS or options.spheres.NIGHT
 +
        end,
 +
        color=function(color)
 +
            -- GRAY TO BLACK OR DARK BLUISH
 +
            return color.v<=0.4 and (color.s < 0.001 or (color.h>180 and color.h<=240))
 +
        end
 +
    },
 +
    werebeast={
 +
        cond=function(options)
 +
            -- werebeasts only, in vanilla
 +
            return options.animal_coloring_allowed
 +
        end,
 +
        color=function(color)
 +
            --BROWN OKAY TOO
 +
            return color.h>=30 and color.h<=48 and color.b<=0.15 and color.v<=0.75 and color.v > 0
 +
        end
 +
    }
 +
}
 +
}}
  
 
===Logic insertion===
 
===Logic insertion===

Revision as of 17:37, 7 July 2025

Dwarven science stretched.png Research Pending!
This article or section is incomplete/under construction (likely due to recent changes) and may still be outdated or missing details. Feel free to do some testing and expand it.
Lua-Logo.svg


This article is about procedural raw generation. Information on Utility:DFHack scripting can be found at https://docs.dfhack.org/en/stable/.


Lua scripting is an experimental featurev51.06. It is used to create custom procedurally-generated objects that were previously created by hardcoded methods. It was announced in a video, with the stated goal of "supporting future magical endeavors."

Inorganic materials, languages, creatures, interactions, items (currently excluding instruments), reactions, entities, and plants are open to this system.

Scripts are loaded from a mod's scripts/init.lua file, and can require() other files.

Structure

As of right now, Lua scripting is confined to generation of procedural objects. This is done by running the generate function, a global function loaded in data/init/generators.lua. It runs unit tests, preprocess, do_once, materials, items, languages, creatures, interactions, entities and postprocessing, in that order.

When random objects are first generated, the game populates two global tables, world and random_object_parameters.

  • world contains info about the world currently being generated (or, in the future, played in). It contains worldgen parameters, raw object definitions, and a few other fields.
  • random_object_parameters contains what the game expects to be generated. The most important field is random_object_parameters.main_world_randoms, which is true for exactly one generation at the start of worldgen; it's what you want to check for if you're generating your own objects outside of do_once and the standard generation contexts.

You can print the contents of these tables to the log to see what data is available. The Runtime Dataminer mod includes a script to read these tables.

DFHack also has a version of df.world, though these tables are not necessarily equivalent. Headers and paths may differ, even when referencing the same data.

Debugging

You can set the global debug_level variable to print some debug info. It's a number, but what numbers are there are completely arbitrary. If it's >0, it'll run unit tests; if it's >=0.5, it'll display what step of generation it's at, at every step. You can use get_debug_logger(x) to return a function that logs to lualog.txt if the debug level is at least x.

Unit tests are functions that return a table, containing good, which, if truthy, is considered passed, and info, which is a string that contains information on said pass or fail. These unit tests should have no side effects, i.e. they shouldn't muck with global state any. Here's an example unit test shipped with the generators:

Object generation

The first steps after debugging are preprocess and do_once. These are tables of functions, running each one at a time. This is where you want your side effects.

If you're registering an entirely new procedural object type, you can use these steps. do_once only runs in the "main world randoms" generation call and is the safest option for adding new objects. The "adamantine alloys" example is done through these steps. You can also add functions to postprocess, which is like preprocessing but run after all the other generation steps.

You can also mess around with random_object_parameters in preprocessing. Vanilla demon types are assigned here, and you can change the proportions as an end user if you want.

Generation from list

The game then generates all of the individual objects; the general procedure for this is that the game calls the generate_from_list() function on a table of functions, which calls every function and picks one of the resulting values at random depending on their weights.

For example, the interactions.secrets table contains one entry, that for necromancers; it returns a table containing three entries: {interaction=tbl,weight=1,spheres=spheres}.

  • interaction is the full raw text of the interaction
  • weight is the random weight for the interaction, i.e. if you add another function which returns a table containing weight=2, that will be twice as likely as necromancers.
  • spheres is some extra data the generator might be able to use. It actually doesn't, at this point, but one could override generate_random_interactions() with their own version that takes into account spheres and, say, tries to evenly distribute generated secrets over available spheres. (This didn't end up in vanilla primarily out of concerns of bug-like behavior cropping up).

Languages

Languages are special, though; as can be seen in the Divine language/script or identity language. The languages table just expects to return table containing translations, e.g. tbl["ABBEY"]="abbey". If you want to procedurally add words or symbols (and yes, these are both doable), you can do so with raws.register_languages() in another function table.

Creatures

Creatures have a lot more to them than other procedural objects. Forgotten beasts are, in a sense, the simplest of them:

This is a lot of info! First, you build an options table; it's possible to make a full list of options used in vanilla, but other mods can also use arbitrary options. It then adds all the usual special-to-forgotten-beast tokens, in a big string, followed by calling add_regular_tokens(tbl,options), which adds some stuff common to all (vanilla) procedural creatures, based on the options given.

It sets do_water and the WATER sphere if the FB is in a water cavern, an option which whitelists certain random creature profiles, as well as adding a random evil sphere.

populate_sphere_info() is similar to add_regular_tokens(); it adds all of the spheres in options.spheres to the creature, using the [SPHERE] token, then, if certain options are set, does more.

Then, it gets a random creature profile using get_random_creature_profile() and the options, uses add_body_size() to set the BODY_SIZE tokens and attendant things that come with it, sets the creature tile, and finally runs the Big Function, build_procgen_creature(), which creates the description, body, tissues, et cetera.

Random Creature Profiles

A random creature profile is a type of "thing" a generated creature can be. For example:

Of these, only cannot_have_get_more_legs is optional. build_procgen_creature() has direct access to the RCP, as the first argument, and thus extra table entries can be used however you like.

body_base points to a key in body_base_fun, which is used to set creature options (walking and PCG layering are set this way) and returns a list of body tokens. Quadrupeds use a special function to vary the sprite, so here's the body base function for a humanoid.

c_class also refers to another determines the kind of tissue layers the creature has. "FLESHY", "MAMMAL", "CHITIN_EXO", etc imply a biological creature with sinew, blood, different organs, nerves, and so on. "UNIFORM" describes a creature made of a single material, the choice influenced by its options. The random_creature_class and random_creature_material tables store the info for these traits.

Organic creatures can be tweaked to alter their surfaces, such as becoming skinless, hairy, or even uniform.

Tweaks

In the broadest sense, a tweak is any deviation from the creature profile. The aforementioned surface changes, new body parts, and attack interactions are all examples of tweaks.

Color pickers

Color picker functions can give more fitting color choices based on the options, instead of the default full spectrum. There are color pickers for certain malevolent spheres, giving them a dark appearance. Werebeasts use a flag to only have natural brown or black colors.

Logic insertion

While SELECT_CREATURE cannot target generated objects, btc1_tweaks is a global table of functions. build_procgen_creature() calls every function in it before determining the first tweak. The arguments supplied are lines,options,add_to_body,add_to_body_unique,add_tweak_candidate, where lines and options are the creature's raw lines and options, and the latter three pass local functions that add the chosen body part to the creature's definition or allow a certain tweak to be chosen.

Other stuff

TODO: Tweaks, random creature materials, random creature classes, color pickers, function that build_procgen_creature() calls in the process of building that can be used to inject your own logic into creature building (e.g. btc1_tweaks), etc.

CancelHideAbout

Rating Lua scripting