Merge branch 'develop' into myk_zscreen

develop
Myk 2023-02-13 13:14:00 -08:00 committed by GitHub
commit 14e303d2c3
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7 changed files with 48 additions and 29 deletions

@ -38,11 +38,13 @@ changelog.txt uses a syntax similar to RST, with a few special sequences:
## Fixes
-@ `nestboxes`: fixed bug causing nestboxes themselves to be forbidden, which prevented citizens from using them to lay eggs. Now only eggs are forbidden.
- `autobutcher`: implemented work-around for Dwarf Fortress not setting nicknames properly, so that nicknames created in the in-game interface are detected & protect animals from being butchered properly. Note that nicknames for unnamed units are not currently saved by dwarf fortress - use ``enable fix/protect-nicks`` to fix any nicknames created/removed within dwarf fortress so they can be saved/reloaded when you reload the game.
- `seedwatch`: fix saving and loading of seed stock targets
-@ `seedwatch`: fix saving and loading of seed stock targets
- `autodump`: changed behaviour to only change ``dump`` and ``forbid`` flags if an item is successfully dumped.
-@ `autochop`: generate default names for burrows with no assigned names
## Misc Improvements
- DFHack tool windows that capture mouse clicks (and therefore prevent you from clicking on the "pause" button) now unconditionally pause the game when they open (but you can still unpause with the keyboard if you want to). Examples of this behavior: `gui/quickfort`, `gui/blueprint`, `gui/liquids`
- `showmood`: now shows the number of items needed for cloth and bars in addition to the technically correct but always confusing "total dimension" (150 per bar or 10,000 per cloth)
## Documentation

@ -22,18 +22,18 @@ Examples
Options
-------
``-force``
``--force``
Ignore normal strange mood preconditions (no recent mood, minimum moodable
population, artifact limit not reached, etc.).
``-unit``
``--unit``
Make the strange mood strike the selected unit instead of picking one
randomly. Unit eligibility is still enforced (unless ``-force`` is also
specified).
``-type <type>``
``--type <type>``
Force the mood to be of a particular type instead of choosing randomly based
on happiness. Valid values are "fey", "secretive", "possessed", "fell", and
"macabre".
``-skill <skill>``
``--skill <skill>``
Force the mood to use a specific skill instead of choosing the highest
moodable skill. Valid values are "miner", "carpenter", "engraver", "mason",
"tanner", "weaver", "clothier", "weaponsmith", "armorsmith", "metalsmith",

@ -158,7 +158,7 @@ dfhack_plugin(showmood showmood.cpp)
#dfhack_plugin(stockflow stockflow.cpp LINK_LIBRARIES lua)
#add_subdirectory(stockpiles)
#dfhack_plugin(stocks stocks.cpp)
#dfhack_plugin(strangemood strangemood.cpp)
dfhack_plugin(strangemood strangemood.cpp)
dfhack_plugin(tailor tailor.cpp LINK_LIBRARIES lua)
dfhack_plugin(tiletypes tiletypes.cpp Brushes.h LINK_LIBRARIES lua)
#dfhack_plugin(title-folder title-folder.cpp)

@ -857,12 +857,11 @@ static int autochop_getTreeCountsAndBurrowConfigs(lua_State *L) {
for (auto &burrow : plotinfo->burrows.list) {
int id = burrow->id;
if (watched_burrows_indices.count(id)) {
// push_burrow_config(L, watched_burrows[watched_burrows_indices[id]]);
emplace_bulk_burrow_config(L, burrow_config_map, watched_burrows[watched_burrows_indices[id]]);
} else {
if (watched_burrows_indices.count(id))
emplace_bulk_burrow_config(L, burrow_config_map,
watched_burrows[watched_burrows_indices[id]]);
else
emplace_bulk_burrow_config(L, burrow_config_map, id);
}
}
Lua::Push(L, burrow_config_map);

@ -100,13 +100,19 @@ function getTreeCountsAndBurrowConfigs()
ret.burrow_configs = {}
for idx,c in pairs(unparsed_burrow_configs) do
c.name = df.burrow.find(c.id).name
local burrow = df.burrow.find(c.id)
if not burrow then goto continue end
c.name = burrow.name
if #c.name == 0 then
c.name = ('Burrow %d'):format(c.id + 1)
end
c.chop = c.chop ~= 0
c.clearcut = c.clearcut ~= 0
c.protect_brewable = c.protect_brewable ~= 0
c.protect_edible = c.protect_edible ~= 0
c.protect_cookable = c.protect_cookable ~= 0
table.insert(ret.burrow_configs, c)
::continue::
end
return ret
end

@ -275,17 +275,29 @@ command_result df_showmood (color_ostream &out, vector <string> & parameters)
// count how many items of this type the crafter already collected
{
int count_got = 0;
int dimension_got = 0;
int divisor = 1;
bool has_dims = false;
if (item->item_type == item_type::BAR) {
divisor = 150;
has_dims = true;
} else if (item->item_type == item_type::CLOTH) {
divisor = 10000;
has_dims = true;
}
for (size_t j = 0; j < job->items.size(); j++)
{
if(job->items[j]->job_item_idx == int32_t(i))
{
if (item->item_type == item_type::BAR || item->item_type == item_type::CLOTH)
count_got += job->items[j]->item->getTotalDimension();
else
count_got += 1;
if (has_dims)
dimension_got += job->items[j]->item->getTotalDimension();
count_got += 1;
}
}
out.print(", quantity %i (got %i)\n", item->quantity, count_got);
out.print(", got %i of %i", count_got, item->quantity/divisor);
if (has_dims)
out.print(" (%i of %i sub-units)", dimension_got, item->quantity);
out.print("\n");
}
}
}

@ -80,7 +80,7 @@ df::job_skill getMoodSkill (df::unit *unit)
{
case job_skill::MINING:
case job_skill::CARPENTRY:
case job_skill::DETAILSTONE:
case job_skill::ENGRAVE_STONE:
case job_skill::MASONRY:
case job_skill::TANNER:
case job_skill::WEAVING:
@ -288,15 +288,15 @@ command_result df_strangemood (color_ostream &out, vector <string> & parameters)
{
if(parameters[i] == "help" || parameters[i] == "?")
return CR_WRONG_USAGE;
else if(parameters[i] == "-force")
else if(parameters[i] == "--force")
force = true;
else if(parameters[i] == "-unit")
else if(parameters[i] == "--unit")
{
unit = DFHack::Gui::getSelectedUnit(out);
if (!unit)
return CR_FAILURE;
}
else if (parameters[i] == "-type")
else if (parameters[i] == "--type")
{
i++;
if (i == parameters.size())
@ -320,7 +320,7 @@ command_result df_strangemood (color_ostream &out, vector <string> & parameters)
return CR_WRONG_USAGE;
}
}
else if (parameters[i] == "-skill")
else if (parameters[i] == "--skill")
{
i++;
if (i == parameters.size())
@ -333,7 +333,7 @@ command_result df_strangemood (color_ostream &out, vector <string> & parameters)
else if (parameters[i] == "carpenter")
skill = job_skill::CARPENTRY;
else if (parameters[i] == "engraver")
skill = job_skill::DETAILSTONE;
skill = job_skill::ENGRAVE_STONE;
else if (parameters[i] == "mason")
skill = job_skill::MASONRY;
else if (parameters[i] == "tanner")
@ -549,9 +549,9 @@ command_result df_strangemood (color_ostream &out, vector <string> & parameters)
if (type == mood_type::None)
{
if (soul && (
(soul->personality.stress_level >= 500000) ||
(soul->personality.stress_level >= 250000 && !rng.df_trandom(2)) ||
(soul->personality.stress_level >= 100000 && !rng.df_trandom(10))
(soul->personality.stress >= 500000) ||
(soul->personality.stress >= 250000 && !rng.df_trandom(2)) ||
(soul->personality.stress >= 100000 && !rng.df_trandom(10))
))
{
switch (rng.df_trandom(2))
@ -639,7 +639,7 @@ command_result df_strangemood (color_ostream &out, vector <string> & parameters)
case job_skill::CARPENTRY:
job->job_type = job_type::StrangeMoodCarpenter;
break;
case job_skill::DETAILSTONE:
case job_skill::ENGRAVE_STONE:
case job_skill::WOODCRAFT:
case job_skill::STONECRAFT:
case job_skill::BONECARVE:
@ -749,7 +749,7 @@ command_result df_strangemood (color_ostream &out, vector <string> & parameters)
switch (skill)
{
case job_skill::MINING:
case job_skill::DETAILSTONE:
case job_skill::ENGRAVE_STONE:
case job_skill::MASONRY:
case job_skill::STONECRAFT:
case job_skill::MECHANICS:
@ -1040,7 +1040,7 @@ command_result df_strangemood (color_ostream &out, vector <string> & parameters)
switch (skill)
{
case job_skill::MINING:
case job_skill::DETAILSTONE:
case job_skill::ENGRAVE_STONE:
case job_skill::MASONRY:
case job_skill::STONECRAFT:
avoid_type = item_type::BLOCKS;