diff options
40 files changed, 2670 insertions, 621 deletions
diff --git a/LUA_API.rst b/LUA_API.rst index 1ffdada0..c5f9a1c5 100644 --- a/LUA_API.rst +++ b/LUA_API.rst @@ -999,6 +999,10 @@ Items module Move the item to the unit inventory. Returns *false* if impossible. +* ``dfhack.items.remove(item[, no_uncat])`` + + Removes the item, and marks it for garbage collection unless ``no_uncat`` is true. + * ``dfhack.items.makeProjectile(item)`` Turns the item into a projectile, and returns the new object, or *nil* if impossible. diff --git a/Lua API.html b/Lua API.html index 168f7dcc..07f038bc 100644 --- a/Lua API.html +++ b/Lua API.html @@ -1213,6 +1213,9 @@ Returns <em>false</em> in case of error.</p> <li><p class="first"><tt class="docutils literal">dfhack.items.moveToInventory(item,unit,use_mode,body_part)</tt></p> <p>Move the item to the unit inventory. Returns <em>false</em> if impossible.</p> </li> +<li><p class="first"><tt class="docutils literal">dfhack.items.remove(item[, no_uncat])</tt></p> +<p>Removes the item, and marks it for garbage collection unless <tt class="docutils literal">no_uncat</tt> is true.</p> +</li> <li><p class="first"><tt class="docutils literal">dfhack.items.makeProjectile(item)</tt></p> <p>Turns the item into a projectile, and returns the new object, or <em>nil</em> if impossible.</p> </li> @@ -25,6 +25,8 @@ DFHack v0.34.11-r2 (UNRELEASED) - tweak readable-build-plate: fix unreadable truncation in unit pressure plate build ui. - tweak stable-temp: fixes bug 6012; may improve FPS by 50-100% on a slow item-heavy fort. - tweak fast-heat: speeds up item heating & cooling, thus making stable-temp act faster. + - tweak fix-dimensions: fixes subtracting small amounts from stacked liquids etc. + - tweak advmode-contained: fixes UI bug in custom reactions with container inputs in advmode. New scripts: - fixnaked: removes thoughts about nakedness. - setfps: set FPS cap at runtime, in case you want slow motion or speed-up. @@ -52,18 +54,30 @@ DFHack v0.34.11-r2 (UNRELEASED) New Dwarf Manipulator plugin: Open the unit list, and press 'l' to access a Dwarf Therapist like UI in the game. New Steam Engine plugin: - Dwarven Water Reactors don't make any sense whatsoever, so this is a potential - replacement for those concerned by it. The plugin detects if a workshop with a + Dwarven Water Reactors don't make any sense whatsoever and cause lag, so this may be + a replacement for those concerned by it. The plugin detects if a workshop with a certain name is in the raws used by the current world, and provides the necessary behavior. See hack/raw/*_steam_engine.txt for the necessary raw definitions. - Note: Stuff like animal treadmills might be more period, but can't be done with dfhack. + Note: Stuff like animal treadmills might be more period, but absolutely can't be + done with tools dfhack has access to. New Power Meter plugin: When activated, implements a pressure plate modification that detects power in gear boxes built on the four adjacent N/S/W/E tiles. The gui/power-meter script implements - the build configuration UI. - New Siege Engine plugin (INCOMPLETE): + the necessary build configuration UI. + New Siege Engine plugin: When enabled and configured via gui/siege-engine, allows aiming siege engines - at a designated rectangular area across Z levels. Also supports loading catapults - with non-boulder projectiles, taking from a stockpile, and restricting operator - skill range, like with ordinary workshops. + at a designated rectangular area with 360 degree fire range and across Z levels; + this works by rewriting the projectile trajectory immediately after it appears. + Also supports loading catapults with non-boulder projectiles, taking from a stockpile, + and restricting operator skill range like with ordinary workshops. + Disclaimer: not in any way to undermine the future siege update from Toady, but + the aiming logic of existing engines hasn't been updated since 2D, and is almost + useless above ground :(. Again, things like making siegers bring their own engines + is totally out of the scope of dfhack and can only be done by Toady. + New Add Spatter plugin: + Detects reactions with certain names in the raws, and changes them from adding + improvements to adding item contaminants. This allows directly covering items + with poisons. The added spatters are immune both to water and 'clean items'. + Intended to give some use to all those giant cave spider poison barrels brought + by the caravans. @@ -707,6 +707,8 @@ Options interface. :rename unit-profession "custom profession": Change proffession name of the highlighted unit/creature. +:rename building "name": Set a custom name for the selected building. + The building must be one of stockpile, workshop, furnace, trap or siege engine. reveal ====== @@ -907,6 +909,23 @@ Options and are not flagged as tame), but you are allowed to mark them for slaughter. Grabbing wagons results in some funny spam, then they are scuttled. +:stable-cursor: Saves the exact cursor position between t/q/k/d/etc menus of dwarfmode. +:patrol-duty: Makes Train orders not count as patrol duty to stop unhappy thoughts. + Does NOT fix the problem when soldiers go off-duty (i.e. civilian). +:readable-build-plate: Fixes rendering of creature weight limits in pressure plate build menu. +:stable-temp: Fixes performance bug 6012 by squashing jitter in temperature updates. + In very item-heavy forts with big stockpiles this can improve FPS by 50-100% +:fast-heat: Further improves temperature update performance by ensuring that 1 degree + of item temperature is crossed in no more than specified number of frames + when updating from the environment temperature. This reduces the time it + takes for stable-temp to stop updates again when equilibrium is disturbed. +:fix-dimensions: Fixes subtracting small amount of thread/cloth/liquid from a stack + by splitting the stack and subtracting from the remaining single item. + This is a necessary addition to the binary patch in bug 808. +:advmode-contained: Works around bug 6202, i.e. custom reactions with container inputs + in advmode. The issue is that the screen tries to force you to select + the contents separately from the container. This forcefully skips child + reagents. tubefill ======== @@ -1414,16 +1433,16 @@ using this mode for birds is not recommanded.) Will target any unit on a revealed tile of the map, including ambushers. -Ex: -:: +Ex:: + slayrace gob -To kill a single creature, select the unit with the 'v' cursor and: -:: +To kill a single creature, select the unit with the 'v' cursor and:: + slayrace him -To purify all elves on the map with fire (may have side-effects): -:: +To purify all elves on the map with fire (may have side-effects):: + slayrace elve magma @@ -1435,8 +1454,8 @@ This script registers a map tile as a magma source, and every 12 game ticks that tile receives 1 new unit of flowing magma. Place the game cursor where you want to create the source (must be a -flow-passable tile, and not too high in the sky) and call -:: +flow-passable tile, and not too high in the sky) and call:: + magmasource here To add more than 1 unit everytime, call the command again. @@ -1484,3 +1503,214 @@ drainaquifer ============ Remove all 'aquifer' tag from the map blocks. Irreversible. +======================= +In-game interface tools +======================= + +These tools work by displaying dialogs or overlays in the game window, and +are mostly implemented by lua scripts. + + +Dwarf Manipulator +================= + +Implemented by the manipulator plugin. To activate, open the unit screen and press 'l'. + +This tool implements a Dwarf Therapist-like interface within the game ui. + + +Liquids +======= + +Implemented by the gui/liquids script. To use, bind to a key and activate in the 'k' mode. + +While active, use the suggested keys to switch the usual liquids parameters, and Enter +to select the target area and apply changes. + + +Mechanisms +========== + +Implemented by the gui/mechanims script. To use, bind to a key and activate in the 'q' mode. + +Lists mechanisms connected to the building, and their links. Navigating the list centers +the view on the relevant linked buildings. + +To exit, press ESC or Enter; ESC recenters on the original building, while Enter leaves +focus on the current one. Shift-Enter has an effect equivalent to pressing Enter, and then +re-entering the mechanisms ui. + + +Power Meter +=========== + +Front-end to the power-meter plugin implemented by the gui/power-meter script. Bind to a +key and activate after selecting Pressure Plate in the build menu. + +The script follows the general look and feel of the regular pressure plate build +configuration page, but configures parameters relevant to the modded power meter building. + + +Rename +====== + +Backed by the rename plugin, the gui/rename script allows entering the desired name +via a simple dialog in the game ui. + +* ``gui/rename [building]`` in 'q' mode changes the name of a building. + + The selected building must be one of stockpile, workshop, furnace, trap or siege engine. + +* ``gui/rename [unit]`` with a unit selected changes the nickname. + +* ``gui/rename unit-profession`` changes the selected unit's custom profession name. + +The ``building`` or ``unit`` are automatically assumed when in relevant ui state. + + +Room List +========= + +Implemented by the gui/room-list script. To use, bind to a key and activate in the 'q' mode, +either immediately or after opening the assign owner page. + +The script lists other rooms owned by the same owner, or by the unit selected in the assign +list, and allows unassigning them. + + +Siege Engine +============ + +Front-end to the siege-engine plugin implemented by the gui/siege-engine script. Bind to a +key and activate after selecting a siege engine in 'q' mode. + +The main mode displays the current target, selected ammo item type, linked stockpiles and +the allowed operator skill range. The map tile color is changed to reflect if it can be +hit by the selected engine. + +Pressing 'r' changes into the target selection mode, which works by highlighting two points +with Enter like all designations. When a target area is set, the engine projectiles are +aimed at that area, or units within it, instead of the vanilla four directions. + +Pressing 't' switches to stockpile selection. + +Exiting from the siege engine script via ESC reverts the view to the state prior to starting +the script. Shift-ESC retains the current viewport, and also exits from the 'q' mode to main +menu. + +**DISCLAIMER**: Siege engines are a very interesting feature, but currently nearly useless +because they haven't been updated since 2D and can only aim in four directions. This is an +attempt to bring them more up to date until Toady has time to work on it. Actual improvements, +e.g. like making siegers bring their own, are something only Toady can do. + + +========= +RAW hacks +========= + +These plugins detect certain structures in RAWs, and enhance them in various ways. + + +Steam Engine +============ + +The steam-engine plugin detects custom workshops with STEAM_ENGINE in +their token, and turns them into real steam engines. + +Rationale +--------- + +The vanilla game contains only water wheels and windmills as sources of +power, but windmills give relatively little power, and water wheels require +flowing water, which must either be a real river and thus immovable and +limited in supply, or actually flowing and thus laggy. + +Steam engines are an alternative to water reactors that actually makes +sense, and hopefully doesn't lag. Also, unlike e.g. animal treadmills, +it can be done just by combining existing features of the game engine +in a new way with some glue code and a bit of custom logic. + +Construction +------------ + +The workshop needs water as its input, which it takes via a +passable floor tile below it, like usual magma workshops do. +The magma version also needs magma. + +**ISSUE**: Since this building is a machine, and machine collapse +code cannot be modified, it would collapse over true open space. +As a loophole, down stair provides support to machines, while +being passable, so use them. + +After constructing the building itself, machines can be connected +to the edge tiles that look like gear boxes. Their exact position +is extracted from the workshop raws. + +**ISSUE**: Like with collapse above, part of the code involved in +machine connection cannot be modified. As a result, the workshop +can only immediately connect to machine components built AFTER it. +This also means that engines cannot be chained without intermediate +short axles that can be built later. + +Operation +--------- + +In order to operate the engine, queue the Stoke Boiler job (optionally +on repeat). A furnace operator will come, possibly bringing a bar of fuel, +and perform it. As a result, a "boiling water" item will appear +in the 't' view of the workshop. + +**NOTE**: The completion of the job will actually consume one unit +of the appropriate liquids from below the workshop. + +Every such item gives 100 power, up to a limit of 300 for coal, +and 500 for a magma engine. The building can host twice that +amount of items to provide longer autonomous running. When the +boiler gets filled to capacity, all queued jobs are suspended; +once it drops back to 3+1 or 5+1 items, they are re-enabled. + +While the engine is providing power, steam is being consumed. +The consumption speed includes a fixed 10% waste rate, and +the remaining 90% are applied proportionally to the actual +load in the machine. With the engine at nominal 300 power with +150 load in the system, it will consume steam for actual +300*(10% + 90%*150/300) = 165 power. + +Masterpiece mechanism and chain will decrease the mechanical +power drawn by the engine itself from 10 to 5. Masterpiece +barrel decreases waste rate by 4%. Masterpiece piston and pipe +decrease it by further 4%, and also decrease the whole steam +use rate by 10%. + +Explosions +---------- + +The engine must be constructed using barrel, pipe and piston +from fire-safe, or in the magma version magma-safe metals. + +During operation weak parts get gradually worn out, and +eventually the engine explodes. It should also explode if +toppled during operation by a building destroyer, or a +tantruming dwarf. + +Save files +---------- + +It should be safe to load and view engine-using fortresses +from a DF version without DFHack installed, except that in such +case the engines won't work. However actually making modifications +to them, or machines they connect to (including by pulling levers), +can easily result in inconsistent state once this plugin is +available again. The effects may be as weird as negative power +being generated. + + +Add Spatter +=========== + +This plugin makes reactions with names starting with ``SPATTER_ADD_`` +produce contaminants on the items instead of improvements. + +Intended to give some use to all those poisons that can be bought from caravans. + +To be really useful this needs patches from bug 808 and ``tweak fix-dimensions``. diff --git a/Readme.html b/Readme.html index 50ceae99..001e89b1 100644 --- a/Readme.html +++ b/Readme.html @@ -3,7 +3,7 @@ <html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> -<meta name="generator" content="Docutils 0.9: http://docutils.sourceforge.net/" /> +<meta name="generator" content="Docutils 0.8.1: http://docutils.sourceforge.net/" /> <title></title> <style type="text/css"> @@ -318,7 +318,7 @@ ul.auto-toc { <div class="section" id="introduction"> -<h1><a class="toc-backref" href="#id34">Introduction</a></h1> +<h1><a class="toc-backref" href="#id36">Introduction</a></h1> <p>DFHack is a Dwarf Fortress memory access library and a set of basic tools that use it. Tools come in the form of plugins or (not yet) external tools. It is an attempt to unite the various ways tools @@ -326,219 +326,245 @@ access DF memory and allow for easier development of new tools.</p> <div class="contents topic" id="contents"> <p class="topic-title first">Contents</p> <ul class="simple"> -<li><a class="reference internal" href="#introduction" id="id34">Introduction</a></li> -<li><a class="reference internal" href="#getting-dfhack" id="id35">Getting DFHack</a></li> -<li><a class="reference internal" href="#compatibility" id="id36">Compatibility</a></li> -<li><a class="reference internal" href="#installation-removal" id="id37">Installation/Removal</a></li> -<li><a class="reference internal" href="#using-dfhack" id="id38">Using DFHack</a></li> -<li><a class="reference internal" href="#something-doesn-t-work-help" id="id39">Something doesn't work, help!</a></li> -<li><a class="reference internal" href="#the-init-file" id="id40">The init file</a></li> -<li><a class="reference internal" href="#commands" id="id41">Commands</a><ul> -<li><a class="reference internal" href="#adv-bodyswap" id="id42">adv-bodyswap</a><ul> -<li><a class="reference internal" href="#usage" id="id43">Usage</a></li> +<li><a class="reference internal" href="#introduction" id="id36">Introduction</a></li> +<li><a class="reference internal" href="#getting-dfhack" id="id37">Getting DFHack</a></li> +<li><a class="reference internal" href="#compatibility" id="id38">Compatibility</a></li> +<li><a class="reference internal" href="#installation-removal" id="id39">Installation/Removal</a></li> +<li><a class="reference internal" href="#using-dfhack" id="id40">Using DFHack</a></li> +<li><a class="reference internal" href="#something-doesn-t-work-help" id="id41">Something doesn't work, help!</a></li> +<li><a class="reference internal" href="#the-init-file" id="id42">The init file</a></li> +<li><a class="reference internal" href="#commands" id="id43">Commands</a><ul> +<li><a class="reference internal" href="#adv-bodyswap" id="id44">adv-bodyswap</a><ul> +<li><a class="reference internal" href="#usage" id="id45">Usage</a></li> </ul> </li> -<li><a class="reference internal" href="#advtools" id="id44">advtools</a><ul> -<li><a class="reference internal" href="#id1" id="id45">Usage</a></li> +<li><a class="reference internal" href="#advtools" id="id46">advtools</a><ul> +<li><a class="reference internal" href="#id1" id="id47">Usage</a></li> </ul> </li> -<li><a class="reference internal" href="#changelayer" id="id46">changelayer</a><ul> -<li><a class="reference internal" href="#options" id="id47">Options</a></li> -<li><a class="reference internal" href="#examples" id="id48">Examples:</a></li> +<li><a class="reference internal" href="#changelayer" id="id48">changelayer</a><ul> +<li><a class="reference internal" href="#options" id="id49">Options</a></li> +<li><a class="reference internal" href="#examples" id="id50">Examples:</a></li> </ul> </li> -<li><a class="reference internal" href="#changevein" id="id49">changevein</a><ul> -<li><a class="reference internal" href="#example" id="id50">Example:</a></li> +<li><a class="reference internal" href="#changevein" id="id51">changevein</a><ul> +<li><a class="reference internal" href="#example" id="id52">Example:</a></li> </ul> </li> -<li><a class="reference internal" href="#changeitem" id="id51">changeitem</a><ul> -<li><a class="reference internal" href="#id2" id="id52">Options</a></li> -<li><a class="reference internal" href="#id3" id="id53">Examples:</a></li> +<li><a class="reference internal" href="#changeitem" id="id53">changeitem</a><ul> +<li><a class="reference internal" href="#id2" id="id54">Options</a></li> +<li><a class="reference internal" href="#id3" id="id55">Examples:</a></li> </ul> </li> -<li><a class="reference internal" href="#cursecheck" id="id54">cursecheck</a><ul> -<li><a class="reference internal" href="#id4" id="id55">Options</a></li> -<li><a class="reference internal" href="#id5" id="id56">Examples:</a></li> +<li><a class="reference internal" href="#cursecheck" id="id56">cursecheck</a><ul> +<li><a class="reference internal" href="#id4" id="id57">Options</a></li> +<li><a class="reference internal" href="#id5" id="id58">Examples:</a></li> </ul> </li> -<li><a class="reference internal" href="#follow" id="id57">follow</a></li> -<li><a class="reference internal" href="#forcepause" id="id58">forcepause</a></li> -<li><a class="reference internal" href="#nopause" id="id59">nopause</a></li> -<li><a class="reference internal" href="#die" id="id60">die</a></li> -<li><a class="reference internal" href="#autodump" id="id61">autodump</a><ul> -<li><a class="reference internal" href="#id6" id="id62">Options</a></li> +<li><a class="reference internal" href="#follow" id="id59">follow</a></li> +<li><a class="reference internal" href="#forcepause" id="id60">forcepause</a></li> +<li><a class="reference internal" href="#nopause" id="id61">nopause</a></li> +<li><a class="reference internal" href="#die" id="id62">die</a></li> +<li><a class="reference internal" href="#autodump" id="id63">autodump</a><ul> +<li><a class="reference internal" href="#id6" id="id64">Options</a></li> </ul> </li> -<li><a class="reference internal" href="#autodump-destroy-here" id="id63">autodump-destroy-here</a></li> -<li><a class="reference internal" href="#autodump-destroy-item" id="id64">autodump-destroy-item</a></li> -<li><a class="reference internal" href="#burrow" id="id65">burrow</a><ul> -<li><a class="reference internal" href="#id7" id="id66">Options</a></li> -<li><a class="reference internal" href="#features" id="id67">Features</a></li> +<li><a class="reference internal" href="#autodump-destroy-here" id="id65">autodump-destroy-here</a></li> +<li><a class="reference internal" href="#autodump-destroy-item" id="id66">autodump-destroy-item</a></li> +<li><a class="reference internal" href="#burrow" id="id67">burrow</a><ul> +<li><a class="reference internal" href="#id7" id="id68">Options</a></li> +<li><a class="reference internal" href="#features" id="id69">Features</a></li> </ul> </li> -<li><a class="reference internal" href="#catsplosion" id="id68">catsplosion</a></li> -<li><a class="reference internal" href="#clean" id="id69">clean</a><ul> -<li><a class="reference internal" href="#id8" id="id70">Options</a></li> -<li><a class="reference internal" href="#extra-options-for-map" id="id71">Extra options for 'map'</a></li> +<li><a class="reference internal" href="#catsplosion" id="id70">catsplosion</a></li> +<li><a class="reference internal" href="#clean" id="id71">clean</a><ul> +<li><a class="reference internal" href="#id8" id="id72">Options</a></li> +<li><a class="reference internal" href="#extra-options-for-map" id="id73">Extra options for 'map'</a></li> </ul> </li> -<li><a class="reference internal" href="#spotclean" id="id72">spotclean</a></li> -<li><a class="reference internal" href="#cleanowned" id="id73">cleanowned</a><ul> -<li><a class="reference internal" href="#id9" id="id74">Options</a></li> -<li><a class="reference internal" href="#id10" id="id75">Example:</a></li> +<li><a class="reference internal" href="#spotclean" id="id74">spotclean</a></li> +<li><a class="reference internal" href="#cleanowned" id="id75">cleanowned</a><ul> +<li><a class="reference internal" href="#id9" id="id76">Options</a></li> +<li><a class="reference internal" href="#id10" id="id77">Example:</a></li> </ul> </li> -<li><a class="reference internal" href="#colonies" id="id76">colonies</a><ul> -<li><a class="reference internal" href="#id11" id="id77">Options</a></li> +<li><a class="reference internal" href="#colonies" id="id78">colonies</a><ul> +<li><a class="reference internal" href="#id11" id="id79">Options</a></li> </ul> </li> -<li><a class="reference internal" href="#deramp-by-zilpin" id="id78">deramp (by zilpin)</a></li> -<li><a class="reference internal" href="#dfusion" id="id79">dfusion</a><ul> -<li><a class="reference internal" href="#confirmed-working-dfusion-plugins" id="id80">Confirmed working DFusion plugins:</a></li> +<li><a class="reference internal" href="#deramp-by-zilpin" id="id80">deramp (by zilpin)</a></li> +<li><a class="reference internal" href="#dfusion" id="id81">dfusion</a><ul> +<li><a class="reference internal" href="#confirmed-working-dfusion-plugins" id="id82">Confirmed working DFusion plugins:</a></li> </ul> </li> -<li><a class="reference internal" href="#drybuckets" id="id81">drybuckets</a></li> -<li><a class="reference internal" href="#fastdwarf" id="id82">fastdwarf</a></li> -<li><a class="reference internal" href="#feature" id="id83">feature</a><ul> -<li><a class="reference internal" href="#id12" id="id84">Options</a></li> +<li><a class="reference internal" href="#drybuckets" id="id83">drybuckets</a></li> +<li><a class="reference internal" href="#fastdwarf" id="id84">fastdwarf</a></li> +<li><a class="reference internal" href="#feature" id="id85">feature</a><ul> +<li><a class="reference internal" href="#id12" id="id86">Options</a></li> </ul> </li> -<li><a class="reference internal" href="#filltraffic" id="id85">filltraffic</a><ul> -<li><a class="reference internal" href="#traffic-type-codes" id="id86">Traffic Type Codes:</a></li> -<li><a class="reference internal" href="#other-options" id="id87">Other Options:</a></li> -<li><a class="reference internal" href="#id13" id="id88">Example:</a></li> +<li><a class="reference internal" href="#filltraffic" id="id87">filltraffic</a><ul> +<li><a class="reference internal" href="#traffic-type-codes" id="id88">Traffic Type Codes:</a></li> +<li><a class="reference internal" href="#other-options" id="id89">Other Options:</a></li> +<li><a class="reference internal" href="#id13" id="id90">Example:</a></li> </ul> </li> -<li><a class="reference internal" href="#alltraffic" id="id89">alltraffic</a><ul> -<li><a class="reference internal" href="#id14" id="id90">Traffic Type Codes:</a></li> -<li><a class="reference internal" href="#id15" id="id91">Example:</a></li> +<li><a class="reference internal" href="#alltraffic" id="id91">alltraffic</a><ul> +<li><a class="reference internal" href="#id14" id="id92">Traffic Type Codes:</a></li> +<li><a class="reference internal" href="#id15" id="id93">Example:</a></li> </ul> </li> -<li><a class="reference internal" href="#fixdiplomats" id="id92">fixdiplomats</a></li> -<li><a class="reference internal" href="#fixmerchants" id="id93">fixmerchants</a></li> -<li><a class="reference internal" href="#fixveins" id="id94">fixveins</a></li> -<li><a class="reference internal" href="#fixwagons" id="id95">fixwagons</a></li> -<li><a class="reference internal" href="#flows" id="id96">flows</a></li> -<li><a class="reference internal" href="#getplants" id="id97">getplants</a><ul> -<li><a class="reference internal" href="#id16" id="id98">Options</a></li> +<li><a class="reference internal" href="#fixdiplomats" id="id94">fixdiplomats</a></li> +<li><a class="reference internal" href="#fixmerchants" id="id95">fixmerchants</a></li> +<li><a class="reference internal" href="#fixveins" id="id96">fixveins</a></li> +<li><a class="reference internal" href="#fixwagons" id="id97">fixwagons</a></li> +<li><a class="reference internal" href="#flows" id="id98">flows</a></li> +<li><a class="reference internal" href="#getplants" id="id99">getplants</a><ul> +<li><a class="reference internal" href="#id16" id="id100">Options</a></li> </ul> </li> -<li><a class="reference internal" href="#tidlers" id="id99">tidlers</a></li> -<li><a class="reference internal" href="#twaterlvl" id="id100">twaterlvl</a></li> -<li><a class="reference internal" href="#job" id="id101">job</a></li> -<li><a class="reference internal" href="#job-material" id="id102">job-material</a></li> -<li><a class="reference internal" href="#job-duplicate" id="id103">job-duplicate</a></li> -<li><a class="reference internal" href="#keybinding" id="id104">keybinding</a><ul> -<li><a class="reference internal" href="#id17" id="id105">Options</a></li> +<li><a class="reference internal" href="#tidlers" id="id101">tidlers</a></li> +<li><a class="reference internal" href="#twaterlvl" id="id102">twaterlvl</a></li> +<li><a class="reference internal" href="#job" id="id103">job</a></li> +<li><a class="reference internal" href="#job-material" id="id104">job-material</a></li> +<li><a class="reference internal" href="#job-duplicate" id="id105">job-duplicate</a></li> +<li><a class="reference internal" href="#keybinding" id="id106">keybinding</a><ul> +<li><a class="reference internal" href="#id17" id="id107">Options</a></li> </ul> </li> -<li><a class="reference internal" href="#liquids" id="id106">liquids</a></li> -<li><a class="reference internal" href="#liquids-here" id="id107">liquids-here</a></li> -<li><a class="reference internal" href="#mode" id="id108">mode</a></li> -<li><a class="reference internal" href="#extirpate" id="id109">extirpate</a><ul> -<li><a class="reference internal" href="#id18" id="id110">Options</a></li> +<li><a class="reference internal" href="#liquids" id="id108">liquids</a></li> +<li><a class="reference internal" href="#liquids-here" id="id109">liquids-here</a></li> +<li><a class="reference internal" href="#mode" id="id110">mode</a></li> +<li><a class="reference internal" href="#extirpate" id="id111">extirpate</a><ul> +<li><a class="reference internal" href="#id18" id="id112">Options</a></li> </ul> </li> -<li><a class="reference internal" href="#grow" id="id111">grow</a></li> -<li><a class="reference internal" href="#immolate" id="id112">immolate</a></li> -<li><a class="reference internal" href="#probe" id="id113">probe</a></li> -<li><a class="reference internal" href="#prospect" id="id114">prospect</a><ul> -<li><a class="reference internal" href="#id19" id="id115">Options</a></li> -<li><a class="reference internal" href="#pre-embark-estimate" id="id116">Pre-embark estimate</a></li> -<li><a class="reference internal" href="#id20" id="id117">Options</a></li> +<li><a class="reference internal" href="#grow" id="id113">grow</a></li> +<li><a class="reference internal" href="#immolate" id="id114">immolate</a></li> +<li><a class="reference internal" href="#probe" id="id115">probe</a></li> +<li><a class="reference internal" href="#prospect" id="id116">prospect</a><ul> +<li><a class="reference internal" href="#id19" id="id117">Options</a></li> +<li><a class="reference internal" href="#pre-embark-estimate" id="id118">Pre-embark estimate</a></li> +<li><a class="reference internal" href="#id20" id="id119">Options</a></li> </ul> </li> -<li><a class="reference internal" href="#regrass" id="id118">regrass</a></li> -<li><a class="reference internal" href="#rename" id="id119">rename</a><ul> -<li><a class="reference internal" href="#id21" id="id120">Options</a></li> +<li><a class="reference internal" href="#regrass" id="id120">regrass</a></li> +<li><a class="reference internal" href="#rename" id="id121">rename</a><ul> +<li><a class="reference internal" href="#id21" id="id122">Options</a></li> </ul> </li> -<li><a class="reference internal" href="#reveal" id="id121">reveal</a></li> -<li><a class="reference internal" href="#unreveal" id="id122">unreveal</a></li> -<li><a class="reference internal" href="#revtoggle" id="id123">revtoggle</a></li> -<li><a class="reference internal" href="#revflood" id="id124">revflood</a></li> -<li><a class="reference internal" href="#revforget" id="id125">revforget</a></li> -<li><a class="reference internal" href="#lair" id="id126">lair</a><ul> -<li><a class="reference internal" href="#id22" id="id127">Options</a></li> +<li><a class="reference internal" href="#reveal" id="id123">reveal</a></li> +<li><a class="reference internal" href="#unreveal" id="id124">unreveal</a></li> +<li><a class="reference internal" href="#revtoggle" id="id125">revtoggle</a></li> +<li><a class="reference internal" href="#revflood" id="id126">revflood</a></li> +<li><a class="reference internal" href="#revforget" id="id127">revforget</a></li> +<li><a class="reference internal" href="#lair" id="id128">lair</a><ul> +<li><a class="reference internal" href="#id22" id="id129">Options</a></li> </ul> </li> -<li><a class="reference internal" href="#seedwatch" id="id128">seedwatch</a></li> -<li><a class="reference internal" href="#showmood" id="id129">showmood</a></li> -<li><a class="reference internal" href="#copystock" id="id130">copystock</a></li> -<li><a class="reference internal" href="#ssense-stonesense" id="id131">ssense / stonesense</a></li> -<li><a class="reference internal" href="#tiletypes" id="id132">tiletypes</a></li> -<li><a class="reference internal" href="#tiletypes-commands" id="id133">tiletypes-commands</a></li> -<li><a class="reference internal" href="#tiletypes-here" id="id134">tiletypes-here</a></li> -<li><a class="reference internal" href="#tiletypes-here-point" id="id135">tiletypes-here-point</a></li> -<li><a class="reference internal" href="#tweak" id="id136">tweak</a><ul> -<li><a class="reference internal" href="#id23" id="id137">Options</a></li> +<li><a class="reference internal" href="#seedwatch" id="id130">seedwatch</a></li> +<li><a class="reference internal" href="#showmood" id="id131">showmood</a></li> +<li><a class="reference internal" href="#copystock" id="id132">copystock</a></li> +<li><a class="reference internal" href="#ssense-stonesense" id="id133">ssense / stonesense</a></li> +<li><a class="reference internal" href="#tiletypes" id="id134">tiletypes</a></li> +<li><a class="reference internal" href="#tiletypes-commands" id="id135">tiletypes-commands</a></li> +<li><a class="reference internal" href="#tiletypes-here" id="id136">tiletypes-here</a></li> +<li><a class="reference internal" href="#tiletypes-here-point" id="id137">tiletypes-here-point</a></li> +<li><a class="reference internal" href="#tweak" id="id138">tweak</a><ul> +<li><a class="reference internal" href="#id23" id="id139">Options</a></li> </ul> </li> -<li><a class="reference internal" href="#tubefill" id="id138">tubefill</a></li> -<li><a class="reference internal" href="#digv" id="id139">digv</a></li> -<li><a class="reference internal" href="#digvx" id="id140">digvx</a></li> -<li><a class="reference internal" href="#digl" id="id141">digl</a></li> -<li><a class="reference internal" href="#diglx" id="id142">diglx</a></li> -<li><a class="reference internal" href="#digexp" id="id143">digexp</a><ul> -<li><a class="reference internal" href="#patterns" id="id144">Patterns:</a></li> -<li><a class="reference internal" href="#filters" id="id145">Filters:</a></li> -<li><a class="reference internal" href="#id24" id="id146">Examples:</a></li> +<li><a class="reference internal" href="#tubefill" id="id140">tubefill</a></li> +<li><a class="reference internal" href="#digv" id="id141">digv</a></li> +<li><a class="reference internal" href="#digvx" id="id142">digvx</a></li> +<li><a class="reference internal" href="#digl" id="id143">digl</a></li> +<li><a class="reference internal" href="#diglx" id="id144">diglx</a></li> +<li><a class="reference internal" href="#digexp" id="id145">digexp</a><ul> +<li><a class="reference internal" href="#patterns" id="id146">Patterns:</a></li> +<li><a class="reference internal" href="#filters" id="id147">Filters:</a></li> +<li><a class="reference internal" href="#id24" id="id148">Examples:</a></li> </ul> </li> -<li><a class="reference internal" href="#digcircle" id="id147">digcircle</a><ul> -<li><a class="reference internal" href="#shape" id="id148">Shape:</a></li> -<li><a class="reference internal" href="#action" id="id149">Action:</a></li> -<li><a class="reference internal" href="#designation-types" id="id150">Designation types:</a></li> -<li><a class="reference internal" href="#id25" id="id151">Examples:</a></li> +<li><a class="reference internal" href="#digcircle" id="id149">digcircle</a><ul> +<li><a class="reference internal" href="#shape" id="id150">Shape:</a></li> +<li><a class="reference internal" href="#action" id="id151">Action:</a></li> +<li><a class="reference internal" href="#designation-types" id="id152">Designation types:</a></li> +<li><a class="reference internal" href="#id25" id="id153">Examples:</a></li> </ul> </li> -<li><a class="reference internal" href="#weather" id="id152">weather</a><ul> -<li><a class="reference internal" href="#id26" id="id153">Options:</a></li> +<li><a class="reference internal" href="#weather" id="id154">weather</a><ul> +<li><a class="reference internal" href="#id26" id="id155">Options:</a></li> </ul> </li> -<li><a class="reference internal" href="#workflow" id="id154">workflow</a><ul> -<li><a class="reference internal" href="#id27" id="id155">Usage</a></li> -<li><a class="reference internal" href="#function" id="id156">Function</a></li> -<li><a class="reference internal" href="#constraint-examples" id="id157">Constraint examples</a></li> +<li><a class="reference internal" href="#workflow" id="id156">workflow</a><ul> +<li><a class="reference internal" href="#id27" id="id157">Usage</a></li> +<li><a class="reference internal" href="#function" id="id158">Function</a></li> +<li><a class="reference internal" href="#constraint-examples" id="id159">Constraint examples</a></li> </ul> </li> -<li><a class="reference internal" href="#mapexport" id="id158">mapexport</a></li> -<li><a class="reference internal" href="#dwarfexport" id="id159">dwarfexport</a></li> -<li><a class="reference internal" href="#zone" id="id160">zone</a><ul> -<li><a class="reference internal" href="#id28" id="id161">Options:</a></li> -<li><a class="reference internal" href="#id29" id="id162">Filters:</a></li> -<li><a class="reference internal" href="#usage-with-single-units" id="id163">Usage with single units</a></li> -<li><a class="reference internal" href="#usage-with-filters" id="id164">Usage with filters</a></li> -<li><a class="reference internal" href="#mass-renaming" id="id165">Mass-renaming</a></li> -<li><a class="reference internal" href="#cage-zones" id="id166">Cage zones</a></li> -<li><a class="reference internal" href="#id30" id="id167">Examples</a></li> +<li><a class="reference internal" href="#mapexport" id="id160">mapexport</a></li> +<li><a class="reference internal" href="#dwarfexport" id="id161">dwarfexport</a></li> +<li><a class="reference internal" href="#zone" id="id162">zone</a><ul> +<li><a class="reference internal" href="#id28" id="id163">Options:</a></li> +<li><a class="reference internal" href="#id29" id="id164">Filters:</a></li> +<li><a class="reference internal" href="#usage-with-single-units" id="id165">Usage with single units</a></li> +<li><a class="reference internal" href="#usage-with-filters" id="id166">Usage with filters</a></li> +<li><a class="reference internal" href="#mass-renaming" id="id167">Mass-renaming</a></li> +<li><a class="reference internal" href="#cage-zones" id="id168">Cage zones</a></li> +<li><a class="reference internal" href="#id30" id="id169">Examples</a></li> </ul> </li> -<li><a class="reference internal" href="#autonestbox" id="id168">autonestbox</a><ul> -<li><a class="reference internal" href="#id31" id="id169">Options:</a></li> +<li><a class="reference internal" href="#autonestbox" id="id170">autonestbox</a><ul> +<li><a class="reference internal" href="#id31" id="id171">Options:</a></li> </ul> </li> -<li><a class="reference internal" href="#autobutcher" id="id170">autobutcher</a><ul> -<li><a class="reference internal" href="#id32" id="id171">Options:</a></li> -<li><a class="reference internal" href="#id33" id="id172">Examples:</a></li> -<li><a class="reference internal" href="#note" id="id173">Note:</a></li> +<li><a class="reference internal" href="#autobutcher" id="id172">autobutcher</a><ul> +<li><a class="reference internal" href="#id32" id="id173">Options:</a></li> +<li><a class="reference internal" href="#id33" id="id174">Examples:</a></li> +<li><a class="reference internal" href="#note" id="id175">Note:</a></li> </ul> </li> -<li><a class="reference internal" href="#autolabor" id="id174">autolabor</a></li> +<li><a class="reference internal" href="#autolabor" id="id176">autolabor</a></li> +<li><a class="reference internal" href="#growcrops" id="id177">growcrops</a></li> +<li><a class="reference internal" href="#removebadthoughts" id="id178">removebadthoughts</a></li> +<li><a class="reference internal" href="#slayrace" id="id179">slayrace</a></li> +<li><a class="reference internal" href="#magmasource" id="id180">magmasource</a></li> +</ul> +</li> +<li><a class="reference internal" href="#in-game-interface-tools" id="id181">In-game interface tools</a><ul> +<li><a class="reference internal" href="#dwarf-manipulator" id="id182">Dwarf Manipulator</a></li> +<li><a class="reference internal" href="#id34" id="id183">Liquids</a></li> +<li><a class="reference internal" href="#mechanisms" id="id184">Mechanisms</a></li> +<li><a class="reference internal" href="#power-meter" id="id185">Power Meter</a></li> +<li><a class="reference internal" href="#id35" id="id186">Rename</a></li> +<li><a class="reference internal" href="#room-list" id="id187">Room List</a></li> +<li><a class="reference internal" href="#siege-engine" id="id188">Siege Engine</a></li> +</ul> +</li> +<li><a class="reference internal" href="#raw-hacks" id="id189">RAW hacks</a><ul> +<li><a class="reference internal" href="#steam-engine" id="id190">Steam Engine</a><ul> +<li><a class="reference internal" href="#rationale" id="id191">Rationale</a></li> +<li><a class="reference internal" href="#construction" id="id192">Construction</a></li> +<li><a class="reference internal" href="#operation" id="id193">Operation</a></li> +<li><a class="reference internal" href="#explosions" id="id194">Explosions</a></li> +<li><a class="reference internal" href="#save-files" id="id195">Save files</a></li> +</ul> +</li> +<li><a class="reference internal" href="#add-spatter" id="id196">Add Spatter</a></li> </ul> </li> </ul> </div> </div> <div class="section" id="getting-dfhack"> -<h1><a class="toc-backref" href="#id35">Getting DFHack</a></h1> +<h1><a class="toc-backref" href="#id37">Getting DFHack</a></h1> <p>The project is currently hosted on <a class="reference external" href="http://www.github.com/">github</a>, for both source and binaries at <a class="reference external" href="http://github.com/peterix/dfhack">http://github.com/peterix/dfhack</a></p> <p>Releases can be downloaded from here: <a class="reference external" href="https://github.com/peterix/dfhack/downloads">https://github.com/peterix/dfhack/downloads</a></p> <p>All new releases are announced in the bay12 thread: <a class="reference external" href="http://tinyurl.com/dfhack-ng">http://tinyurl.com/dfhack-ng</a></p> </div> <div class="section" id="compatibility"> -<h1><a class="toc-backref" href="#id36">Compatibility</a></h1> +<h1><a class="toc-backref" href="#id38">Compatibility</a></h1> <p>DFHack works on Windows XP, Vista, 7 or any modern Linux distribution. OSX is not supported due to lack of developers with a Mac.</p> <p>Currently, versions 0.34.08 - 0.34.11 are supported. If you need DFHack @@ -547,7 +573,7 @@ for older versions, look for older releases.</p> <p>It is possible to use the Windows DFHack under wine/OSX.</p> </div> <div class="section" id="installation-removal"> -<h1><a class="toc-backref" href="#id37">Installation/Removal</a></h1> +<h1><a class="toc-backref" href="#id39">Installation/Removal</a></h1> <p>Installing DFhack involves copying files into your DF folder. Copy the files from a release archive so that:</p> <blockquote> @@ -569,7 +595,7 @@ remove the other DFHack files</li> file created in your DF folder.</p> </div> <div class="section" id="using-dfhack"> -<h1><a class="toc-backref" href="#id38">Using DFHack</a></h1> +<h1><a class="toc-backref" href="#id40">Using DFHack</a></h1> <p>DFHack basically extends what DF can do with something similar to the drop-down console found in Quake engine games. On Windows, this is a separate command line window. On linux, the terminal used to launch the dfhack script is taken over @@ -593,7 +619,7 @@ they are re-created every time it is loaded.</p> <p>Most of the commands come from plugins. Those reside in 'hack/plugins/'.</p> </div> <div class="section" id="something-doesn-t-work-help"> -<h1><a class="toc-backref" href="#id39">Something doesn't work, help!</a></h1> +<h1><a class="toc-backref" href="#id41">Something doesn't work, help!</a></h1> <p>First, don't panic :) Second, dfhack keeps a few log files in DF's folder - stderr.log and stdout.log. You can look at those and possibly find out what's happening. @@ -602,24 +628,24 @@ the issues tracker on github, contact me (<a class="reference external" href="ma #dfhack IRC channel on freenode.</p> </div> <div class="section" id="the-init-file"> -<h1><a class="toc-backref" href="#id40">The init file</a></h1> +<h1><a class="toc-backref" href="#id42">The init file</a></h1> <p>If your DF folder contains a file named dfhack.init, its contents will be run every time you start DF. This allows setting up keybindings. An example file is provided as dfhack.init-example - you can tweak it and rename to dfhack.init if you want to use this functionality.</p> </div> <div class="section" id="commands"> -<h1><a class="toc-backref" href="#id41">Commands</a></h1> +<h1><a class="toc-backref" href="#id43">Commands</a></h1> <p>Almost all the commands support using the 'help <command-name>' built-in command to retrieve further help without having to look at this document. Alternatively, some accept a 'help'/'?' option on their command line.</p> <div class="section" id="adv-bodyswap"> -<h2><a class="toc-backref" href="#id42">adv-bodyswap</a></h2> +<h2><a class="toc-backref" href="#id44">adv-bodyswap</a></h2> <p>This allows taking control over your followers and other creatures in adventure mode. For example, you can make them pick up new arms and armor and equip them properly.</p> <div class="section" id="usage"> -<h3><a class="toc-backref" href="#id43">Usage</a></h3> +<h3><a class="toc-backref" href="#id45">Usage</a></h3> <blockquote> <ul class="simple"> <li>When viewing unit details, body-swaps into that unit.</li> @@ -629,10 +655,10 @@ properly.</p> </div> </div> <div class="section" id="advtools"> -<h2><a class="toc-backref" href="#id44">advtools</a></h2> +<h2><a class="toc-backref" href="#id46">advtools</a></h2> <p>A package of different adventure mode tools (currently just one)</p> <div class="section" id="id1"> -<h3><a class="toc-backref" href="#id45">Usage</a></h3> +<h3><a class="toc-backref" href="#id47">Usage</a></h3> <table class="docutils field-list" frame="void" rules="none"> <col class="field-name" /> <col class="field-body" /> @@ -651,7 +677,7 @@ on item type and being in shop.</td> </div> </div> <div class="section" id="changelayer"> -<h2><a class="toc-backref" href="#id46">changelayer</a></h2> +<h2><a class="toc-backref" href="#id48">changelayer</a></h2> <p>Changes material of the geology layer under cursor to the specified inorganic RAW material. Can have impact on all surrounding regions, not only your embark! By default changing stone to soil and vice versa is not allowed. By default @@ -663,7 +689,7 @@ as well, though. Mineral veins and gem clusters will stay on the map. Use <p>tl;dr: You will end up with changing quite big areas in one go, especially if you use it in lower z levels. Use with care.</p> <div class="section" id="options"> -<h3><a class="toc-backref" href="#id47">Options</a></h3> +<h3><a class="toc-backref" href="#id49">Options</a></h3> <table class="docutils field-list" frame="void" rules="none"> <col class="field-name" /> <col class="field-body" /> @@ -697,7 +723,7 @@ soil.</td> </table> </div> <div class="section" id="examples"> -<h3><a class="toc-backref" href="#id48">Examples:</a></h3> +<h3><a class="toc-backref" href="#id50">Examples:</a></h3> <dl class="docutils"> <dt><tt class="docutils literal">changelayer GRANITE</tt></dt> <dd>Convert layer at cursor position into granite.</dd> @@ -726,11 +752,11 @@ You did save your game, right?</li> </div> </div> <div class="section" id="changevein"> -<h2><a class="toc-backref" href="#id49">changevein</a></h2> +<h2><a class="toc-backref" href="#id51">changevein</a></h2> <p>Changes material of the vein under cursor to the specified inorganic RAW material.</p> <div class="section" id="example"> -<h3><a class="toc-backref" href="#id50">Example:</a></h3> +<h3><a class="toc-backref" href="#id52">Example:</a></h3> <dl class="docutils"> <dt><tt class="docutils literal">changevein NATIVE_PLATINUM</tt></dt> <dd>Convert vein at cursor position into platinum ore.</dd> @@ -738,7 +764,7 @@ material.</p> </div> </div> <div class="section" id="changeitem"> -<h2><a class="toc-backref" href="#id51">changeitem</a></h2> +<h2><a class="toc-backref" href="#id53">changeitem</a></h2> <p>Allows changing item material and base quality. By default the item currently selected in the UI will be changed (you can select items in the 'k' list or inside containers/inventory). By default change is only allowed if materials @@ -749,7 +775,7 @@ in weirdness. To get an idea how the RAW id should look like, check some items with 'info'. Using 'force' might create items which are not touched by crafters/haulers.</p> <div class="section" id="id2"> -<h3><a class="toc-backref" href="#id52">Options</a></h3> +<h3><a class="toc-backref" href="#id54">Options</a></h3> <table class="docutils field-list" frame="void" rules="none"> <col class="field-name" /> <col class="field-body" /> @@ -768,7 +794,7 @@ crafters/haulers.</p> </table> </div> <div class="section" id="id3"> -<h3><a class="toc-backref" href="#id53">Examples:</a></h3> +<h3><a class="toc-backref" href="#id55">Examples:</a></h3> <dl class="docutils"> <dt><tt class="docutils literal">changeitem m INORGANIC:GRANITE here</tt></dt> <dd>Change material of all items under the cursor to granite.</dd> @@ -778,7 +804,7 @@ crafters/haulers.</p> </div> </div> <div class="section" id="cursecheck"> -<h2><a class="toc-backref" href="#id54">cursecheck</a></h2> +<h2><a class="toc-backref" href="#id56">cursecheck</a></h2> <p>Checks a single map tile or the whole map/world for cursed creatures (ghosts, vampires, necromancers, werebeasts, zombies).</p> <p>With an active in-game cursor only the selected tile will be observed. @@ -790,7 +816,7 @@ Undead skeletons, corpses, bodyparts and the like are all thrown into the curse category "zombie". Anonymous zombies and resurrected body parts will show as "unnamed creature".</p> <div class="section" id="id4"> -<h3><a class="toc-backref" href="#id55">Options</a></h3> +<h3><a class="toc-backref" href="#id57">Options</a></h3> <table class="docutils field-list" frame="void" rules="none"> <col class="field-name" /> <col class="field-body" /> @@ -810,7 +836,7 @@ long list after having FUN with necromancers).</td> </table> </div> <div class="section" id="id5"> -<h3><a class="toc-backref" href="#id56">Examples:</a></h3> +<h3><a class="toc-backref" href="#id58">Examples:</a></h3> <dl class="docutils"> <dt><tt class="docutils literal">cursecheck detail all</tt></dt> <dd>Give detailed info about all cursed creatures including deceased ones (no @@ -833,13 +859,13 @@ of curses, for example.</li> </div> </div> <div class="section" id="follow"> -<h2><a class="toc-backref" href="#id57">follow</a></h2> +<h2><a class="toc-backref" href="#id59">follow</a></h2> <p>Makes the game view follow the currently highlighted unit after you exit from current menu/cursor mode. Handy for watching dwarves running around. Deactivated by moving the view manually.</p> </div> <div class="section" id="forcepause"> -<h2><a class="toc-backref" href="#id58">forcepause</a></h2> +<h2><a class="toc-backref" href="#id60">forcepause</a></h2> <p>Forces DF to pause. This is useful when your FPS drops below 1 and you lose control of the game.</p> <blockquote> @@ -850,23 +876,23 @@ control of the game.</p> </blockquote> </div> <div class="section" id="nopause"> -<h2><a class="toc-backref" href="#id59">nopause</a></h2> +<h2><a class="toc-backref" href="#id61">nopause</a></h2> <p>Disables pausing (both manual and automatic) with the exception of pause forced by 'reveal hell'. This is nice for digging under rivers.</p> </div> <div class="section" id="die"> -<h2><a class="toc-backref" href="#id60">die</a></h2> +<h2><a class="toc-backref" href="#id62">die</a></h2> <p>Instantly kills DF without saving.</p> </div> <div class="section" id="autodump"> -<h2><a class="toc-backref" href="#id61">autodump</a></h2> +<h2><a class="toc-backref" href="#id63">autodump</a></h2> <p>This utility lets you quickly move all items designated to be dumped. Items are instantly moved to the cursor position, the dump flag is unset, and the forbid flag is set, as if it had been dumped normally. Be aware that any active dump item tasks still point at the item.</p> <p>Cursor must be placed on a floor tile so the items can be dumped there.</p> <div class="section" id="id6"> -<h3><a class="toc-backref" href="#id62">Options</a></h3> +<h3><a class="toc-backref" href="#id64">Options</a></h3> <table class="docutils field-list" frame="void" rules="none"> <col class="field-name" /> <col class="field-body" /> @@ -886,21 +912,21 @@ Be aware that any active dump item tasks still point at the item.</p> </div> </div> <div class="section" id="autodump-destroy-here"> -<h2><a class="toc-backref" href="#id63">autodump-destroy-here</a></h2> +<h2><a class="toc-backref" href="#id65">autodump-destroy-here</a></h2> <p>Destroy items marked for dumping under cursor. Identical to autodump destroy-here, but intended for use as keybinding.</p> </div> <div class="section" id="autodump-destroy-item"> -<h2><a class="toc-backref" href="#id64">autodump-destroy-item</a></h2> +<h2><a class="toc-backref" href="#id66">autodump-destroy-item</a></h2> <p>Destroy the selected item. The item may be selected in the 'k' list, or inside a container. If called again before the game is resumed, cancels destroy.</p> </div> <div class="section" id="burrow"> -<h2><a class="toc-backref" href="#id65">burrow</a></h2> +<h2><a class="toc-backref" href="#id67">burrow</a></h2> <p>Miscellaneous burrow control. Allows manipulating burrows and automated burrow expansion while digging.</p> <div class="section" id="id7"> -<h3><a class="toc-backref" href="#id66">Options</a></h3> +<h3><a class="toc-backref" href="#id68">Options</a></h3> <table class="docutils field-list" frame="void" rules="none"> <col class="field-name" /> <col class="field-body" /> @@ -943,7 +969,7 @@ SUBTERRANEAN, INSIDE, OUTSIDE, LIGHT, DARK, HIDDEN, REVEALED</td> </table> </div> <div class="section" id="features"> -<h3><a class="toc-backref" href="#id67">Features</a></h3> +<h3><a class="toc-backref" href="#id69">Features</a></h3> <table class="docutils field-list" frame="void" rules="none"> <col class="field-name" /> <col class="field-body" /> @@ -958,17 +984,17 @@ Digging 1-wide corridors with the miner inside the burrow is SLOW.</td> </div> </div> <div class="section" id="catsplosion"> -<h2><a class="toc-backref" href="#id68">catsplosion</a></h2> +<h2><a class="toc-backref" href="#id70">catsplosion</a></h2> <p>Makes cats just <em>multiply</em>. It is not a good idea to run this more than once or twice.</p> </div> <div class="section" id="clean"> -<h2><a class="toc-backref" href="#id69">clean</a></h2> +<h2><a class="toc-backref" href="#id71">clean</a></h2> <p>Cleans all the splatter that get scattered all over the map, items and creatures. In an old fortress, this can significantly reduce FPS lag. It can also spoil your !!FUN!!, so think before you use it.</p> <div class="section" id="id8"> -<h3><a class="toc-backref" href="#id70">Options</a></h3> +<h3><a class="toc-backref" href="#id72">Options</a></h3> <table class="docutils field-list" frame="void" rules="none"> <col class="field-name" /> <col class="field-body" /> @@ -983,7 +1009,7 @@ also spoil your !!FUN!!, so think before you use it.</p> </table> </div> <div class="section" id="extra-options-for-map"> -<h3><a class="toc-backref" href="#id71">Extra options for 'map'</a></h3> +<h3><a class="toc-backref" href="#id73">Extra options for 'map'</a></h3> <table class="docutils field-list" frame="void" rules="none"> <col class="field-name" /> <col class="field-body" /> @@ -997,16 +1023,16 @@ also spoil your !!FUN!!, so think before you use it.</p> </div> </div> <div class="section" id="spotclean"> -<h2><a class="toc-backref" href="#id72">spotclean</a></h2> +<h2><a class="toc-backref" href="#id74">spotclean</a></h2> <p>Works like 'clean map snow mud', but only for the tile under the cursor. Ideal if you want to keep that bloody entrance 'clean map' would clean up.</p> </div> <div class="section" id="cleanowned"> -<h2><a class="toc-backref" href="#id73">cleanowned</a></h2> +<h2><a class="toc-backref" href="#id75">cleanowned</a></h2> <p>Confiscates items owned by dwarfs. By default, owned food on the floor and rotten items are confistacted and dumped.</p> <div class="section" id="id9"> -<h3><a class="toc-backref" href="#id74">Options</a></h3> +<h3><a class="toc-backref" href="#id76">Options</a></h3> <table class="docutils field-list" frame="void" rules="none"> <col class="field-name" /> <col class="field-body" /> @@ -1026,15 +1052,15 @@ without it actually happening.</td> </table> </div> <div class="section" id="id10"> -<h3><a class="toc-backref" href="#id75">Example:</a></h3> +<h3><a class="toc-backref" href="#id77">Example:</a></h3> <p><tt class="docutils literal">cleanowned scattered X</tt> : This will confiscate rotten and dropped food, garbage on the floors and any worn items with 'X' damage and above.</p> </div> </div> <div class="section" id="colonies"> -<h2><a class="toc-backref" href="#id76">colonies</a></h2> +<h2><a class="toc-backref" href="#id78">colonies</a></h2> <p>Allows listing all the vermin colonies on the map and optionally turning them into honey bee colonies.</p> <div class="section" id="id11"> -<h3><a class="toc-backref" href="#id77">Options</a></h3> +<h3><a class="toc-backref" href="#id79">Options</a></h3> <table class="docutils field-list" frame="void" rules="none"> <col class="field-name" /> <col class="field-body" /> @@ -1046,16 +1072,16 @@ without it actually happening.</td> </div> </div> <div class="section" id="deramp-by-zilpin"> -<h2><a class="toc-backref" href="#id78">deramp (by zilpin)</a></h2> +<h2><a class="toc-backref" href="#id80">deramp (by zilpin)</a></h2> <p>Removes all ramps designated for removal from the map. This is useful for replicating the old channel digging designation. It also removes any and all 'down ramps' that can remain after a cave-in (you don't have to designate anything for that to happen).</p> </div> <div class="section" id="dfusion"> -<h2><a class="toc-backref" href="#id79">dfusion</a></h2> +<h2><a class="toc-backref" href="#id81">dfusion</a></h2> <p>This is the DFusion lua plugin system by warmist/darius, running as a DFHack plugin.</p> <p>See the bay12 thread for details: <a class="reference external" href="http://www.bay12forums.com/smf/index.php?topic=69682.15">http://www.bay12forums.com/smf/index.php?topic=69682.15</a></p> <div class="section" id="confirmed-working-dfusion-plugins"> -<h3><a class="toc-backref" href="#id80">Confirmed working DFusion plugins:</a></h3> +<h3><a class="toc-backref" href="#id82">Confirmed working DFusion plugins:</a></h3> <table class="docutils field-list" frame="void" rules="none"> <col class="field-name" /> <col class="field-body" /> @@ -1075,11 +1101,11 @@ It also removes any and all 'down ramps' that can remain after a cave-in (you do </div> </div> <div class="section" id="drybuckets"> -<h2><a class="toc-backref" href="#id81">drybuckets</a></h2> +<h2><a class="toc-backref" href="#id83">drybuckets</a></h2> <p>This utility removes water from all buckets in your fortress, allowing them to be safely used for making lye.</p> </div> <div class="section" id="fastdwarf"> -<h2><a class="toc-backref" href="#id82">fastdwarf</a></h2> +<h2><a class="toc-backref" href="#id84">fastdwarf</a></h2> <p>Makes your minions move at ludicrous speeds.</p> <blockquote> <ul class="simple"> @@ -1089,7 +1115,7 @@ It also removes any and all 'down ramps' that can remain after a cave-in (you do </blockquote> </div> <div class="section" id="feature"> -<h2><a class="toc-backref" href="#id83">feature</a></h2> +<h2><a class="toc-backref" href="#id85">feature</a></h2> <p>Enables management of map features.</p> <ul class="simple"> <li>Discovering a magma feature (magma pool, volcano, magma sea, or curious @@ -1098,7 +1124,7 @@ underground structure) permits magma workshops and furnaces to be built.</li> that cavern to grow within your fortress.</li> </ul> <div class="section" id="id12"> -<h3><a class="toc-backref" href="#id84">Options</a></h3> +<h3><a class="toc-backref" href="#id86">Options</a></h3> <table class="docutils field-list" frame="void" rules="none"> <col class="field-name" /> <col class="field-body" /> @@ -1114,10 +1140,10 @@ that cavern to grow within your fortress.</li> </div> </div> <div class="section" id="filltraffic"> -<h2><a class="toc-backref" href="#id85">filltraffic</a></h2> +<h2><a class="toc-backref" href="#id87">filltraffic</a></h2> <p>Set traffic designations using flood-fill starting at the cursor.</p> <div class="section" id="traffic-type-codes"> -<h3><a class="toc-backref" href="#id86">Traffic Type Codes:</a></h3> +<h3><a class="toc-backref" href="#id88">Traffic Type Codes:</a></h3> <table class="docutils field-list" frame="void" rules="none"> <col class="field-name" /> <col class="field-body" /> @@ -1134,7 +1160,7 @@ that cavern to grow within your fortress.</li> </table> </div> <div class="section" id="other-options"> -<h3><a class="toc-backref" href="#id87">Other Options:</a></h3> +<h3><a class="toc-backref" href="#id89">Other Options:</a></h3> <table class="docutils field-list" frame="void" rules="none"> <col class="field-name" /> <col class="field-body" /> @@ -1149,15 +1175,15 @@ that cavern to grow within your fortress.</li> </table> </div> <div class="section" id="id13"> -<h3><a class="toc-backref" href="#id88">Example:</a></h3> +<h3><a class="toc-backref" href="#id90">Example:</a></h3> <p>'filltraffic H' - When used in a room with doors, it will set traffic to HIGH in just that room.</p> </div> </div> <div class="section" id="alltraffic"> -<h2><a class="toc-backref" href="#id89">alltraffic</a></h2> +<h2><a class="toc-backref" href="#id91">alltraffic</a></h2> <p>Set traffic designations for every single tile of the map (useful for resetting traffic designations).</p> <div class="section" id="id14"> -<h3><a class="toc-backref" href="#id90">Traffic Type Codes:</a></h3> +<h3><a class="toc-backref" href="#id92">Traffic Type Codes:</a></h3> <table class="docutils field-list" frame="void" rules="none"> <col class="field-name" /> <col class="field-body" /> @@ -1174,12 +1200,12 @@ that cavern to grow within your fortress.</li> </table> </div> <div class="section" id="id15"> -<h3><a class="toc-backref" href="#id91">Example:</a></h3> +<h3><a class="toc-backref" href="#id93">Example:</a></h3> <p>'alltraffic N' - Set traffic to 'normal' for all tiles.</p> </div> </div> <div class="section" id="fixdiplomats"> -<h2><a class="toc-backref" href="#id92">fixdiplomats</a></h2> +<h2><a class="toc-backref" href="#id94">fixdiplomats</a></h2> <p>Up to version 0.31.12, Elves only sent Diplomats to your fortress to propose tree cutting quotas due to a bug; once that bug was fixed, Elves stopped caring about excess tree cutting. This command adds a Diplomat position to all Elven @@ -1188,36 +1214,36 @@ to violate them and potentially start wars) in case you haven't already modified your raws accordingly.</p> </div> <div class="section" id="fixmerchants"> -<h2><a class="toc-backref" href="#id93">fixmerchants</a></h2> +<h2><a class="toc-backref" href="#id95">fixmerchants</a></h2> <p>This command adds the Guild Representative position to all Human civilizations, allowing them to make trade agreements (just as they did back in 0.28.181.40d and earlier) in case you haven't already modified your raws accordingly.</p> </div> <div class="section" id="fixveins"> -<h2><a class="toc-backref" href="#id94">fixveins</a></h2> +<h2><a class="toc-backref" href="#id96">fixveins</a></h2> <p>Removes invalid references to mineral inclusions and restores missing ones. Use this if you broke your embark with tools like tiletypes, or if you accidentally placed a construction on top of a valuable mineral floor.</p> </div> <div class="section" id="fixwagons"> -<h2><a class="toc-backref" href="#id95">fixwagons</a></h2> +<h2><a class="toc-backref" href="#id97">fixwagons</a></h2> <p>Due to a bug in all releases of version 0.31, merchants no longer bring wagons with their caravans. This command re-enables them for all appropriate civilizations.</p> </div> <div class="section" id="flows"> -<h2><a class="toc-backref" href="#id96">flows</a></h2> +<h2><a class="toc-backref" href="#id98">flows</a></h2> <p>A tool for checking how many tiles contain flowing liquids. If you suspect that your magma sea leaks into HFS, you can use this tool to be sure without revealing the map.</p> </div> <div class="section" id="getplants"> -<h2><a class="toc-backref" href="#id97">getplants</a></h2> +<h2><a class="toc-backref" href="#id99">getplants</a></h2> <p>This tool allows plant gathering and tree cutting by RAW ID. Specify the types of trees to cut down and/or shrubs to gather by their plant names, separated by spaces.</p> <div class="section" id="id16"> -<h3><a class="toc-backref" href="#id98">Options</a></h3> +<h3><a class="toc-backref" href="#id100">Options</a></h3> <table class="docutils field-list" frame="void" rules="none"> <col class="field-name" /> <col class="field-body" /> @@ -1238,15 +1264,15 @@ all valid plant IDs will be listed.</p> </div> </div> <div class="section" id="tidlers"> -<h2><a class="toc-backref" href="#id99">tidlers</a></h2> +<h2><a class="toc-backref" href="#id101">tidlers</a></h2> <p>Toggle between all possible positions where the idlers count can be placed.</p> </div> <div class="section" id="twaterlvl"> -<h2><a class="toc-backref" href="#id100">twaterlvl</a></h2> +<h2><a class="toc-backref" href="#id102">twaterlvl</a></h2> <p>Toggle between displaying/not displaying liquid depth as numbers.</p> </div> <div class="section" id="job"> -<h2><a class="toc-backref" href="#id101">job</a></h2> +<h2><a class="toc-backref" href="#id103">job</a></h2> <p>Command for general job query and manipulation.</p> <dl class="docutils"> <dt>Options:</dt> @@ -1263,7 +1289,7 @@ the job item.</li> </dl> </div> <div class="section" id="job-material"> -<h2><a class="toc-backref" href="#id102">job-material</a></h2> +<h2><a class="toc-backref" href="#id104">job-material</a></h2> <p>Alter the material of the selected job.</p> <p>Invoked as: job-material <inorganic-token></p> <dl class="docutils"> @@ -1279,7 +1305,7 @@ over the first available choice with the matching material.</li> </dl> </div> <div class="section" id="job-duplicate"> -<h2><a class="toc-backref" href="#id103">job-duplicate</a></h2> +<h2><a class="toc-backref" href="#id105">job-duplicate</a></h2> <dl class="docutils"> <dt>Duplicate the selected job in a workshop:</dt> <dd><ul class="first last simple"> @@ -1290,11 +1316,11 @@ instantly duplicates the job.</li> </dl> </div> <div class="section" id="keybinding"> -<h2><a class="toc-backref" href="#id104">keybinding</a></h2> +<h2><a class="toc-backref" href="#id106">keybinding</a></h2> <p>Manages DFHack keybindings.</p> <p>Currently it supports any combination of Ctrl/Alt/Shift with F1-F9, or A-Z.</p> <div class="section" id="id17"> -<h3><a class="toc-backref" href="#id105">Options</a></h3> +<h3><a class="toc-backref" href="#id107">Options</a></h3> <table class="docutils field-list" frame="void" rules="none"> <col class="field-name" /> <col class="field-body" /> @@ -1322,7 +1348,7 @@ as a hotkey are always considered applicable.</p> </div> </div> <div class="section" id="liquids"> -<h2><a class="toc-backref" href="#id106">liquids</a></h2> +<h2><a class="toc-backref" href="#id108">liquids</a></h2> <p>Allows adding magma, water and obsidian to the game. It replaces the normal dfhack command line and can't be used from a hotkey. Settings will be remembered as long as dfhack runs. Intended for use in combination with the command @@ -1335,13 +1361,13 @@ temperatures (creating heat traps). You've been warned.</p> </div> </div> <div class="section" id="liquids-here"> -<h2><a class="toc-backref" href="#id107">liquids-here</a></h2> +<h2><a class="toc-backref" href="#id109">liquids-here</a></h2> <p>Run the liquid spawner with the current/last settings made in liquids (if no settings in liquids were made it paints a point of 7/7 magma by default).</p> <p>Intended to be used as keybinding. Requires an active in-game cursor.</p> </div> <div class="section" id="mode"> -<h2><a class="toc-backref" href="#id108">mode</a></h2> +<h2><a class="toc-backref" href="#id110">mode</a></h2> <p>This command lets you see and change the game mode directly. Not all combinations are good for every situation and most of them will produce undesirable results. There are a few good ones though.</p> @@ -1360,11 +1386,11 @@ You just created a returnable mountain home and gained an adventurer.</p> <p>I take no responsibility of anything that happens as a result of using this tool</p> </div> <div class="section" id="extirpate"> -<h2><a class="toc-backref" href="#id109">extirpate</a></h2> +<h2><a class="toc-backref" href="#id111">extirpate</a></h2> <p>A tool for getting rid of trees and shrubs. By default, it only kills a tree/shrub under the cursor. The plants are turned into ashes instantly.</p> <div class="section" id="id18"> -<h3><a class="toc-backref" href="#id110">Options</a></h3> +<h3><a class="toc-backref" href="#id112">Options</a></h3> <table class="docutils field-list" frame="void" rules="none"> <col class="field-name" /> <col class="field-body" /> @@ -1380,24 +1406,24 @@ a tree/shrub under the cursor. The plants are turned into ashes instantly.</p> </div> </div> <div class="section" id="grow"> -<h2><a class="toc-backref" href="#id111">grow</a></h2> +<h2><a class="toc-backref" href="#id113">grow</a></h2> <p>Makes all saplings present on the map grow into trees (almost) instantly.</p> </div> <div class="section" id="immolate"> -<h2><a class="toc-backref" href="#id112">immolate</a></h2> +<h2><a class="toc-backref" href="#id114">immolate</a></h2> <p>Very similar to extirpate, but additionally sets the plants on fire. The fires can and <em>will</em> spread ;)</p> </div> <div class="section" id="probe"> -<h2><a class="toc-backref" href="#id113">probe</a></h2> +<h2><a class="toc-backref" href="#id115">probe</a></h2> <p>Can be used to determine tile properties like temperature.</p> </div> <div class="section" id="prospect"> -<h2><a class="toc-backref" href="#id114">prospect</a></h2> +<h2><a class="toc-backref" href="#id116">prospect</a></h2> <p>Prints a big list of all the present minerals and plants. By default, only the visible part of the map is scanned.</p> <div class="section" id="id19"> -<h3><a class="toc-backref" href="#id115">Options</a></h3> +<h3><a class="toc-backref" href="#id117">Options</a></h3> <table class="docutils field-list" frame="void" rules="none"> <col class="field-name" /> <col class="field-body" /> @@ -1412,14 +1438,14 @@ the visible part of the map is scanned.</p> </table> </div> <div class="section" id="pre-embark-estimate"> -<h3><a class="toc-backref" href="#id116">Pre-embark estimate</a></h3> +<h3><a class="toc-backref" href="#id118">Pre-embark estimate</a></h3> <p>If called during the embark selection screen, displays an estimate of layer stone availability. If the 'all' option is specified, also estimates veins. The estimate is computed either for 1 embark tile of the blinking biome, or for all tiles of the embark rectangle.</p> </div> <div class="section" id="id20"> -<h3><a class="toc-backref" href="#id117">Options</a></h3> +<h3><a class="toc-backref" href="#id119">Options</a></h3> <table class="docutils field-list" frame="void" rules="none"> <col class="field-name" /> <col class="field-body" /> @@ -1431,14 +1457,14 @@ for all tiles of the embark rectangle.</p> </div> </div> <div class="section" id="regrass"> -<h2><a class="toc-backref" href="#id118">regrass</a></h2> +<h2><a class="toc-backref" href="#id120">regrass</a></h2> <p>Regrows grass. Not much to it ;)</p> </div> <div class="section" id="rename"> -<h2><a class="toc-backref" href="#id119">rename</a></h2> +<h2><a class="toc-backref" href="#id121">rename</a></h2> <p>Allows renaming various things.</p> <div class="section" id="id21"> -<h3><a class="toc-backref" href="#id120">Options</a></h3> +<h3><a class="toc-backref" href="#id122">Options</a></h3> <table class="docutils field-list" frame="void" rules="none"> <col class="field-name" /> <col class="field-body" /> @@ -1458,12 +1484,16 @@ interface.</td> <tr class="field"><td> </td><td class="field-body">Change proffession name of the highlighted unit/creature.</td> </tr> +<tr class="field"><th class="field-name" colspan="2">rename building "name":</th></tr> +<tr class="field"><td> </td><td class="field-body">Set a custom name for the selected building. +The building must be one of stockpile, workshop, furnace, trap or siege engine.</td> +</tr> </tbody> </table> </div> </div> <div class="section" id="reveal"> -<h2><a class="toc-backref" href="#id121">reveal</a></h2> +<h2><a class="toc-backref" href="#id123">reveal</a></h2> <p>This reveals the map. By default, HFS will remain hidden so that the demons don't spawn. You can use 'reveal hell' to reveal everything. With hell revealed, you won't be able to unpause until you hide the map again. If you really want @@ -1472,33 +1502,33 @@ to unpause with hell revealed, use 'reveal demons'.</p> you move. When you use it this way, you don't need to run 'unreveal'.</p> </div> <div class="section" id="unreveal"> -<h2><a class="toc-backref" href="#id122">unreveal</a></h2> +<h2><a class="toc-backref" href="#id124">unreveal</a></h2> <p>Reverts the effects of 'reveal'.</p> </div> <div class="section" id="revtoggle"> -<h2><a class="toc-backref" href="#id123">revtoggle</a></h2> +<h2><a class="toc-backref" href="#id125">revtoggle</a></h2> <p>Switches between 'reveal' and 'unreveal'.</p> </div> <div class="section" id="revflood"> -<h2><a class="toc-backref" href="#id124">revflood</a></h2> +<h2><a class="toc-backref" href="#id126">revflood</a></h2> <p>This command will hide the whole map and then reveal all the tiles that have a path to the in-game cursor.</p> </div> <div class="section" id="revforget"> -<h2><a class="toc-backref" href="#id125">revforget</a></h2> +<h2><a class="toc-backref" href="#id127">revforget</a></h2> <p>When you use reveal, it saves information about what was/wasn't visible before revealing everything. Unreveal uses this information to hide things again. This command throws away the information. For example, use in cases where you abandoned with the fort revealed and no longer want the data.</p> </div> <div class="section" id="lair"> -<h2><a class="toc-backref" href="#id126">lair</a></h2> +<h2><a class="toc-backref" href="#id128">lair</a></h2> <p>This command allows you to mark the map as 'monster lair', preventing item scatter on abandon. When invoked as 'lair reset', it does the opposite.</p> <p>Unlike reveal, this command doesn't save the information about tiles - you won't be able to restore state of real monster lairs using 'lair reset'.</p> <div class="section" id="id22"> -<h3><a class="toc-backref" href="#id127">Options</a></h3> +<h3><a class="toc-backref" href="#id129">Options</a></h3> <table class="docutils field-list" frame="void" rules="none"> <col class="field-name" /> <col class="field-body" /> @@ -1512,23 +1542,23 @@ won't be able to restore state of real monster lairs using 'lair reset'.</p> </div> </div> <div class="section" id="seedwatch"> -<h2><a class="toc-backref" href="#id128">seedwatch</a></h2> +<h2><a class="toc-backref" href="#id130">seedwatch</a></h2> <p>Tool for turning cooking of seeds and plants on/off depending on how much you have of them.</p> <p>See 'seedwatch help' for detailed description.</p> </div> <div class="section" id="showmood"> -<h2><a class="toc-backref" href="#id129">showmood</a></h2> +<h2><a class="toc-backref" href="#id131">showmood</a></h2> <p>Shows all items needed for the currently active strange mood.</p> </div> <div class="section" id="copystock"> -<h2><a class="toc-backref" href="#id130">copystock</a></h2> +<h2><a class="toc-backref" href="#id132">copystock</a></h2> <p>Copies the parameters of the currently highlighted stockpile to the custom stockpile settings and switches to custom stockpile placement mode, effectively allowing you to copy/paste stockpiles easily.</p> </div> <div class="section" id="ssense-stonesense"> -<h2><a class="toc-backref" href="#id131">ssense / stonesense</a></h2> +<h2><a class="toc-backref" href="#id133">ssense / stonesense</a></h2> <p>An isometric visualizer that runs in a second window. This requires working graphics acceleration and at least a dual core CPU (otherwise it will slow down DF).</p> @@ -1541,7 +1571,7 @@ thread: <a class="reference external" href="http://www.bay12forums.com/smf/index <a class="reference external" href="http://df.magmawiki.com/index.php/Utility:Stonesense/Content_repository">http://df.magmawiki.com/index.php/Utility:Stonesense/Content_repository</a></p> </div> <div class="section" id="tiletypes"> -<h2><a class="toc-backref" href="#id132">tiletypes</a></h2> +<h2><a class="toc-backref" href="#id134">tiletypes</a></h2> <p>Can be used for painting map tiles and is an interactive command, much like liquids.</p> <p>The tool works with two set of options and a brush. The brush determines which @@ -1602,25 +1632,25 @@ up.</p> <p>For more details, see the 'help' command while using this.</p> </div> <div class="section" id="tiletypes-commands"> -<h2><a class="toc-backref" href="#id133">tiletypes-commands</a></h2> +<h2><a class="toc-backref" href="#id135">tiletypes-commands</a></h2> <p>Runs tiletypes commands, separated by ;. This makes it possible to change tiletypes modes from a hotkey.</p> </div> <div class="section" id="tiletypes-here"> -<h2><a class="toc-backref" href="#id134">tiletypes-here</a></h2> +<h2><a class="toc-backref" href="#id136">tiletypes-here</a></h2> <p>Apply the current tiletypes options at the in-game cursor position, including the brush. Can be used from a hotkey.</p> </div> <div class="section" id="tiletypes-here-point"> -<h2><a class="toc-backref" href="#id135">tiletypes-here-point</a></h2> +<h2><a class="toc-backref" href="#id137">tiletypes-here-point</a></h2> <p>Apply the current tiletypes options at the in-game cursor position to a single tile. Can be used from a hotkey.</p> </div> <div class="section" id="tweak"> -<h2><a class="toc-backref" href="#id136">tweak</a></h2> +<h2><a class="toc-backref" href="#id138">tweak</a></h2> <p>Contains various tweaks for minor bugs (currently just one).</p> <div class="section" id="id23"> -<h3><a class="toc-backref" href="#id137">Options</a></h3> +<h3><a class="toc-backref" href="#id139">Options</a></h3> <table class="docutils field-list" frame="void" rules="none"> <col class="field-name" /> <col class="field-body" /> @@ -1656,27 +1686,53 @@ and are not flagged as tame), but you are allowed to mark them for slaughter. Grabbing wagons results in some funny spam, then they are scuttled.</td> </tr> +<tr class="field"><th class="field-name">stable-cursor:</th><td class="field-body">Saves the exact cursor position between t/q/k/d/etc menus of dwarfmode.</td> +</tr> +<tr class="field"><th class="field-name">patrol-duty:</th><td class="field-body">Makes Train orders not count as patrol duty to stop unhappy thoughts. +Does NOT fix the problem when soldiers go off-duty (i.e. civilian).</td> +</tr> +<tr class="field"><th class="field-name" colspan="2">readable-build-plate:</th></tr> +<tr class="field"><td> </td><td class="field-body">Fixes rendering of creature weight limits in pressure plate build menu.</td> +</tr> +<tr class="field"><th class="field-name">stable-temp:</th><td class="field-body">Fixes performance bug 6012 by squashing jitter in temperature updates. +In very item-heavy forts with big stockpiles this can improve FPS by 50-100%</td> +</tr> +<tr class="field"><th class="field-name">fast-heat:</th><td class="field-body">Further improves temperature update performance by ensuring that 1 degree +of item temperature is crossed in no more than specified number of frames +when updating from the environment temperature. This reduces the time it +takes for stable-temp to stop updates again when equilibrium is disturbed.</td> +</tr> +<tr class="field"><th class="field-name">fix-dimensions:</th><td class="field-body">Fixes subtracting small amount of thread/cloth/liquid from a stack +by splitting the stack and subtracting from the remaining single item. +This is a necessary addition to the binary patch in bug 808.</td> +</tr> +<tr class="field"><th class="field-name" colspan="2">advmode-contained:</th></tr> +<tr class="field"><td> </td><td class="field-body">Works around bug 6202, i.e. custom reactions with container inputs +in advmode. The issue is that the screen tries to force you to select +the contents separately from the container. This forcefully skips child +reagents.</td> +</tr> </tbody> </table> </div> </div> <div class="section" id="tubefill"> -<h2><a class="toc-backref" href="#id138">tubefill</a></h2> +<h2><a class="toc-backref" href="#id140">tubefill</a></h2> <p>Fills all the adamantine veins again. Veins that were empty will be filled in too, but might still trigger a demon invasion (this is a known bug).</p> </div> <div class="section" id="digv"> -<h2><a class="toc-backref" href="#id139">digv</a></h2> +<h2><a class="toc-backref" href="#id141">digv</a></h2> <p>Designates a whole vein for digging. Requires an active in-game cursor placed over a vein tile. With the 'x' option, it will traverse z-levels (putting stairs between the same-material tiles).</p> </div> <div class="section" id="digvx"> -<h2><a class="toc-backref" href="#id140">digvx</a></h2> +<h2><a class="toc-backref" href="#id142">digvx</a></h2> <p>A permanent alias for 'digv x'.</p> </div> <div class="section" id="digl"> -<h2><a class="toc-backref" href="#id141">digl</a></h2> +<h2><a class="toc-backref" href="#id143">digl</a></h2> <p>Designates layer stone for digging. Requires an active in-game cursor placed over a layer stone tile. With the 'x' option, it will traverse z-levels (putting stairs between the same-material tiles). With the 'undo' option it @@ -1684,16 +1740,16 @@ will remove the dig designation instead (if you realize that digging out a 50 z-level deep layer was not such a good idea after all).</p> </div> <div class="section" id="diglx"> -<h2><a class="toc-backref" href="#id142">diglx</a></h2> +<h2><a class="toc-backref" href="#id144">diglx</a></h2> <p>A permanent alias for 'digl x'.</p> </div> <div class="section" id="digexp"> -<h2><a class="toc-backref" href="#id143">digexp</a></h2> +<h2><a class="toc-backref" href="#id145">digexp</a></h2> <p>This command can be used for exploratory mining.</p> <p>See: <a class="reference external" href="http://df.magmawiki.com/index.php/DF2010:Exploratory_mining">http://df.magmawiki.com/index.php/DF2010:Exploratory_mining</a></p> <p>There are two variables that can be set: pattern and filter.</p> <div class="section" id="patterns"> -<h3><a class="toc-backref" href="#id144">Patterns:</a></h3> +<h3><a class="toc-backref" href="#id146">Patterns:</a></h3> <table class="docutils field-list" frame="void" rules="none"> <col class="field-name" /> <col class="field-body" /> @@ -1714,7 +1770,7 @@ z-level deep layer was not such a good idea after all).</p> </table> </div> <div class="section" id="filters"> -<h3><a class="toc-backref" href="#id145">Filters:</a></h3> +<h3><a class="toc-backref" href="#id147">Filters:</a></h3> <table class="docutils field-list" frame="void" rules="none"> <col class="field-name" /> <col class="field-body" /> @@ -1730,7 +1786,7 @@ z-level deep layer was not such a good idea after all).</p> <p>After you have a pattern set, you can use 'expdig' to apply it again.</p> </div> <div class="section" id="id24"> -<h3><a class="toc-backref" href="#id146">Examples:</a></h3> +<h3><a class="toc-backref" href="#id148">Examples:</a></h3> <dl class="docutils"> <dt>designate the diagonal 5 patter over all hidden tiles:</dt> <dd><ul class="first last simple"> @@ -1751,11 +1807,11 @@ z-level deep layer was not such a good idea after all).</p> </div> </div> <div class="section" id="digcircle"> -<h2><a class="toc-backref" href="#id147">digcircle</a></h2> +<h2><a class="toc-backref" href="#id149">digcircle</a></h2> <p>A command for easy designation of filled and hollow circles. It has several types of options.</p> <div class="section" id="shape"> -<h3><a class="toc-backref" href="#id148">Shape:</a></h3> +<h3><a class="toc-backref" href="#id150">Shape:</a></h3> <table class="docutils field-list" frame="void" rules="none"> <col class="field-name" /> <col class="field-body" /> @@ -1770,7 +1826,7 @@ It has several types of options.</p> </table> </div> <div class="section" id="action"> -<h3><a class="toc-backref" href="#id149">Action:</a></h3> +<h3><a class="toc-backref" href="#id151">Action:</a></h3> <table class="docutils field-list" frame="void" rules="none"> <col class="field-name" /> <col class="field-body" /> @@ -1785,7 +1841,7 @@ It has several types of options.</p> </table> </div> <div class="section" id="designation-types"> -<h3><a class="toc-backref" href="#id150">Designation types:</a></h3> +<h3><a class="toc-backref" href="#id152">Designation types:</a></h3> <table class="docutils field-list" frame="void" rules="none"> <col class="field-name" /> <col class="field-body" /> @@ -1808,7 +1864,7 @@ It has several types of options.</p> repeats with the last selected parameters.</p> </div> <div class="section" id="id25"> -<h3><a class="toc-backref" href="#id151">Examples:</a></h3> +<h3><a class="toc-backref" href="#id153">Examples:</a></h3> <ul class="simple"> <li>'digcircle filled 3' = Dig a filled circle with radius = 3.</li> <li>'digcircle' = Do it again.</li> @@ -1816,11 +1872,11 @@ repeats with the last selected parameters.</p> </div> </div> <div class="section" id="weather"> -<h2><a class="toc-backref" href="#id152">weather</a></h2> +<h2><a class="toc-backref" href="#id154">weather</a></h2> <p>Prints the current weather map by default.</p> <p>Also lets you change the current weather to 'clear sky', 'rainy' or 'snowing'.</p> <div class="section" id="id26"> -<h3><a class="toc-backref" href="#id153">Options:</a></h3> +<h3><a class="toc-backref" href="#id155">Options:</a></h3> <table class="docutils field-list" frame="void" rules="none"> <col class="field-name" /> <col class="field-body" /> @@ -1836,10 +1892,10 @@ repeats with the last selected parameters.</p> </div> </div> <div class="section" id="workflow"> -<h2><a class="toc-backref" href="#id154">workflow</a></h2> +<h2><a class="toc-backref" href="#id156">workflow</a></h2> <p>Manage control of repeat jobs.</p> <div class="section" id="id27"> -<h3><a class="toc-backref" href="#id155">Usage</a></h3> +<h3><a class="toc-backref" href="#id157">Usage</a></h3> <dl class="docutils"> <dt><tt class="docutils literal">workflow enable <span class="pre">[option...],</span> workflow disable <span class="pre">[option...]</span></tt></dt> <dd><p class="first">If no options are specified, enables or disables the plugin. @@ -1860,7 +1916,7 @@ Otherwise, enables or disables any of the following options:</p> </dl> </div> <div class="section" id="function"> -<h3><a class="toc-backref" href="#id156">Function</a></h3> +<h3><a class="toc-backref" href="#id158">Function</a></h3> <p>When the plugin is enabled, it protects all repeat jobs from removal. If they do disappear due to any cause, they are immediately re-added to their workshop and suspended.</p> @@ -1871,7 +1927,7 @@ the amount has to drop before jobs are resumed; this is intended to reduce the frequency of jobs being toggled.</p> </div> <div class="section" id="constraint-examples"> -<h3><a class="toc-backref" href="#id157">Constraint examples</a></h3> +<h3><a class="toc-backref" href="#id159">Constraint examples</a></h3> <p>Keep metal bolts within 900-1000, and wood/bone within 150-200.</p> <pre class="literal-block"> workflow amount AMMO:ITEM_AMMO_BOLTS/METAL 1000 100 @@ -1909,19 +1965,19 @@ command. </div> </div> <div class="section" id="mapexport"> -<h2><a class="toc-backref" href="#id158">mapexport</a></h2> +<h2><a class="toc-backref" href="#id160">mapexport</a></h2> <p>Export the current loaded map as a file. This will be eventually usable with visualizers.</p> </div> <div class="section" id="dwarfexport"> -<h2><a class="toc-backref" href="#id159">dwarfexport</a></h2> +<h2><a class="toc-backref" href="#id161">dwarfexport</a></h2> <p>Export dwarves to RuneSmith-compatible XML.</p> </div> <div class="section" id="zone"> -<h2><a class="toc-backref" href="#id160">zone</a></h2> +<h2><a class="toc-backref" href="#id162">zone</a></h2> <p>Helps a bit with managing activity zones (pens, pastures and pits) and cages.</p> <div class="section" id="id28"> -<h3><a class="toc-backref" href="#id161">Options:</a></h3> +<h3><a class="toc-backref" href="#id163">Options:</a></h3> <table class="docutils field-list" frame="void" rules="none"> <col class="field-name" /> <col class="field-body" /> @@ -1960,7 +2016,7 @@ the cursor are listed.</td> </table> </div> <div class="section" id="id29"> -<h3><a class="toc-backref" href="#id162">Filters:</a></h3> +<h3><a class="toc-backref" href="#id164">Filters:</a></h3> <table class="docutils field-list" frame="void" rules="none"> <col class="field-name" /> <col class="field-body" /> @@ -2017,7 +2073,7 @@ for war/hunt). Negatable.</td> </table> </div> <div class="section" id="usage-with-single-units"> -<h3><a class="toc-backref" href="#id163">Usage with single units</a></h3> +<h3><a class="toc-backref" href="#id165">Usage with single units</a></h3> <p>One convenient way to use the zone tool is to bind the command 'zone assign' to a hotkey, maybe also the command 'zone set'. Place the in-game cursor over a pen/pasture or pit, use 'zone set' to mark it. Then you can select units @@ -2026,7 +2082,7 @@ and use 'zone assign' to assign them to their new home. Allows pitting your own dwarves, by the way.</p> </div> <div class="section" id="usage-with-filters"> -<h3><a class="toc-backref" href="#id164">Usage with filters</a></h3> +<h3><a class="toc-backref" href="#id166">Usage with filters</a></h3> <p>All filters can be used together with the 'assign' command.</p> <p>Restrictions: It's not possible to assign units who are inside built cages or chained because in most cases that won't be desirable anyways. @@ -2044,14 +2100,14 @@ are not properly added to your own stocks; slaughtering them should work).</p> <p>Most filters can be negated (e.g. 'not grazer' -> race is not a grazer).</p> </div> <div class="section" id="mass-renaming"> -<h3><a class="toc-backref" href="#id165">Mass-renaming</a></h3> +<h3><a class="toc-backref" href="#id167">Mass-renaming</a></h3> <p>Using the 'nick' command you can set the same nickname for multiple units. If used without 'assign', 'all' or 'count' it will rename all units in the current default target zone. Combined with 'assign', 'all' or 'count' (and further optional filters) it will rename units matching the filter conditions.</p> </div> <div class="section" id="cage-zones"> -<h3><a class="toc-backref" href="#id166">Cage zones</a></h3> +<h3><a class="toc-backref" href="#id168">Cage zones</a></h3> <p>Using the 'tocages' command you can assign units to a set of cages, for example a room next to your butcher shop(s). They will be spread evenly among available cages to optimize hauling to and butchering from them. For this to work you need @@ -2062,7 +2118,7 @@ would make no sense, but can be used together with 'nick' or 'remnick' and all the usual filters.</p> </div> <div class="section" id="id30"> -<h3><a class="toc-backref" href="#id167">Examples</a></h3> +<h3><a class="toc-backref" href="#id169">Examples</a></h3> <dl class="docutils"> <dt><tt class="docutils literal">zone assign all own ALPACA minage 3 maxage 10</tt></dt> <dd>Assign all own alpacas who are between 3 and 10 years old to the selected @@ -2088,7 +2144,7 @@ on the current default zone.</dd> </div> </div> <div class="section" id="autonestbox"> -<h2><a class="toc-backref" href="#id168">autonestbox</a></h2> +<h2><a class="toc-backref" href="#id170">autonestbox</a></h2> <p>Assigns unpastured female egg-layers to nestbox zones. Requires that you create pen/pasture zones above nestboxes. If the pen is bigger than 1x1 the nestbox must be in the top left corner. Only 1 unit will be assigned per pen, regardless @@ -2099,7 +2155,7 @@ processed since pasturing half-trained wild egglayers could destroy your neat nestbox zones when they revert to wild. When called without options autonestbox will instantly run once.</p> <div class="section" id="id31"> -<h3><a class="toc-backref" href="#id169">Options:</a></h3> +<h3><a class="toc-backref" href="#id171">Options:</a></h3> <table class="docutils field-list" frame="void" rules="none"> <col class="field-name" /> <col class="field-body" /> @@ -2117,7 +2173,7 @@ frames between runs.</td> </div> </div> <div class="section" id="autobutcher"> -<h2><a class="toc-backref" href="#id170">autobutcher</a></h2> +<h2><a class="toc-backref" href="#id172">autobutcher</a></h2> <p>Assigns lifestock for slaughter once it reaches a specific count. Requires that you add the target race(s) to a watch list. Only tame units will be processed.</p> <p>Named units will be completely ignored (to protect specific animals from @@ -2131,7 +2187,7 @@ Once you have too much kids, the youngest will be butchered first. If you don't set any target count the following default will be used: 1 male kid, 5 female kids, 1 male adult, 5 female adults.</p> <div class="section" id="id32"> -<h3><a class="toc-backref" href="#id171">Options:</a></h3> +<h3><a class="toc-backref" href="#id173">Options:</a></h3> <table class="docutils field-list" frame="void" rules="none"> <col class="field-name" /> <col class="field-body" /> @@ -2184,7 +2240,7 @@ for future entries.</td> </table> </div> <div class="section" id="id33"> -<h3><a class="toc-backref" href="#id172">Examples:</a></h3> +<h3><a class="toc-backref" href="#id174">Examples:</a></h3> <p>You want to keep max 7 kids (4 female, 3 male) and max 3 adults (2 female, 1 male) of the race alpaca. Once the kids grow up the oldest adults will get slaughtered. Excess kids will get slaughtered starting with the youngest @@ -2215,7 +2271,7 @@ autobutcher unwatch ALPACA CAT </pre> </div> <div class="section" id="note"> -<h3><a class="toc-backref" href="#id173">Note:</a></h3> +<h3><a class="toc-backref" href="#id175">Note:</a></h3> <p>Settings and watchlist are stored in the savegame, so that you can have different settings for each world. If you want to copy your watchlist to another savegame you can use the command list_export:</p> @@ -2229,7 +2285,7 @@ autobutcher.bat </div> </div> <div class="section" id="autolabor"> -<h2><a class="toc-backref" href="#id174">autolabor</a></h2> +<h2><a class="toc-backref" href="#id176">autolabor</a></h2> <p>Automatically manage dwarf labors.</p> <p>When enabled, autolabor periodically checks your dwarves and enables or disables labors. It tries to keep as many dwarves as possible busy but @@ -2241,6 +2297,234 @@ while it is enabled.</p> </div> <p>For detailed usage information, see 'help autolabor'.</p> </div> +<div class="section" id="growcrops"> +<h2><a class="toc-backref" href="#id177">growcrops</a></h2> +<p>Instantly grow seeds inside farming plots.</p> +<p>With no argument, this command list the various seed types currently in +use in your farming plots. +With a seed type, the script will grow 100 of these seeds, ready to be +harvested. You can change the number with a 2nd argument.</p> +<p>For exemple, to grow 40 plump helmet spawn:</p> +<pre class="literal-block"> +growcrops plump 40 +</pre> +</div> +<div class="section" id="removebadthoughts"> +<h2><a class="toc-backref" href="#id178">removebadthoughts</a></h2> +<p>This script remove negative thoughts from your dwarves. Very useful against +tantrum spirals.</p> +<p>With a selected unit in 'v' mode, will clear this unit's mind, otherwise +clear all your fort's units minds.</p> +<p>Individual dwarf happiness may not increase right after this command is run, +but in the short term your dwarves will get much more joyful. +The thoughts are set to be very old, and the game will remove them soon when +you unpause.</p> +<p>With the optional <tt class="docutils literal"><span class="pre">-v</span></tt> parameter, the script will dump the negative thoughts +it removed.</p> +</div> +<div class="section" id="slayrace"> +<h2><a class="toc-backref" href="#id179">slayrace</a></h2> +<p>Kills any unit of a given race.</p> +<p>With no argument, lists the available races.</p> +<p>With the special argument 'him', targets only the selected creature.</p> +<p>Any non-dead non-caged unit of the specified race gets its <tt class="docutils literal">blood_count</tt> +set to 0, which means immediate death at the next game tick. For creatures +such as vampires, also set animal.vanish_countdown to 2.</p> +<p>An alternate mode is selected by adding a 2nd argument to the command, +<tt class="docutils literal">magma</tt>. In this case, a column of 7/7 magma is generated on top of the +targets until they die (Warning: do not call on magma-safe creatures. Also, +using this mode for birds is not recommanded.)</p> +<p>Will target any unit on a revealed tile of the map, including ambushers.</p> +<p>Ex:</p> +<pre class="literal-block"> +slayrace gob +</pre> +<p>To kill a single creature, select the unit with the 'v' cursor and:</p> +<pre class="literal-block"> +slayrace him +</pre> +<p>To purify all elves on the map with fire (may have side-effects):</p> +<pre class="literal-block"> +slayrace elve magma +</pre> +</div> +<div class="section" id="magmasource"> +<h2><a class="toc-backref" href="#id180">magmasource</a></h2> +<p>Create an infinite magma source on a tile.</p> +<p>This script registers a map tile as a magma source, and every 12 game ticks +that tile receives 1 new unit of flowing magma.</p> +<p>Place the game cursor where you want to create the source (must be a +flow-passable tile, and not too high in the sky) and call:</p> +<pre class="literal-block"> +magmasource here +</pre> +<p>To add more than 1 unit everytime, call the command again.</p> +<p>To delete one source, place the cursor over its tile and use <tt class="docutils literal"><span class="pre">delete-here</span></tt>. +To remove all placed sources, call <tt class="docutils literal">magmasource stop</tt>.</p> +<p>With no argument, this command shows an help message and list existing sources.</p> +</div> +</div> +<div class="section" id="in-game-interface-tools"> +<h1><a class="toc-backref" href="#id181">In-game interface tools</a></h1> +<p>These tools work by displaying dialogs or overlays in the game window, and +are mostly implemented by lua scripts.</p> +<div class="section" id="dwarf-manipulator"> +<h2><a class="toc-backref" href="#id182">Dwarf Manipulator</a></h2> +<p>Implemented by the manipulator plugin. To activate, open the unit screen and press 'l'.</p> +<p>This tool implements a Dwarf Therapist-like interface within the game ui.</p> +</div> +<div class="section" id="id34"> +<h2><a class="toc-backref" href="#id183">Liquids</a></h2> +<p>Implemented by the gui/liquids script. To use, bind to a key and activate in the 'k' mode.</p> +<p>While active, use the suggested keys to switch the usual liquids parameters, and Enter +to select the target area and apply changes.</p> +</div> +<div class="section" id="mechanisms"> +<h2><a class="toc-backref" href="#id184">Mechanisms</a></h2> +<p>Implemented by the gui/mechanims script. To use, bind to a key and activate in the 'q' mode.</p> +<p>Lists mechanisms connected to the building, and their links. Navigating the list centers +the view on the relevant linked buildings.</p> +<p>To exit, press ESC or Enter; ESC recenters on the original building, while Enter leaves +focus on the current one. Shift-Enter has an effect equivalent to pressing Enter, and then +re-entering the mechanisms ui.</p> +</div> +<div class="section" id="power-meter"> +<h2><a class="toc-backref" href="#id185">Power Meter</a></h2> +<p>Front-end to the power-meter plugin implemented by the gui/power-meter script. Bind to a +key and activate after selecting Pressure Plate in the build menu.</p> +<p>The script follows the general look and feel of the regular pressure plate build +configuration page, but configures parameters relevant to the modded power meter building.</p> +</div> +<div class="section" id="id35"> +<h2><a class="toc-backref" href="#id186">Rename</a></h2> +<p>Backed by the rename plugin, the gui/rename script allows entering the desired name +via a simple dialog in the game ui.</p> +<ul> +<li><p class="first"><tt class="docutils literal">gui/rename [building]</tt> in 'q' mode changes the name of a building.</p> +<p>The selected building must be one of stockpile, workshop, furnace, trap or siege engine.</p> +</li> +<li><p class="first"><tt class="docutils literal">gui/rename [unit]</tt> with a unit selected changes the nickname.</p> +</li> +<li><p class="first"><tt class="docutils literal">gui/rename <span class="pre">unit-profession</span></tt> changes the selected unit's custom profession name.</p> +</li> +</ul> +<p>The <tt class="docutils literal">building</tt> or <tt class="docutils literal">unit</tt> are automatically assumed when in relevant ui state.</p> +</div> +<div class="section" id="room-list"> +<h2><a class="toc-backref" href="#id187">Room List</a></h2> +<p>Implemented by the gui/room-list script. To use, bind to a key and activate in the 'q' mode, +either immediately or after opening the assign owner page.</p> +<p>The script lists other rooms owned by the same owner, or by the unit selected in the assign +list, and allows unassigning them.</p> +</div> +<div class="section" id="siege-engine"> +<h2><a class="toc-backref" href="#id188">Siege Engine</a></h2> +<p>Front-end to the siege-engine plugin implemented by the gui/siege-engine script. Bind to a +key and activate after selecting a siege engine in 'q' mode.</p> +<p>The main mode displays the current target, selected ammo item type, linked stockpiles and +the allowed operator skill range. The map tile color is changed to reflect if it can be +hit by the selected engine.</p> +<p>Pressing 'r' changes into the target selection mode, which works by highlighting two points +with Enter like all designations. When a target area is set, the engine projectiles are +aimed at that area, or units within it, instead of the vanilla four directions.</p> +<p>Pressing 't' switches to stockpile selection.</p> +<p>Exiting from the siege engine script via ESC reverts the view to the state prior to starting +the script. Shift-ESC retains the current viewport, and also exits from the 'q' mode to main +menu.</p> +<p><strong>DISCLAIMER</strong>: Siege engines are a very interesting feature, but currently nearly useless +because they haven't been updated since 2D and can only aim in four directions. This is an +attempt to bring them more up to date until Toady has time to work on it. Actual improvements, +e.g. like making siegers bring their own, are something only Toady can do.</p> +</div> +</div> +<div class="section" id="raw-hacks"> +<h1><a class="toc-backref" href="#id189">RAW hacks</a></h1> +<p>These plugins detect certain structures in RAWs, and enhance them in various ways.</p> +<div class="section" id="steam-engine"> +<h2><a class="toc-backref" href="#id190">Steam Engine</a></h2> +<p>The steam-engine plugin detects custom workshops with STEAM_ENGINE in +their token, and turns them into real steam engines.</p> +<div class="section" id="rationale"> +<h3><a class="toc-backref" href="#id191">Rationale</a></h3> +<p>The vanilla game contains only water wheels and windmills as sources of +power, but windmills give relatively little power, and water wheels require +flowing water, which must either be a real river and thus immovable and +limited in supply, or actually flowing and thus laggy.</p> +<p>Steam engines are an alternative to water reactors that actually makes +sense, and hopefully doesn't lag. Also, unlike e.g. animal treadmills, +it can be done just by combining existing features of the game engine +in a new way with some glue code and a bit of custom logic.</p> +</div> +<div class="section" id="construction"> +<h3><a class="toc-backref" href="#id192">Construction</a></h3> +<p>The workshop needs water as its input, which it takes via a +passable floor tile below it, like usual magma workshops do. +The magma version also needs magma.</p> +<p><strong>ISSUE</strong>: Since this building is a machine, and machine collapse +code cannot be modified, it would collapse over true open space. +As a loophole, down stair provides support to machines, while +being passable, so use them.</p> +<p>After constructing the building itself, machines can be connected +to the edge tiles that look like gear boxes. Their exact position +is extracted from the workshop raws.</p> +<p><strong>ISSUE</strong>: Like with collapse above, part of the code involved in +machine connection cannot be modified. As a result, the workshop +can only immediately connect to machine components built AFTER it. +This also means that engines cannot be chained without intermediate +short axles that can be built later.</p> +</div> +<div class="section" id="operation"> +<h3><a class="toc-backref" href="#id193">Operation</a></h3> +<p>In order to operate the engine, queue the Stoke Boiler job (optionally +on repeat). A furnace operator will come, possibly bringing a bar of fuel, +and perform it. As a result, a "boiling water" item will appear +in the 't' view of the workshop.</p> +<p><strong>NOTE</strong>: The completion of the job will actually consume one unit +of the appropriate liquids from below the workshop.</p> +<p>Every such item gives 100 power, up to a limit of 300 for coal, +and 500 for a magma engine. The building can host twice that +amount of items to provide longer autonomous running. When the +boiler gets filled to capacity, all queued jobs are suspended; +once it drops back to 3+1 or 5+1 items, they are re-enabled.</p> +<p>While the engine is providing power, steam is being consumed. +The consumption speed includes a fixed 10% waste rate, and +the remaining 90% are applied proportionally to the actual +load in the machine. With the engine at nominal 300 power with +150 load in the system, it will consume steam for actual +300*(10% + 90%*150/300) = 165 power.</p> +<p>Masterpiece mechanism and chain will decrease the mechanical +power drawn by the engine itself from 10 to 5. Masterpiece +barrel decreases waste rate by 4%. Masterpiece piston and pipe +decrease it by further 4%, and also decrease the whole steam +use rate by 10%.</p> +</div> +<div class="section" id="explosions"> +<h3><a class="toc-backref" href="#id194">Explosions</a></h3> +<p>The engine must be constructed using barrel, pipe and piston +from fire-safe, or in the magma version magma-safe metals.</p> +<p>During operation weak parts get gradually worn out, and +eventually the engine explodes. It should also explode if +toppled during operation by a building destroyer, or a +tantruming dwarf.</p> +</div> +<div class="section" id="save-files"> +<h3><a class="toc-backref" href="#id195">Save files</a></h3> +<p>It should be safe to load and view engine-using fortresses +from a DF version without DFHack installed, except that in such +case the engines won't work. However actually making modifications +to them, or machines they connect to (including by pulling levers), +can easily result in inconsistent state once this plugin is +available again. The effects may be as weird as negative power +being generated.</p> +</div> +</div> +<div class="section" id="add-spatter"> +<h2><a class="toc-backref" href="#id196">Add Spatter</a></h2> +<p>This plugin makes reactions with names starting with <tt class="docutils literal">SPATTER_ADD_</tt> +produce contaminants on the items instead of improvements.</p> +<p>Intended to give some use to all those poisons that can be bought from caravans.</p> +<p>To be really useful this needs patches from bug 808 and <tt class="docutils literal">tweak <span class="pre">fix-dimensions</span></tt>.</p> +</div> </div> </div> </body> diff --git a/dfhack.init-example b/dfhack.init-example index a9b69b82..83c3641b 100644 --- a/dfhack.init-example +++ b/dfhack.init-example @@ -59,6 +59,9 @@ keybinding add Alt-L@dwarfmode/LookAround gui/liquids # machine power sensitive pressure plate construction keybinding add Ctrl-Shift-M@dwarfmode/Build/Position/Trap gui/power-meter +# siege engine control +keybinding add Alt-A@dwarfmode/QueryBuilding/Some/SiegeEngine gui/siege-engine + ############################ # UI and game logic tweaks # ############################ @@ -79,3 +82,11 @@ tweak stable-temp # capping the rate to no less than 1 degree change per 500 frames # Note: will also cause stuff to melt faster in magma etc tweak fast-heat 500 + +# stop stacked liquid/bar/thread/cloth items from lasting forever +# if used in reactions that use only a fraction of the dimension. +tweak fix-dimensions + +# make reactions requiring containers usable in advmode - the issue is +# that the screen asks for those reagents to be selected directly +tweak advmode-contained diff --git a/library/LuaApi.cpp b/library/LuaApi.cpp index f69fa7a1..d73d14cf 100644 --- a/library/LuaApi.cpp +++ b/library/LuaApi.cpp @@ -886,6 +886,12 @@ static bool items_moveToInventory return Items::moveToInventory(mc, item, unit, mode, body_part); } +static bool items_remove(df::item *item, bool no_uncat) +{ + MapExtras::MapCache mc; + return Items::remove(mc, item, no_uncat); +} + static df::proj_itemst *items_makeProjectile(df::item *item) { MapExtras::MapCache mc; @@ -904,6 +910,7 @@ static const LuaWrapper::FunctionReg dfhack_items_module[] = { WRAPN(moveToBuilding, items_moveToBuilding), WRAPN(moveToInventory, items_moveToInventory), WRAPN(makeProjectile, items_makeProjectile), + WRAPN(remove, items_remove), { NULL, NULL } }; @@ -1077,7 +1084,9 @@ static int buildings_getCorrectSize(lua_State *state) return 5; } -static int buildings_setSize(lua_State *state) +namespace { + +int buildings_setSize(lua_State *state) { auto bld = Lua::CheckDFObject<df::building>(state, 1); df::coord2d size(luaL_optint(state, 2, 1), luaL_optint(state, 3, 1)); @@ -1098,11 +1107,13 @@ static int buildings_setSize(lua_State *state) return 1; } +} + static const luaL_Reg dfhack_buildings_funcs[] = { { "findAtTile", buildings_findAtTile }, { "findCivzonesAt", buildings_findCivzonesAt }, { "getCorrectSize", buildings_getCorrectSize }, - { "setSize", buildings_setSize }, + { "setSize", &Lua::CallWithCatchWrapper<buildings_setSize> }, { NULL, NULL } }; diff --git a/library/VTableInterpose.cpp b/library/VTableInterpose.cpp index 583ef518..04642565 100644 --- a/library/VTableInterpose.cpp +++ b/library/VTableInterpose.cpp @@ -438,6 +438,8 @@ void VMethodInterposeLinkBase::remove() if (next) prev->child_next.insert(next); + else + prev->child_hosts.insert(host); } } diff --git a/library/include/DataFuncs.h b/library/include/DataFuncs.h index 52039566..01a798e3 100644 --- a/library/include/DataFuncs.h +++ b/library/include/DataFuncs.h @@ -85,7 +85,7 @@ namespace df { static const bool is_method = true; \ }; -#define INSTANTIATE_WRAPPERS(Count, FArgs, Args, Loads) \ +#define INSTANTIATE_WRAPPERS2(Count, FArgs, Args, Loads) \ template<FW_TARGS> struct function_wrapper<void (*) FArgs, true> { \ static const int num_args = Count; \ static void execute(lua_State *state, int base, void (*cb) FArgs) { Loads; INVOKE_VOID(cb Args); } \ @@ -105,79 +105,103 @@ namespace df { LOAD_CLASS(); Loads; INVOKE_RV((self->*cb) Args); } \ }; +#define INSTANTIATE_WRAPPERS(Count, FArgs, OFArgs, Args, OArgs, Loads) \ + INSTANTIATE_WRAPPERS2(Count, FArgs, Args, Loads) \ + INSTANTIATE_WRAPPERS2(Count, OFArgs, OArgs, LOAD_OSTREAM(out); Loads) + #define FW_TARGSC #define FW_TARGS INSTANTIATE_RETURN_TYPE(()) -INSTANTIATE_WRAPPERS(0, (), (), ;) -INSTANTIATE_WRAPPERS(0, (OSTREAM_ARG), (out), LOAD_OSTREAM(out);) +INSTANTIATE_WRAPPERS(0, (), (OSTREAM_ARG), (), (out), ;) #undef FW_TARGS #undef FW_TARGSC #define FW_TARGSC FW_TARGS, #define FW_TARGS class A1 INSTANTIATE_RETURN_TYPE((A1)) -INSTANTIATE_WRAPPERS(1, (A1), (vA1), LOAD_ARG(A1);) -INSTANTIATE_WRAPPERS(1, (OSTREAM_ARG,A1), (out,vA1), LOAD_OSTREAM(out); LOAD_ARG(A1);) +INSTANTIATE_WRAPPERS(1, (A1), (OSTREAM_ARG,A1), (vA1), (out,vA1), LOAD_ARG(A1);) #undef FW_TARGS #define FW_TARGS class A1, class A2 INSTANTIATE_RETURN_TYPE((A1,A2)) -INSTANTIATE_WRAPPERS(2, (A1,A2), (vA1,vA2), LOAD_ARG(A1); LOAD_ARG(A2);) -INSTANTIATE_WRAPPERS(2, (OSTREAM_ARG,A1,A2), (out,vA1,vA2), - LOAD_OSTREAM(out); LOAD_ARG(A1); LOAD_ARG(A2);) +INSTANTIATE_WRAPPERS(2, (A1,A2), (OSTREAM_ARG,A1,A2), (vA1,vA2), (out,vA1,vA2), + LOAD_ARG(A1); LOAD_ARG(A2);) #undef FW_TARGS #define FW_TARGS class A1, class A2, class A3 INSTANTIATE_RETURN_TYPE((A1,A2,A3)) -INSTANTIATE_WRAPPERS(3, (A1,A2,A3), (vA1,vA2,vA3), LOAD_ARG(A1); LOAD_ARG(A2); LOAD_ARG(A3);) -INSTANTIATE_WRAPPERS(3, (OSTREAM_ARG,A1,A2,A3), (out,vA1,vA2,vA3), - LOAD_OSTREAM(out); LOAD_ARG(A1); LOAD_ARG(A2); LOAD_ARG(A3);) +INSTANTIATE_WRAPPERS(3, (A1,A2,A3), (OSTREAM_ARG,A1,A2,A3), (vA1,vA2,vA3), (out,vA1,vA2,vA3), + LOAD_ARG(A1); LOAD_ARG(A2); LOAD_ARG(A3);) #undef FW_TARGS #define FW_TARGS class A1, class A2, class A3, class A4 INSTANTIATE_RETURN_TYPE((A1,A2,A3,A4)) -INSTANTIATE_WRAPPERS(4, (A1,A2,A3,A4), (vA1,vA2,vA3,vA4), +INSTANTIATE_WRAPPERS(4, (A1,A2,A3,A4), (OSTREAM_ARG,A1,A2,A3,A4), + (vA1,vA2,vA3,vA4), (out,vA1,vA2,vA3,vA4), LOAD_ARG(A1); LOAD_ARG(A2); LOAD_ARG(A3); LOAD_ARG(A4);) -INSTANTIATE_WRAPPERS(4, (OSTREAM_ARG,A1,A2,A3,A4), (out,vA1,vA2,vA3,vA4), - LOAD_OSTREAM(out); LOAD_ARG(A1); LOAD_ARG(A2); LOAD_ARG(A3); LOAD_ARG(A4);) #undef FW_TARGS #define FW_TARGS class A1, class A2, class A3, class A4, class A5 INSTANTIATE_RETURN_TYPE((A1,A2,A3,A4,A5)) -INSTANTIATE_WRAPPERS(5, (A1,A2,A3,A4,A5), (vA1,vA2,vA3,vA4,vA5), - LOAD_ARG(A1); LOAD_ARG(A2); LOAD_ARG(A3); LOAD_ARG(A4); LOAD_ARG(A5);) -INSTANTIATE_WRAPPERS(5, (OSTREAM_ARG,A1,A2,A3,A4,A5), (out,vA1,vA2,vA3,vA4,vA5), - LOAD_OSTREAM(out); LOAD_ARG(A1); LOAD_ARG(A2); - LOAD_ARG(A3); LOAD_ARG(A4); LOAD_ARG(A5);) +INSTANTIATE_WRAPPERS(5, (A1,A2,A3,A4,A5), (OSTREAM_ARG,A1,A2,A3,A4,A5), + (vA1,vA2,vA3,vA4,vA5), (out,vA1,vA2,vA3,vA4,vA5), + LOAD_ARG(A1); LOAD_ARG(A2); LOAD_ARG(A3); LOAD_ARG(A4); + LOAD_ARG(A5);) #undef FW_TARGS #define FW_TARGS class A1, class A2, class A3, class A4, class A5, class A6 INSTANTIATE_RETURN_TYPE((A1,A2,A3,A4,A5,A6)) -INSTANTIATE_WRAPPERS(6, (A1,A2,A3,A4,A5,A6), (vA1,vA2,vA3,vA4,vA5,vA6), - LOAD_ARG(A1); LOAD_ARG(A2); LOAD_ARG(A3); - LOAD_ARG(A4); LOAD_ARG(A5); LOAD_ARG(A6);) -INSTANTIATE_WRAPPERS(6, (OSTREAM_ARG,A1,A2,A3,A4,A5,A6), (out,vA1,vA2,vA3,vA4,vA5,vA6), - LOAD_OSTREAM(out); LOAD_ARG(A1); LOAD_ARG(A2); LOAD_ARG(A3); - LOAD_ARG(A4); LOAD_ARG(A5); LOAD_ARG(A6);) +INSTANTIATE_WRAPPERS(6, (A1,A2,A3,A4,A5,A6), (OSTREAM_ARG,A1,A2,A3,A4,A5,A6), + (vA1,vA2,vA3,vA4,vA5,vA6), (out,vA1,vA2,vA3,vA4,vA5,vA6), + LOAD_ARG(A1); LOAD_ARG(A2); LOAD_ARG(A3); LOAD_ARG(A4); + LOAD_ARG(A5); LOAD_ARG(A6);) #undef FW_TARGS #define FW_TARGS class A1, class A2, class A3, class A4, class A5, class A6, class A7 INSTANTIATE_RETURN_TYPE((A1,A2,A3,A4,A5,A6,A7)) -INSTANTIATE_WRAPPERS(7, (A1,A2,A3,A4,A5,A6,A7), (vA1,vA2,vA3,vA4,vA5,vA6,vA7), - LOAD_ARG(A1); LOAD_ARG(A2); LOAD_ARG(A3); - LOAD_ARG(A4); LOAD_ARG(A5); LOAD_ARG(A6); - LOAD_ARG(A7);) -INSTANTIATE_WRAPPERS(7, (OSTREAM_ARG,A1,A2,A3,A4,A5,A6,A7), (out,vA1,vA2,vA3,vA4,vA5,vA6,vA7), - LOAD_OSTREAM(out); LOAD_ARG(A1); LOAD_ARG(A2); LOAD_ARG(A3); - LOAD_ARG(A4); LOAD_ARG(A5); LOAD_ARG(A6); LOAD_ARG(A7);) +INSTANTIATE_WRAPPERS(7, (A1,A2,A3,A4,A5,A6,A7), (OSTREAM_ARG,A1,A2,A3,A4,A5,A6,A7), + (vA1,vA2,vA3,vA4,vA5,vA6,vA7), (out,vA1,vA2,vA3,vA4,vA5,vA6,vA7), + LOAD_ARG(A1); LOAD_ARG(A2); LOAD_ARG(A3); LOAD_ARG(A4); + LOAD_ARG(A5); LOAD_ARG(A6); LOAD_ARG(A7);) #undef FW_TARGS #define FW_TARGS class A1, class A2, class A3, class A4, class A5, class A6, class A7, class A8 INSTANTIATE_RETURN_TYPE((A1,A2,A3,A4,A5,A6,A7,A8)) +INSTANTIATE_WRAPPERS(8, (A1,A2,A3,A4,A5,A6,A7,A8), (OSTREAM_ARG,A1,A2,A3,A4,A5,A6,A7,A8), + (vA1,vA2,vA3,vA4,vA5,vA6,vA7,vA8), (out,vA1,vA2,vA3,vA4,vA5,vA6,vA7,vA8), + LOAD_ARG(A1); LOAD_ARG(A2); LOAD_ARG(A3); LOAD_ARG(A4); + LOAD_ARG(A5); LOAD_ARG(A6); LOAD_ARG(A7); LOAD_ARG(A8);) +#undef FW_TARGS + +#define FW_TARGS class A1, class A2, class A3, class A4, class A5, class A6, class A7, class A8, class A9 +INSTANTIATE_RETURN_TYPE((A1,A2,A3,A4,A5,A6,A7,A8,A9)) +INSTANTIATE_WRAPPERS(9, (A1,A2,A3,A4,A5,A6,A7,A8,A9), + (OSTREAM_ARG,A1,A2,A3,A4,A5,A6,A7,A8,A9), + (vA1,vA2,vA3,vA4,vA5,vA6,vA7,vA8,vA9), + (out,vA1,vA2,vA3,vA4,vA5,vA6,vA7,vA8,vA9), + LOAD_ARG(A1); LOAD_ARG(A2); LOAD_ARG(A3); LOAD_ARG(A4); + LOAD_ARG(A5); LOAD_ARG(A6); LOAD_ARG(A7); LOAD_ARG(A8); + LOAD_ARG(A9);) +#undef FW_TARGS + +#define FW_TARGS class A1, class A2, class A3, class A4, class A5, class A6, class A7, class A8, class A9, class A10 +INSTANTIATE_RETURN_TYPE((A1,A2,A3,A4,A5,A6,A7,A8,A9,A10)) +INSTANTIATE_WRAPPERS(10, (A1,A2,A3,A4,A5,A6,A7,A8,A9,A10), + (OSTREAM_ARG,A1,A2,A3,A4,A5,A6,A7,A8,A9,A10), + (vA1,vA2,vA3,vA4,vA5,vA6,vA7,vA8,vA9,vA10), + (out,vA1,vA2,vA3,vA4,vA5,vA6,vA7,vA8,vA9,vA10), + LOAD_ARG(A1); LOAD_ARG(A2); LOAD_ARG(A3); LOAD_ARG(A4); + LOAD_ARG(A5); LOAD_ARG(A6); LOAD_ARG(A7); LOAD_ARG(A8); + LOAD_ARG(A9); LOAD_ARG(A10);) +#undef FW_TARGS + +#define FW_TARGS class A1, class A2, class A3, class A4, class A5, class A6, class A7, class A8, class A9, class A10, class A11 +INSTANTIATE_RETURN_TYPE((A1,A2,A3,A4,A5,A6,A7,A8,A9,A10,A11)) #undef FW_TARGS #undef FW_TARGSC #undef INSTANTIATE_WRAPPERS +#undef INSTANTIATE_WRAPPERS2 #undef INVOKE_VOID #undef INVOKE_RV #undef LOAD_CLASS diff --git a/library/include/modules/Items.h b/library/include/modules/Items.h index 7493d22f..81c8e128 100644 --- a/library/include/modules/Items.h +++ b/library/include/modules/Items.h @@ -157,6 +157,9 @@ DFHACK_EXPORT bool moveToBuilding(MapExtras::MapCache &mc, df::item *item, df::b DFHACK_EXPORT bool moveToInventory(MapExtras::MapCache &mc, df::item *item, df::unit *unit, df::unit_inventory_item::T_mode mode = df::unit_inventory_item::Carried, int body_part = -1); +/// Makes the item removed and marked for garbage collection +DFHACK_EXPORT bool remove(MapExtras::MapCache &mc, df::item *item, bool no_uncat = false); + /// Detaches the items from its current location and turns it into a projectile DFHACK_EXPORT df::proj_itemst *makeProjectile(MapExtras::MapCache &mc, df::item *item); } diff --git a/library/include/modules/Materials.h b/library/include/modules/Materials.h index 76c89de3..fb5a6353 100644 --- a/library/include/modules/Materials.h +++ b/library/include/modules/Materials.h @@ -131,6 +131,11 @@ namespace DFHack bool findPlant(const std::string &token, const std::string &subtoken); bool findCreature(const std::string &token, const std::string &subtoken); + bool findProduct(df::material *material, const std::string &name); + bool findProduct(const MaterialInfo &info, const std::string &name) { + return findProduct(info.material, name); + } + std::string getToken(); std::string toString(uint16_t temp = 10015, bool named = true); diff --git a/library/lua/class.lua b/library/lua/class.lua new file mode 100644 index 00000000..7b142e49 --- /dev/null +++ b/library/lua/class.lua @@ -0,0 +1,150 @@ +-- A trivial reloadable class system + +local _ENV = mkmodule('class') + +-- Metatable template for a class +class_obj = {} or class_obj + +-- Methods shared by all classes +common_methods = {} or common_methods + +-- Forbidden names for class fields and methods. +reserved_names = { super = true, ATTRS = true } + +-- Attribute table metatable +attrs_meta = {} or attrs_meta + +-- Create or updates a class; a class has metamethods and thus own metatable. +function defclass(class,parent) + class = class or {} + + local meta = getmetatable(class) + if not meta then + meta = {} + setmetatable(class, meta) + end + + for k,v in pairs(class_obj) do meta[k] = v end + + meta.__index = parent or common_methods + + local attrs = rawget(class, 'ATTRS') or {} + setmetatable(attrs, attrs_meta) + + rawset(class, 'super', parent) + rawset(class, 'ATTRS', attrs) + rawset(class, '__index', rawget(class, '__index') or class) + + return class +end + +-- An instance uses the class as metatable +function mkinstance(class,table) + table = table or {} + setmetatable(table, class) + return table +end + +-- Patch the stubs in the global environment +dfhack.BASE_G.defclass = _ENV.defclass +dfhack.BASE_G.mkinstance = _ENV.mkinstance + +-- Just verify the name, and then set. +function class_obj:__newindex(name,val) + if reserved_names[name] or common_methods[name] then + error('Method name '..name..' is reserved.') + end + rawset(self, name, val) +end + +function attrs_meta:__call(attrs) + for k,v in pairs(attrs) do + self[k] = v + end +end + +local function apply_attrs(obj, attrs, init_table) + for k,v in pairs(attrs) do + if v == DEFAULT_NIL then + v = nil + end + obj[k] = init_table[k] or v + end +end + +local function invoke_before_rec(self, class, method, ...) + local meta = getmetatable(class) + if meta then + local fun = rawget(class, method) + if fun then + fun(self, ...) + end + + invoke_before_rec(self, meta.__index, method, ...) + end +end + +local function invoke_after_rec(self, class, method, ...) + local meta = getmetatable(class) + if meta then + invoke_after_rec(self, meta.__index, method, ...) + + local fun = rawget(class, method) + if fun then + fun(self, ...) + end + end +end + +local function init_attrs_rec(obj, class, init_table) + local meta = getmetatable(class) + if meta then + init_attrs_rec(obj, meta.__index, init_table) + apply_attrs(obj, rawget(class, 'ATTRS'), init_table) + end +end + +-- Call metamethod constructs the object +function class_obj:__call(init_table) + -- The table is assumed to be a scratch temporary. + -- If it is not, copy it yourself before calling. + init_table = init_table or {} + + local obj = mkinstance(self) + + -- This initialization sequence is broadly based on how the + -- Common Lisp initialize-instance generic function works. + + -- preinit screens input arguments in subclass to superclass order + invoke_before_rec(obj, self, 'preinit', init_table) + -- initialize the instance table from init table + init_attrs_rec(obj, self, init_table) + -- init in superclass -> subclass + invoke_after_rec(obj, self, 'init', init_table) + -- postinit in superclass -> subclass + invoke_after_rec(obj, self, 'postinit', init_table) + + return obj +end + +-- Common methods for all instances: + +function common_methods:callback(method, ...) + return dfhack.curry(self[method], self, ...) +end + +function common_methods:assign(data) + for k,v in pairs(data) do + self[k] = v + end +end + +function common_methods:invoke_before(method, ...) + return invoke_before_rec(self, getmetatable(self), method, ...) +end + +function common_methods:invoke_after(method, ...) + return invoke_after_rec(self, getmetatable(self), method, ...) +end + +return _ENV diff --git a/library/lua/dfhack.lua b/library/lua/dfhack.lua index baf0d42e..ce3be5a8 100644 --- a/library/lua/dfhack.lua +++ b/library/lua/dfhack.lua @@ -113,26 +113,14 @@ function rawset_default(target,source) end end -function defclass(class,parent) - class = class or {} - rawset_default(class, { __index = class }) - if parent then - setmetatable(class, parent) - else - rawset_default(class, { - init_fields = rawset_default, - callback = function(self, name, ...) - return dfhack.curry(self[name], self, ...) - end - }) - end - return class +DEFAULT_NIL = DEFAULT_NIL or {} -- Unique token + +function defclass(...) + return require('class').defclass(...) end -function mkinstance(class,table) - table = table or {} - setmetatable(table, class) - return table +function mkinstance(...) + return require('class').mkinstance(...) end -- Misc functions diff --git a/library/lua/gui.lua b/library/lua/gui.lua index f9b6ab6d..6eaa9860 100644 --- a/library/lua/gui.lua +++ b/library/lua/gui.lua @@ -74,18 +74,23 @@ end Painter = defclass(Painter, nil) -function Painter.new(rect, pen) - rect = rect or mkdims_wh(0,0,dscreen.getWindowSize()) - local self = { - x1 = rect.x1, clip_x1 = rect.x1, - y1 = rect.y1, clip_y1 = rect.y1, - x2 = rect.x2, clip_x2 = rect.x2, - y2 = rect.y2, clip_y2 = rect.y2, +function Painter:init(args) + local rect = args.rect or mkdims_wh(0,0,dscreen.getWindowSize()) + local crect = args.clip_rect or rect + self:assign{ + x = rect.x1, y = rect.y1, + x1 = rect.x1, clip_x1 = crect.x1, + y1 = rect.y1, clip_y1 = crect.y1, + x2 = rect.x2, clip_x2 = crect.x2, + y2 = rect.y2, clip_y2 = crect.y2, width = rect.x2-rect.x1+1, height = rect.y2-rect.y1+1, - cur_pen = to_pen(nil, pen or COLOR_GREY) + cur_pen = to_pen(nil, args.pen or COLOR_GREY) } - return mkinstance(Painter, self):seek(0,0) +end + +function Painter.new(rect, pen) + return Painter{ rect = rect, pen = pen } end function Painter:isValidPos() @@ -213,9 +218,8 @@ Screen = defclass(Screen) Screen.text_input_mode = false -function Screen:init() +function Screen:postinit() self:updateLayout() - return self end Screen.isDismissed = dscreen.isDismissed @@ -344,7 +348,12 @@ end FramedScreen = defclass(FramedScreen, Screen) -FramedScreen.frame_style = BOUNDARY_FRAME +FramedScreen.ATTRS{ + frame_style = BOUNDARY_FRAME, + frame_title = DEFAULT_NIL, + frame_width = DEFAULT_NIL, + frame_height = DEFAULT_NIL, +} local function hint_coord(gap,hint) if hint and hint > 0 then diff --git a/library/lua/gui/dialogs.lua b/library/lua/gui/dialogs.lua index eb883465..b1a96a55 100644 --- a/library/lua/gui/dialogs.lua +++ b/library/lua/gui/dialogs.lua @@ -10,24 +10,21 @@ local dscreen = dfhack.screen MessageBox = defclass(MessageBox, gui.FramedScreen) MessageBox.focus_path = 'MessageBox' -MessageBox.frame_style = gui.GREY_LINE_FRAME - -function MessageBox:init(info) - info = info or {} - self:init_fields{ - text = info.text or {}, - frame_title = info.title, - frame_width = info.frame_width, - on_accept = info.on_accept, - on_cancel = info.on_cancel, - on_close = info.on_close, - text_pen = info.text_pen - } - if type(self.text) == 'string' then - self.text = utils.split_string(self.text, "\n") + +MessageBox.ATTRS{ + frame_style = gui.GREY_LINE_FRAME, + -- new attrs + text = {}, + on_accept = DEFAULT_NIL, + on_cancel = DEFAULT_NIL, + on_close = DEFAULT_NIL, + text_pen = DEFAULT_NIL, +} + +function MessageBox:preinit(info) + if type(info.text) == 'string' then + info.text = utils.split_string(info.text, "\n") end - gui.FramedScreen.init(self, info) - return self end function MessageBox:getWantedFrameSize() @@ -82,9 +79,8 @@ function MessageBox:onInput(keys) end function showMessage(title, text, tcolor, on_close) - mkinstance(MessageBox):init{ - text = text, - title = title, + MessageBox{ + frame_title = title, text = text, text_pen = tcolor, on_close = on_close @@ -92,8 +88,8 @@ function showMessage(title, text, tcolor, on_close) end function showYesNoPrompt(title, text, tcolor, on_accept, on_cancel) - mkinstance(MessageBox):init{ - title = title, + MessageBox{ + frame_title = title, text = text, text_pen = tcolor, on_accept = on_accept, @@ -105,25 +101,23 @@ InputBox = defclass(InputBox, MessageBox) InputBox.focus_path = 'InputBox' -function InputBox:init(info) - info = info or {} - self:init_fields{ - input = info.input or '', - input_pen = info.input_pen, - on_input = info.on_input, - } - MessageBox.init(self, info) - self.on_accept = nil - return self +InputBox.ATTRS{ + input = '', + input_pen = DEFAULT_NIL, + on_input = DEFAULT_NIL, +} + +function InputBox:preinit(info) + info.on_accept = nil end function InputBox:getWantedFrameSize() - local mw, mh = MessageBox.getWantedFrameSize(self) + local mw, mh = InputBox.super.getWantedFrameSize(self) return mw, mh+2 end function InputBox:onRenderBody(dc) - MessageBox.onRenderBody(self, dc) + InputBox.super.onRenderBody(self, dc) dc:newline(1) dc:pen(self.input_pen or COLOR_LIGHTCYAN) @@ -161,8 +155,8 @@ function InputBox:onInput(keys) end function showInputPrompt(title, text, tcolor, input, on_input, on_cancel, min_width) - mkinstance(InputBox):init{ - title = title, + InputBox{ + frame_title = title, text = text, text_pen = tcolor, input = input, @@ -176,27 +170,28 @@ ListBox = defclass(ListBox, MessageBox) ListBox.focus_path = 'ListBox' +ListBox.ATTRS{ + selection = 0, + choices = {}, + select_pen = DEFAULT_NIL, + on_input = DEFAULT_NIL +} + +function InputBox:preinit(info) + info.on_accept = nil +end + function ListBox:init(info) - info = info or {} - self:init_fields{ - selection = info.selection or 0, - choices = info.choices or {}, - select_pen = info.select_pen, - on_input = info.on_input, - page_top = 0 - } - MessageBox.init(self, info) - self.on_accept = nil - return self + self.page_top = 0 end function ListBox:getWantedFrameSize() - local mw, mh = MessageBox.getWantedFrameSize(self) + local mw, mh = ListBox.super.getWantedFrameSize(self) return mw, mh+#self.choices end function ListBox:onRenderBody(dc) - MessageBox.onRenderBody(self, dc) + ListBox.super.onRenderBody(self, dc) dc:newline(1) @@ -220,6 +215,7 @@ function ListBox:onRenderBody(dc) end end end + function ListBox:moveCursor(delta) local newsel=self.selection+delta if #self.choices ~=0 then @@ -229,6 +225,7 @@ function ListBox:moveCursor(delta) end self.selection=newsel end + function ListBox:onInput(keys) if keys.SELECT then self:dismiss() @@ -257,8 +254,8 @@ function ListBox:onInput(keys) end function showListPrompt(title, text, tcolor, choices, on_input, on_cancel, min_width) - mkinstance(ListBox):init{ - title = title, + ListBox{ + frame_title = title, text = text, text_pen = tcolor, choices = choices, diff --git a/library/lua/gui/dwarfmode.lua b/library/lua/gui/dwarfmode.lua index 661e1559..ba3cfbe6 100644 --- a/library/lua/gui/dwarfmode.lua +++ b/library/lua/gui/dwarfmode.lua @@ -353,7 +353,7 @@ end MenuOverlay = defclass(MenuOverlay, DwarfOverlay) function MenuOverlay:updateLayout() - DwarfOverlay.updateLayout(self) + MenuOverlay.super.updateLayout(self) self.frame_rect = self.df_layout.menu end @@ -361,7 +361,7 @@ MenuOverlay.getWindowSize = gui.FramedScreen.getWindowSize MenuOverlay.getMousePos = gui.FramedScreen.getMousePos function MenuOverlay:onAboutToShow(below) - DwarfOverlay.onAboutToShow(self,below) + MenuOverlay.super.onAboutToShow(self,below) self:updateLayout() if not self.df_layout.menu then diff --git a/library/modules/Gui.cpp b/library/modules/Gui.cpp index 91df14ea..1662f446 100644 --- a/library/modules/Gui.cpp +++ b/library/modules/Gui.cpp @@ -54,7 +54,7 @@ using namespace DFHack; #include "df/viewscreen_joblistst.h" #include "df/viewscreen_unitlistst.h" #include "df/viewscreen_itemst.h" -#include "df/viewscreen_layerst.h" +#include "df/viewscreen_layer.h" #include "df/viewscreen_layer_workshop_profilest.h" #include "df/viewscreen_layer_noblelistst.h" #include "df/viewscreen_layer_overall_healthst.h" @@ -95,7 +95,7 @@ using df::global::selection_rect; using df::global::ui_menu_width; using df::global::ui_area_map_width; -static df::layer_object_listst *getLayerList(df::viewscreen_layerst *layer, int idx) +static df::layer_object_listst *getLayerList(df::viewscreen_layer *layer, int idx) { return virtual_cast<df::layer_object_listst>(vector_get(layer->layer_objects,idx)); } @@ -332,9 +332,9 @@ DEFINE_GET_FOCUS_STRING_HANDLER(layer_military) focus += "/" + enum_item_key(screen->page); int cur_list; - if (list1->bright) cur_list = 0; - else if (list2->bright) cur_list = 1; - else if (list3->bright) cur_list = 2; + if (list1->active) cur_list = 0; + else if (list2->active) cur_list = 1; + else if (list3->active) cur_list = 2; else return; switch (screen->page) @@ -420,7 +420,7 @@ DEFINE_GET_FOCUS_STRING_HANDLER(layer_assigntrade) if (unsigned(list_idx) >= num_lists) return; - if (list1->bright) + if (list1->active) focus += "/Groups"; else focus += "/Items"; @@ -458,10 +458,10 @@ DEFINE_GET_FOCUS_STRING_HANDLER(layer_stockpile) focus += "/On"; - if (list2->bright || list3->bright || screen->list_ids.empty()) { + if (list2->active || list3->active || screen->list_ids.empty()) { focus += "/" + enum_item_key(screen->cur_list); - if (list3->bright) + if (list3->active) focus += (screen->item_names.empty() ? "/None" : "/Item"); } } @@ -844,7 +844,7 @@ static df::item *getAnyItem(df::viewscreen *top) { auto list1 = getLayerList(screen, 0); auto list2 = getLayerList(screen, 1); - if (!list1 || !list2 || !list2->bright) + if (!list1 || !list2 || !list2->active) return NULL; int list_idx = vector_get(screen->visible_lists, list1->cursor, (int16_t)-1); diff --git a/library/modules/Items.cpp b/library/modules/Items.cpp index 751797f0..b8c697a4 100644 --- a/library/modules/Items.cpp +++ b/library/modules/Items.cpp @@ -730,6 +730,18 @@ static bool detachItem(MapExtras::MapCache &mc, df::item *item) item->flags.bits.in_inventory = false; return true; } + else if (item->flags.bits.removed) + { + item->flags.bits.removed = false; + + if (item->flags.bits.garbage_collect) + { + item->flags.bits.garbage_collect = false; + item->categorize(true); + } + + return true; + } else return false; } @@ -871,6 +883,26 @@ bool DFHack::Items::moveToInventory( return true; } +bool Items::remove(MapExtras::MapCache &mc, df::item *item, bool no_uncat) +{ + CHECK_NULL_POINTER(item); + + auto pos = getPosition(item); + + if (!detachItem(mc, item)) + return false; + + if (pos.isValid()) + item->pos = pos; + + if (!no_uncat) + item->uncategorize(); + + item->flags.bits.removed = true; + item->flags.bits.garbage_collect = !no_uncat; + return true; +} + df::proj_itemst *Items::makeProjectile(MapExtras::MapCache &mc, df::item *item) { CHECK_NULL_POINTER(item); diff --git a/library/modules/Materials.cpp b/library/modules/Materials.cpp index 50cf21a9..db9c9c7d 100644 --- a/library/modules/Materials.cpp +++ b/library/modules/Materials.cpp @@ -283,6 +283,19 @@ bool MaterialInfo::findCreature(const std::string &token, const std::string &sub return decode(-1); } +bool MaterialInfo::findProduct(df::material *material, const std::string &name) +{ + if (!material || name.empty()) + return decode(-1); + + auto &pids = material->reaction_product.id; + for (size_t i = 0; i < pids.size(); i++) + if ((*pids[i]) == name) + return decode(material->reaction_product.material, i); + + return decode(-1); +} + std::string MaterialInfo::getToken() { if (isNone()) diff --git a/library/xml b/library/xml -Subproject 2bc8fbdf71143398817d31e06e169a01cce37c5 +Subproject 8a78bfa218817765b0a80431e0cf25435ffb217 diff --git a/plugins/CMakeLists.txt b/plugins/CMakeLists.txt index 6e207385..0b0ad046 100644 --- a/plugins/CMakeLists.txt +++ b/plugins/CMakeLists.txt @@ -47,6 +47,9 @@ install(DIRECTORY lua/ install(DIRECTORY raw/ DESTINATION ${DFHACK_DATA_DESTINATION}/raw FILES_MATCHING PATTERN "*.txt") +install(DIRECTORY raw/ + DESTINATION ${DFHACK_DATA_DESTINATION}/raw + FILES_MATCHING PATTERN "*.diff") # Protobuf FILE(GLOB PROJECT_PROTOS ${CMAKE_CURRENT_SOURCE_DIR}/proto/*.proto) @@ -119,6 +122,8 @@ if (BUILD_SUPPORTED) DFHACK_PLUGIN(sort sort.cpp LINK_LIBRARIES lua) DFHACK_PLUGIN(steam-engine steam-engine.cpp) DFHACK_PLUGIN(power-meter power-meter.cpp LINK_LIBRARIES lua) + DFHACK_PLUGIN(siege-engine siege-engine.cpp LINK_LIBRARIES lua) + DFHACK_PLUGIN(add-spatter add-spatter.cpp) # not yet. busy with other crud again... #DFHACK_PLUGIN(versionosd versionosd.cpp) endif() diff --git a/plugins/add-spatter.cpp b/plugins/add-spatter.cpp new file mode 100644 index 00000000..35ea11ef --- /dev/null +++ b/plugins/add-spatter.cpp @@ -0,0 +1,433 @@ +#include "Core.h" +#include <Console.h> +#include <Export.h> +#include <PluginManager.h> +#include <modules/Gui.h> +#include <modules/Screen.h> +#include <modules/Maps.h> +#include <modules/Job.h> +#include <modules/Items.h> +#include <modules/Units.h> +#include <TileTypes.h> +#include <vector> +#include <cstdio> +#include <stack> +#include <string> +#include <cmath> +#include <string.h> + +#include <VTableInterpose.h> +#include "df/item_liquid_miscst.h" +#include "df/item_constructed.h" +#include "df/builtin_mats.h" +#include "df/world.h" +#include "df/job.h" +#include "df/job_item.h" +#include "df/job_item_ref.h" +#include "df/ui.h" +#include "df/report.h" +#include "df/reaction.h" +#include "df/reaction_reagent_itemst.h" +#include "df/reaction_product_item_improvementst.h" +#include "df/reaction_product_improvement_flags.h" +#include "df/matter_state.h" +#include "df/contaminant.h" + +#include "MiscUtils.h" + +using std::vector; +using std::string; +using std::stack; +using namespace DFHack; +using namespace df::enums; + +using df::global::gps; +using df::global::world; +using df::global::ui; + +typedef df::reaction_product_item_improvementst improvement_product; + +DFHACK_PLUGIN("add-spatter"); + +struct ReagentSource { + int idx; + df::reaction_reagent *reagent; + + ReagentSource() : idx(-1), reagent(NULL) {} +}; + +struct MaterialSource : ReagentSource { + bool product; + std::string product_name; + + int mat_type, mat_index; + + MaterialSource() : product(false), mat_type(-1), mat_index(-1) {} +}; + +struct ProductInfo { + df::reaction *react; + improvement_product *product; + + ReagentSource object; + MaterialSource material; + + bool isValid() { + return object.reagent && (material.mat_type >= 0 || material.reagent); + } +}; + +struct ReactionInfo { + df::reaction *react; + + std::vector<ProductInfo> products; +}; + +static std::map<std::string, ReactionInfo> reactions; +static std::map<df::reaction_product*, ProductInfo*> products; + +static ReactionInfo *find_reaction(const std::string &name) +{ + auto it = reactions.find(name); + return (it != reactions.end()) ? &it->second : NULL; +} + +static bool is_add_spatter(const std::string &name) +{ + return name.size() > 12 && memcmp(name.data(), "SPATTER_ADD_", 12) == 0; +} + +static void find_material(int *type, int *index, df::item *input, MaterialSource &mat) +{ + if (input && mat.reagent) + { + MaterialInfo info(input); + + if (mat.product) + { + if (!info.findProduct(info, mat.product_name)) + { + color_ostream_proxy out(Core::getInstance().getConsole()); + out.printerr("Cannot find product '%s'\n", mat.product_name.c_str()); + } + } + + *type = info.type; + *index = info.index; + } + else + { + *type = mat.mat_type; + *index = mat.mat_index; + } +} + +static int has_contaminant(df::item_actual *item, int type, int index) +{ + auto cont = item->contaminants; + if (!cont) + 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) + size += cur->size; + } + + return size; +} + +/* + * Hooks + */ + +typedef std::map<int, std::vector<df::item*> > item_table; + +static void index_items(item_table &table, df::job *job, ReactionInfo *info) +{ + for (int i = job->items.size()-1; i >= 0; i--) + { + auto iref = job->items[i]; + if (iref->job_item_idx < 0) continue; + auto iitem = job->job_items[iref->job_item_idx]; + + if (iitem->contains.empty()) + { + table[iitem->reagent_index].push_back(iref->item); + } + else + { + std::vector<df::item*> contents; + Items::getContainedItems(iref->item, &contents); + + for (int j = contents.size()-1; j >= 0; j--) + { + for (int k = iitem->contains.size()-1; k >= 0; k--) + { + int ridx = iitem->contains[k]; + auto reag = info->react->reagents[ridx]; + + if (reag->matchesChild(contents[j], info->react, iitem->reaction_id)) + table[ridx].push_back(contents[j]); + } + } + } + } +} + +df::item* find_item(ReagentSource &info, item_table &table) +{ + if (!info.reagent) + return NULL; + if (table[info.idx].empty()) + return NULL; + return table[info.idx].back(); +} + +struct item_hook : df::item_constructed { + typedef df::item_constructed interpose_base; + + DEFINE_VMETHOD_INTERPOSE(bool, isImprovable, (df::job *job, int16_t mat_type, int32_t mat_index)) + { + ReactionInfo *info; + + if (job && job->job_type == job_type::CustomReaction && + (info = find_reaction(job->reaction_name)) != NULL) + { + if (!contaminants || contaminants->empty()) + return true; + + item_table table; + index_items(table, job, info); + + for (size_t i = 0; i < info->products.size(); i++) + { + auto &product = info->products[i]; + + int mattype, matindex; + auto material = find_item(info->products[i].material, table); + + find_material(&mattype, &matindex, material, product.material); + + if (mattype < 0 || has_contaminant(this, mattype, matindex) >= 50) + return false; + } + + return true; + } + + return INTERPOSE_NEXT(isImprovable)(job, mat_type, mat_index); + } +}; + +IMPLEMENT_VMETHOD_INTERPOSE(item_hook, isImprovable); + +df::item* find_item( + ReagentSource &info, + std::vector<df::reaction_reagent*> *in_reag, + std::vector<df::item*> *in_items +) { + if (!info.reagent) + return NULL; + for (int i = in_items->size(); i >= 0; i--) + if ((*in_reag)[i] == info.reagent) + return (*in_items)[i]; + return NULL; +} + +struct product_hook : improvement_product { + typedef improvement_product interpose_base; + + DEFINE_VMETHOD_INTERPOSE( + void, produce, + (df::unit *unit, std::vector<df::item*> *out_items, + std::vector<df::reaction_reagent*> *in_reag, + std::vector<df::item*> *in_items, + int32_t quantity, int16_t skill, + df::historical_entity *entity, df::world_site *site) + ) { + if (auto product = products[this]) + { + auto object = find_item(product->object, in_reag, in_items); + auto material = find_item(product->material, in_reag, in_items); + + 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, state, + object->getTemperature(), + size, -1, + 0x8000 // not washed by water, and 'clean items' safe. + ); + } + + return; + } + + INTERPOSE_NEXT(produce)(unit, out_items, in_reag, in_items, quantity, skill, entity, site); + } +}; + +IMPLEMENT_VMETHOD_INTERPOSE(product_hook, produce); + +/* + * Scan raws for matching reactions. + */ + +static void find_reagent( + color_ostream &out, ReagentSource &info, df::reaction *react, std::string name +) { + for (size_t i = 0; i < react->reagents.size(); i++) + { + if (react->reagents[i]->code != name) + continue; + + info.idx = i; + info.reagent = react->reagents[i]; + return; + } + + out.printerr("Invalid reagent name '%s' in '%s'\n", name.c_str(), react->code.c_str()); +} + +static void parse_product( + color_ostream &out, ProductInfo &info, df::reaction *react, improvement_product *prod +) { + using namespace df::enums::reaction_product_improvement_flags; + + info.react = react; + info.product = prod; + + find_reagent(out, info.object, react, prod->target_reagent); + + auto ritem = strict_virtual_cast<df::reaction_reagent_itemst>(info.object.reagent); + if (ritem) + ritem->flags1.bits.improvable = true; + + info.material.mat_type = prod->mat_type; + info.material.mat_index = prod->mat_index; + + if (prod->flags.is_set(GET_MATERIAL_PRODUCT)) + { + find_reagent(out, info.material, react, prod->get_material.reagent_code); + + info.material.product = true; + info.material.product_name = prod->get_material.product_code; + } + else if (prod->flags.is_set(GET_MATERIAL_SAME)) + { + find_reagent(out, info.material, react, prod->get_material.reagent_code); + } +} + +static bool find_reactions(color_ostream &out) +{ + reactions.clear(); + products.clear(); + + auto &rlist = world->raws.reactions; + + for (size_t i = 0; i < rlist.size(); i++) + { + if (!is_add_spatter(rlist[i]->code)) + continue; + + reactions[rlist[i]->code].react = rlist[i]; + } + + for (auto it = reactions.begin(); it != reactions.end(); ++it) + { + auto &prod = it->second.react->products; + auto &out_prod = it->second.products; + + for (size_t i = 0; i < prod.size(); i++) + { + auto itprod = strict_virtual_cast<improvement_product>(prod[i]); + if (!itprod) continue; + + out_prod.push_back(ProductInfo()); + parse_product(out, out_prod.back(), it->second.react, itprod); + } + + for (size_t i = 0; i < prod.size(); i++) + { + if (out_prod[i].isValid()) + products[out_prod[i].product] = &out_prod[i]; + } + } + + return !products.empty(); +} + +static void enable_hooks(bool enable) +{ + INTERPOSE_HOOK(item_hook, isImprovable).apply(enable); + INTERPOSE_HOOK(product_hook, produce).apply(enable); +} + +DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event) +{ + switch (event) { + case SC_MAP_LOADED: + if (find_reactions(out)) + { + out.print("Detected spatter add reactions - enabling plugin.\n"); + enable_hooks(true); + } + else + enable_hooks(false); + break; + case SC_MAP_UNLOADED: + enable_hooks(false); + reactions.clear(); + products.clear(); + break; + default: + break; + } + + return CR_OK; +} + +DFhackCExport command_result plugin_init ( color_ostream &out, std::vector <PluginCommand> &commands) +{ + if (Core::getInstance().isMapLoaded()) + plugin_onstatechange(out, SC_MAP_LOADED); + + return CR_OK; +} + +DFhackCExport command_result plugin_shutdown ( color_ostream &out ) +{ + enable_hooks(false); + return CR_OK; +} diff --git a/plugins/cleaners.cpp b/plugins/cleaners.cpp index c0301de7..319b83c1 100644 --- a/plugins/cleaners.cpp +++ b/plugins/cleaners.cpp @@ -81,11 +81,18 @@ command_result cleanitems (color_ostream &out) df::item_actual *item = (df::item_actual *)world->items.all[i]; if (item->contaminants && item->contaminants->size()) { + std::vector<df::contaminant*> saved; for (size_t j = 0; j < item->contaminants->size(); j++) - delete item->contaminants->at(j); + { + auto obj = (*item->contaminants)[j]; + if (obj->flags.whole & 0x8000) // DFHack-generated contaminant + saved.push_back(obj); + else + delete obj; + } cleaned_items++; - cleaned_total += item->contaminants->size(); - item->contaminants->clear(); + cleaned_total += item->contaminants->size() - saved.size(); + item->contaminants->swap(saved); } } if (cleaned_total) diff --git a/plugins/devel/CMakeLists.txt b/plugins/devel/CMakeLists.txt index 39e8f7b6..134d5cb6 100644 --- a/plugins/devel/CMakeLists.txt +++ b/plugins/devel/CMakeLists.txt @@ -18,7 +18,6 @@ DFHACK_PLUGIN(stripcaged stripcaged.cpp) DFHACK_PLUGIN(rprobe rprobe.cpp) DFHACK_PLUGIN(nestboxes nestboxes.cpp) DFHACK_PLUGIN(vshook vshook.cpp) -DFHACK_PLUGIN(siege-engine siege-engine.cpp LINK_LIBRARIES lua) IF(UNIX) DFHACK_PLUGIN(ref-index ref-index.cpp) ENDIF() diff --git a/plugins/devel/dumpmats.cpp b/plugins/devel/dumpmats.cpp index ba888e7c..0af1fce5 100644 --- a/plugins/devel/dumpmats.cpp +++ b/plugins/devel/dumpmats.cpp @@ -11,6 +11,7 @@ #include "df/matter_state.h" #include "df/descriptor_color.h" #include "df/item_type.h" +#include "df/strain_type.h" using std::string; using std::vector; @@ -195,47 +196,17 @@ command_result df_dumpmats (color_ostream &out, vector<string> ¶meters) if (mat->molar_mass != 0xFBBC7818) out.print("\t[MOLAR_MASS:%i]\n", mat->molar_mass); - if (mat->strength.impact_yield != 10000) - out.print("\t[IMPACT_YIELD:%i]\n", mat->strength.impact_yield); - if (mat->strength.impact_fracture != 10000) - out.print("\t[IMPACT_FRACTURE:%i]\n", mat->strength.impact_fracture); - if (mat->strength.impact_strain_at_yield != 0) - out.print("\t[IMPACT_STRAIN_AT_YIELD:%i]\n", mat->strength.impact_strain_at_yield); - - if (mat->strength.compressive_yield != 10000) - out.print("\t[COMPRESSIVE_YIELD:%i]\n", mat->strength.compressive_yield); - if (mat->strength.compressive_fracture != 10000) - out.print("\t[COMPRESSIVE_FRACTURE:%i]\n", mat->strength.compressive_fracture); - if (mat->strength.compressive_strain_at_yield != 0) - out.print("\t[COMPRESSIVE_STRAIN_AT_YIELD:%i]\n", mat->strength.compressive_strain_at_yield); - - if (mat->strength.tensile_yield != 10000) - out.print("\t[TENSILE_YIELD:%i]\n", mat->strength.tensile_yield); - if (mat->strength.tensile_fracture != 10000) - out.print("\t[TENSILE_FRACTURE:%i]\n", mat->strength.tensile_fracture); - if (mat->strength.tensile_strain_at_yield != 0) - out.print("\t[TENSILE_STRAIN_AT_YIELD:%i]\n", mat->strength.tensile_strain_at_yield); - - if (mat->strength.torsion_yield != 10000) - out.print("\t[TORSION_YIELD:%i]\n", mat->strength.torsion_yield); - if (mat->strength.torsion_fracture != 10000) - out.print("\t[TORSION_FRACTURE:%i]\n", mat->strength.torsion_fracture); - if (mat->strength.torsion_strain_at_yield != 0) - out.print("\t[TORSION_STRAIN_AT_YIELD:%i]\n", mat->strength.torsion_strain_at_yield); - - if (mat->strength.shear_yield != 10000) - out.print("\t[SHEAR_YIELD:%i]\n", mat->strength.shear_yield); - if (mat->strength.shear_fracture != 10000) - out.print("\t[SHEAR_FRACTURE:%i]\n", mat->strength.shear_fracture); - if (mat->strength.shear_strain_at_yield != 0) - out.print("\t[SHEAR_STRAIN_AT_YIELD:%i]\n", mat->strength.shear_strain_at_yield); - - if (mat->strength.bending_yield != 10000) - out.print("\t[BENDING_YIELD:%i]\n", mat->strength.bending_yield); - if (mat->strength.bending_fracture != 10000) - out.print("\t[BENDING_FRACTURE:%i]\n", mat->strength.bending_fracture); - if (mat->strength.bending_strain_at_yield != 0) - out.print("\t[BENDING_STRAIN_AT_YIELD:%i]\n", mat->strength.bending_strain_at_yield); + FOR_ENUM_ITEMS(strain_type, strain) + { + auto name = ENUM_KEY_STR(strain_type,strain); + + if (mat->strength.yield[strain] != 10000) + out.print("\t[%s_YIELD:%i]\n", name.c_str(), mat->strength.yield[strain]); + if (mat->strength.fracture[strain] != 10000) + out.print("\t[%s_FRACTURE:%i]\n", name.c_str(), mat->strength.fracture[strain]); + if (mat->strength.strain_at_yield[strain] != 0) + out.print("\t[%s_STRAIN_AT_YIELD:%i]\n", name.c_str(), mat->strength.strain_at_yield[strain]); + } if (mat->strength.max_edge != 0) out.print("\t[MAX_EDGE:%i]\n", mat->strength.max_edge); diff --git a/plugins/devel/nestboxes.cpp b/plugins/devel/nestboxes.cpp index b3d24cd9..42c3c066 100644 --- a/plugins/devel/nestboxes.cpp +++ b/plugins/devel/nestboxes.cpp @@ -31,6 +31,40 @@ static command_result nestboxes(color_ostream &out, vector <string> & parameters DFHACK_PLUGIN("nestboxes"); +static bool enabled = false; + +static void eggscan(color_ostream &out) +{ + CoreSuspender suspend; + + for (int i = 0; i < world->buildings.all.size(); ++i) + { + df::building *build = world->buildings.all[i]; + auto type = build->getType(); + if (df::enums::building_type::NestBox == type) + { + bool fertile = false; + df::building_nest_boxst *nb = virtual_cast<df::building_nest_boxst>(build); + if (nb->claimed_by != -1) + { + df::unit* u = df::unit::find(nb->claimed_by); + if (u && u->relations.pregnancy_timer > 0) + fertile = true; + } + for (int j = 1; j < nb->contained_items.size(); j++) + { + df::item* item = nb->contained_items[j]->item; + if (item->flags.bits.forbid != fertile) + { + item->flags.bits.forbid = fertile; + out << item->getStackSize() << " eggs " << (fertile ? "forbidden" : "unforbidden.") << endl; + } + } + } + } +} + + DFhackCExport command_result plugin_init (color_ostream &out, std::vector <PluginCommand> &commands) { if (world && ui) { @@ -49,6 +83,19 @@ DFhackCExport command_result plugin_shutdown ( color_ostream &out ) return CR_OK; } +DFhackCExport command_result plugin_onupdate(color_ostream &out) +{ + if (!enabled) + return CR_OK; + + static unsigned cnt = 0; + if ((++cnt % 5) != 0) + return CR_OK; + + eggscan(out); + + return CR_OK; +} static command_result nestboxes(color_ostream &out, vector <string> & parameters) { @@ -57,60 +104,16 @@ static command_result nestboxes(color_ostream &out, vector <string> & parameters int dump_count = 0; int good_egg = 0; - if (parameters.size() == 1 && parameters[0] == "clean") - { - clean = true; - } - for (int i = 0; i < world->buildings.all.size(); ++i) - { - df::building *build = world->buildings.all[i]; - auto type = build->getType(); - if (df::enums::building_type::NestBox == type) - { - bool needs_clean = false; - df::building_nest_boxst *nb = virtual_cast<df::building_nest_boxst>(build); - out << "Nestbox at (" << nb->x1 << "," << nb->y1 << ","<< nb->z << "): claimed-by " << nb->claimed_by << ", contained item count " << nb->contained_items.size() << " (" << nb->anon_1 << ")" << endl; - if (nb->contained_items.size() > 1) - needs_clean = true; - if (nb->claimed_by != -1) - { - df::unit* u = df::unit::find(nb->claimed_by); - if (u) - { - out << " Claimed by "; - if (u->name.has_name) - out << u->name.first_name << ", "; - df::creature_raw *raw = df::global::world->raws.creatures.all[u->race]; - out << raw->creature_id - << ", pregnancy timer " << u->relations.pregnancy_timer << endl; - if (u->relations.pregnancy_timer > 0) - needs_clean = false; - } - } - for (int j = 1; j < nb->contained_items.size(); j++) - { - df::item* item = nb->contained_items[j]->item; - if (needs_clean) { - if (clean && !item->flags.bits.dump) - { - item->flags.bits.dump = 1; - dump_count += item->getStackSize(); - - } - } else { - good_egg += item->getStackSize(); - } - } - } - } - - if (clean) - { - out << dump_count << " eggs dumped." << endl; - } - out << good_egg << " fertile eggs found." << endl; - - + if (parameters.size() == 1) { + if (parameters[0] == "enable") + enabled = true; + else if (parameters[0] == "disable") + enabled = false; + else + return CR_WRONG_USAGE; + } else { + out << "Plugin " << (enabled ? "enabled" : "disabled") << "." << endl; + } return CR_OK; } diff --git a/plugins/lua/siege-engine.lua b/plugins/lua/siege-engine.lua index 89c47659..33e120fe 100644 --- a/plugins/lua/siege-engine.lua +++ b/plugins/lua/siege-engine.lua @@ -8,37 +8,221 @@ local _ENV = mkmodule('plugins.siege-engine') * clearTargetArea(building) * setTargetArea(building, point1, point2) -> true/false ---]] + * isLinkedToPile(building,pile) -> true/false + * getStockpileLinks(building) -> {pile} + * addStockpileLink(building,pile) -> true/false + * removeStockpileLink(building,pile) -> true/false + + * saveWorkshopProfile(building) -> profile + + * getAmmoItem(building) -> item_type + * setAmmoItem(building,item_type) -> true/false + + * isPassableTile(pos) -> true/false + * isTreeTile(pos) -> true/false + * isTargetableTile(pos) -> true/false + + * getTileStatus(building,pos) -> 'invalid/ok/out_of_range/blocked/semiblocked' + * paintAimScreen(building,view_pos_xyz,left_top_xy,size_xy) + + * canTargetUnit(unit) -> true/false + + proj_info = { target = pos, [delta = float/pos], [factor = int] } + + * projPosAtStep(building,proj_info,step) -> pos + * projPathMetrics(building,proj_info) -> { + hit_type = 'wall/floor/ceiling/map_edge/tree', + collision_step = int, + collision_z_step = int, + goal_distance = int, + goal_step = int/nil, + goal_z_step = int/nil, + status = 'ok/out_of_range/blocked' + } + + * adjustToTarget(building,pos) -> pos,ok=true/false + + * traceUnitPath(unit) -> { {x=int,y=int,z=int[,from=time][,to=time]} } + * unitPosAtTime(unit, time) -> pos + + * proposeUnitHits(building) -> { { + pos=pos, unit=unit, time=float, dist=int, + [lmargin=float,] [rmargin=float,] + } } + + * computeNearbyWeight(building,hits,{[id/unit]=score}[,fname]) + +]] Z_STEP_COUNT = 15 Z_STEP = 1/31 +function getMetrics(engine, path) + path.metrics = path.metrics or projPathMetrics(engine, path) + return path.metrics +end + function findShotHeight(engine, target) local path = { target = target, delta = 0.0 } - if projPathMetrics(engine, path).goal_step then + if getMetrics(engine, path).goal_step then return path end - for i = 1,Z_STEP_COUNT do - path.delta = i*Z_STEP - if projPathMetrics(engine, path).goal_step then - return path + local tpath = { target = target, delta = Z_STEP_COUNT*Z_STEP } + + if getMetrics(engine, tpath).goal_step then + for i = 1,Z_STEP_COUNT-1 do + path = { target = target, delta = i*Z_STEP } + if getMetrics(engine, path).goal_step then + return path + end + end + + return tpath + end + + tpath = { target = target, delta = -Z_STEP_COUNT*Z_STEP } + + if getMetrics(engine, tpath).goal_step then + for i = 1,Z_STEP_COUNT-1 do + path = { target = target, delta = -i*Z_STEP } + if getMetrics(engine, path).goal_step then + return path + end + end + + return tpath + end +end + +function findReachableTargets(engine, targets) + local reachable = {} + for _,tgt in ipairs(targets) do + tgt.path = findShotHeight(engine, tgt.pos) + if tgt.path then + table.insert(reachable, tgt) + end + end + return reachable +end + +recent_targets = recent_targets or {} + +if dfhack.is_core_context then + dfhack.onStateChange[_ENV] = function(code) + if code == SC_MAP_LOADED then + recent_targets = {} + end + end +end + +function saveRecent(unit) + local id = unit.id + local tgt = recent_targets + tgt[id] = (tgt[id] or 0) + 1 + dfhack.timeout(3, 'days', function() + tgt[id] = math.max(0, tgt[id]-1) + end) +end + +function getBaseUnitWeight(unit) + if dfhack.units.isCitizen(unit) then + return -10 + elseif unit.flags1.diplomat or unit.flags1.merchant then + return -2 + elseif unit.flags1.tame and unit.civ_id == df.global.ui.civ_id then + return -1 + else + local rv = 1 + if unit.flags1.marauder then rv = rv + 0.5 end + if unit.flags1.active_invader then rv = rv + 1 end + if unit.flags1.invader_origin then rv = rv + 1 end + if unit.flags1.invades then rv = rv + 1 end + if unit.flags1.hidden_ambusher then rv = rv + 1 end + return rv + end +end + +function getUnitWeight(unit) + local base = getBaseUnitWeight(unit) + return base * math.pow(0.7, recent_targets[unit.id] or 0) +end + +function unitWeightCache() + local cache = {} + return cache, function(unit) + local id = unit.id + cache[id] = cache[id] or getUnitWeight(unit) + return cache[id] + end +end + +function scoreTargets(engine, reachable) + local ucache, get_weight = unitWeightCache() + + for _,tgt in ipairs(reachable) do + tgt.score = get_weight(tgt.unit) + if tgt.lmargin and tgt.lmargin < 3 then + tgt.score = tgt.score * tgt.lmargin / 3 + end + if tgt.rmargin and tgt.rmargin < 3 then + tgt.score = tgt.score * tgt.rmargin / 3 end + end + + computeNearbyWeight(engine, reachable, ucache) + + for _,tgt in ipairs(reachable) do + tgt.score = (tgt.score + tgt.nearby_weight*0.7) * math.pow(0.995, tgt.time/3) + end + + table.sort(reachable, function(a,b) + return a.score > b.score or (a.score == b.score and a.time < b.time) + end) +end + +function pickUniqueTargets(reachable) + local unique = {} - path.delta = -i*Z_STEP - if projPathMetrics(engine, path).goal_step then - return path + if #reachable > 0 then + local pos_table = {} + local first_score = reachable[1].score + + for i,tgt in ipairs(reachable) do + if tgt.score < 0 or tgt.score < 0.1*first_score then + break + end + local x,y,z = pos2xyz(tgt.pos) + local key = x..':'..y..':'..z + if pos_table[key] then + table.insert(pos_table[key].units, tgt.unit) + else + table.insert(unique, tgt) + pos_table[key] = tgt + tgt.units = { tgt.unit } + end end end + + return unique end function doAimProjectile(engine, item, target_min, target_max, skill) print(item, df.skill_rating[skill]) + local targets = proposeUnitHits(engine) - if #targets > 0 then - local rnd = math.random(#targets) - return findShotHeight(engine, targets[rnd].pos) + local reachable = findReachableTargets(engine, targets) + scoreTargets(engine, reachable) + local unique = pickUniqueTargets(reachable) + + if #unique > 0 then + local cnt = math.max(math.min(#unique,5), math.min(10, math.floor(#unique/2))) + local rnd = math.random(cnt) + for _,u in ipairs(unique[rnd].units) do + saveRecent(u) + end + return unique[rnd].path end end diff --git a/plugins/manipulator.cpp b/plugins/manipulator.cpp index f4096965..1ad46ab2 100644 --- a/plugins/manipulator.cpp +++ b/plugins/manipulator.cpp @@ -528,6 +528,105 @@ void viewscreen_unitlaborsst::feed(set<df::interface_key> *events) if (first_column < sel_column - col_widths[DISP_COLUMN_LABORS] + 1) first_column = sel_column - col_widths[DISP_COLUMN_LABORS] + 1; + // handle mouse input + if (enabler->tracking_on && gps->mouse_x != -1 && gps->mouse_y != -1) + { + int click_header = DISP_COLUMN_MAX; // group ID of the column header clicked + int click_body = DISP_COLUMN_MAX; // group ID of the column body clicked + + int click_unit = -1; // Index into units[] (-1 if out of range) + int click_labor = -1; // Index into columns[] (-1 if out of range) + + for (int i = 0; i < DISP_COLUMN_MAX; i++) + { + if ((gps->mouse_x >= col_offsets[i]) && + (gps->mouse_x < col_offsets[i] + col_widths[i])) + { + if ((gps->mouse_y >= 1) && (gps->mouse_y <= 2)) + click_header = i; + if ((gps->mouse_y >= 4) && (gps->mouse_y <= 4 + num_rows)) + click_body = i; + } + } + + if ((gps->mouse_x >= col_offsets[DISP_COLUMN_LABORS]) && + (gps->mouse_x < col_offsets[DISP_COLUMN_LABORS] + col_widths[DISP_COLUMN_LABORS])) + click_labor = gps->mouse_x - col_offsets[DISP_COLUMN_LABORS] + first_column; + if ((gps->mouse_y >= 4) && (gps->mouse_y <= 4 + num_rows)) + click_unit = gps->mouse_y - 4 + first_row; + + switch (click_header) + { + case DISP_COLUMN_HAPPINESS: + if (enabler->mouse_lbut || enabler->mouse_rbut) + { + descending = enabler->mouse_lbut; + std::sort(units.begin(), units.end(), sortByHappiness); + } + break; + + case DISP_COLUMN_NAME: + if (enabler->mouse_lbut || enabler->mouse_rbut) + { + descending = enabler->mouse_rbut; + std::sort(units.begin(), units.end(), sortByName); + } + break; + + case DISP_COLUMN_PROFESSION: + if (enabler->mouse_lbut || enabler->mouse_rbut) + { + descending = enabler->mouse_rbut; + std::sort(units.begin(), units.end(), sortByProfession); + } + break; + + case DISP_COLUMN_LABORS: + if (enabler->mouse_lbut || enabler->mouse_rbut) + { + descending = enabler->mouse_lbut; + sort_skill = columns[click_labor].skill; + sort_labor = columns[click_labor].labor; + std::sort(units.begin(), units.end(), sortBySkill); + } + break; + } + + switch (click_body) + { + case DISP_COLUMN_HAPPINESS: + // do nothing + break; + + case DISP_COLUMN_NAME: + case DISP_COLUMN_PROFESSION: + // left-click to view, right-click to zoom + if (enabler->mouse_lbut) + { + sel_row = click_unit; + events->insert(interface_key::UNITJOB_VIEW); + } + if (enabler->mouse_rbut) + { + sel_row = click_unit; + events->insert(interface_key::UNITJOB_ZOOM_CRE); + } + break; + + case DISP_COLUMN_LABORS: + // left-click to toggle, right-click to just highlight + if (enabler->mouse_lbut || enabler->mouse_rbut) + { + sel_row = click_unit; + sel_column = click_labor; + if (enabler->mouse_lbut) + events->insert(interface_key::SELECT); + } + break; + } + enabler->mouse_lbut = enabler->mouse_rbut = 0; + } + UnitInfo *cur = units[sel_row]; if (events->count(interface_key::SELECT) && (cur->allowEdit) && (columns[sel_column].labor != unit_labor::NONE)) { @@ -647,6 +746,11 @@ void viewscreen_unitlaborsst::render() Screen::clear(); Screen::drawBorder(" Dwarf Manipulator - Manage Labors "); + + Screen::paintString(Screen::Pen(' ', 7, 0), col_offsets[DISP_COLUMN_HAPPINESS], 2, "Hap."); + Screen::paintString(Screen::Pen(' ', 7, 0), col_offsets[DISP_COLUMN_NAME], 2, "Name"); + Screen::paintString(Screen::Pen(' ', 7, 0), col_offsets[DISP_COLUMN_PROFESSION], 2, "Profession"); + for (int col = 0; col < col_widths[DISP_COLUMN_LABORS]; col++) { int col_offset = col + first_column; diff --git a/plugins/raw/entity_default.diff b/plugins/raw/entity_default.diff new file mode 100644 index 00000000..2ffc1363 --- /dev/null +++ b/plugins/raw/entity_default.diff @@ -0,0 +1,29 @@ +--- ../objects.old/entity_default.txt 2012-09-17 17:59:28.853898702 +0400 ++++ entity_default.txt 2012-09-17 17:59:28.684899429 +0400 +@@ -49,6 +49,7 @@ + [TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
+ [TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
+ [TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]
++ [TRAPCOMP:ITEM_TRAPCOMP_STEAM_PISTON]
+ [TOY:ITEM_TOY_PUZZLEBOX]
+ [TOY:ITEM_TOY_BOAT]
+ [TOY:ITEM_TOY_HAMMER]
+@@ -204,6 +205,8 @@ + [PERMITTED_JOB:WAX_WORKER]
+ [PERMITTED_BUILDING:SOAP_MAKER]
+ [PERMITTED_BUILDING:SCREW_PRESS]
++ [PERMITTED_BUILDING:STEAM_ENGINE]
++ [PERMITTED_BUILDING:MAGMA_STEAM_ENGINE]
+ [PERMITTED_REACTION:TAN_A_HIDE]
+ [PERMITTED_REACTION:RENDER_FAT]
+ [PERMITTED_REACTION:MAKE_SOAP_FROM_TALLOW]
+@@ -248,6 +251,9 @@ + [PERMITTED_REACTION:ROSE_GOLD_MAKING]
+ [PERMITTED_REACTION:BISMUTH_BRONZE_MAKING]
+ [PERMITTED_REACTION:ADAMANTINE_WAFERS]
++ [PERMITTED_REACTION:STOKE_BOILER]
++ [PERMITTED_REACTION:SPATTER_ADD_WEAPON_EXTRACT]
++ [PERMITTED_REACTION:SPATTER_ADD_AMMO_EXTRACT]
+ [WORLD_CONSTRUCTION:TUNNEL]
+ [WORLD_CONSTRUCTION:BRIDGE]
+ [WORLD_CONSTRUCTION:ROAD]
diff --git a/plugins/raw/material_template_default.diff b/plugins/raw/material_template_default.diff new file mode 100644 index 00000000..8b6ef327 --- /dev/null +++ b/plugins/raw/material_template_default.diff @@ -0,0 +1,10 @@ +--- ../objects.old/material_template_default.txt 2012-09-17 17:59:28.907898469 +0400 ++++ material_template_default.txt 2012-09-17 17:59:28.695899382 +0400 +@@ -2374,6 +2374,7 @@ + [MAX_EDGE:500]
+ [ABSORPTION:100]
+ [LIQUID_MISC_CREATURE]
++ [REACTION_CLASS:CREATURE_EXTRACT]
+ [ROTS]
+
+ This is for creatures that are "made of fire". Right now there isn't a good format for that.
diff --git a/plugins/raw/reaction_spatter.txt b/plugins/raw/reaction_spatter.txt new file mode 100644 index 00000000..81f9a2b6 --- /dev/null +++ b/plugins/raw/reaction_spatter.txt @@ -0,0 +1,154 @@ +reaction_spatter
+
+[OBJECT:REACTION]
+
+Reaction name must start with 'SPATTER_ADD_':
+
+[REACTION:SPATTER_ADD_OBJECT_LIQUID]
+ [NAME:coat object with liquid]
+ [ADVENTURE_MODE_ENABLED]
+ [SKILL:WAX_WORKING]
+ [REAGENT:extract:150:LIQUID_MISC:NONE:NONE:NONE]
+ [MIN_DIMENSION:150]
+ [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
+ [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]
+ [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
+ Need some excuse why the spatter is water-resistant:
+ [REAGENT:grease:1:GLOB:NONE:NONE:NONE][REACTION_CLASS:FAT][UNROTTEN]
+ [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
+ 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_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]
+ [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
+ [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]
+ [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
+ Need some excuse why the spatter is water-resistant:
+ [REAGENT:grease:1:GLOB:NONE:NONE:NONE][REACTION_CLASS:TALLOW][UNROTTEN]
+ [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
+ 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_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]
+ [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
+ [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]
+ [MIN_DIMENSION:5] don't waste materials on single bolts
+ [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
+ Need some excuse why the spatter is water-resistant:
+ [REAGENT:grease:1:GLOB:NONE:NONE:NONE][REACTION_CLASS:TALLOW][UNROTTEN]
+ [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
+ 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 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]
diff --git a/plugins/devel/siege-engine.cpp b/plugins/siege-engine.cpp index a41bfe5f..3b95aba3 100644 --- a/plugins/devel/siege-engine.cpp +++ b/plugins/siege-engine.cpp @@ -10,6 +10,7 @@ #include <modules/World.h> #include <modules/Units.h> #include <modules/Job.h> +#include <modules/Materials.h> #include <LuaTools.h> #include <TileTypes.h> #include <vector> @@ -45,11 +46,14 @@ #include "df/unit_misc_trait.h" #include "df/job.h" #include "df/job_item.h" -#include "df/item.h" +#include "df/item_actual.h" #include "df/items_other_id.h" #include "df/building_stockpilest.h" #include "df/stockpile_links.h" #include "df/workshop_profile.h" +#include "df/strain_type.h" +#include "df/material.h" +#include "df/flow_type.h" #include "MiscUtils.h" @@ -108,7 +112,7 @@ static bool is_in_range(const coord_range &target, df::coord pos) static std::pair<int, int> get_engine_range(df::building_siegeenginest *bld) { if (bld->type == siegeengine_type::Ballista) - return std::make_pair(0, 200); + return std::make_pair(1, 200); else return std::make_pair(30, 100); } @@ -162,6 +166,63 @@ static void random_direction(float &x, float &y, float &z) z = 1.0f - 2.0f*d; } +static const int WEAR_TICKS = 806400; + +static bool apply_impact_damage(df::item *item, int minv, int maxv) +{ + MaterialInfo info(item); + if (!info.isValid()) + { + item->setWear(3); + return false; + } + + auto &strength = info.material->strength; + + // Use random strain type excluding COMPRESSIVE (conveniently last) + int type = random_int(strain_type::COMPRESSIVE); + int power = minv + random_int(maxv-minv+1); + + // High elasticity materials just bend + if (strength.strain_at_yield[type] >= 5000) + return true; + + // Instant fracture? + int fracture = strength.fracture[type]; + if (fracture <= power) + { + item->setWear(3); + return false; + } + + // Impact within elastic strain range? + int yield = strength.yield[type]; + if (yield > power) + return true; + + // Can wear? + auto actual = virtual_cast<df::item_actual>(item); + if (!actual) + return false; + + // Transform plastic deformation to wear + int max_wear = WEAR_TICKS * 4; + int cur_wear = WEAR_TICKS * actual->wear + actual->wear_timer; + cur_wear += int64_t(power - yield)*max_wear/(fracture - yield); + + if (cur_wear >= max_wear) + { + actual->wear = 3; + return false; + } + else + { + actual->wear = cur_wear / WEAR_TICKS; + actual->wear_timer = cur_wear % WEAR_TICKS; + return true; + } +} + /* * Configuration object */ @@ -230,7 +291,7 @@ static EngineInfo *find_engine(df::building *bld, bool create = false) ); obj->is_catapult = (ebld->type == siegeengine_type::Catapult); obj->proj_speed = 2; - obj->hit_delay = 3; + obj->hit_delay = obj->is_catapult ? 2 : -1; obj->fire_range = get_engine_range(ebld); obj->ammo_vector_id = job_item_vector_id::BOULDER; @@ -1046,6 +1107,9 @@ struct UnitPath { float time = unit->counters.job_counter+0.5f; float speed = Units::computeMovementSpeed(unit)/100.0f; + if (unit->counters.unconscious > 0) + time += unit->counters.unconscious; + for (size_t i = 0; i < upath.size(); i++) { df::coord new_pos = upath[i]; @@ -1221,10 +1285,84 @@ static int proposeUnitHits(lua_State *L) return 1; } +static int computeNearbyWeight(lua_State *L) +{ + auto engine = find_engine(L, 1); + luaL_checktype(L, 2, LUA_TTABLE); + luaL_checktype(L, 3, LUA_TTABLE); + const char *fname = luaL_optstring(L, 4, "nearby_weight"); + + std::vector<UnitPath*> units; + std::vector<float> weights; + + lua_pushnil(L); + + while (lua_next(L, 3)) + { + df::unit *unit; + if (lua_isnumber(L, -2)) + unit = df::unit::find(lua_tointeger(L, -2)); + else + unit = Lua::CheckDFObject<df::unit>(L, -2); + if (!unit) + continue; + units.push_back(UnitPath::get(unit)); + weights.push_back(lua_tonumber(L, -1)); + lua_pop(L, 1); + } + + lua_pushnil(L); + + while (lua_next(L, 2)) + { + Lua::StackUnwinder frame(L, 1); + + lua_getfield(L, frame[1], "unit"); + df::unit *unit = Lua::CheckDFObject<df::unit>(L, -1); + + lua_getfield(L, frame[1], "time"); + float time = luaL_checknumber(L, lua_gettop(L)); + + df::coord pos; + + lua_getfield(L, frame[1], "pos"); + if (lua_isnil(L, -1)) + { + if (!unit) luaL_error(L, "either unit or pos is required"); + pos = UnitPath::get(unit)->posAtTime(time); + } + else + Lua::CheckDFAssign(L, &pos, -1); + + float sum = 0.0f; + + for (size_t i = 0; i < units.size(); i++) + { + if (units[i]->unit == unit) + continue; + + auto diff = units[i]->posAtTime(time) - pos; + float dist = 1 + sqrtf(diff.x*diff.x + diff.y*diff.y + diff.z*diff.z); + sum += weights[i]/(dist*dist); + } + + lua_pushnumber(L, sum); + lua_setfield(L, frame[1], fname); + } + + return 0; +} + /* * Projectile hook */ +static const int offsets[8][2] = { + { -1, -1 }, { 0, -1 }, { 1, -1 }, + { -1, 0 }, { 1, 0 }, + { -1, 1 }, { 0, 1 }, { 1, 1 } +}; + struct projectile_hook : df::proj_itemst { typedef df::proj_itemst interpose_base; @@ -1232,6 +1370,9 @@ struct projectile_hook : df::proj_itemst { { target_pos = path.target; + // Debug + Maps::getTileOccupancy(path.goal)->bits.arrow_color = COLOR_LIGHTMAGENTA; + PathMetrics raytrace(path); // Materialize map blocks, or the projectile will crash into them @@ -1259,7 +1400,53 @@ struct projectile_hook : df::proj_itemst { fall_threshold = std::min(fall_threshold, engine->fire_range.second); } - void aimAtArea(EngineInfo *engine) + void aimAtPoint(EngineInfo *engine, int skill, const ProjectilePath &path) + { + df::coord fail_target = path.goal; + + orient_engine(engine->bld, path.goal); + + // Debug + Maps::getTileOccupancy(path.goal)->bits.arrow_color = COLOR_LIGHTRED; + + // Dabbling always hit in 7x7 area + if (skill < skill_rating::Novice) + { + fail_target.x += random_int(7)-3; + fail_target.y += random_int(7)-3; + aimAtPoint(engine, ProjectilePath(path.origin, fail_target)); + return; + } + + // Exact hit chance + float hit_chance = 1.04f - powf(0.8f, skill); + + if (float(rand())/RAND_MAX < hit_chance) + { + aimAtPoint(engine, path); + return; + } + + // Otherwise perturb + if (skill <= skill_rating::Proficient) + { + // 5x5 + fail_target.x += random_int(5)-2; + fail_target.y += random_int(5)-2; + } + else + { + // 3x3 + int idx = random_int(8); + fail_target.x += offsets[idx][0]; + fail_target.y += offsets[idx][1]; + } + + ProjectilePath fail(path.origin, fail_target, path.fudge_delta, path.fudge_factor); + aimAtPoint(engine, fail); + } + + void aimAtArea(EngineInfo *engine, int skill) { df::coord target, last_passable; df::coord tbase = engine->target.first; @@ -1282,7 +1469,7 @@ struct projectile_hook : df::proj_itemst { if (raytrace.hits() && engine->isInRange(raytrace.goal_step)) { - aimAtPoint(engine, path); + aimAtPoint(engine, skill, path); return; } } @@ -1290,7 +1477,7 @@ struct projectile_hook : df::proj_itemst { if (!last_passable.isValid()) last_passable = target; - aimAtPoint(engine, ProjectilePath(engine->center, last_passable)); + aimAtPoint(engine, skill, ProjectilePath(engine->center, last_passable)); } static int safeAimProjectile(lua_State *L) @@ -1312,9 +1499,9 @@ struct projectile_hook : df::proj_itemst { lua_call(L, 5, 1); if (lua_isnil(L, -1)) - proj->aimAtArea(engine); + proj->aimAtArea(engine, skill); else - proj->aimAtPoint(engine, decode_path(L, -1, engine->center)); + proj->aimAtPoint(engine, skill, decode_path(L, -1, engine->center)); return 0; } @@ -1335,13 +1522,19 @@ struct projectile_hook : df::proj_itemst { int skill = getOperatorSkill(engine->bld, true); - lua_pushcfunction(L, safeAimProjectile); - lua_pushlightuserdata(L, this); - lua_pushlightuserdata(L, engine); - lua_pushinteger(L, skill); + // Dabbling can't aim + if (skill < skill_rating::Novice) + aimAtArea(engine, skill); + else + { + lua_pushcfunction(L, safeAimProjectile); + lua_pushlightuserdata(L, this); + lua_pushlightuserdata(L, engine); + lua_pushinteger(L, skill); - if (!Lua::Core::SafeCall(out, 3, 0)) - aimAtArea(engine); + if (!Lua::Core::SafeCall(out, 3, 0)) + aimAtArea(engine, skill); + } switch (item->getType()) { @@ -1363,9 +1556,13 @@ struct projectile_hook : df::proj_itemst { float speed = 100000.0f / (fall_delay + 1); int min_zspeed = (fall_delay+1)*4900; + float bonus = 1.0f + 0.1f*(origin_pos.z -cur_pos.z); + bonus *= 1.0f + (distance_flown - 60) / 200.0f; + speed *= bonus; + // Flight direction vector df::coord dist = target_pos - origin_pos; - float vx = dist.x, vy = dist.y, vz = fabs(dist.z); + float vx = dist.x, vy = dist.y, vz = fabs((float)dist.z); normalize(vx, vy, vz); int start_z = 0; @@ -1383,10 +1580,28 @@ struct projectile_hook : df::proj_itemst { for (size_t i = 0; i < contents.size(); i++) { auto child = contents[i]; + + // Liquids are vaporized so that they cover nearby units + if (child->isLiquid()) + { + auto flow = Maps::spawnFlow( + cur_pos, + flow_type::MaterialVapor, + child->getMaterial(), child->getMaterialIndex(), + 100 + ); + + // should it leave a puddle too?.. + if (flow && Items::remove(mc, child)) + continue; + } + auto proj = Items::makeProjectile(mc, child); if (!proj) continue; - proj->flags.bits.no_impact_destroy = true; + bool keep = apply_impact_damage(child, 50000, int(250000*bonus)); + + proj->flags.bits.no_impact_destroy = keep; //proj->flags.bits.bouncing = true; proj->flags.bits.piercing = true; proj->flags.bits.parabolic = true; @@ -1403,7 +1618,7 @@ struct projectile_hook : df::proj_itemst { proj->speed_x = int(speed * sx); proj->speed_y = int(speed * sy); - proj->speed_z = int(speed * sz); + proj->speed_z = std::max(min_zspeed, int(speed * sz)); } } @@ -1554,6 +1769,7 @@ DFHACK_PLUGIN_LUA_COMMANDS { DFHACK_LUA_COMMAND(traceUnitPath), DFHACK_LUA_COMMAND(unitPosAtTime), DFHACK_LUA_COMMAND(proposeUnitHits), + DFHACK_LUA_COMMAND(computeNearbyWeight), DFHACK_LUA_END }; diff --git a/plugins/sort.cpp b/plugins/sort.cpp index ff51fc77..4b2bf7bb 100644 --- a/plugins/sort.cpp +++ b/plugins/sort.cpp @@ -228,7 +228,7 @@ static void sort_null_first(vector<string> ¶meters) vector_insert_at(parameters, 0, std::string("<exists")); } -static df::layer_object_listst *getLayerList(df::viewscreen_layerst *layer, int idx) +static df::layer_object_listst *getLayerList(df::viewscreen_layer *layer, int idx) { return virtual_cast<df::layer_object_listst>(vector_get(layer->layer_objects,idx)); } diff --git a/plugins/tweak.cpp b/plugins/tweak.cpp index bebc346c..fb286e0d 100644 --- a/plugins/tweak.cpp +++ b/plugins/tweak.cpp @@ -29,11 +29,20 @@ #include "df/criminal_case.h" #include "df/unit_inventory_item.h" #include "df/viewscreen_dwarfmodest.h" +#include "df/viewscreen_layer_unit_actionst.h" #include "df/squad_order_trainst.h" #include "df/ui_build_selector.h" #include "df/building_trapst.h" #include "df/item_actual.h" +#include "df/item_liquipowder.h" +#include "df/item_barst.h" +#include "df/item_threadst.h" +#include "df/item_clothst.h" #include "df/contaminant.h" +#include "df/layer_object.h" +#include "df/reaction.h" +#include "df/reaction_reagent_itemst.h" +#include "df/reaction_reagent_flags.h" #include <stdlib.h> @@ -93,6 +102,13 @@ DFhackCExport command_result plugin_init (color_ostream &out, std::vector <Plugi " Further improves temperature updates by ensuring that 1 degree of\n" " item temperature is crossed in no more than specified number of frames\n" " when updating from the environment temperature. Use 0 to disable.\n" + " tweak fix-dimensions [disable]\n" + " Fixes subtracting small amount of thread/cloth/liquid from a stack\n" + " by splitting the stack and subtracting from the remaining single item.\n" + " tweak advmode-contained [disable]\n" + " Fixes custom reactions with container inputs in advmode. The issue is\n" + " that the screen tries to force you to select the contents separately\n" + " from the container. This forcefully skips child reagents.\n" )); return CR_OK; } @@ -343,6 +359,141 @@ IMPLEMENT_VMETHOD_INTERPOSE(fast_heat_hook, updateTempFromMap); IMPLEMENT_VMETHOD_INTERPOSE(fast_heat_hook, updateTemperature); IMPLEMENT_VMETHOD_INTERPOSE(fast_heat_hook, adjustTemperature); +static void correct_dimension(df::item_actual *self, int32_t &delta, int32_t dim) +{ + // Zero dimension or remainder? + if (dim <= 0 || self->stack_size <= 1) return; + int rem = delta % dim; + if (rem == 0) return; + // If destroys, pass through + int intv = delta / dim; + if (intv >= self->stack_size) return; + // Subtract int part + delta = rem; + self->stack_size -= intv; + if (self->stack_size <= 1) return; + + // If kills the item or cannot split, round up. + if (!self->flags.bits.in_inventory || !Items::getContainer(self)) + { + delta = dim; + return; + } + + // Otherwise split the stack + color_ostream_proxy out(Core::getInstance().getConsole()); + out.print("fix-dimensions: splitting stack #%d for delta %d.\n", self->id, delta); + + auto copy = self->splitStack(self->stack_size-1, true); + if (copy) copy->categorize(true); +} + +struct dimension_lqp_hook : df::item_liquipowder { + typedef df::item_liquipowder interpose_base; + + DEFINE_VMETHOD_INTERPOSE(bool, subtractDimension, (int32_t delta)) + { + correct_dimension(this, delta, dimension); + return INTERPOSE_NEXT(subtractDimension)(delta); + } +}; + +IMPLEMENT_VMETHOD_INTERPOSE(dimension_lqp_hook, subtractDimension); + +struct dimension_bar_hook : df::item_barst { + typedef df::item_barst interpose_base; + + DEFINE_VMETHOD_INTERPOSE(bool, subtractDimension, (int32_t delta)) + { + correct_dimension(this, delta, dimension); + return INTERPOSE_NEXT(subtractDimension)(delta); + } +}; + +IMPLEMENT_VMETHOD_INTERPOSE(dimension_bar_hook, subtractDimension); + +struct dimension_thread_hook : df::item_threadst { + typedef df::item_threadst interpose_base; + + DEFINE_VMETHOD_INTERPOSE(bool, subtractDimension, (int32_t delta)) + { + correct_dimension(this, delta, dimension); + return INTERPOSE_NEXT(subtractDimension)(delta); + } +}; + +IMPLEMENT_VMETHOD_INTERPOSE(dimension_thread_hook, subtractDimension); + +struct dimension_cloth_hook : df::item_clothst { + typedef df::item_clothst interpose_base; + + DEFINE_VMETHOD_INTERPOSE(bool, subtractDimension, (int32_t delta)) + { + correct_dimension(this, delta, dimension); + return INTERPOSE_NEXT(subtractDimension)(delta); + } +}; + +IMPLEMENT_VMETHOD_INTERPOSE(dimension_cloth_hook, subtractDimension); + +struct advmode_contained_hook : df::viewscreen_layer_unit_actionst { + typedef df::viewscreen_layer_unit_actionst interpose_base; + + DEFINE_VMETHOD_INTERPOSE(void, feed, (set<df::interface_key> *input)) + { + auto old_reaction = cur_reaction; + auto old_reagent = reagent; + + INTERPOSE_NEXT(feed)(input); + + if (cur_reaction && (cur_reaction != old_reaction || reagent != old_reagent)) + { + old_reagent = reagent; + + // Skip reagents already contained by others + while (reagent < (int)cur_reaction->reagents.size()-1) + { + if (!cur_reaction->reagents[reagent]->flags.bits.IN_CONTAINER) + break; + reagent++; + } + + if (old_reagent != reagent) + { + // Reproduces a tiny part of the orginal screen code + choice_items.clear(); + + auto preagent = cur_reaction->reagents[reagent]; + reagent_amnt_left = preagent->quantity; + + for (int i = held_items.size()-1; i >= 0; i--) + { + if (!preagent->matchesRoot(held_items[i], cur_reaction->index)) + continue; + if (linear_index(sel_items, held_items[i]) >= 0) + continue; + choice_items.push_back(held_items[i]); + } + + layer_objects[6]->setListLength(choice_items.size()); + + if (!choice_items.empty()) + { + layer_objects[4]->active = layer_objects[5]->active = false; + layer_objects[6]->active = true; + } + else if (layer_objects[6]->active) + { + layer_objects[6]->active = false; + layer_objects[5]->active = true; + } + } + } + } +}; + +IMPLEMENT_VMETHOD_INTERPOSE(advmode_contained_hook, feed); + static void enable_hook(color_ostream &out, VMethodInterposeLinkBase &hook, vector <string> ¶meters) { if (vector_get(parameters, 1) == "disable") @@ -491,6 +642,17 @@ static command_result tweak(color_ostream &out, vector <string> ¶meters) enable_hook(out, INTERPOSE_HOOK(fast_heat_hook, updateTemperature), parameters); enable_hook(out, INTERPOSE_HOOK(fast_heat_hook, adjustTemperature), parameters); } + else if (cmd == "fix-dimensions") + { + enable_hook(out, INTERPOSE_HOOK(dimension_lqp_hook, subtractDimension), parameters); + enable_hook(out, INTERPOSE_HOOK(dimension_bar_hook, subtractDimension), parameters); + enable_hook(out, INTERPOSE_HOOK(dimension_thread_hook, subtractDimension), parameters); + enable_hook(out, INTERPOSE_HOOK(dimension_cloth_hook, subtractDimension), parameters); + } + else if (cmd == "advmode-contained") + { + enable_hook(out, INTERPOSE_HOOK(advmode_contained_hook, feed), parameters); + } else return CR_WRONG_USAGE; diff --git a/scripts/gui/hello-world.lua b/scripts/gui/hello-world.lua index 80986bbf..c8cd3bd0 100644 --- a/scripts/gui/hello-world.lua +++ b/scripts/gui/hello-world.lua @@ -4,19 +4,21 @@ local gui = require 'gui' local text = 'Woohoo, lua viewscreen :)' -local screen = mkinstance(gui.FramedScreen, { +local screen = gui.FramedScreen{ frame_style = gui.GREY_LINE_FRAME, frame_title = 'Hello World', frame_width = #text+6, frame_height = 3, - onRenderBody = function(self, dc) - dc:seek(3,1):string(text, COLOR_LIGHTGREEN) - end, - onInput = function(self,keys) - if keys.LEAVESCREEN or keys.SELECT then - self:dismiss() - end +} + +function screen:onRenderBody(dc) + dc:seek(3,1):string(text, COLOR_LIGHTGREEN) +end + +function screen:onInput(keys) + if keys.LEAVESCREEN or keys.SELECT then + self:dismiss() end -}):init() +end screen:show() diff --git a/scripts/gui/liquids.lua b/scripts/gui/liquids.lua index 89f08b7c..cddb9f01 100644 --- a/scripts/gui/liquids.lua +++ b/scripts/gui/liquids.lua @@ -53,13 +53,7 @@ local permaflows = { Toggle = defclass(Toggle) -function Toggle:init(items) - self:init_fields{ - items = items, - selected = 1 - } - return self -end +Toggle.ATTRS{ items = {}, selected = 1 } function Toggle:get() return self.items[self.selected] @@ -89,16 +83,14 @@ LiquidsUI = defclass(LiquidsUI, guidm.MenuOverlay) LiquidsUI.focus_path = 'liquids' function LiquidsUI:init() - self:init_fields{ - brush = mkinstance(Toggle):init(brushes), - paint = mkinstance(Toggle):init(paints), - flow = mkinstance(Toggle):init(flowbits), - set = mkinstance(Toggle):init(setmode), - permaflow = mkinstance(Toggle):init(permaflows), + self:assign{ + brush = Toggle{ items = brushes }, + paint = Toggle{ items = paints }, + flow = Toggle{ items = flowbits }, + set = Toggle{ items = setmode }, + permaflow = Toggle{ items = permaflows }, amount = 7, } - guidm.MenuOverlay.init(self) - return self end function LiquidsUI:onDestroy() @@ -201,6 +193,7 @@ function LiquidsUI:onRenderBody(dc) end function ensure_blocks(cursor, size, cb) + size = size or xyz2pos(1,1,1) local cx,cy,cz = pos2xyz(cursor) local all = true for x=1,size.x or 1,16 do @@ -298,5 +291,5 @@ if not string.match(dfhack.gui.getCurFocus(), '^dwarfmode/LookAround') then qerror("This script requires the main dwarfmode view in 'k' mode") end -local list = mkinstance(LiquidsUI):init() +local list = LiquidsUI() list:show() diff --git a/scripts/gui/mechanisms.lua b/scripts/gui/mechanisms.lua index c14bfcbe..d1e8ec80 100644 --- a/scripts/gui/mechanisms.lua +++ b/scripts/gui/mechanisms.lua @@ -43,13 +43,11 @@ MechanismList = defclass(MechanismList, guidm.MenuOverlay) MechanismList.focus_path = 'mechanisms' -function MechanismList:init(building) - self:init_fields{ +function MechanismList:init(info) + self:assign{ links = {}, selected = 1 } - guidm.MenuOverlay.init(self) - self:fillList(building) - return self + self:fillList(info.building) end function MechanismList:fillList(building) @@ -126,6 +124,6 @@ if not string.match(dfhack.gui.getCurFocus(), '^dwarfmode/QueryBuilding/Some') t qerror("This script requires the main dwarfmode view in 'q' mode") end -local list = mkinstance(MechanismList):init(df.global.world.selected_building) +local list = MechanismList{ building = df.global.world.selected_building } list:show() list:changeSelected(1) diff --git a/scripts/gui/power-meter.lua b/scripts/gui/power-meter.lua index 8baf43e7..6c2f699a 100644 --- a/scripts/gui/power-meter.lua +++ b/scripts/gui/power-meter.lua @@ -13,15 +13,13 @@ PowerMeter = defclass(PowerMeter, guidm.MenuOverlay) PowerMeter.focus_path = 'power-meter' function PowerMeter:init() - self:init_fields{ + self:assign{ min_power = 0, max_power = -1, invert = false, } - guidm.MenuOverlay.init(self) - return self end function PowerMeter:onShow() - guidm.MenuOverlay.onShow(self) + PowerMeter.super.onShow(self) -- Send an event to update the errors bselector.plate_info.flags.whole = 0 @@ -112,5 +110,5 @@ then qerror("This script requires the main dwarfmode view in build pressure plate mode") end -local list = mkinstance(PowerMeter):init() +local list = PowerMeter() list:show() diff --git a/scripts/gui/room-list.lua b/scripts/gui/room-list.lua index a4507466..0de82db5 100644 --- a/scripts/gui/room-list.lua +++ b/scripts/gui/room-list.lua @@ -78,15 +78,17 @@ RoomList = defclass(RoomList, guidm.MenuOverlay) RoomList.focus_path = 'room-list' -function RoomList:init(unit) +RoomList.ATTRS{ unit = DEFAULT_NIL } + +function RoomList:init(info) + local unit = info.unit local base_bld = df.global.world.selected_building - self:init_fields{ - unit = unit, base_building = base_bld, + self:assign{ + base_building = base_bld, items = {}, selected = 1, own_rooms = {}, spouse_rooms = {} } - guidm.MenuOverlay.init(self) self.old_viewport = self:getViewport() self.old_cursor = guidm.getCursorPos() @@ -115,8 +117,6 @@ function RoomList:init(unit) self.items = concat_lists({self.base_item}, self.items) ::found:: end - - return self end local sex_char = { [0] = 12, [1] = 11 } @@ -235,12 +235,13 @@ function RoomList:onInput(keys) end local focus = dfhack.gui.getCurFocus() -if focus == 'dwarfmode/QueryBuilding/Some' then - local base = df.global.world.selected_building - mkinstance(RoomList):init(base.owner):show() -elseif focus == 'dwarfmode/QueryBuilding/Some/Assign/Unit' then + +if focus == 'dwarfmode/QueryBuilding/Some/Assign/Unit' then local unit = df.global.ui_building_assign_units[df.global.ui_building_item_cursor] - mkinstance(RoomList):init(unit):show() + RoomList{ unit = unit }:show() +elseif string.match(dfhack.gui.getCurFocus(), '^dwarfmode/QueryBuilding/Some') then + local base = df.global.world.selected_building + RoomList{ unit = base.owner }:show() else qerror("This script requires the main dwarfmode view in 'q' mode") end diff --git a/scripts/gui/siege-engine.lua b/scripts/gui/siege-engine.lua index 47043cbb..c98cb167 100644 --- a/scripts/gui/siege-engine.lua +++ b/scripts/gui/siege-engine.lua @@ -21,6 +21,7 @@ local item_choices = { { caption = 'trap components', item_type = df.item_type.TRAPCOMP }, { caption = 'bins', item_type = df.item_type.BIN }, { caption = 'barrels', item_type = df.item_type.BARREL }, + { caption = 'cages', item_type = df.item_type.CAGE }, { caption = 'anything', item_type = -1 }, } @@ -33,30 +34,29 @@ SiegeEngine = defclass(SiegeEngine, guidm.MenuOverlay) SiegeEngine.focus_path = 'siege-engine' -function SiegeEngine:init(building) - self:init_fields{ - building = building, - center = utils.getBuildingCenter(building), +SiegeEngine.ATTRS{ building = DEFAULT_NIL } + +function SiegeEngine:init() + self:assign{ + center = utils.getBuildingCenter(self.building), selected_pile = 1, + mode_main = { + render = self:callback 'onRenderBody_main', + input = self:callback 'onInput_main', + }, + mode_aim = { + render = self:callback 'onRenderBody_aim', + input = self:callback 'onInput_aim', + }, + mode_pile = { + render = self:callback 'onRenderBody_pile', + input = self:callback 'onInput_pile', + } } - guidm.MenuOverlay.init(self) - self.mode_main = { - render = self:callback 'onRenderBody_main', - input = self:callback 'onInput_main', - } - self.mode_aim = { - render = self:callback 'onRenderBody_aim', - input = self:callback 'onInput_aim', - } - self.mode_pile = { - render = self:callback 'onRenderBody_pile', - input = self:callback 'onInput_pile', - } - return self end function SiegeEngine:onShow() - guidm.MenuOverlay.onShow(self) + SiegeEngine.super.onShow(self) self.old_cursor = guidm.getCursorPos() self.old_viewport = self:getViewport() @@ -486,5 +486,5 @@ if not df.building_siegeenginest:is_instance(building) then qerror("A siege engine must be selected") end -local list = mkinstance(SiegeEngine):init(df.global.world.selected_building) +local list = SiegeEngine{ building = building } list:show() |
