OnGoodyHutReward event, what are the parameters?

Serp

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If you add a function to the GoodyHutReward event and print the params, it looks like this:

GoodyHutReward 0,131073,-2010932837,-856816033

The first one is obviuosly the PlayerID, but what could be the other numbers and how to get the amount and reward I got from a goody hut out of those numbers?

edit:
The goal is to add a custom side-notification about what a player received from a goody hut.
 
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Check Good Goody Huts code for help on this, it works fine with GS update too!
 
Where should I check code? I already searched all .lua scripts (I do not own GS yet) with help of notepad++ for "goody" and "reward", but nothing found. The event itself is one time used in a tutorial, but no params are used.

By testing I found out:

37 gold 0,196608,-2010932837,-2073396856
37 gold 0,327680,-2010932837,-2073396856
10 faith 0,196610,-1897648434,313124344
double heureka 0,393220,-1068790248,1570455183
single heureka 0,393220,-1068790248,51039867
new scout 0,393220,1623514478,-945185595
single inspiration 0,327680,301278043,-1593446804
new population 0,196610,1892398955,1038837136
10 faith 0,262147,-1897648434,313124344
relics 0,327680,301278043,2109989822
double inspiration 0,327680,301278043,-367235253


first is the PlayerID, you can get player with Players[PlayerID]
second is UnitID, you can get the unit with Players[ PlayerID ]:GetUnits():FindID(InitID);
third may be the RewardID, but how you can find out what? (although inspiration and relics would have same value?!)
fourth is an ID for the amount, but how to find out more?

In xml the third and fourht might be called "GoodyHutType" and "SubTypeGoodyHut" ... and these might be in GameInfo... but really no clue how to move on...


edit:
or alternatively: does someone know where the game prints the goodyhut reward on screen? Maybe I can catch the goodyhutreward information there, if it is not hardcoded.

PS: @EnlightendFox: Ah, you meant the mod "good godyhuts". Yes I already know it and improved it for personal use already, but it is only xml, and I'm aksing for lua stuff.
 
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Is this what you're looking for:
Code:
GameInfo.Improvements["IMPROVEMENT_GOODY_HUT"].Index
OnImprovementActivated(iX, iY, unitOwner, unitID, improvementType, improvementOwner, activationType)
Thank you for your help :)

The goal is to add a custom side-notification about what a player received from a goody hut.

I think your code does not include any information about the reward.
I'm sure it must be something with GameInfo and the stuff you find in GoodyHuts.xml , but I have no clue how to combine this, to translate those numbers into a goodyhut type string or sth that would help for the custom notification.
 
Those big integers are usually hash numbers. These are hard to decipher because they are defined in the DLL. In Lua you usually don’t use them directly but via a pre-defined table like SomePar.PAR1. Try to look through tables in the FireTuner. This is the only place where you can see those tables and hash values.

Also, if an intereger is within thousands like xxxxxx could also be a unit id or a city id.
 
Those big integers are usually hash numbers. These are hard to decipher because they are defined in the DLL. In Lua you usually don’t use them directly but via a pre-defined table like SomePar.PAR1. Try to look through tables in the FireTuner. This is the only place where you can see those tables and hash values.

Also, if an intereger is within thousands like xxxxxx could also be a unit id or a city id.
Thanks, using Firetuner is indeed easier than adding a print into a script, starting the game, looking at the lua.log, close game, add another print, start game again and so on :D
But it really sucks that you can not copy sth shown in the lua log,only single words...

But with help of a for loop I printed what is in GameInfo.GoodyHuts["GOODYHUT_CULTURE"]:
Spoiler :

Weight
100
GoodyHutType
GOODYHUT_CULTURE
ImprovementType
IMPROVEMENT_GOODY_HUT
Index
0
rowid
1
ImprovementReference
table: 000000003308D100
PrimaryKey
GOODYHUT_CULTURE
Hash
301278043
RowId
1
SubTypeGoodyHutCollection
table: 000000003446D4D0

So we see that the third number of the GoodyHutReward Event is the hash number.
And it seems with this hash I can also access the same data: GameInfo.GoodyHuts[301278043].

Okay, so we have the goody hut istelf now. But still missing the SubType.
Unfortunately GameInfo.GoodyHutSubTypes does not include a hash and GameInfo.GoodyHutSubTypes[2109989822] is nil instead of the relic subtype...
And the "SubTypeGoodyHutCollection" table only includes the same, so also without a hash.

Anyone an idea to get this last puzzle piece?

Is there a way to let Firetuner search for a specific hash in all those tables? that would be perfect :D
 
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ok, tested every goodyhutreward. In case someone else also needs it some day, this is my result, while SubTypeHash is the fourth params of the Event GoodyHutReward:

Spoiler :

if SubTypeHash==-856816033 then -- I do not know how to translate this (maybe) SubTypeHash ... GameInfo.GoodyHutSubTypes[SubTypeHash] does not work
GoodyHutSubType = "GOODYHUT_SMALL_GOLD"
elseif SubTypeHash==-2073396856 then
GoodyHutSubType = "GOODYHUT_MEDIUM_GOLD"
elseif SubTypeHash==725818580 then
GoodyHutSubType = "GOODYHUT_LARGE_GOLD"
elseif SubTypeHash==2109989822 then
GoodyHutSubType = "GOODYHUT_ONE_RELIC"
elseif SubTypeHash==-367235253 then
GoodyHutSubType = "GOODYHUT_TWO_CIVIC_BOOSTS"
elseif SubTypeHash==-1593446804 then
GoodyHutSubType = "GOODYHUT_ONE_CIVIC_BOOST"
elseif SubTypeHash==1747194442 then
GoodyHutSubType = "GOODYHUT_LARGE_FAITH"
elseif SubTypeHash==173418224 then
GoodyHutSubType = "GOODYHUT_MEDIUM_FAITH"
elseif SubTypeHash==313124344 then
GoodyHutSubType = "GOODYHUT_SMALL_FAITH"
elseif SubTypeHash==-945185595 then
GoodyHutSubType = "GOODYHUT_GRANT_SCOUT"
elseif SubTypeHash==0 then
GoodyHutSubType = "GOODYHUT_GRANT_UPGRADE"
elseif SubTypeHash==-897059678 then
GoodyHutSubType = "GOODYHUT_GRANT_EXPERIENCE"
elseif SubTypeHash==1721956964 then
GoodyHutSubType = "GOODYHUT_HEAL"
elseif SubTypeHash==294222921 then
GoodyHutSubType = "GOODYHUT_ONE_TECH"
elseif SubTypeHash==1570455183 then
GoodyHutSubType = "GOODYHUT_TWO_TECH_BOOSTS"
elseif SubTypeHash==51039867 then
GoodyHutSubType = "GOODYHUT_ONE_TECH_BOOST"
elseif SubTypeHash==1038837136 then
GoodyHutSubType = "GOODYHUT_ADD_POP"
elseif SubTypeHash==-317814676 then
GoodyHutSubType = "GOODYHUT_GRANT_BUILDER"
elseif SubTypeHash==-2134131563 then
GoodyHutSubType = "GOODYHUT_GRANT_TRADER"
elseif SubTypeHash==750739574 then
GoodyHutSubType = "GOODYHUT_GRANT_SETTLER"
end

My "fork" of hellblazers notification mod will include those notifications now:
https://steamcommunity.com/sharedfiles/filedetails/?id=1528566619
 
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If an item is listed in table types you can use
Code:
function GetHash(t)
	local r = GameInfo.Types[t];
	if(r) then
		return r.Hash;
	else
		return 0;
	end
end
to get the matching hash number. the problem is that GoodyHutSubTypes are not registered within table "Types", so they have no "hash" as understood under table "Types", and you cannot index the game-table with a hash most likely because it is a child table. So you have to figure them out the hard way as you've done.

There's also this method Firaxis has used for unit commands and operations, which does work becauce Unit Commands and Unit Operations are listed as Types in table Types
Code:
function GetHashFromType( actionType:string )
	local hash:number = 0;
	if GameInfo.UnitCommands[actionType] ~= nil then
		hash = GameInfo.UnitCommands[actionType].Hash;			
	elseif GameInfo.UnitOperations[actionType] ~= nil then
		hash = GameInfo.UnitOperations[actionType].Hash;
	end
	return hash;
end
 
Code:
local tGoodySubType_HashToType = { [-856816033] = "GOODYHUT_SMALL_GOLD", [-2073396856] = "GOODYHUT_MEDIUM_GOLD", [725818580] = "GOODYHUT_LARGE_GOLD",
	[2109989822] = "GOODYHUT_ONE_RELIC", [-367235253] = "GOODYHUT_TWO_CIVIC_BOOSTS", [-1593446804] = "GOODYHUT_ONE_CIVIC_BOOST", [1747194442] = "GOODYHUT_LARGE_FAITH",
	[173418224] = "GOODYHUT_MEDIUM_FAITH", [313124344] = "GOODYHUT_SMALL_FAITH", [-945185595] = "GOODYHUT_GRANT_SCOUT", [0] = "GOODYHUT_GRANT_UPGRADE",
	[-897059678] = "GOODYHUT_GRANT_EXPERIENCE", [1721956964] = "GOODYHUT_HEAL", [294222921] = "GOODYHUT_ONE_TECH", [1570455183] = "GOODYHUT_TWO_TECH_BOOSTS",
	[51039867] = "GOODYHUT_ONE_TECH_BOOST", [1038837136] = "GOODYHUT_ADD_POP", [-317814676] = "GOODYHUT_GRANT_BUILDER", [-2134131563] = "GOODYHUT_GRANT_TRADER",
	[750739574] = "GOODYHUT_GRANT_SETTLER" }

--example use of table
local GoodyHutSubType
if tGoodySubType_HashToType[SubTypeHash] then
	GoodyHutSubType = tGoodySubType_HashToType[SubTypeHash]
end
You can define the table once in your code and then refer to it as many times as necessary without having to type all those "elseif" clauses again.

And if Firaxis ever adds a new Goody Hut subtype, you just add that new info to the table without needing to alter the remainder of your code.
 
You can define the table once in your code and then refer to it as many times as necessary without having to type all those "elseif" clauses again.
And if Firaxis ever adds a new Goody Hut subtype, you just add that new info to the table without needing to alter the remainder of your code.
thx, this is a good idea, will add it in next update.

It seems GS also introduced new goody hut rewards? At least someone reported, that my mod showed "code speak", which should only happen if my mod does not know the hash.
Currently waiting for more reports, since in this case the hash is printed in lua.log, so if someone reports this hash with addition of the rewards, I can add it...
 
Also, if you open the actual lua.log file with Notepad, Notepad++, etc, you can copy as much of what is in the log as you desire, and paste it into a new text-only file you create in Notepad, Notepad++, etc.

You can do so while the game is running or after you finish your game-session so long as you do not start Civ6 again. The lua.log like the database.log is preserved in the logs folder until you start the game again.
 
Also, if you open the actual lua.log file with Notepad, Notepad++, etc, you can copy as much of what is in the log as you desire, and paste it into a new text-only file you create in Notepad, Notepad++, etc.

You can do so while the game is running or after you finish your game-session so long as you do not start Civ6 again. The lua.log like the database.log is preserved in the logs folder until you start the game again.
yes I know, thx. I was talking about the lua log from firetuner, which does not allow copy paste. So firetuner is as infixo said mostly better for debugging than the lua.log file, but not if you have to copy paste sth.
 
Apologies for the necro-post, but this thread was highly instrumental in my recent endeavor. For anyone else who winds up in this thread after a search, the info provided here is still good, 2+ years later. Gathering Storm added a few new rewards, which can be incorporated into the table above as follows:

[-842336157] = "GOODYHUT_FAVOR"
[1171999597] = "GOODYHUT_ENVOY"
[-1140666915] = "GOODYHUT_GOVERNOR_TITLE"
[-1085383998] = "GOODYHUT_RESOURCES"
 
For reference, if you need the hash of something, you can use this in Lua/Firetuner
Code:
DB.MakeHash("GOODYHUT_RESOURCES")
 
For reference, if you need the hash of something, you can use this in Lua/Firetuner
Code:
DB.MakeHash("GOODYHUT_RESOURCES")

So, if I'm following you correctly, this basic table could be constructed by iterating over GameInfo.GoodyHutSubTypes, with something like:

Code:
local tGoodySubType_HashToType = {}
for row in GameInfo.GoodyHutSubTypes() do
    tGoodySubType_HashToType[DB.MakeHash(row.SubTypeGoodyHut)] = row.SubTypeGoodyHut
end

Is that accurate?
 
should be
 
And indeed, it is. This is a very nifty trick. Gonna turn my big stupid table into a big dynamic and smart table. Thank you!

Is there an inverse function to DB.MakeHash? I had a hash value that I couldn't quite peg until just now, and having a way to feed it 1419298788 and receive METEOR_GRANT_GOODIES back as the result would have been useful.
 
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