Merge branch 'develop' into myk_no_stuck_df_viewscreens

develop
Myk 2023-01-28 12:03:50 -08:00 committed by GitHub
commit 2003efc21f
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9 changed files with 204 additions and 167 deletions

@ -37,7 +37,7 @@ changelog.txt uses a syntax similar to RST, with a few special sequences:
## Fixes
-@ Ensure DF windows don't get "stuck" on transitions when DFHack tool windows are visible. Instead, those DF screens are force-paused while DFHack windows are visible so the player can close them first and not corrupt the screen sequence. The "force pause" indicator will appear on these DFHack windows to indicate what is happening.
- Fix issues with clicks "passing through" some DFHack window elements, like scrollbars
-@ Fix issues with clicks "passing through" some DFHack window elements, like scrollbars
## Misc Improvements
- A new cross-compile build script was added for building the Windows files from a Linux Docker builder (see the Compile instructions in the docs)
@ -47,10 +47,12 @@ changelog.txt uses a syntax similar to RST, with a few special sequences:
- `gui/quickcmd`: now has it's own global keybinding for your convenience: Ctrl-Shift-A
- Many DFHack windows can now be unfocused by clicking somewhere not over the tool window. This has the same effect as pinning previously did, but without the extra clicking.
- `overlay`: overlay widgets can now specify a default enabled state if they are not already set in the player's overlay config file
-@ New borders for DFHack tool windows -- tell us what you think!
## Documentation
## API
- ``Buildings::containsTile()``: no longer takes a ``room`` parameter since that's not how rooms work anymore. If the building has extents, the extents will be checked. otherwise, the result just depends on whether the tile is within the building's bounding box.
## Lua
- `helpdb`: new function: ``helpdb.refresh()`` to force a refresh of the database. Call if you are a developer adding new scripts, loading new plugins, or changing help text during play

@ -1933,9 +1933,11 @@ General
Returns the number of tiles included by extents, or defval.
* ``dfhack.buildings.containsTile(building, x, y[, room])``
* ``dfhack.buildings.containsTile(building, x, y)``
Checks if the building contains the specified tile, either directly, or as room.
Checks if the building contains the specified tile. If the building contains extents,
then the extents are checked. Otherwise, returns whether the x and y map coordinates
are within the building's bounding box.
* ``dfhack.buildings.hasSupport(pos,size)``
@ -5603,6 +5605,13 @@ sort
The `sort <sort>` plugin does not export any native functions as of now.
Instead, it calls Lua code to perform the actual ordering of list items.
tiletypes
=========
* ``bool tiletypes_setTile(pos, shape, material, special, variant)`` where
the parameters are enum values from ``df.tiletype_shape``,
``df.tiletype_material``, etc. Returns whether the conversion succeeded.
.. _xlsxreader-api:
xlsxreader

@ -2234,8 +2234,8 @@ static const luaL_Reg dfhack_burrows_funcs[] = {
/***** Buildings module *****/
static bool buildings_containsTile(df::building *bld, int x, int y, bool room) {
return Buildings::containsTile(bld, df::coord2d(x,y), room);
static bool buildings_containsTile(df::building *bld, int x, int y) {
return Buildings::containsTile(bld, df::coord2d(x,y));
}
static const LuaWrapper::FunctionReg dfhack_buildings_module[] = {

@ -151,9 +151,11 @@ DFHACK_EXPORT bool checkFreeTiles(df::coord pos, df::coord2d size,
DFHACK_EXPORT int countExtentTiles(df::building_extents *ext, int defval = -1);
/**
* Checks if the building contains the specified tile.
* Checks if the building contains the specified tile. If the building has
* extents, returns whether tile is included within the extents. The x and y in
* tile are the map coordinates without the z component.
*/
DFHACK_EXPORT bool containsTile(df::building *bld, df::coord2d tile, bool room = false);
DFHACK_EXPORT bool containsTile(df::building *bld, df::coord2d tile);
/**
* Checks if the area has support from the terrain.

@ -902,13 +902,17 @@ THIN_FRAME = make_frame('Thin', false)
-- for compatibility with pre-steam code
GREY_LINE_FRAME = WINDOW_FRAME
function paint_frame(dc,rect,style,title,inactive, pause_forced)
function paint_frame(dc,rect,style,title,inactive,pause_forced,resizable)
local pen = style.frame_pen
local x1,y1,x2,y2 = dc.x1+rect.x1, dc.y1+rect.y1, dc.x1+rect.x2, dc.y1+rect.y2
dscreen.paintTile(style.lt_frame_pen or pen, x1, y1)
dscreen.paintTile(style.rt_frame_pen or pen, x2, y1)
dscreen.paintTile(style.lb_frame_pen or pen, x1, y2)
dscreen.paintTile(style.rb_frame_pen or pen, x2, y2)
local rb_frame_pen = style.rb_frame_pen
if rb_frame_pen == WINDOW_FRAME.rb_frame_pen and not resizable then
rb_frame_pen = PANEL_FRAME.rb_frame_pen
end
dscreen.paintTile(rb_frame_pen or pen, x2, y2)
dscreen.fillRect(style.t_frame_pen or style.h_frame_pen or pen,x1+1,y1,x2-1,y1)
dscreen.fillRect(style.b_frame_pen or style.h_frame_pen or pen,x1+1,y2,x2-1,y2)
dscreen.fillRect(style.l_frame_pen or style.v_frame_pen or pen,x1,y1+1,x1,y2-1)

@ -502,7 +502,7 @@ function Panel:onRenderFrame(dc, rect)
and not self.parent_view:hasFocus()
local pause_forced = self.parent_view and self.parent_view.force_pause
gui.paint_frame(dc, rect, self.frame_style, self.frame_title, inactive,
pause_forced)
pause_forced, self.resizable)
if self.kbd_get_pos then
local pos = self.kbd_get_pos()
local pen = to_pen{fg=COLOR_GREEN, bg=COLOR_BLACK}

@ -407,7 +407,7 @@ df::building *Buildings::findAtTile(df::coord pos)
if (building && building->z == pos.z &&
building->isSettingOccupancy() &&
containsTile(building, pos, false))
containsTile(building, pos))
{
return building;
}
@ -442,24 +442,19 @@ df::building *Buildings::findAtTile(df::coord pos)
static unordered_map<int32_t, df::coord> corner1;
static unordered_map<int32_t, df::coord> corner2;
static void cacheBuilding(df::building *building, bool is_civzone) {
static void cacheBuilding(df::building *building) {
int32_t id = building->id;
df::coord p1(min(building->x1, building->x2), min(building->y1,building->y2), building->z);
df::coord p2(max(building->x1, building->x2), max(building->y1,building->y2), building->z);
if (!is_civzone) {
// civzones can be dynamically shrunk so we don't bother to cache
// their boundaries. findCivzonesAt() will trim the cache as needed.
corner1[id] = p1;
corner2[id] = p2;
}
corner1[id] = p1;
corner2[id] = p2;
for (int32_t x = p1.x; x <= p2.x; x++) {
for (int32_t y = p1.y; y <= p2.y; y++) {
df::coord pt(x, y, building->z);
if (Buildings::containsTile(building, pt, is_civzone)) {
if (!is_civzone)
locationToBuilding[pt] = id;
if (Buildings::containsTile(building, pt)) {
locationToBuilding[pt] = id;
}
}
}
@ -868,31 +863,16 @@ int Buildings::countExtentTiles(df::building_extents *ext, int defval)
return cnt;
}
bool Buildings::containsTile(df::building *bld, df::coord2d tile, bool room)
{
bool Buildings::containsTile(df::building *bld, df::coord2d tile) {
CHECK_NULL_POINTER(bld);
if (room)
{
/* TODO: understand how this changes for v50
if (!bld->is_room || !bld->room.extents)
return false;
*/
}
else
{
if (!bld->isExtentShaped() || !bld->room.extents) {
if (tile.x < bld->x1 || tile.x > bld->x2 || tile.y < bld->y1 || tile.y > bld->y2)
return false;
}
if (bld->room.extents && (room || bld->isExtentShaped()))
{
df::building_extents_type *etile = getExtentTile(bld->room, tile);
if (!etile || !*etile)
return false;
}
return true;
df::building_extents_type *etile = getExtentTile(bld->room, tile);
return etile && *etile;
}
bool Buildings::hasSupport(df::coord pos, df::coord2d size)
@ -1491,7 +1471,7 @@ void Buildings::updateBuildings(color_ostream&, void* ptr)
{
bool is_civzone = !building->isSettingOccupancy();
if (!corner1.count(id) && !is_civzone)
cacheBuilding(building, false);
cacheBuilding(building);
}
else if (corner1.count(id))
{
@ -1697,7 +1677,7 @@ StockpileIterator& StockpileIterator::operator++() {
continue;
}
if (!Buildings::containsTile(stockpile, item->pos, false)) {
if (!Buildings::containsTile(stockpile, item->pos)) {
continue;
}

@ -9,7 +9,6 @@
#include "Console.h"
#include "Export.h"
#include "PluginManager.h"
#include "uicommon.h"
#include "modules/Gui.h"
#include "modules/MapCache.h"
@ -213,7 +212,7 @@ bool lineY (MapExtras::MapCache & MCache,
int32_t parse_priority(color_ostream &out, vector<string> &parameters)
{
int32_t default_priority = game->designation.priority;
int32_t default_priority = game->main_interface.designation.priority;
for (auto it = parameters.begin(); it != parameters.end(); ++it)
{

@ -259,7 +259,7 @@ struct TileType
inline bool matches(const df::tiletype source,
const df::tile_designation des,
const t_matpair mat)
const t_matpair mat) const
{
bool rv = true;
rv &= (shape == -1 || shape == tileShape(source));
@ -735,6 +735,111 @@ bool processTileType(color_ostream & out, TileType &paint, std::vector<std::stri
return found;
}
static bool paintTile(MapExtras::MapCache &map, const df::coord &pos,
const TileType &target, const TileType &match = TileType()) {
MapExtras::Block *blk = map.BlockAtTile(pos);
if (!blk)
return false;
df::tiletype source = map.tiletypeAt(pos);
df::tile_designation des = map.designationAt(pos);
// Stone painting operates on the base layer
if (target.stone_material >= 0)
source = blk->baseTiletypeAt(pos);
t_matpair basemat = blk->baseMaterialAt(pos);
if (!match.matches(source, des, basemat))
return true;
df::tiletype_shape shape = target.shape;
if (shape == tiletype_shape::NONE)
shape = tileShape(source);
df::tiletype_material material = target.material;
if (material == tiletype_material::NONE)
material = tileMaterial(source);
df::tiletype_special special = target.special;
if (special == tiletype_special::NONE)
special = tileSpecial(source);
df::tiletype_variant variant = target.variant;
/*
* FIXME: variant should be:
* 1. If user variant:
* 2. If user variant \belongs target variants
* 3. use user variant
* 4. Else
* 5. use variant 0
* 6. If the source variant \belongs target variants
* 7 use source variant
* 8 ElseIf num target shape/material variants > 1
* 9. pick one randomly
* 10.Else
* 11. use variant 0
*
* The following variant check has been disabled because it's severely limiting
* the usefullness of the tool.
*/
/*
if (variant == tiletype_variant::NONE)
{
variant = tileVariant(source);
}
*/
// Remove direction from directionless tiles
DFHack::TileDirection direction = tileDirection(source);
if (!(material == tiletype_material::RIVER || shape == tiletype_shape::BROOK_BED || special == tiletype_special::TRACK || (shape == tiletype_shape::WALL && (material == tiletype_material::CONSTRUCTION || special == tiletype_special::SMOOTH))))
direction.whole = 0;
df::tiletype type = DFHack::findTileType(shape, material, variant, special, direction);
// hack for empty space
if (shape == tiletype_shape::EMPTY && material == tiletype_material::AIR && variant == tiletype_variant::VAR_1 && special == tiletype_special::NORMAL && direction.whole == 0)
type = tiletype::OpenSpace;
// make sure it's not invalid
if (type != tiletype::Void) {
if (target.stone_material >= 0) {
if (!blk->setStoneAt(pos, type, target.stone_material, target.vein_type, true, true))
return false;
}
else
map.setTiletypeAt(pos, type);
}
if (target.hidden > -1)
des.bits.hidden = target.hidden;
if (target.light > -1)
des.bits.light = target.light;
if (target.subterranean > -1)
des.bits.subterranean = target.subterranean;
if (target.skyview > -1)
des.bits.outside = target.skyview;
if (target.aquifer > -1)
des.bits.water_table = target.aquifer;
// Remove liquid from walls, etc
if (type != (df::tiletype)-1 && !DFHack::FlowPassable(type))
{
des.bits.flow_size = 0;
//des.bits.liquid_type = DFHack::liquid_water;
//des.bits.water_table = 0;
des.bits.flow_forbid = 0;
//des.bits.liquid_static = 0;
//des.bits.water_stagnant = 0;
//des.bits.water_salt = 0;
}
map.setDesignationAt(pos, des);
return true;
}
command_result executePaintJob(color_ostream &out,
const tiletypes_options &opts)
{
@ -786,128 +891,8 @@ command_result executePaintJob(color_ostream &out,
for (coord_vec::iterator iter = all_tiles.begin(); iter != all_tiles.end(); ++iter)
{
MapExtras::Block *blk = map.BlockAtTile(*iter);
if (!blk)
continue;
df::tiletype source = map.tiletypeAt(*iter);
df::tile_designation des = map.designationAt(*iter);
// Stone painting operates on the base layer
if (paint.stone_material >= 0)
source = blk->baseTiletypeAt(*iter);
t_matpair basemat = blk->baseMaterialAt(*iter);
if (!filter.matches(source, des, basemat))
{
continue;
}
df::tiletype_shape shape = paint.shape;
if (shape == tiletype_shape::NONE)
{
shape = tileShape(source);
}
df::tiletype_material material = paint.material;
if (material == tiletype_material::NONE)
{
material = tileMaterial(source);
}
df::tiletype_special special = paint.special;
if (special == tiletype_special::NONE)
{
special = tileSpecial(source);
}
df::tiletype_variant variant = paint.variant;
/*
* FIXME: variant should be:
* 1. If user variant:
* 2. If user variant \belongs target variants
* 3. use user variant
* 4. Else
* 5. use variant 0
* 6. If the source variant \belongs target variants
* 7 use source variant
* 8 ElseIf num target shape/material variants > 1
* 9. pick one randomly
* 10.Else
* 11. use variant 0
*
* The following variant check has been disabled because it's severely limiting
* the usefullness of the tool.
*/
/*
if (variant == tiletype_variant::NONE)
{
variant = tileVariant(source);
}
*/
// Remove direction from directionless tiles
DFHack::TileDirection direction = tileDirection(source);
if (!(material == tiletype_material::RIVER || shape == tiletype_shape::BROOK_BED || special == tiletype_special::TRACK || (shape == tiletype_shape::WALL && (material == tiletype_material::CONSTRUCTION || special == tiletype_special::SMOOTH))))
{
direction.whole = 0;
}
df::tiletype type = DFHack::findTileType(shape, material, variant, special, direction);
// hack for empty space
if (shape == tiletype_shape::EMPTY && material == tiletype_material::AIR && variant == tiletype_variant::VAR_1 && special == tiletype_special::NORMAL && direction.whole == 0)
{
type = tiletype::OpenSpace;
}
// make sure it's not invalid
if(type != tiletype::Void)
{
if (paint.stone_material >= 0)
{
if (!blk->setStoneAt(*iter, type, paint.stone_material, paint.vein_type, true, true))
failures++;
}
else
map.setTiletypeAt(*iter, type);
}
if (paint.hidden > -1)
{
des.bits.hidden = paint.hidden;
}
if (paint.light > -1)
{
des.bits.light = paint.light;
}
if (paint.subterranean > -1)
{
des.bits.subterranean = paint.subterranean;
}
if (paint.skyview > -1)
{
des.bits.outside = paint.skyview;
}
if (paint.aquifer > -1)
{
des.bits.water_table = paint.aquifer;
}
// Remove liquid from walls, etc
if (type != (df::tiletype)-1 && !DFHack::FlowPassable(type))
{
des.bits.flow_size = 0;
//des.bits.liquid_type = DFHack::liquid_water;
//des.bits.water_table = 0;
des.bits.flow_forbid = 0;
//des.bits.liquid_static = 0;
//des.bits.water_stagnant = 0;
//des.bits.water_salt = 0;
}
map.setDesignationAt(*iter, des);
if (!paintTile(map, *iter, paint, filter))
++failures;
}
if (failures > 0)
@ -1135,3 +1120,59 @@ command_result df_tiletypes_here_point (color_ostream &out, vector <string> & pa
brush = old;
return rv;
}
static bool setTile(color_ostream &out, df::coord pos, df::tiletype_shape shape,
df::tiletype_material material, df::tiletype_special special,
df::tiletype_variant variant) {
if (!Maps::isValidTilePos(pos)) {
out.printerr("Invalid map position: %d, %d, %d\n", pos.x, pos.y, pos.z);
return false;
}
if (!is_valid_enum_item(shape)) {
out.printerr("Invalid shape type: %d\n", shape);
return false;
}
if (!is_valid_enum_item(material)) {
out.printerr("Invalid material type: %d\n", material);
return false;
}
if (!is_valid_enum_item(special)) {
out.printerr("Invalid special type: %d\n", special);
return false;
}
if (!is_valid_enum_item(variant)) {
out.printerr("Invalid variant type: %d\n", variant);
return false;
}
TileType target;
target.shape = shape;
target.material = material;
target.special = special;
target.variant = variant;
MapExtras::MapCache map;
return paintTile(map, pos, target) && map.WriteAll();
}
static int tiletypes_setTile(lua_State *L) {
color_ostream *out = Lua::GetOutput(L);
if (!out)
out = &Core::getInstance().getConsole();
df::coord pos;
Lua::CheckDFAssign(L, &pos, 1);
df::tiletype_shape shape = (df::tiletype_shape)lua_tointeger(L, 2);
df::tiletype_material material = (df::tiletype_material)lua_tointeger(L, 3);
df::tiletype_special special = (df::tiletype_special)lua_tointeger(L, 4);
df::tiletype_variant variant = (df::tiletype_variant)lua_tointeger(L, 5);
Lua::Push(L, setTile(*out, pos, shape, material, special, variant));
return 1;
}
DFHACK_PLUGIN_LUA_COMMANDS {
DFHACK_LUA_COMMAND(tiletypes_setTile),
DFHACK_LUA_END
};