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dorf_tables.lua
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dorf_tables.lua
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-- dorf_tables has job distribution configurations, random number information for attributes generation, job configurations, profession configurations, dwarf types(ie. attributes/characteristic) configurations
-- usage: loaded by pimp-it.lua
-- by josh cooper(cppcooper) [created: 12-2017 | last edited: 12-2018]
--@ module = true
local help = [====[
dorf_tables
===========
Data tables for pimp-it.lua.
Usage: load inside secondary script (pimp-it.lua)
]====]
if not moduleMode then
print("scripts/dorf_tables.lua is a content library; calling it does nothing.")
do return end
end
print("Loading data tables..")
-- p denotes probability, always.
local O = 0
--luacheck:global
job_distributions = {
Thresholds = { 7, 14, 21, 28, 30, 35, 42, 49, 56, 63, 70, 77, 80, 110, 1000 }, --Don't touch unless you wanna recalculate the distributions,
_Grunt = { O, 1, 2, O, O, 1, 2, O, 4, 1, 1, 4, O, 10, 880; cur = 0; max = nil },
Miner = { 2, 1, O, 1, O, 1, O, O, O, O, 2, O, O, 3, O; cur = 0; max = nil },
Admin = { 1, 1, O, O, 1, O, O, O, O, O, O, O, 1, 1, O; cur = 0; max = nil },
General = { O, O, O, 1, O, O, 1, O, O, 1, O, O, O, 2, 10; cur = 0; max = nil },
Doctor = { O, 1, O, O, 1, O, O, O, O, O, O, O, 1, 2, O; cur = 0; max = nil },
Architect = { 1, O, O, 1, O, O, O, 1, O, 1, O, O, O, 2, O; cur = 0; max = nil },
Farmer = { 1, O, 1, O, O, O, O, O, 1, 1, O, O, O, 2, O; cur = 0; max = nil },
Rancher = { O, 1, O, O, O, O, 1, O, O, 1, O, O, O, O, O; cur = 0; max = nil },
Brewer = { 1, O, O, 1, O, O, O, O, O, 1, O, O, O, 1, O; cur = 0; max = nil },
Woodworker = { 1, O, 1, O, O, O, O, 1, O, O, O, O, O, O, O; cur = 0; max = nil },
Stoneworker = { O, 1, O, O, O, O, 1, 1, O, O, 2, O, O, O, O; cur = 0; max = nil },
Smelter = { O, 1, O, 1, O, O, O, O, O, O, O, O, O, 1, O; cur = 0; max = nil },
Blacksmith = { O, O, 1, O, O, 1, O, O, O, O, O, 1, O, 1, O; cur = 0; max = nil },
Artison = { O, O, 1, O, O, O, 1, 2, O, O, 2, 2, O, 3, O; cur = 0; max = nil },
Jeweler = { O, O, O, O, O, O, O, 1, O, O, O, O, O, 1, O; cur = 0; max = nil },
Textileworker = { O, O, O, 1, O, O, 1, O, O, O, O, O, O, O, O; cur = 0; max = nil },
Hunter = { O, O, O, 1, O, O, O, O, 1, O, O, O, O, O, O; cur = 0; max = nil },
Fisher = { O, O, 1, O, O, O, O, O, 1, O, O, O, O, O, O; cur = 0; max = nil },
Butcher = { O, O, O, O, O, 1, O, O, O, O, O, O, O, O, O; cur = 0; max = nil },
Engineer = { O, O, O, O, O, 1, O, 1, O, 1, O, O, 1, 1, O; cur = 0; max = nil }
}
--[[
Stat Rolling:
->Loop dwarf attributes (physical/mental)
->Loop attrib_levels randomly selecting elements
-Roll(p) to apply the element
*Apply element to attribute,
*or don't.
<-End Loop
<-End Loop
->Loop dorf_profs.<prof>.types{}
-Apply attribs{}
-Apply skills{}
<-End Loop
->Loop dorf_types
-Roll(p) to apply type
*Apply type,
*or don't.
<-End Loop
This procedure allows low rolls to be improved. High rolls cannot be replaced, except by even higher rolls.
--]]
--probability is used for generating all dwarf stats, some jobs include dorf_types which will upgrade particular stats
--luacheck:global
attrib_levels = { -- prob, avg, std deviation
incompetent = {p=0.01, 100, 20},
verybad = {p=0.02, 250, 25},
bad = {p=0.04, 450, 30},
average = {p=0.21, 810, 60},
good = {p=0.28, 1350, 75},
verygood = {p=0.22, 1700, 42},
superb = {p=0.12, 1900, 88},
amazing = {p=0.06, 2900, 188},
incredible = {p=0.03, 3800, 242},
unbelievable = {p=0.01, 4829, 42}
}
--[[
dorf_jobs = {
job = {
required_professions, max_tertiary_professions,
tertiary_professions,
dorf_types
}
The value associated with the tertiary professions is both an enforced ratio maximum for a given job,
and also the probability that the profession will be applied during the algorithm's execution.
}
--]]
--luacheck:global
jobs = {
_Grunt = {
req={'RECRUIT'}, max={1988},
HERBALIST=0.4,
types={'strong2','strong2','fast3','spaceaware3','soldier','fighter','social'}},
Miner = {
req={'MINER'}, max={1},
BREWER=0.2, STONEWORKER=0.12, ENGRAVER=0.333,
types={'spaceaware3','strong3','fast3','resilient2','social'}},
Admin = {
req={'ADMINISTRATOR'}, max={1},
TRADER=0.5, CLERK=0.5,
types={'genius3','intuitive3','resilient2','leader','adaptable','fighter','social'}},
General = {
req={'RECRUIT','SIEGE_OPERATOR','SIEGE_ENGINEER'}, max={2},
COOK=0.3333, MILLER=0.3333,
types={'fast2','genius2','spaceaware2','resilient2','leader','soldier','fighter'}},
Doctor = {
req={'DOCTOR'}, max={4},
DIAGNOSER=0.6666, BONE_SETTER=0.6666, SUTURER=0.3333, SURGEON=0.3333,
types={'genius3','resilient2','intuitive2','strong1','aware','agile'}},
Architect = {
req={'ARCHITECT','METALSMITH'}, max={2},
ENGINEER=0.5, MECHANIC=0.5, MASON=0.5, CARPENTER=0.5,
types={'genius3','creative2','fast1','strong1','spaceaware3'}},
Farmer = {
req={'PLANTER'}, max={3},
POTASH_MAKER=0.3333, MILLER=0.3333, FARMER=0.5, BREWER=0.5,
types={'fast3','strong1','spaceaware1','resilient1','intuitive1'}},
Rancher = {
req={'ANIMAL_CARETAKER'}, max={4},
SHEARER=0.5, MILKER=0.5, CHEESE_MAKER=0.5, BUTCHER=0.5, TANNER=0.5, ANIMAL_TRAINER=0.5,
types={'fast3','strong3','intuitive2','resilient2','spaceaware1'}},
Brewer = {
req={'BREWER'}, max={1},
HERBALIST=0.3333, POTTER=0.1111, THRESHER=0.5,
types={'fast2','buff','resilient1','genius1'}},
Woodworker = {
req={'WOODWORKER','WOODCUTTER'}, max={2},
CARPENTER=0.7, BOWYER=0.6,
types={'fast3','strong1','creative1','agile','fighter'}},
Stoneworker = {
req={'STONEWORKER'}, max={2},
ENGRAVER=0.58, MASON=0.66, MECHANIC=0.66,
types={'strong3','fast2','spaceaware1','creative1'}},
Smelter = {
req={'FURNACE_OPERATOR','WOOD_BURNER','POTASH_MAKER'}, max={1988},
types={'fast2','strong1','resilient1'}},
Blacksmith = {
req={'BLACKSMITH'}, max={3},
WEAPONSMITH=0.75, ARMORER=0.7, METALSMITH=0.66, BOWYER=0.33,
types={'strong3','fast2','spaceaware1'}},
Artison = {
req={'CRAFTSMAN','ENGRAVER','WOODCRAFTER','STONECRAFTER'}, max={2},
BONE_CARVER=0.66, POTTER=0.75,
types={'fast3','buff','creative2','social','artistic'}},
Jeweler = {
req={'JEWELER','GEM_CUTTER','GEM_SETTER'}, max={1988},
types={'creative2','intuitive2','spaceaware2','genius1','artistic'}},
Textileworker = {
req={'WEAVER','SPINNER','CLOTHIER'}, max={3},
THRESHER=0.75, LEATHERWORKER=0.5, DYER=0.5,
types={'fast1','creative1','social','artistic'}},
Hunter = {
req={'HUNTER','TRAPPER','RANGER'}, max={3},
HERBALIST=0.66, TANNER=0.88, BUTCHER=0.77, COOK=0.5,
types={'fast3','intuitive3','spaceaware3','resilient2','strong1'}},
Fisher = {
req={'FISHERMAN','COOK'}, max={1},
HERBALIST=0.77,
types={'fast2','intuitive2','spaceaware2','resilient2','buff'}},
Butcher = {
req={'BUTCHER'}, max={2},
TRAPPER=0.5, TANNER=0.75, COOK=0.66, BONE_CARVER=0.55,
types={'spaceaware1','buff','aware'}},
Engineer = {
req={'ENGINEER'}, max={7},
SIEGE_ENGINEER=0.88, MECHANIC=0.88, CLERK=0.88, PUMP_OPERATOR=0.88, SIEGE_OPERATOR=0.88, FURNACE_OPERATOR=0.5, BREWER=0.5,
types={'genius3','intuitive2','leader'}}
}
--luacheck:global
professions = {
--Basic Dwarfing
MINER = { skills = {MINING=3} },
RECRUIT = { skills = {KNOWLEDGE_ACQUISITION=2, INTIMIDATION=1, DISCIPLINE=3} },
ADMINISTRATOR = { skills = {RECORD_KEEPING=3, ORGANIZATION=2, APPRAISAL=1} },
TRADER = { skills = {APPRAISAL=3, NEGOTIATION=3, JUDGING_INTENT=2, LYING=2} },
CLERK = { skills = {RECORD_KEEPING=3, ORGANIZATION=3} },
DOCTOR = { skills = {DIAGNOSE=4, DRESS_WOUNDS=3, SET_BONE=2, SUTURE=1, CRUTCH_WALK=1} },
ENGINEER = { skills = {OPTICS_ENGINEER=3, FLUID_ENGINEER=3, MATHEMATICS=2, CRITICAL_THINKING=2, LOGIC=2, CHEMISTRY=1} },
ARCHITECT = { skills = {DESIGNBUILDING=3, MASONRY=2, CARPENTRY=1} },
--Resource Economy
WOODCUTTER = { skills = {WOODCUTTING=3} },
WOOD_BURNER = { skills = {WOOD_BURNING=2} },
FURNACE_OPERATOR = { skills = {SMELT=3} },
--Wood
CARPENTER = { skills = {CARPENTRY=3, DESIGNBUILDING=2} },
WOODWORKER = { skills = {CARPENTRY=3} },
WOODCRAFTER = { skills = {WOODCRAFT=3} },
--Stone
MASON = { skills = {MASONRY=3, DESIGNBUILDING=2} },
STONEWORKER = { skills = {MASONRY=3, STONECRAFT=2} },
STONECRAFTER = { skills = {STONECRAFT=3} },
--Metal
METALSMITH = { skills = {FORGE_FURNITURE=3, METALCRAFT=2} },
BLACKSMITH = { skills = {FORGE_WEAPON=4, FORGE_ARMOR=3} },
--Armory
BOWYER = { skills = {BOWYER=3} },
WEAPONSMITH = { skills = {FORGE_WEAPON=3} },
ARMORER = { skills = {FORGE_ARMOR=3} },
--Arts & Crafts & Dwarfism
CRAFTSMAN = { skills = {WOODCRAFT=2, STONECRAFT=2, METALCRAFT=2} },
ENGRAVER = { skills = {DETAILSTONE=5} },
MECHANIC = { skills = {MECHANICS=5} },
--Plants & Animals
--Agriculture
POTASH_MAKER = { skills = {POTASH_MAKING=3} },
PLANTER = { skills = {PLANT=4, POTASH_MAKING=2} },
FARMER = { skills = {PLANT=3, MILLING=3, HERBALISM=2, POTASH_MAKING=1} },
MILLER = { skills = {MILLING=3} },
HERBALIST = { skills = {HERBALISM=3} },
THRESHER = { skills = {PROCESSPLANTS=3} },
--Ranching
ANIMAL_CARETAKER = { skills = {ANIMALCARE=3, SHEARING=2, MILK=1, ANIMALTRAIN=1} },
ANIMAL_TRAINER = { skills = {ANIMALTRAIN=3} },
MILKER = { skills = {MILK=3} },
SHEARER = { skills = {SHEARING=3} },
CHEESE_MAKER = { skills = {CHEESEMAKING=3} },
--Hunting & Fishing
HUNTER = { skills = {SNEAK=3, TRACKING=4, RANGED_COMBAT=2, CROSSBOW=1} },
TRAPPER = { skills = {TRAPPING=3} },
FISHERMAN = { skills = {FISH=3, DISSECT_FISH=2, PROCESSFISH=2} },
--Dead Thing Science
BUTCHER = { skills = {BUTCHER=3, TANNER=2, COOK=1, GELD=-3} }, --the '-3' is not a typo, it is just to populate the field [for DwarfTherapist auto-assigning]
TANNER = { skills = {TANNER=3} },
--Textile & Clothing & Leather Industry
SPINNER = { skills = {SPINNING=3} },
WEAVER = { skills = {WEAVING=3} },
DYER = { skills = {DYER=3} },
CLOTHIER = { skills = {CLOTHESMAKING=2, DYER=1} },
LEATHERWORKER = { skills = {LEATHERWORK=3, TANNER=2} },
--War
SIEGE_ENGINEER = { skills = {SIEGECRAFT=3, SIEGEOPERATE=1} },
SIEGE_OPERATOR = { skills = {SIEGEOPERATE=3} },
PUMP_OPERATOR = { skills = {OPERATE_PUMP=3} },
--Other
BREWER = { skills = {BREWING=3} },
RANGER = { skills = {ANIMALCARE=3, ANIMALTRAIN=3, CROSSBOW=2, SNEAK=2, TRAPPING=2} },
COOK = { skills = {COOK=3} },
JEWELER = { skills = {APPRAISAL=3, ENCRUSTGEM=2, CUTGEM=1} },
GEM_CUTTER = { skills = {CUTGEM=3} },
GEM_SETTER = { skills = {ENCRUSTGEM=3} },
DIAGNOSER = { skills = {DIAGNOSE=5} },
BONE_SETTER = { skills = {SET_BONE=5} },
SUTURER = { skills = {SUTURE=5} },
SURGEON = { skills = {SURGERY=5, GELD=2} },
BONE_CARVER = { skills = {BONECARVE=3} },
POTTER = { skills = {POTTERY=3} },
GLAZER = { skills = {GLAZING=3} }
--[[
(not used)
MERCHANT
METALCRAFTER
HAMMERMAN
SPEARMAN
CROSSBOWMAN
WRESTLER
AXEMAN
SWORDSMAN
MACEMAN
--]]
}
--probability is used for randomly applying types to any and all dwarves
--luacheck:global
types = {
resilient1 = {
p = 0.2,
attribs = {ENDURANCE={'verygood'},RECUPERATION={'verygood'},DISEASE_RESISTANCE={'superb'}}},
resilient2 = {
p = 0.05,
attribs = {ENDURANCE={'amazing'},RECUPERATION={'incredible'},DISEASE_RESISTANCE={'unbelievable'}}},
genius1 = {
p = 0.1,
attribs = {ANALYTICAL_ABILITY={'good'},FOCUS={'verygood'},INTUITION={'good'}}},
genius2 = {
p = 0.01,
attribs = {ANALYTICAL_ABILITY={'superb'},FOCUS={'superb'},INTUITION={'superb'}}},
genius3 = {
p = 0.001,
attribs = {ANALYTICAL_ABILITY={'unbelievable'},FOCUS={'amazing'},INTUITION={'amazing'}}},
buff = {
p = 0.1111,
attribs = {STRENGTH={'good'},TOUGHNESS={'good'},WILLPOWER={'average'}}},
fast1 = {
p = 0.32,
attribs = {AGILITY={'good'}}},
fast2 = {
p = 0.16,
attribs = {AGILITY={'superb'}}},
fast3 = {
p = 0.08,
attribs = {AGILITY={'incredible'}}},
strong1 = {
p = 0.1,
attribs = {STRENGTH={'verygood'},TOUGHNESS={'good'},WILLPOWER={'good'}}},
strong2 = {
p = 0.05,
attribs = {STRENGTH={'amazing'},TOUGHNESS={'superb'},WILLPOWER={'verygood'}}},
strong3 = {
p = 0.01,
attribs = {STRENGTH={'unbelievable'},TOUGHNESS={'amazing'},WILLPOWER={'superb'}}},
creative1 = {
p = 0.05,
attribs = {CREATIVITY={'superb'}}},
creative2 = {
p = 0.0059,
attribs = {CREATIVITY={'incredible'}}},
intuitive1 = {
p = 0.2,
attribs = {INTUITION={'superb'}}},
intuitive2 = {
p = 0.1,
attribs = {INTUITION={'amazing'}}},
intuitive3 = {
p = 0.1,
attribs = {INTUITION={'unbelievable'}}},
spaceaware1 = {
p = 0.3333,
attribs = {KINESTHETIC_SENSE={'good'},SPATIAL_SENSE={'verygood'}}},
spaceaware2 = {
p = 0.2222,
attribs = {KINESTHETIC_SENSE={'verygood'},SPATIAL_SENSE={'amazing'}}},
spaceaware3 = {
p = 0.1111,
attribs = {KINESTHETIC_SENSE={'amazing'},SPATIAL_SENSE={'unbelievable'}}},
--with skills
agile = {
p = 0.1111,
attribs = {AGILITY={'amazing'}},
skills = {DODGING={7,14}}},
aware = {
p = 0.1111,
attribs = {SOCIAL_AWARENESS={'superb'},KINESTHETIC_SENSE={'verygood'},SPATIAL_SENSE={'amazing'}},
skills = {SITUATIONAL_AWARENESS={4,16},CONCENTRATION={5,10},MILITARY_TACTICS={3,11},DODGING={2,5}}},
social = {
p = 0.32,
attribs = {LINGUISTIC_ABILITY={'superb'},SOCIAL_AWARENESS={'superb'},EMPATHY={'verygood'}},
skills = {JUDGING_INTENT={8,12},PACIFY={4,16},CONSOLE={4,16},PERSUASION={2,8},CONVERSATION={2,8},FLATTERY={2,8},COMEDY={3,9},SPEAKING={4,10},PROSE={3,6}}},
artistic = {
p = 0.0311,
attribs = {CREATIVITY={'incredible'},MUSICALITY={'amazing'},EMPATHY={'superb'}},
skills = {POETRY={0,4},DANCE={0,4},MAKE_MUSIC={0,4},WRITING={0,4},PROSE={2,5},SING_MUSIC={2,5},PLAY_KEYBOARD_INSTRUMENT={2,5},PLAY_STRINGED_INSTRUMENT={2,5},PLAY_WIND_INSTRUMENT={2,5},PLAY_PERCUSSION_INSTRUMENT={2,5}}},
leader = {
p=0.14,
attribs = {FOCUS={'superb'},ANALYTICAL_ABILITY={'amazing'},LINGUISTIC_ABILITY={'superb'},PATIENCE={'incredible'},MEMORY={'verygood'},INTUITION={'amazing'},SOCIAL_AWARENESS={'incredible'},RECUPERATION={'verygood'},DISEASE_RESISTANCE={'good'},CREATIVITY={'superb'}},
skills = {LEADERSHIP={7,19},ORGANIZATION={7,17},TEACHING={12,18},MILITARY_TACTICS={7,19}}},
adaptable = {
p = 0.6666,
attribs = {STRENGTH={'average'},AGILITY={'average'},ENDURANCE={'average'},RECUPERATION={'average'},FOCUS={'verygood'}},
skills = {DODGING={4,16},CLIMBING={4,16},SWIMMING={4,16},KNOWLEDGE_ACQUISITION={4,16}}},
fighter = {
p = 0.4242,
attribs = {STRENGTH={'good'},AGILITY={'average'},ENDURANCE={'good'},RECUPERATION={'average'},FOCUS={'verygood'}},
skills = {DODGING={5,10},GRASP_STRIKE={5,10},STANCE_STRIKE={5,10},WRESTLING={5,10},SITUATIONAL_AWARENESS={5,10}}},
soldier = {
p = 0.3333,
attribs = {STRENGTH={'verygood'},AGILITY={'verygood'},ENDURANCE={'verygood'},RECUPERATION={'verygood'},FOCUS={'superb'}},
skills = {DISCIPLINE={7,14},SITUATIONAL_AWARENESS={5,10},MELEE_COMBAT={4,6},RANGED_COMBAT={4,6},ARMOR={4,6},HAMMER={4,6},CROSSBOW={4,6},COORDINATION={4,6},BALANCE={4,6},MILITARY_TACTICS={5,8}}}
}