diff --git a/CMakeLists.txt b/CMakeLists.txt index f7077f523..f47705b9f 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -188,5 +188,10 @@ ELSEIF(WIN32) SET(CPACK_GENERATOR "ZIP") ENDIF() set(CPACK_INCLUDE_TOPLEVEL_DIRECTORY 0) -set(CPACK_PACKAGE_FILE_NAME "dfhack-${DFHACK_VERSION}-${CMAKE_SYSTEM_NAME}") +IF(APPLE) + set(DFHACK_PACKAGE_PLATFORM_NAME OSX) +ELSE() + set(DFHACK_PACKAGE_PLATFORM_NAME ${CMAKE_SYSTEM_NAME}) +ENDIF() +set(CPACK_PACKAGE_FILE_NAME "dfhack-${DFHACK_VERSION}-${DFHACK_PACKAGE_PLATFORM_NAME}") INCLUDE(CPack) diff --git a/NEWS b/NEWS index 04819a438..2ea15e5c8 100644 --- a/NEWS +++ b/NEWS @@ -1,6 +1,19 @@ DFHack Future - - + Internals + EventManager: fixed crash error with EQUIPMENT_CHANGE event. + key modifier state exposed to Lua + Fixes + dfhack script can now be run from other directories on OSX + New Plugins + blueprint: export part of your fortress to quickfort .csv files + New Scripts + hotkey-notes: print key, name, and jump position of hotkeys + Removed + embark.lua + needs_porting/* + New Tweaks + Misc Improvements + added support for searching more lists DFHack 0.40.23-r1 Internals @@ -24,7 +37,7 @@ DFHack 0.40.23-r1 Fixed a display issue with PRINT_MODE:TEXT Fixed a symbol error (MapExtras::BiomeInfo::MAX_LAYERS) when compiling DFHack in Debug mode New Plugins - fortplan: designate construction of (limited) buildings from .csv file, quickfort-style + fortplan: designate construction of (limited) buildings from .csv file, quickfort-style New Scripts gui/stockpiles: an in-game interface for saving and loading stockpile settings files. diff --git a/Readme.html b/Readme.html index 558c2a662..5c50084d1 100644 --- a/Readme.html +++ b/Readme.html @@ -1,3941 +1 @@ - - - - - - -DFHack Readme - - - -
-

DFHack Readme

- -
-

Introduction

-

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 -access DF memory and allow for easier development of new tools.

-
-

Contents

- -
-
-
-

Getting DFHack

-

The project is currently hosted on github -at http://github.com/DFHack/dfhack

-

Older releases can be downloaded from here: http://dethware.org/dfhack/download

-

All new releases are announced in the bay12 thread: -http://www.bay12forums.com/smf/index.php?topic=139553.0

-
-
-

Compatibility

-

DFHack works on Windows XP, Vista, 7, any modern Linux distribution, or OS X -10.6.8-10.9.

-

Currently, version 0.40.08 is supported (and tested). If you need DFHack -for older versions, look for older releases.

-

On Windows, you have to use the SDL version of DF.

-

It is also possible to use the Windows DFHack with Wine under Linux and OS X.

-
-
-

Installation/Removal

-

Installing DFhack involves copying files into your DF folder. -Copy the files from a release archive so that:

- -

Uninstalling is basically the same, in reverse:

- -

The stonesense plugin might require some additional libraries on Linux.

-

If any of the plugins or dfhack itself refuses to load, check the stderr.log -file created in your DF folder.

-
-

Getting started

-

If DFHack is installed correctly, it will automatically pop up a console -window once DF is started as usual on windows. Linux and Mac OS X require -running the dfhack script from the terminal, and will use that terminal for -the console.

-

NOTE: The dfhack-run executable is there for calling DFHack commands in -an already running DF+DFHack instance from external OS scripts and programs, -and is not the way how you use DFHack normally.

-

DFHack has a lot of features, which can be accessed by typing commands in the -console, or by mapping them to keyboard shortcuts. Most of the newer and more -user-friendly tools are designed to be at least partially used via the latter -way.

-

In order to set keybindings, you have to create a text configuration file -called dfhack.init; the installation comes with an example version called -dfhack.init-example, which is fully functional, covers all of the recent -features and can be simply renamed to dfhack.init. You are encouraged to look -through it to learn which features it makes available under which key combinations.

-

For more information, refer to the rest of this document.

-
-
-
-

Using DFHack

-

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 -(so, make sure you start from a terminal). Basic interaction with dfhack -involves entering commands into the console. For some basic instroduction, -use the 'help' command. To list all possible commands, use the 'ls' command. -Many commands have their own help or detailed description. You can use -'command help' or 'command ?' to show that.

-

The command line has some nice line editing capabilities, including history -that's preserved between different runs of DF (use up/down keys to go through -the history).

-

The second way to interact with DFHack is to bind the available commands -to in-game hotkeys. The old way to do this is via the hotkey/zoom menu (normally -opened with the 'h' key). Binding the commands is done by assigning a command as -a hotkey name (with 'n').

-

A new and more flexible way is the keybinding command in the dfhack console. -However, bindings created this way are not automatically remembered between runs -of the game, so it becomes necessary to use the dfhack.init file to ensure that -they are re-created every time it is loaded.

-

Interactive commands like 'liquids' cannot be used as hotkeys.

-

Most of the commands come from plugins. Those reside in 'hack/plugins/'.

-
-

Patched binaries

-

On linux and OSX, users of patched binaries may have to find the relevant -section in symbols.xml, and add a new line with the checksum of their -executable:

-
-<md5-hash value='????????????????????????????????'/>
-
-

In order to find the correct value of the hash, look into stderr.log; -DFHack prints an error there if it does not recognize the hash.

-

DFHack includes a small stand-alone utility for applying and removing -binary patches from the game executable. Use it from the regular operating -system console:

-
-
binpatch check "Dwarf Fortress.exe" patch.dif
-
Checks and prints if the patch is currently applied.
-
binpatch apply "Dwarf Fortress.exe" patch.dif
-
Applies the patch, unless it is already applied or in conflict.
-
binpatch remove "Dwarf Fortress.exe" patch.dif
-
Removes the patch, unless it is already removed.
-
-

The patches are expected to be encoded in text format used by IDA.

-
-

Live patching

-

As an alternative, you can use the binpatch dfhack command to apply/remove -patches live in memory during a DF session.

-

In this case, updating symbols.xml is not necessary.

-
-
-
-
-

Something doesn't work, help!

-

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. -If you found a bug, you can either report it in the bay12 DFHack thread, -the issues tracker on github, contact me (peterix@gmail.com) or visit the -#dfhack IRC channel on freenode.

-
-
-

The init file

-

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.

-

When a savegame is loaded, the onLoad.init file in its raw folder is run. It works the same way as dfhack.init. It is recommended that modders use this to improve mobility of save games.

-
-

Setting keybindings

-

To set keybindings, use the built-in keybinding command. Like any other -command it can be used at any time from the console, but it is also meaningful -in the DFHack init file.

-

Currently it supports any combination of Ctrl/Alt/Shift with F1-F9, or A-Z.

-

Possible ways to call the command:

-
-
keybinding list <key>
-
List bindings active for the key combination.
-
keybinding clear <key> <key>...
-
Remove bindings for the specified keys.
-
keybinding add <key> "cmdline" "cmdline"...
-
Add bindings for the specified key.
-
keybinding set <key> "cmdline" "cmdline"...
-
Clear, and then add bindings for the specified key.
-
-

The <key> parameter above has the following case-sensitive syntax:

-
-[Ctrl-][Alt-][Shift-]KEY[@context]
-
-

where the KEY part can be F1-F9 or A-Z, and [] denote optional parts.

-

When multiple commands are bound to the same key combination, DFHack selects -the first applicable one. Later 'add' commands, and earlier entries within one -'add' command have priority. Commands that are not specifically intended for use -as a hotkey are always considered applicable.

-

The context part in the key specifier above can be used to explicitly restrict -the UI state where the binding would be applicable. If called without parameters, -the keybinding command among other things prints the current context string. -Only bindings with a context tag that either matches the current context fully, -or is a prefix ending at a '/' boundary would be considered for execution, i.e. -for context foo/bar/baz, possible matches are any of @foo/bar/baz, @foo/bar, -@foo or none.

-
-
-

Enabling plugins

-

Many plugins can be in a distinct enabled or disabled state. Some of -them activate and deactivate automatically depending on the contents -of the world raws. Others store their state in world data. However a -number of them have to be enabled globally, and the init file is the -right place to do it.

-

Most of such plugins support the built-in enable and disable -commands. Calling them at any time without arguments prints a list -of enabled and disabled plugins, and shows whether that can be changed -through the same commands.

-

To enable or disable plugins that support this, use their names as -arguments for the command:

-
-enable manipulator search
-
-
-
-
-

Commands

-

DFHack command syntax consists of a command name, followed by arguments separated -by whitespace. To include whitespace in an argument, quote it in double quotes. -To include a double quote character, use \" inside double quotes.

-

If the first non-whitespace character of a line is #, the line is treated -as a comment, i.e. a silent no-op command.

-

If the first non-whitespace character is :, the command is parsed in a special -alternative mode: first, non-whitespace characters immediately following the : -are used as the command name; the remaining part of the line, starting with the first -non-whitespace character after the command name, is used verbatim as the first argument. -The following two command lines are exactly equivalent:

- -

This is intended for commands like rb_eval that evaluate script language statements.

-

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.

-
-

Game progress

-
-

die

-

Instantly kills DF without saving.

-
-
-

forcepause

-

Forces DF to pause. This is useful when your FPS drops below 1 and you lose -control of the game.

-
    -
  • Activate with 'forcepause 1'
  • -
  • Deactivate with 'forcepause 0'
  • -
-
-
-

nopause

-

Disables pausing (both manual and automatic) with the exception of pause forced -by 'reveal hell'. This is nice for digging under rivers.

-
-
-

fastdwarf

-

Controls speedydwarf and teledwarf. Speedydwarf makes dwarves move quickly and perform tasks quickly. Teledwarf makes dwarves move instantaneously, but do jobs at the same speed.

-
    -
  • 'fastdwarf 0 0' disables both
  • -
  • 'fastdwarf 0 1' disables speedydwarf and enables teledwarf
  • -
  • 'fastdwarf 1 0' enables speedydwarf and disables teledwarf
  • -
  • 'fastdwarf 1 1' enables both
  • -
  • 'fastdwarf 0' disables both
  • -
  • 'fastdwarf 1' enables speedydwarf and disables teledwarf
  • -
  • 'fastdwarf 2 ...' sets a native debug flag in the game memory -that implements an even more aggressive version of speedydwarf.
  • -
-
-
-
-

Game interface

-
-

follow

-

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.

-
-
-

tidlers

-

Toggle between all possible positions where the idlers count can be placed.

-
-
-

twaterlvl

-

Toggle between displaying/not displaying liquid depth as numbers.

-
-
-

stockpile settings management

-
-

copystock

-

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.

-
-
-

savestock

-

Saves the currently highlighted stockpile's settings to a file in your Dwarf -Fortress folder. This file can be used to copy settings between game saves or -players.

-

example:

-

` -savestock food_settings.dfstock -`

-
-
-

loadstock

-

Loads a saved stockpile settings file and applies it to the currently selected -stockpile.

-

example:

-

` -loadstock food_settings.dfstock -`

-

To use savestock and loadstock, use the 'q' command to highlight a stockpile. -Then run savestock giving it a descriptive filename. Then, in a different (or -same!) gameworld, you can highlight any stockpile with 'q' then execute the -'loadstock' command passing it the name of that file. The settings will be -applied to that stockpile.

-

Notes: It saves and loads files relative to the DF folder, so put your files -there or in a subfolder for easy access. Filenames should not have spaces.

-

Limitations: Generated materials, divine metals, etc are not saved as they -are different in every world.

-
-
-
-

rename

-

Allows renaming various things.

-

Options:

-
-
rename squad <index> "name"
-
Rename squad by index to 'name'.
-
rename hotkey <index> \"name\"
-
Rename hotkey by index. This allows assigning -longer commands to the DF hotkeys.
-
rename unit "nickname"
-
Rename a unit/creature highlighted in the DF user 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, -siege engine or an activity zone.
-
-
-
-

command-prompt

-

A one line command prompt in df. Same as entering command into dfhack console. Best -used as a keybinding. Can be called with optional "entry" that will start prompt with -that pre-filled.

-images/command-prompt.png -
-
-

rendermax

-

A collection of renderer replacing/enhancing filters. For better effect try changing the -black color in palette to non totally black. For more info see thread in forums: -http://www.bay12forums.com/smf/index.php?topic=128487.0

-

Options:

-
-
rendermax trippy
-
Randomizes each tiles color. Used for fun mainly.
-
rendermax light
-
Enable lighting engine.
-
rendermax light reload
-
Reload the settings file.
-
rendermax light sun <x>|cycle
-
Set time to <x> (in hours) or set it to df time cycle.
-
rendermax occlusionON|occlusionOFF
-
Show debug occlusion info.
-
rendermax disable
-
Disable any filter that is enabled.
-
-

An image showing lava and dragon breath. Not pictured here: sunlight, shining items/plants, -materials that color the light etc...

-images/rendermax.png -
-
-
-

Adventure mode

-
-

adv-bodyswap

-

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.

-

Usage:

-
    -
  • When viewing unit details, body-swaps into that unit.
  • -
  • In the main adventure mode screen, reverts transient swap.
  • -
-
-
-

advtools

-

A package of different adventure mode tools (currently just one)

-

Usage:

-
-
list-equipped [all]
-
List armor and weapons equipped by your companions. -If all is specified, also lists non-metal clothing.
-
metal-detector [all-types] [non-trader]
-
Reveal metal armor and weapons in -shops. The options disable the checks -on item type and being in shop.
-
-
-
-
-

Map modification

-
-

3dveins

-

Removes all existing veins from the map and generates new ones using -3D Perlin noise, in order to produce a layout that smoothly flows between -Z levels. The vein distribution is based on the world seed, so running -the command for the second time should produce no change. It is best to -run it just once immediately after embark.

-

This command is intended as only a cosmetic change, so it takes -care to exactly preserve the mineral counts reported by prospect all. -The amounts of different layer stones may slightly change in some cases -if vein mass shifts between Z layers.

-

This command is very unlikely to work on maps generated before version 0.34.08.

-

Note that there is no undo option other than restoring from backup.

-
-
-

changelayer

-

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 -changes only the layer at the cursor position. Note that one layer can stretch -across lots of z levels. By default changes only the geology which is linked -to the biome under the cursor. That geology might be linked to other biomes -as well, though. Mineral veins and gem clusters will stay on the map. Use -'changevein' for them.

-

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.

-

Options:

- --- - - - - - - - - - - - -
all_biomes:Change selected layer for all biomes on your map. -Result may be undesirable since the same layer can AND WILL -be on different z-levels for different biomes. Use the tool -'probe' to get an idea how layers and biomes are distributed -on your map.
all_layers:Change all layers on your map (only for the selected biome -unless 'all_biomes' is added). -Candy mountain, anyone? Will make your map quite boring, -but tidy.
force:Allow changing stone to soil and vice versa. !!THIS CAN HAVE -WEIRD EFFECTS, USE WITH CARE!! -Note that soil will not be magically replaced with stone. -You will, however, get a stone floor after digging so it -will allow the floor to be engraved. -Note that stone will not be magically replaced with soil. -You will, however, get a soil floor after digging so it -could be helpful for creating farm plots on maps with no -soil.
verbose:Give some details about what is being changed.
trouble:Give some advice about known problems.
-

Examples:

-
-
changelayer GRANITE
-
Convert layer at cursor position into granite.
-
changelayer SILTY_CLAY force
-
Convert layer at cursor position into clay even if it's stone.
-
changelayer MARBLE all_biomes all_layers
-
Convert all layers of all biomes which are not soil into marble.
-
-
-

Note

-
    -
  • If you use changelayer and nothing happens, try to pause/unpause the game -for a while and try to move the cursor to another tile. Then try again. -If that doesn't help try temporarily changing some other layer, undo your -changes and try again for the layer you want to change. Saving -and reloading your map might also help.
  • -
  • You should be fine if you only change single layers without the use -of 'force'. Still it's advisable to save your game before messing with -the map.
  • -
  • When you force changelayer to convert soil to stone you might experience -weird stuff (flashing tiles, tiles changed all over place etc). -Try reverting the changes manually or even better use an older savegame. -You did save your game, right?
  • -
-
-
-
-

changevein

-

Changes material of the vein under cursor to the specified inorganic RAW -material. Only affects tiles within the current 16x16 block - for veins and -large clusters, you will need to use this command multiple times.

-

Example:

-
-
changevein NATIVE_PLATINUM
-
Convert vein at cursor position into platinum ore.
-
-
-
-

changeitem

-

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 -is of the same subtype (for example wood<->wood, stone<->stone etc). But since -some transformations work pretty well and may be desired you can override this -with 'force'. Note that some attributes will not be touched, possibly resulting -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.

-

Options:

- --- - - - - - - - - - - - -
info:Don't change anything, print some info instead.
here:Change all items at the cursor position. Requires in-game cursor.
material, m:Change material. Must be followed by valid material RAW id.
quality, q:Change base quality. Must be followed by number (0-5).
force:Ignore subtypes, force change to new material.
-

Examples:

-
-
changeitem m INORGANIC:GRANITE here
-
Change material of all items under the cursor to granite.
-
changeitem q 5
-
Change currently selected item to masterpiece quality.
-
-
-
-

colonies

-

Allows listing all the vermin colonies on the map and optionally turning them into honey bee colonies.

-

Options:

- --- - - - -
bees:turn colonies into honey bee colonies
-
-
-

createitem

-

Allows creating new items of arbitrary types and made of arbitrary materials. -By default, items created are spawned at the feet of the selected unit.

-

Specify the item and material information as you would indicate them in custom reaction raws, with the following differences:

-
    -
  • Separate the item and material with a space rather than a colon
  • -
  • If the item has no subtype, omit the :NONE
  • -
  • If the item is REMAINS, FISH, FISH_RAW, VERMIN, PET, or EGG, specify a CREATURE:CASTE pair instead of a material token.
  • -
-

Corpses, body parts, and prepared meals cannot be created using this tool.

-

Examples:

-
-
createitem GLOVES:ITEM_GLOVES_GAUNTLETS INORGANIC:STEEL 2
-
Create 2 pairs of steel gauntlets.
-
createitem WOOD PLANT_MAT:TOWER_CAP:WOOD
-
Create tower-cap logs.
-
createitem FISH FISH_SHAD:MALE 5
-
Create a stack of 5 cleaned shad, ready to eat.
-
-

To change where new items are placed, first run the command with a destination type while an appropriate destination is selected.

-

Options:

- --- - - - - - - - -
floor:Subsequent items will be placed on the floor beneath the selected unit's feet.
item:Subsequent items will be stored inside the currently selected item.
building:Subsequent items will become part of the currently selected building. Best used for loading traps; do not use with workshops, or you will need to deconstruct the building to use the item.
-
-
-

deramp (by zilpin)

-

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).

-
-
-

feature

-

Enables management of map features.

-
    -
  • Discovering a magma feature (magma pool, volcano, magma sea, or curious -underground structure) permits magma workshops and furnaces to be built.
  • -
  • Discovering a cavern layer causes plants (trees, shrubs, and grass) from -that cavern to grow within your fortress.
  • -
-

Options:

- --- - - - - - - - -
list:Lists all map features in your current embark by index.
show X:Marks the selected map feature as discovered.
hide X:Marks the selected map feature as undiscovered.
-
-
-

infiniteSky

-

Automatically allocates new z-levels of sky at the top of the map as you build up, or on request allocates many levels all at once.

-

Examples:

-
-
infiniteSky n
-
Raise the sky by n z-levels.
-
infiniteSky enable/disable
-
Enables/disables monitoring of constructions. If you build anything in the second to highest z-level, it will allocate one more sky level. This is so you can continue to build stairs upward.
-
-

Bugs have been reported with this version of the plugin, so be careful. It is possible that new z-levels will suddenly disappear and possibly cause cave-ins. Saving and loading after creating new z-levels should fix the problem.

-
-
-

liquids

-

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 -liquids-here (which can be bound to a hotkey).

-

For more information, refer to the command's internal help.

-
-

Note

-

Spawning and deleting liquids can F up pathing data and -temperatures (creating heat traps). You've been warned.

-
-
-
-

liquids-here

-

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).

-

Intended to be used as keybinding. Requires an active in-game cursor.

-
-
-

tiletypes

-

Can be used for painting map tiles and is an interactive command, much like -liquids.

-

The tool works with two set of options and a brush. The brush determines which -tiles will be processed. First set of options is the filter, which can exclude -some of the tiles from the brush by looking at the tile properties. The second -set of options is the paint - this determines how the selected tiles are -changed.

-

Both paint and filter can have many different properties including things like -general shape (WALL, FLOOR, etc.), general material (SOIL, STONE, MINERAL, -etc.), state of 'designated', 'hidden' and 'light' flags.

-

The properties of filter and paint can be partially defined. This means that -you can for example do something like this:

-
-filter material STONE
-filter shape FORTIFICATION
-paint shape FLOOR
-
-

This will turn all stone fortifications into floors, preserving the material.

-

Or this:

-
-filter shape FLOOR
-filter material MINERAL
-paint shape WALL
-
-

Turning mineral vein floors back into walls.

-

The tool also allows tweaking some tile flags:

-

Or this:

-
-paint hidden 1
-paint hidden 0
-
-

This will hide previously revealed tiles (or show hidden with the 0 option).

-

More recently, the tool supports changing the base material of the tile to -an arbitrary stone from the raws, by creating new veins as required. Note -that this mode paints under ice and constructions, instead of overwriting -them. To enable, use:

-
-paint stone MICROCLINE
-
-

This mode is incompatible with the regular material setting, so changing -it cancels the specific stone selection:

-
-paint material ANY
-
-

Since different vein types have different drop rates, it is possible to choose -which one to use in painting:

-
-paint veintype CLUSTER_SMALL
-
-

When the chosen type is CLUSTER (the default), the tool may automatically -choose to use layer stone or lava stone instead of veins if its material matches -the desired one.

-

Any paint or filter option (or the entire paint or filter) can be disabled entirely by using the ANY keyword:

-
-paint hidden ANY
-paint shape ANY
-filter material any
-filter shape any
-filter any
-
-

You can use several different brushes for painting tiles:

-
    -
  • Point. (point)
  • -
  • Rectangular range. (range)
  • -
  • A column ranging from current cursor to the first solid tile above. (column)
  • -
  • DF map block - 16x16 tiles, in a regular grid. (block)
  • -
-

Example:

-
-range 10 10 1
-
-

This will change the brush to a rectangle spanning 10x10 tiles on one z-level. -The range starts at the position of the cursor and goes to the east, south and -up.

-

For more details, see the 'help' command while using this.

-
-
-

tiletypes-commands

-

Runs tiletypes commands, separated by ;. This makes it possible to change -tiletypes modes from a hotkey.

-
-
-

tiletypes-here

-

Apply the current tiletypes options at the in-game cursor position, including -the brush. Can be used from a hotkey.

-
-
-

tiletypes-here-point

-

Apply the current tiletypes options at the in-game cursor position to a single -tile. Can be used from a hotkey.

-
-
-

tubefill

-

Fills all the adamantine veins again. Veins that were hollow will be left -alone.

-

Options:

- --- - - - -
hollow:fill in naturally hollow veins too
-

Beware that filling in hollow veins will trigger a demon invasion on top of -your miner when you dig into the region that used to be hollow.

-
-
-

plant

-

A tool for creating shrubs, growing, or getting rid of them.

-

Subcommands:

- --- - - - - - - - - - -
create:Create a new shrub/sapling.
grow:Make saplings grow into trees.
extirpate:Kills trees and shrubs, turning them into ashes instantly.
immolate:Similar to extirpate, but sets the plants on fire instead. The fires can and will spread ;)
-

create creates a new sapling under the cursor. Takes a raw ID as -argument (e.g. TOWER_CAP). The cursor must be located on a dirt or grass -floor tile.

-

grow works on the sapling under the cursor, and turns it into a tree. -Works on all shrubs of the map if the cursor is hidden.

-

extirpate and immolate work only on the plant under the cursor.

-

For mass effects, use one of the additional options:

- --- - - - - - - - -
shrubs:affect all shrubs on the map
trees:affect all trees on the map
all:affect every plant!
-
-
-

regrass

-

Regrows grass. Not much to it ;)

-
-
-

weather

-

Prints the current weather map by default.

-

Also lets you change the current weather to 'clear sky', 'rainy' or 'snowing'.

-

Options:

- --- - - - - - - - -
snow:make it snow everywhere.
rain:make it rain.
clear:clear the sky.
-
-
-
-

Map inspection

-
-

cursecheck

-

Checks a single map tile or the whole map/world for cursed creatures (ghosts, -vampires, necromancers, werebeasts, zombies).

-

With an active in-game cursor only the selected tile will be observed. -Without a cursor the whole map will be checked.

-

By default cursed creatures will be only counted in case you just want to find -out if you have any of them running around in your fort. Dead and passive -creatures (ghosts who were put to rest, killed vampires, ...) are ignored. -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".

-

Options:

- --- - - - - - - - - - -
detail:Print full name, date of birth, date of curse and some status -info (some vampires might use fake identities in-game, though).
nick:Set the type of curse as nickname (does not always show up -in-game, some vamps don't like nicknames).
all:Include dead and passive cursed creatures (can result in a quite -long list after having FUN with necromancers).
verbose:Print all curse tags (if you really want to know it all).
-

Examples:

-
-
cursecheck detail all
-
Give detailed info about all cursed creatures including deceased ones (no -in-game cursor).
-
cursecheck nick
-
Give a nickname all living/active cursed creatures on the map(no in-game -cursor).
-
-
-

Note

-
    -
  • If you do a full search (with the option "all") former ghosts will show up -with the cursetype "unknown" because their ghostly flag is not set -anymore. But if you happen to find a living/active creature with cursetype -"unknown" please report that in the dfhack thread on the modding forum or -per irc. This is likely to happen with mods which introduce new types -of curses, for example.
  • -
-
-
-
-

flows

-

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.

-
-
-

probe

-

Can be used to determine tile properties like temperature.

-
-
-

prospect

-

Prints a big list of all the present minerals and plants. By default, only -the visible part of the map is scanned.

-

Options:

- --- - - - - - - - -
all:Scan the whole map, as if it was revealed.
value:Show material value in the output. Most useful for gems.
hell:Show the Z range of HFS tubes. Implies 'all'.
-
-

Pre-embark estimate

-

If prospect is called during the embark selection screen, it displays an estimate of -layer stone availability.

-
-

Note

-

The results of pre-embark prospect are an estimate, and can at best be expected -to be somewhere within +/- 30% of the true amount; sometimes it does a lot worse. -Especially, it is not clear how to precisely compute how many soil layers there -will be in a given embark tile, so it can report a whole extra layer, or omit one -that is actually present.

-
-

Options:

- --- - - - -
all:Also estimate vein mineral amounts.
-
-
-
-

reveal

-

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 -to unpause with hell revealed, use 'reveal demons'.

-

Reveal also works in adventure mode, but any of its effects are negated once -you move. When you use it this way, you don't need to run 'unreveal'.

-
-
-

unreveal

-

Reverts the effects of 'reveal'.

-
-
-

revtoggle

-

Switches between 'reveal' and 'unreveal'.

-
-
-

revflood

-

This command will hide the whole map and then reveal all the tiles that have -a path to the in-game cursor.

-
-
-

revforget

-

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.

-
-
-

showmood

-

Shows all items needed for the currently active strange mood.

-
-
-
-

Designations

-
-

burrow

-

Miscellaneous burrow control. Allows manipulating burrows and automated burrow -expansion while digging.

-

Options:

-
-
enable feature ...
-
Enable features of the plugin.
-
disable feature ...
-
Disable features of the plugin.
-
clear-unit burrow burrow ...
-
Remove all units from the burrows.
-
clear-tiles burrow burrow ...
-
Remove all tiles from the burrows.
-
set-units target-burrow src-burrow ...
-
Clear target, and adds units from source burrows.
-
add-units target-burrow src-burrow ...
-
Add units from the source burrows to the target.
-
remove-units target-burrow src-burrow ...
-
Remove units in source burrows from the target.
-
set-tiles target-burrow src-burrow ...
-
Clear target and adds tiles from the source burrows.
-
add-tiles target-burrow src-burrow ...
-
Add tiles from the source burrows to the target.
-
remove-tiles target-burrow src-burrow ...
-

Remove tiles in source burrows from the target.

-

For these three options, in place of a source burrow it is -possible to use one of the following keywords: ABOVE_GROUND, -SUBTERRANEAN, INSIDE, OUTSIDE, LIGHT, DARK, HIDDEN, REVEALED

-
-
-

Features:

- --- - - - -
auto-grow:When a wall inside a burrow with a name ending in '+' is dug -out, the burrow is extended to newly-revealed adjacent walls. -This final '+' may be omitted in burrow name args of commands above. -Digging 1-wide corridors with the miner inside the burrow is SLOW.
-
-
-

digv

-

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).

-
-
-

digvx

-

A permanent alias for 'digv x'.

-
-
-

digl

-

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 -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).

-
-
-

diglx

-

A permanent alias for 'digl x'.

-
-
-

digexp

-

This command can be used for exploratory mining.

-

See: http://df.magmawiki.com/index.php/DF2010:Exploratory_mining

-

There are two variables that can be set: pattern and filter.

-

Patterns:

- --- - - - - - - - - - - - - - -
diag5:diagonals separated by 5 tiles
diag5r:diag5 rotated 90 degrees
ladder:A 'ladder' pattern
ladderr:ladder rotated 90 degrees
clear:Just remove all dig designations
cross:A cross, exactly in the middle of the map.
-

Filters:

- --- - - - - - - - -
all:designate whole z-level
hidden:designate only hidden tiles of z-level (default)
designated:Take current designation and apply pattern to it.
-

After you have a pattern set, you can use 'expdig' to apply it again.

-

Examples:

-
-
expdig diag5 hidden
-
Designate the diagonal 5 patter over all hidden tiles
-
expdig
-
Apply last used pattern and filter
-
expdig ladder designated
-
Take current designations and replace them with the ladder pattern
-
-
-
-

digcircle

-

A command for easy designation of filled and hollow circles. -It has several types of options.

-

Shape:

- --- - - - - - - - -
hollow:Set the circle to hollow (default)
filled:Set the circle to filled
#:Diameter in tiles (default = 0, does nothing)
-

Action:

- --- - - - - - - - -
set:Set designation (default)
unset:Unset current designation
invert:Invert designations already present
-

Designation types:

- --- - - - - - - - - - - - - - -
dig:Normal digging designation (default)
ramp:Ramp digging
ustair:Staircase up
dstair:Staircase down
xstair:Staircase up/down
chan:Dig channel
-

After you have set the options, the command called with no options -repeats with the last selected parameters.

-

Examples:

-
    -
  • 'digcircle filled 3' = Dig a filled circle with radius = 3.
  • -
  • 'digcircle' = Do it again.
  • -
-
-
-

digtype

-

For every tile on the map of the same vein type as the selected tile, this command designates it to have the same designation as the selected tile. If the selected tile has no designation, they will be dig designated. -If an argument is given, the designation of the selected tile is ignored, and all appropriate tiles are set to the specified designation.

-

Options:

- --- - - - - - - - - - - - - - - - -
dig:
channel:
ramp:
updown:up/down stairs
up:up stairs
down:down stairs
clear:clear designation
-
-
-

digFlood

-

Automatically digs out specified veins as they are discovered. It runs once every time a dwarf finishes a dig job. It will only dig out appropriate tiles that are adjacent to the finished dig job. To add a vein type, use digFlood 1 [type]. This will also enable the plugin. To remove a vein type, use digFlood 0 [type] 1 to disable, then remove, then re-enable.

-

digFlood 0 disable

-

digFlood 1 enable

-

digFlood 0 MICROCLINE COAL_BITUMINOUS 1 disable plugin, remove microcline and bituminous coal from monitoring, then re-enable the plugin

-

digFlood CLEAR remove all inorganics from monitoring

-

digFlood digAll1 ignore the monitor list and dig any vein

-

digFlood digAll0 disable digAll mode

-

See help digFlood for details.

-
-
-

filltraffic

-

Set traffic designations using flood-fill starting at the cursor.

-

Traffic Type Codes:

- --- - - - - - - - - - -
H:High Traffic
N:Normal Traffic
L:Low Traffic
R:Restricted Traffic
-

Other Options:

- --- - - - - - - - -
X:Fill accross z-levels.
B:Include buildings and stockpiles.
P:Include empty space.
-

Example:

-
-
filltraffic H
-
When used in a room with doors, it will set traffic to HIGH in just that room.
-
-
-
-

alltraffic

-

Set traffic designations for every single tile of the map (useful for resetting traffic designations).

-

Traffic Type Codes:

- --- - - - - - - - - - -
H:High Traffic
N:Normal Traffic
L:Low Traffic
R:Restricted Traffic
-

Example:

-
-
alltraffic N
-
Set traffic to 'normal' for all tiles.
-
-
-
-

restrictliquid

-

Restrict traffic on all visible tiles with liquid.

-
-
-

restrictice

-

Restrict traffic on all tiles on top of visible ice.

-
-
-

getplants

-

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.

-

Options:

- --- - - - - - - - - - -
-t:Select trees only (exclude shrubs)
-s:Select shrubs only (exclude trees)
-c:Clear designations instead of setting them
-x:Apply selected action to all plants except those specified (invert -selection)
-

Specifying both -t and -s will have no effect. If no plant IDs are specified, -all valid plant IDs will be listed.

-
-
-
-

Cleanup and garbage disposal

-
-

clean

-

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.

-

Options:

- --- - - - - - - - -
map:Clean the map tiles. By default, it leaves mud and snow alone.
units:Clean the creatures. Will also clean hostiles.
items:Clean all the items. Even a poisoned blade.
-

Extra options for 'map':

- --- - - - - - -
mud:Remove mud in addition to the normal stuff.
snow:Also remove snow coverings.
-
-
-

spotclean

-

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.

-
-
-

autodump

-

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.

-

Cursor must be placed on a floor tile so the items can be dumped there.

-

Options:

- --- - - - - - - - - - - - -
destroy:Destroy instead of dumping. Doesn't require a cursor.
destroy-here:Destroy items only under the cursor.
visible:Only process items that are not hidden.
hidden:Only process hidden items.
forbidden:Only process forbidden items (default: only unforbidden).
-
-
-

autodump-destroy-here

-

Destroy items marked for dumping under cursor. Identical to autodump -destroy-here, but intended for use as keybinding.

-
-
-

autodump-destroy-item

-

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.

-
-
-

cleanowned

-

Confiscates items owned by dwarfs. By default, owned food on the floor -and rotten items are confistacted and dumped.

-

Options:

- --- - - - - - - - - - - - -
all:confiscate all owned items
scattered:confiscated and dump all items scattered on the floor
x:confiscate/dump items with wear level 'x' and more
X:confiscate/dump items with wear level 'X' and more
dryrun:a dry run. combine with other options to see what will happen -without it actually happening.
-

Example:

-
-
cleanowned scattered X
-
This will confiscate rotten and dropped food, garbage on the floors and any -worn items with 'X' damage and above.
-
-
-
-
-

Bugfixes

-
-

drybuckets

-

This utility removes water from all buckets in your fortress, allowing them to be safely used for making lye.

-
-
-

fixdiplomats

-

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 -civilizations, allowing them to negotiate tree cutting quotas (and allowing you -to violate them and potentially start wars) in case you haven't already modified -your raws accordingly.

-
-
-

fixmerchants

-

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.

-
-
-

fixveins

-

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.

-
-
-

tweak

-

Contains various tweaks for minor bugs.

-

One-shot subcommands:

- --- - - - - - - - - - -
clear-missing:Remove the missing status from the selected unit. -This allows engraving slabs for ghostly, but not yet -found, creatures.
clear-ghostly:Remove the ghostly status from the selected unit and mark -it as dead. This allows getting rid of bugged ghosts -which do not show up in the engraving slab menu at all, -even after using clear-missing. It works, but is -potentially very dangerous - so use with care. Probably -(almost certainly) it does not have the same effects like -a proper burial. You've been warned.
fixmigrant:Remove the resident/merchant flag from the selected unit. -Intended to fix bugged migrants/traders who stay at the -map edge and don't enter your fort. Only works for -dwarves (or generally the player's race in modded games). -Do NOT abuse this for 'real' caravan merchants (if you -really want to kidnap them, use 'tweak makeown' instead, -otherwise they will have their clothes set to forbidden etc).
makeown:Force selected unit to become a member of your fort. -Can be abused to grab caravan merchants and escorts, even if -they don't belong to the player's race. Foreign sentients -(humans, elves) can be put to work, but you can't assign rooms -to them and they don't show up in DwarfTherapist because the -game treats them like pets. Grabbing draft animals from -a caravan can result in weirdness (animals go insane or berserk -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.
-

Subcommands that persist until disabled or DF quit:

- --- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
stable-cursor:

Saves the exact cursor position between t/q/k/d/etc menus of dwarfmode.

-
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.

-
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.

-
fast-trade:

Makes Shift-Down in the Move Goods to Depot and Trade screens select -the current item (fully, in case of a stack), and scroll down one line.

-
military-stable-assign:
 

Preserve list order and cursor position when assigning to squad, -i.e. stop the rightmost list of the Positions page of the military -screen from constantly resetting to the top.

-
military-color-assigned:
 

Color squad candidates already assigned to other squads in yellow/green -to make them stand out more in the list.

-images/tweak-mil-color.png -
craft-age-wear:

Fixes the behavior of crafted items wearing out over time (bug 6003). -With this tweak, items made from cloth and leather will gain a level of wear every 20 years.

-
adamantine-cloth-wear:
 

Prevents adamantine clothing from wearing out while being worn (bug 6481).

-
farm-plot-select:
 

Adds "Select all" and "Deselect all" options to farm plot menus

-
import-priority-category:
 

Allows changing the priority of all goods in a -category when discussing an import agreement with the liaison

-
manager-quantity:
 

Removes the limit of 30 jobs per manager order

-
civ-view-agreement:
 

Fixes overlapping text on the "view agreement" screen

-
nestbox-color:

Fixes the color of built nestboxes

-
eggs-fertile:

Displays a fertility indicator on nestboxes

-
max-wheelbarrow:
 

Allows assigning more than 3 wheelbarrows to a stockpile

-
-
-
-

fix-armory

-

Enables a fix for storage of squad equipment in barracks.

-

Specifically, it prevents your haulers from moving squad equipment -to stockpiles, and instead queues jobs to store it on weapon racks, -armor stands, and in containers.

-
-

Note

-

In order to actually be used, weapon racks have to be patched and -manually assigned to a squad. See documentation for gui/assign-rack -below.

-

Also, the default capacity of armor stands is way too low, so you -may want to also apply the armorstand-capacity patch. Check out -http://www.bay12games.com/dwarves/mantisbt/view.php?id=1445 -for more information about the bugs.

-
-

Note that the buildings in the armory are used as follows:

-
    -
  • Weapon racks (when patched) are used to store any assigned weapons. -Each rack belongs to a specific squad, and can store up to 5 weapons.
  • -
  • Armor stands belong to specific squad members and are used for -armor and shields. By default one stand can store one item of each -type (hence one boot or gauntlet); if patched, the limit is raised to 2, -which should be sufficient.
  • -
  • Cabinets are used to store assigned clothing for a specific squad member. -They are never used to store owned clothing.
  • -
  • Chests (boxes, etc) are used for a flask, backpack or quiver assigned -to the squad member. Due to a probable bug, food is dropped out of the -backpack when it is stored.
  • -
-
-

Warning

-

Although armor stands, cabinets and chests properly belong only to one -squad member, the owner of the building used to create the barracks will -randomly use any containers inside the room. Thus, it is recommended to -always create the armory from a weapon rack.

-
-

Contrary to the common misconception, all these uses are controlled by the -Individual Equipment usage flag. The Squad Equipment flag is actually -intended for ammo, but the game does even less in that area than for armor -and weapons. This plugin implements the following rules almost from scratch:

-
    -
  • Combat ammo is stored in chests inside rooms with Squad Equipment enabled.
  • -
  • If a chest is assigned to a squad member due to Individual Equipment also -being set, it is only used for that squad's ammo; otherwise, any squads -with Squad Equipment on the room will use all of the chests at random.
  • -
  • Training ammo is stored in chests inside archery ranges designated from -archery targets, and controlled by the same Train flag as archery training -itself. This is inspired by some defunct code for weapon racks.
  • -
-

There are some minor traces in the game code to suggest that the first of -these rules is intended by Toady; the rest are invented by this plugin.

-
-
-
-

Mode switch and reclaim

-
-

lair

-

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.

-

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'.

-

Options:

- --- - - - - - -
lair:Mark the map as monster lair
lair reset:Mark the map as ordinary (not lair)
-
-
-

mode

-

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.

-
-

Example

-

You are in fort game mode, managing your fortress and paused. -You switch to the arena game mode, assume control of a creature and then -switch to adventure game mode(1). -You just lost a fortress and gained an adventurer. -You could also do this. -You are in fort game mode, managing your fortress and paused at the esc menu. -You switch to the adventure game mode, then use Dfusion to assume control of a creature and then -save or retire. -You just created a returnable mountain home and gained an adventurer.

-
-

I take no responsibility of anything that happens as a result of using this tool

-
-
-
-

Visualizer and data export

-
-

ssense / stonesense

-

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).

-

All the data resides in the 'stonesense' directory. For detailed instructions, -see stonesense/README.txt

-

Compatible with Windows > XP SP3 and most modern Linux distributions.

-

Older versions, support and extra graphics can be found in the bay12 forum -thread: http://www.bay12forums.com/smf/index.php?topic=43260.0

-

Some additional resources: -http://df.magmawiki.com/index.php/Utility:Stonesense/Content_repository

-
-
-

mapexport

-

Export the current loaded map as a file. This will be eventually usable -with visualizers.

-
-
-

dwarfexport

-

Export dwarves to RuneSmith-compatible XML.

-
-
-

exportlegends

-

Controls legends mode to export data - especially useful to set-and-forget large -worlds, or when you want a map of every site when there are several hundred.

-

Options:

- --- - - - - - - - - - -
info:Exports the world/gen info and the legends XML
sites:Exports all available site maps
maps:Exports all seventeen detailed maps
all:Equivalent to calling all of the above, in that order
-
-
-
-

Job management

-
-

job

-

Command for general job query and manipulation.

-

Options:

-
-
no extra options
-
Print details of the current job. The job can be selected -in a workshop, or the unit/jobs screen.
-
list
-
Print details of all jobs in the selected workshop.
-
item-material <item-idx> <material[:subtoken]>
-
Replace the exact material id in the job item.
-
item-type <item-idx> <type[:subtype]>
-
Replace the exact item type id in the job item.
-
-
-
-

job-material

-

Alter the material of the selected job.

-

Invoked as:

-
-job-material <inorganic-token>
-
-

Intended to be used as a keybinding:

-
    -
  • In 'q' mode, when a job is highlighted within a workshop or furnace, -changes the material of the job. Only inorganic materials can be used -in this mode.
  • -
  • In 'b' mode, during selection of building components positions the cursor -over the first available choice with the matching material.
  • -
-
-
-

job-duplicate

-

Duplicate the selected job in a workshop:

-
    -
  • In 'q' mode, when a job is highlighted within a workshop or furnace building, -instantly duplicates the job.
  • -
-
-
-

stockflow

-

Allows the fortress bookkeeper to queue jobs through the manager, -based on space or items available in stockpiles.

-

Usage:

-
-
stockflow enable
-
Enable the plugin.
-
stockflow disable
-
Disable the plugin.
-
stockflow fast
-
Enable the plugin in fast mode.
-
stockflow list
-
List any work order settings for your stockpiles.
-
stockflow status
-
Display whether the plugin is enabled.
-
-

While enabled, the 'q' menu of each stockpile will have two new options:

-
    -
  • j: Select a job to order, from an interface like the manager's screen.
  • -
  • J: Cycle between several options for how many such jobs to order.
  • -
-

Whenever the bookkeeper updates stockpile records, new work orders will -be placed on the manager's queue for each such selection, reduced by the -number of identical orders already in the queue.

-

In fast mode, new work orders will be enqueued once per day, instead of -waiting for the bookkeeper.

-
-
-

workflow

-

Manage control of repeat jobs.

-

Usage:

-
-
workflow enable [option...], workflow disable [option...]
-

If no options are specified, enables or disables the plugin. -Otherwise, enables or disables any of the following options:

-
    -
  • drybuckets: Automatically empty abandoned water buckets.
  • -
  • auto-melt: Resume melt jobs when there are objects to melt.
  • -
-
-
workflow jobs
-
List workflow-controlled jobs (if in a workshop, filtered by it).
-
workflow list
-
List active constraints, and their job counts.
-
workflow list-commands
-
List active constraints as workflow commands that re-create them; -this list can be copied to a file, and then reloaded using the -script built-in command.
-
workflow count <constraint-spec> <cnt-limit> [cnt-gap]
-
Set a constraint, counting every stack as 1 item.
-
workflow amount <constraint-spec> <cnt-limit> [cnt-gap]
-
Set a constraint, counting all items within stacks.
-
workflow unlimit <constraint-spec>
-
Delete a constraint.
-
workflow unlimit-all
-
Delete all constraints.
-
-
-

Function

-

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.

-

In addition, when any constraints on item amounts are set, repeat jobs that -produce that kind of item are automatically suspended and resumed as the item -amount goes above or below the limit. The gap specifies how much below the limit -the amount has to drop before jobs are resumed; this is intended to reduce -the frequency of jobs being toggled.

-

Check out the gui/workflow script below for a simple front-end integrated -in the game UI.

-
-
-

Constraint format

-

The contstraint spec consists of 4 parts, separated with '/' characters:

-
-ITEM[:SUBTYPE]/[GENERIC_MAT,...]/[SPECIFIC_MAT:...]/[LOCAL,<quality>]
-
-

The first part is mandatory and specifies the item type and subtype, -using the raw tokens for items, in the same syntax you would e.g. use -for a custom reaction input. See this list for more info: http://dwarffortresswiki.org/index.php/Item_token

-

The subsequent parts are optional:

-
    -
  • A generic material spec constrains the item material to one of -the hard-coded generic classes, which currently include:

    -
    -PLANT WOOD CLOTH SILK LEATHER BONE SHELL SOAP TOOTH HORN PEARL YARN
    -METAL STONE SAND GLASS CLAY MILK
    -
    -
  • -
  • A specific material spec chooses the material exactly, using the -raw syntax for reaction input materials, e.g. INORGANIC:IRON, -although for convenience it also allows just IRON, or ACACIA:WOOD etc. -See this page for more details on the unabbreviated raw syntax:

    -

    http://dwarffortresswiki.org/index.php/Material_token

    -
  • -
  • A comma-separated list of miscellaneous flags, which currently can -be used to ignore imported items or items below a certain quality.

    -
  • -
-
-
-

Constraint examples

-

Keep metal bolts within 900-1000, and wood/bone within 150-200:

-
-workflow amount AMMO:ITEM_AMMO_BOLTS/METAL 1000 100
-workflow amount AMMO:ITEM_AMMO_BOLTS/WOOD,BONE 200 50
-
-

Keep the number of prepared food & drink stacks between 90 and 120:

-
-workflow count FOOD 120 30
-workflow count DRINK 120 30
-
-

Make sure there are always 25-30 empty bins/barrels/bags:

-
-workflow count BIN 30
-workflow count BARREL 30
-workflow count BOX/CLOTH,SILK,YARN 30
-
-

Make sure there are always 15-20 coal and 25-30 copper bars:

-
-workflow count BAR//COAL 20
-workflow count BAR//COPPER 30
-
-

Produce 15-20 gold crafts:

-
-workflow count CRAFTS//GOLD 20
-
-

Collect 15-20 sand bags and clay boulders:

-
-workflow count POWDER_MISC/SAND 20
-workflow count BOULDER/CLAY 20
-
-

Make sure there are always 80-100 units of dimple dye:

-
-workflow amount POWDER_MISC//MUSHROOM_CUP_DIMPLE:MILL 100 20
-
-
-

Note

-

In order for this to work, you have to set the material of the PLANT input -on the Mill Plants job to MUSHROOM_CUP_DIMPLE using the 'job item-material' -command. Otherwise the plugin won't be able to deduce the output material.

-
-

Maintain 10-100 locally-made crafts of exceptional quality:

-
-workflow count CRAFTS///LOCAL,EXCEPTIONAL 100 90
-
-
-
-
-
-

Fortress activity management

-
-

seedwatch

-

Watches the numbers of seeds available and enables/disables seed and plant cooking.

-

Each plant type can be assigned a limit. If their number falls below that limit, -the plants and seeds of that type will be excluded from cookery. -If the number rises above the limit + 20, then cooking will be allowed.

-

The plugin needs a fortress to be loaded and will deactivate automatically otherwise. -You have to reactivate with 'seedwatch start' after you load the game.

-

Options:

- --- - - - - - - - - - - - -
all:Adds all plants from the abbreviation list to the watch list.
start:Start watching.
stop:Stop watching.
info:Display whether seedwatch is watching, and the watch list.
clear:Clears the watch list.
-

Examples:

-
-
seedwatch MUSHROOM_HELMET_PLUMP 30
-
add MUSHROOM_HELMET_PLUMP to the watch list, limit = 30
-
seedwatch MUSHROOM_HELMET_PLUMP
-
removes MUSHROOM_HELMET_PLUMP from the watch list.
-
seedwatch all 30
-
adds all plants from the abbreviation list to the watch list, the limit being 30.
-
-
-
-

zone

-

Helps a bit with managing activity zones (pens, pastures and pits) and cages.

-

Options:

- --- - - - - - - - - - - - - - - - - - - - - - - - - - -
set:Set zone or cage under cursor as default for future assigns.
assign:Assign unit(s) to the pen or pit marked with the 'set' command. -If no filters are set a unit must be selected in the in-game ui. -Can also be followed by a valid zone id which will be set -instead.
unassign:Unassign selected creature from it's zone.
nick:Mass-assign nicknames, must be followed by the name you want -to set.
remnick:Mass-remove nicknames.
tocages:Assign unit(s) to cages inside a pasture.
uinfo:Print info about unit(s). If no filters are set a unit must -be selected in the in-game ui.
zinfo:Print info about zone(s). If no filters are set zones under -the cursor are listed.
verbose:Print some more info.
filters:Print list of valid filter options.
examples:Print some usage examples.
not:Negates the next filter keyword.
-

Filters:

- --- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
all:Process all units (to be used with additional filters).
count:Must be followed by a number. Process only n units (to be used -with additional filters).
unassigned:Not assigned to zone, chain or built cage.
minage:Minimum age. Must be followed by number.
maxage:Maximum age. Must be followed by number.
race:Must be followed by a race RAW ID (e.g. BIRD_TURKEY, ALPACA, -etc). Negatable.
caged:In a built cage. Negatable.
own:From own civilization. Negatable.
merchant:Is a merchant / belongs to a merchant. Should only be used for -pitting, not for stealing animals (slaughter should work).
war:Trained war creature. Negatable.
hunting:Trained hunting creature. Negatable.
tamed:Creature is tame. Negatable.
trained:Creature is trained. Finds war/hunting creatures as well as -creatures who have a training level greater than 'domesticated'. -If you want to specifically search for war/hunting creatures use -'war' or 'hunting' Negatable.
trainablewar:Creature can be trained for war (and is not already trained for -war/hunt). Negatable.
trainablehunt:Creature can be trained for hunting (and is not already trained -for war/hunt). Negatable.
male:Creature is male. Negatable.
female:Creature is female. Negatable.
egglayer:Race lays eggs. Negatable.
grazer:Race is a grazer. Negatable.
milkable:Race is milkable. Negatable.
-
-

Usage with single units

-

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 -on the map (in 'v' or 'k' mode), in the unit list or from inside cages -and use 'zone assign' to assign them to their new home. Allows pitting your -own dwarves, by the way.

-
-
-

Usage with filters

-

All filters can be used together with the 'assign' command.

-

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. -It's not possible to cage owned pets because in that case the owner -uncages them after a while which results in infinite hauling back and forth.

-

Usually you should always use the filter 'own' (which implies tame) unless you -want to use the zone tool for pitting hostiles. 'own' ignores own dwarves unless -you specify 'race DWARF' (so it's safe to use 'assign all own' to one big -pasture if you want to have all your animals at the same place). 'egglayer' and -'milkable' should be used together with 'female' unless you have a mod with -egg-laying male elves who give milk or whatever. Merchants and their animals are -ignored unless you specify 'merchant' (pitting them should be no problem, -but stealing and pasturing their animals is not a good idea since currently they -are not properly added to your own stocks; slaughtering them should work).

-

Most filters can be negated (e.g. 'not grazer' -> race is not a grazer).

-
-
-

Mass-renaming

-

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.

-
-
-

Cage zones

-

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 -to build cages and then place one pen/pasture activity zone above them, covering -all cages you want to use. Then use 'zone set' (like with 'assign') and use -'zone tocages filter1 filter2 ...'. 'tocages' overwrites 'assign' because it -would make no sense, but can be used together with 'nick' or 'remnick' and all -the usual filters.

-
-
-

Examples

-
-
zone assign all own ALPACA minage 3 maxage 10
-
Assign all own alpacas who are between 3 and 10 years old to the selected -pasture.
-
zone assign all own caged grazer nick ineedgrass
-
Assign all own grazers who are sitting in cages on stockpiles (e.g. after -buying them from merchants) to the selected pasture and give them -the nickname 'ineedgrass'.
-
zone assign all own not grazer not race CAT
-
Assign all own animals who are not grazers, excluding cats.
-
zone assign count 5 own female milkable
-
Assign up to 5 own female milkable creatures to the selected pasture.
-
zone assign all own race DWARF maxage 2
-
Throw all useless kids into a pit :)
-
zone nick donttouchme
-
Nicknames all units in the current default zone or cage to 'donttouchme'. -Mostly intended to be used for special pastures or cages which are not marked -as rooms you want to protect from autobutcher.
-
zone tocages count 50 own tame male not grazer
-
Stuff up to 50 owned tame male animals who are not grazers into cages built -on the current default zone.
-
-
-
-
-

autonestbox

-

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 -of the size. The age of the units is currently not checked, most birds grow up -quite fast. Egglayers who are also grazers will be ignored, since confining them -to a 1x1 pasture is not a good idea. Only tame and domesticated own units are -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.

-

Options:

- --- - - - - - - - -
start:Start running every X frames (df simulation ticks). -Default: X=6000, which would be every 60 seconds at 100fps.
stop:Stop running automatically.
sleep:Must be followed by number X. Changes the timer to sleep X -frames between runs.
-
-
-

autobutcher

-

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.

-

Named units will be completely ignored (to protect specific animals from -autobutcher you can give them nicknames with the tool 'rename unit' for single -units or with 'zone nick' to mass-rename units in pastures and cages).

-

Creatures trained for war or hunting will be ignored as well.

-

Creatures assigned to cages will be ignored if the cage is defined as a room -(to avoid butchering unnamed zoo animals).

-

Once you have too much adults, the oldest will be butchered first. -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.

-

Options:

- --- - - - - - - - - - - - - - - - - - - - - - - - - - - -
start:Start running every X frames (df simulation ticks). -Default: X=6000, which would be every 60 seconds at 100fps.
stop:Stop running automatically.
sleep:Must be followed by number X. Changes the timer to sleep -X frames between runs.
watch R:Start watching a race. R can be a valid race RAW id (ALPACA, -BIRD_TURKEY, etc) or a list of ids seperated by spaces or -the keyword 'all' which affects all races on your current -watchlist.
unwatch R:Stop watching race(s). The current target settings will be -remembered. R can be a list of ids or the keyword 'all'.
forget R:Stop watching race(s) and forget it's/their target settings. -R can be a list of ids or the keyword 'all'.
autowatch:Automatically adds all new races (animals you buy from merchants, -tame yourself or get from migrants) to the watch list using -default target count.
noautowatch:Stop auto-adding new races to the watchlist.
list:Print the current status and watchlist.
list_export:Print status and watchlist in a format which can be used -to import them to another savegame (see notes).
target fk mk fa ma R:
 Set target count for specified race(s). -fk = number of female kids, -mk = number of male kids, -fa = number of female adults, -ma = number of female adults. -R can be a list of ids or the keyword 'all' or 'new'. -R = 'all': change target count for all races on watchlist -and set the new default for the future. R = 'new': don't touch -current settings on the watchlist, only set the new default -for future entries.
example:Print some usage examples.
-

Examples:

-

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 -to allow that the older ones grow into adults. Any unnamed cats will -be slaughtered as soon as possible.

-
-autobutcher target 4 3 2 1 ALPACA BIRD_TURKEY
-autobutcher target 0 0 0 0 CAT
-autobutcher watch ALPACA BIRD_TURKEY CAT
-autobutcher start
-
-

Automatically put all new races onto the watchlist and mark unnamed tame units -for slaughter as soon as they arrive in your fort. Settings already made -for specific races will be left untouched.

-
-autobutcher target 0 0 0 0 new
-autobutcher autowatch
-autobutcher start
-
-

Stop watching the races alpaca and cat, but remember the target count -settings so that you can use 'unwatch' without the need to enter the -values again. Note: 'autobutcher unwatch all' works, but only makes sense -if you want to keep the plugin running with the 'autowatch' feature or manually -add some new races with 'watch'. If you simply want to stop it completely use -'autobutcher stop' instead.

-
-autobutcher unwatch ALPACA CAT
-
-

Note:

-

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:

-
-Load savegame where you made the settings.
-Start a CMD shell and navigate to the df directory. Type the following into the shell:
-dfhack-run autobutcher list_export > autobutcher.bat
-Load the savegame where you want to copy the settings to, run the batch file (from the shell):
-autobutcher.bat
-
-
-
-

autochop

-

Automatically manage tree cutting designation to keep available logs withing given -quotas.

-

Open the dashboard by running:

-
-getplants autochop
-
-

The plugin must be activated (with 'a') before it can be used. You can then set logging quotas -and restrict designations to specific burrows (with 'Enter') if desired. The plugin's activity -cycle runs once every in game day.

-

If you add

-
-enable getplants
-
-

to your dfhack.init there will be a hotkey to open the dashboard from the chop designation -menu.

-
-
-

autolabor

-

Automatically manage dwarf labors to efficiently complete jobs. -Autolabor tries to keep as many dwarves as possible busy but -also tries to have dwarves specialize in specific skills.

-

The key is that, for almost all labors, once a dwarf begins a job it will finish that -job even if the associated labor is removed. Autolabor therefore frequently checks -which dwarf or dwarves should take new jobs for that labor, and sets labors accordingly. -Labors with equiptment (mining, hunting, and woodcutting), which are abandoned -if labors change mid-job, are handled slightly differently to minimise churn.

-

Warning: autolabor will override any manual changes you make to labors -while it is enabled, including through other tools such as Dwarf Therapist

-

Simple usage:

- --- - - - - - - - -
enable autolabor:
 Enables the plugin with default settings. (Persistent per fortress)
disable autolabor:
 Disables the plugin.
-

Anything beyond this is optional - autolabor works well on the default settings.

-

Advanced usage:

- --- - - - - - - - - - - - - - - - - - - - - - -
autolabor <labor> <minimum> [<maximum>]:
 Set number of dwarves assigned to a labor.
autolabor <labor> haulers:
 Set a labor to be handled by hauler dwarves.
autolabor <labor> disable:
 Turn off autolabor for a specific labor.
autolabor <labor> reset:
 Return a labor to the default handling.
autolabor reset-all:
 Return all labors to the default handling.
autolabor list:List current status of all labors.
autolabor status:
 Show basic status information.
-

Examples:

- --- - - - - - - - - - - - - - - - - -
autolabor MINE 5:
 Keep at least 5 dwarves with mining enabled.
autolabor CUT_GEM 1 1:
 Keep exactly 1 dwarf with gemcutting enabled.
autolabor COOK 1 1 3:
 Keep 1 dwarf with cooking enabled, selected only from the top 3.
autolabor FEED_WATER_CIVILIANS haulers:
 Have haulers feed and water wounded dwarves.
autolabor CUTWOOD disable:
 Turn off autolabor for wood cutting.
-

By default, each labor is assigned to between 1 and 200 dwarves (2-200 for mining). -By default 33% of the workforce become haulers, who handle all hauling jobs as well -as cleaning, pulling levers, recovering wounded, removing constructions, and filling ponds. -Other jobs are automatically assigned as described above. Each of these settings can be adjusted.

-

Jobs are rarely assigned to nobles with responsibilities for meeting diplomats or merchants, -never to the chief medical dwarf, and less often to the bookeeper and manager.

-

Hunting is never assigned without a butchery, and fishing is nver assigned without a fishery.

-

For each labor a preference order is calculated based on skill, biased against masters of other -trades and excluding those who can't do the job. The labor is then added to the best <minimum> -dwarves for that labor. We assign at least the minimum number of dwarfs, in order of preference, -and then assign additional dwarfs that meet any of these conditions:

-
-
    -
  • The dwarf is idle and there are no idle dwarves assigned to this labor
  • -
  • The dwarf has nonzero skill associated with the labor
  • -
  • The labor is mining, hunting, or woodcutting and the dwarf currently has it enabled.
  • -
-
-

We stop assigning dwarfs when we reach the maximum allowed.

-
-
-
-

Other

-
-

catsplosion

-

Makes cats just multiply. It is not a good idea to run this more than once or -twice.

-
-
-

dfusion

-

This is the DFusion lua plugin system by Warmist, running as a DFHack plugin. There are two parts to this plugin: an interactive script that shows a text based menu and lua modules. Some of the functionality of is intentionaly left out of the menu:

- --- - - - - - -
Friendship:a binary plugin that allows multi race forts (to use make a script that imports plugins.dfusion.friendship and use Friendship:install{table} table should contain list of race names.)
Embark:a binary plugin that allows multi race embark (to use make a script that imports plugins.dfusion.embark and use Embark:install{table} table should contain list of race names or list of pairs (race-name, caste_id)).
-

See the bay12 thread for details: http://www.bay12forums.com/smf/index.php?topic=93317.0

-
-

Note

-
    -
  • Some of the DFusion plugins aren't completely ported yet. This can lead to crashes.
  • -
  • The game will be suspended while you're using dfusion. Don't panic when it doesn't respond.
  • -
-
-
-
-

embark-tools

-

A collection of embark-related tools.

-

Usage:

-
-embark-tools enable/disable tool [tool]...
-
-

Tools:

-
    -
  • anywhere: Allows embarking anywhere (including sites, mountain-only biomes, and oceans). Use with caution.
  • -
  • mouse: Implements mouse controls (currently in the local embark region only)
  • -
  • nano: An implementation of nano embark - allows resizing below 2x2 when enabled.
  • -
  • sand: Displays an indicator when sand is present in the currently-selected area, similar to the default clay/stone indicators.
  • -
  • sticky: Maintains the selected local area while navigating the world map
  • -
-
-
-

petcapRemover

-

This plugin allows you to remove or raise the pet population cap. In vanilla DF, pets will not reproduce unless the population is below 50 and the number of children of that species is below a certain percentage. This plugin allows removing the second restriction and removing or raising the first. Pets still require PET or PET_EXOTIC tags in order to reproduce. Type help petcapRemover for exact usage. In order to make population more stable and avoid sudden population booms as you go below the raised population cap, this plugin counts pregnancies toward the new population cap. It can still go over, but only in the case of multiple births.

-
-
petcapRemover
-
cause pregnancies now and schedule the next check
-
petcapRemover every n
-
set how often in ticks the plugin checks for possible pregnancies
-
petcapRemover cap n
-
set the new cap to n. if n = 0, no cap
-
petcapRemover pregtime n
-
sets the pregnancy duration to n ticks. natural pregnancies are 300000 ticks for the current race and 200000 for everyone else
-
-
-
-

misery

-

When enabled, every new negative dwarven thought will be multiplied by a factor (2 by default).

-

Usage:

- --- - - - - - - - - - - - - -
misery enable n:
 enable misery with optional magnitude n. If specified, n must be positive.
misery n:same as "misery enable n"
misery enable:same as "misery enable 2"
misery disable:stop adding new negative thoughts. This will not remove existing duplicated thoughts. Equivalent to "misery 1"
misery clear:remove fake thoughts added in this session of DF. Saving makes them permanent! Does not change factor.
-
-
-

strangemood

-

Creates a strange mood job the same way the game itself normally does it.

-

Options:

- --- - - - - - - - - - -
-force:Ignore normal strange mood preconditions (no recent mood, minimum moodable population, artifact limit not reached).
-unit:Make the strange mood strike the selected unit instead of picking one randomly. Unit eligibility is still enforced.
-type T: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 S: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", "gemcutter", "gemsetter", "woodcrafter", "stonecrafter", "metalcrafter", "glassmaker", "leatherworker", "bonecarver", "bowyer", and "mechanic".
-

Known limitations: if the selected unit is currently performing a job, the mood will not be started.

-
-
-

log-region

-

When enabled in dfhack.init, each time a fort is loaded identifying information will be written to the gamelog. Assists in parsing the file if you switch between forts, and adds information for story-building.

-
-
-
-
-

Scripts

-

Lua or ruby scripts placed in the hack/scripts/ directory are considered for -execution as if they were native DFHack commands. They are listed at the end -of the 'ls' command output.

-

Note: scripts in subdirectories of hack/scripts/ can still be called, but will -only be listed by ls if called as 'ls -a'. This is intended as a way to hide -scripts that are obscure, developer-oriented, or should be used as keybindings.

-

Some notable scripts:

-
-

fix/*

-

Scripts in this subdirectory fix various bugs and issues, some of them obscure.

-
    -
  • fix/blood-del

    -

    Makes it so that future caravans won't bring barrels full of blood, ichor, or goo.

    -
  • -
  • fix/build-location

    -

    Fixes construction jobs that are stuck trying to build a wall while standing -on the same exact tile (bug 5991), designates the tile restricted traffic to -hopefully avoid jamming it again, and unsuspends them.

    -
  • -
  • fix/cloth-stockpile

    -

    Fixes erratic behavior of cloth stockpiles by scanning material objects -in memory and patching up some invalid reference fields. Needs to be run -every time a save game is loaded; putting fix/cloth-stockpile enable -in dfhack.init makes it run automatically.

    -
  • -
  • fix/dead-units

    -

    Removes uninteresting dead units from the unit list. Doesn't seem to give any -noticeable performance gain, but migrants normally stop if the unit list grows -to around 3000 units, and this script reduces it back.

    -
  • -
  • fix/feeding-timers

    -

    Reset the GiveWater and GiveFood timers of all units as appropriate.

    -
  • -
  • fix/growth-bug

    -

    Fixes locally born units such that they will grow larger than their birth size. Note that this bug was fixed in DF version 0.40.02.

    -
  • -
  • fix/item-occupancy

    -

    Diagnoses and fixes issues with nonexistant 'items occupying site', usually -caused by autodump bugs or other hacking mishaps.

    -
  • -
  • fix/population-cap

    -

    Run this after every migrant wave to ensure your population cap is not exceeded. -The issue with the cap is that it is compared to the population number reported -by the last caravan, so once it drops below the cap, migrants continue to come -until that number is updated again.

    -
  • -
  • fix/stable-temp

    -

    Instantly sets the temperature of all free-lying items to be in equilibrium with -the environment and stops temperature updates. In order to maintain this efficient -state however, use tweak stable-temp and tweak fast-heat.

    -
  • -
-
-
-

gui/*

-

Scripts that implement dialogs inserted into the main game window are put in this -directory.

-
    -
  • gui/hack-wish

    -

    A graphical interface for creating items.

    -
  • -
-
-
-

binpatch

-

Checks, applies or removes binary patches directly in memory at runtime:

-
-binpatch check/apply/remove <patchname>
-
-

If the name of the patch has no extension or directory separators, the -script uses hack/patches/<df-version>/<name>.dif, thus auto-selecting -the version appropriate for the currently loaded executable.

-
-
-

create-items

-

Spawn arbitrary items under the cursor.

-

The first argument gives the item category, the second gives the material, -and the optionnal third gives the number of items to create (defaults to 20).

-

Currently supported item categories: boulder, bar, plant, log, -web.

-

Instead of material, using list makes the script list eligible materials.

-

The web item category will create an uncollected cobweb on the floor.

-

Note that the script does not enforce anything, and will let you create -boulders of toad blood and stuff like that. -However the list mode will only show 'normal' materials.

-

Examples:

-
-create-items boulders COAL_BITUMINOUS 12
-create-items plant tail_pig
-create-items log list
-create-items web CREATURE:SPIDER_CAVE_GIANT:SILK
-create-items bar CREATURE:CAT:SOAP
-create-items bar adamantine
-
-
-
-

digfort

-

A script to designate an area for digging according to a plan in csv format.

-

This script, inspired from quickfort, can designate an area for digging. -Your plan should be stored in a .csv file like this:

-
-# this is a comment
-d;d;u;d;d;skip this tile;d
-d;d;d;i
-
-

Available tile shapes are named after the 'dig' menu shortcuts: -d for dig, u for upstairs, d downstairs, i updown, -h channel, r upward ramp, x remove designation. -Unrecognized characters are ignored (eg the 'skip this tile' in the sample).

-

Empty lines and data after a # are ignored as comments. -To skip a row in your design, use a single ;.

-

One comment in the file may contain the phrase start(3,5). It is interpreted -as an offset for the pattern: instead of starting at the cursor, it will start -3 tiles left and 5 tiles up from the cursor.

-

The script takes the plan filename, starting from the root df folder (where -Dwarf Fortress.exe is found).

-
-
-

drain-aquifer

-

Remove all 'aquifer' tag from the map blocks. Irreversible.

-
-
-

deathcause

-

Focus a body part ingame, and this script will display the cause of death of -the creature. -Also works when selecting units from the 'u'nitlist viewscreen.

-
-
-

dfstatus

-

Show a quick overview of critical stock quantities, including food, dirnks, wood, and various bars.

-
-
-

embark

-

Allows to embark anywhere. Currently windows only.

-
-
-

exterminate

-

Kills any unit of a given race.

-

With no argument, lists the available races and count eligible targets.

-

With the special argument him, targets only the selected creature.

-

With the special argument undead, targets all undeads on the map, -regardless of their race.

-

When specifying a race, a caste can be specified to further restrict the -targeting. To do that, append and colon and the caste name after the race.

-

Any non-dead non-caged unit of the specified race gets its blood_count -set to 0, which means immediate death at the next game tick. For creatures -such as vampires, it also sets animal.vanish_countdown to 2.

-

An alternate mode is selected by adding a 2nd argument to the command, -magma. 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 on birds is not recommanded.)

-

Will target any unit on a revealed tile of the map, including ambushers, -but ignore caged/chained creatures.

-

Ex:

-
-exterminate gob
-exterminate gob:male
-
-

To kill a single creature, select the unit with the 'v' cursor and:

-
-exterminate him
-
-

To purify all elves on the map with fire (may have side-effects):

-
-exterminate elve magma
-
-
-
-

growcrops

-

Instantly grow seeds inside farming plots.

-

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.

-

For example, to grow 40 plump helmet spawn:

-
-growcrops plump 40
-
-
-
-

lever

-

Allow manipulation of in-game levers from the dfhack console.

-

Can list levers, including state and links, with:

-
-lever list
-
-

To queue a job so that a dwarf will pull the lever 42, use lever pull 42. -This is the same as 'q'uerying the building and queue a 'P'ull request.

-

To magically toggle the lever immediately, use:

-
-lever pull 42 --now
-
-
-
-

locate-ore

-

Scan the map for metal ores.

-

Finds and designate for digging one tile of a specific metal ore. -Only works for native metal ores, does not handle reaction stuff (eg STEEL).

-

When invoked with the list argument, lists metal ores available on the map.

-

Examples:

-
-locate-ore list
-locate-ore hematite
-locate-ore iron
-
-
-
-

lua

-

There are the following ways to invoke this command:

-
    -
  1. lua (without any parameters)

    -

    This starts an interactive lua interpreter.

    -
  2. -
  3. lua -f "filename" or lua --file "filename"

    -

    This loads and runs the file indicated by filename.

    -
  4. -
  5. lua -s ["filename"] or lua --save ["filename"]

    -

    This loads and runs the file indicated by filename from the save -directory. If the filename is not supplied, it loads "dfhack.lua".

    -
  6. -
  7. :lua lua statement...

    -

    Parses and executes the lua statement like the interactive interpreter would.

    -
  8. -
-
-
-

masspit

-

Designate all creatures in cages on top of a pit/pond activity zone for pitting. -Works best with an animal stockpile on top of the zone.

-

Works with a zone number as argument (eg Activity Zone #6 -> masspit 6) -or with the game cursor on top of the area.

-
-
-

multicmd

-

Run multiple dfhack commands. The argument is split around the -character ; and all parts are run sequencially as independent -dfhack commands. Useful for hotkeys.

-

Example:

-
-multicmd locate-ore iron ; digv
-
-
-
-

quicksave

-

If called in dwarf mode, makes DF immediately auto-save the game by setting a flag -normally used in seasonal auto-save.

-
-
-

remove-stress

-

Sets stress to -1,000,000; the normal range is 0 to 500,000 with very stable or very stressed dwarves taking on negative or greater values respectively. Applies to the selected unit, or use "remove-stress -all" to apply to all units.

-
-
-

setfps

-

Run setfps <number> to set the FPS cap at runtime, in case you want to watch -combat in slow motion or something :)

-
-
-

siren

-

Wakes up sleeping units, cancels breaks and stops parties either everywhere, -or in the burrows given as arguments. In return, adds bad thoughts about -noise, tiredness and lack of protection. Also, the units with interrupted -breaks will go on break again a lot sooner. The script is intended for -emergencies, e.g. when a siege appears, and all your military is partying.

-
-
-

soundsense-season

-

It is a well known issue that Soundsense cannot detect the correct -current season when a savegame is loaded and has to play random -season music until a season switch occurs.

-

This script registers a hook that prints the appropriate string -to gamelog.txt on every map load to fix this. For best results -call the script from dfhack.init.

-
-
-

source

-

Create an infinite magma or water source or drain on a tile.

-

This script registers a map tile as a liquid source, and every 12 game ticks -that tile receives or remove 1 new unit of flow based on the configuration.

-

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:

-
-source add [magma|water] [0-7]
-
-

The number argument is the target liquid level (0 = drain, 7 = source).

-

To add more than 1 unit everytime, call the command again on the same spot.

-

To delete one source, place the cursor over its tile and use delete. -To remove all existing sources, call source clear.

-

The list argument shows all existing sources.

-

Ex:

-
-source add water     - water source
-source add magma 7   - magma source
-source add water 0   - water drain
-
-
-
-

superdwarf

-

Similar to fastdwarf, per-creature.

-

To make any creature superfast, target it ingame using 'v' and:

-
-superdwarf add
-
-

Other options available: del, clear, list.

-

This plugin also shortens the 'sleeping' and 'on break' periods of targets.

-
-
-

stripcaged

-

For dumping items inside cages. Will mark selected items for dumping, then -a dwarf may come and actually dump it. See also autodump.

-

With the items argument, only dumps items laying in the cage, excluding -stuff worn by caged creatures. weapons will dump worn weapons, armor -will dump everything worn by caged creatures (including armor and clothing), -and all will dump everything, on a creature or not.

-

stripcaged list will display on the dfhack console the list of all cages -and their item content.

-

Without further arguments, all commands work on all cages and animal traps on -the map. With the here argument, considers only the in-game selected cage -(or the cage under the game cursor). To target only specific cages, you can -alternatively pass cage IDs as arguments:

-
-stripcaged weapons 25321 34228
-
-
-
-

teleport

-

Teleports a unit to given coordinates.

-

Examples:

-
-teleport -showunitid                 - prints unitid beneath cursor
-teleport -showpos                    - prints coordinates beneath cursor
-teleport -unit 1234 -x 56 -y 115 -z 26  - teleports unit 1234 to 56,115,26
-
-
-
-

undump-buildings

-

Undesignates building base materials for dumping.

-
-
-
-

modtools

-

These scripts are mostly useful for raw modders and scripters. They all have standard arguments: arguments are of the form tool -argName1 argVal1 -argName2 argVal2. This is equivalent to tool -argName2 argVal2 -argName1 argVal1. It is not necessary to provide a value to an argument name: tool -argName3 is fine. Supplying the same argument name multiple times will result in an error. Argument names are preceded with a dash. The -help argument will print a descriptive usage string describing the nature of the arguments. For multiple word argument values, brackets must be used: tool -argName4 [ sadf1 sadf2 sadf3 ]. In order to allow passing literal braces as part of the argument, backslashes are used: tool -argName4 [ \] asdf \foo ] sets argName4 to \] asdf foo. The *-trigger scripts have a similar policy with backslashes.

- -
-
-

In-game interface tools

-

These tools work by displaying dialogs or overlays in the game window, and -are mostly implemented by lua scripts.

-
-

Note

-

In order to avoid user confusion, as a matter of policy all these tools -display the word "DFHack" on the screen somewhere while active.

-

When that is not appropriate because they merely add keybinding hints to -existing DF screens, they deliberately use red instead of green for the key.

-

As an exception, the tweak plugin described above does not follow this -guideline because it arguably just fixes small usability bugs in the game UI.

-

All of these tools are disabled by default - in order to make them available, -you must enable the plugins which provide them.

-
-
-

Dwarf Manipulator

-

Implemented by the 'manipulator' plugin.

-

To activate, open the unit screen and press 'l'.

-images/manipulator.png -

This tool implements a Dwarf Therapist-like interface within the game UI. The -far left column displays the unit's Happiness (color-coded based on its -value), Name, Profession/Squad, and the right half of the screen displays each -dwarf's labor settings and skill levels (0-9 for Dabbling thru Professional, A-E for -Great thru Grand Master, and U-Z for Legendary thru Legendary+5).

-

Cells with teal backgrounds denote skills not controlled by labors, e.g. -military and social skills.

-images/manipulator2.png -

Press t to toggle between Profession and Squad view.

-images/manipulator3.png -

Use the arrow keys or number pad to move the cursor around, holding Shift to -move 10 tiles at a time.

-

Press the Z-Up (<) and Z-Down (>) keys to move quickly between labor/skill -categories. The numpad Z-Up and Z-Down keys seek to the first or last unit -in the list. Backspace seeks to the top left corner.

-

Press Enter to toggle the selected labor for the selected unit, or Shift+Enter -to toggle all labors within the selected category.

-

Press the +- keys to sort the unit list according to the currently selected -skill/labor, and press the */ keys to sort the unit list by Name, Profession/Squad, -Happiness, or Arrival order (using Tab to select which sort method to use here).

-

With a unit selected, you can press the "v" key to view its properties (and -possibly set a custom nickname or profession) or the "c" key to exit -Manipulator and zoom to its position within your fortress.

-

The following mouse shortcuts are also available:

-
    -
  • Click on a column header to sort the unit list. Left-click to sort it in one -direction (descending for happiness or labors/skills, ascending for name, -profession or squad) and right-click to sort it in the opposite direction.
  • -
  • Left-click on a labor cell to toggle that labor. Right-click to move the -cursor onto that cell instead of toggling it.
  • -
  • Left-click on a unit's name, profession or squad to view its properties.
  • -
  • Right-click on a unit's name, profession or squad to zoom to it.
  • -
-

Pressing ESC normally returns to the unit screen, but Shift-ESC would exit -directly to the main dwarf mode screen.

-
- -
-

AutoMaterial

-

Implemented by the 'automaterial' plugin.

-

This makes building constructions (walls, floors, fortifications, etc) a little bit -easier by saving you from having to trawl through long lists of materials each time -you place one.

-

Firstly, it moves the last used material for a given construction type to the top of -the list, if there are any left. So if you build a wall with chalk blocks, the next -time you place a wall the chalk blocks will be at the top of the list, regardless of -distance (it only does this in "grouped" mode, as individual item lists could be huge). -This should mean you can place most constructions without having to search for your -preferred material type.

-images/automaterial-mat.png -

Pressing 'a' while highlighting any material will enable that material for "auto select" -for this construction type. You can enable multiple materials as autoselect. Now the next -time you place this type of construction, the plugin will automatically choose materials -for you from the kinds you enabled. If there is enough to satisfy the whole placement, -you won't be prompted with the material screen - the construction will be placed and you -will be back in the construction menu as if you did it manually.

-

When choosing the construction placement, you will see a couple of options:

-images/automaterial-pos.png -

Use 'a' here to temporarily disable the material autoselection, e.g. if you need -to go to the material selection screen so you can toggle some materials on or off.

-

The other option (auto type selection, off by default) can be toggled on with 't'. If you -toggle this option on, instead of returning you to the main construction menu after selecting -materials, it returns you back to this screen. If you use this along with several autoselect -enabled materials, you should be able to place complex constructions more conveniently.

-
-
-

Stockpile Automation

-

Enable the automelt or autotrade plugins in your dfhack.init with:

-
-enable automelt
-enable autotrade
-
-

When querying a stockpile, options will appear to toggle automelt and/or autotrade for this stockpile. -When automelt is enabled for a stockpile, any meltable items placed in it will be designated to be melted. -When autotrade is enabled for a stockpile, any items placed in it will be designated to be taken to the Trade Depot whenever merchants are on the map.

-
-
-

Track Stop Menu

-

The q menu of track stops is completely blank by default. To enable one:

-
-enable trackstop
-
-

This allows you to view and/or change the track stop's friction and dump direction settings. -It re-uses the keybindings from the track stop building interface:

-
    -
  • BUILDING_TRACK_STOP_FRICTION_UP
  • -
  • BUILDING_TRACK_STOP_FRICTION_DOWN
  • -
  • BUILDING_TRACK_STOP_DUMP
  • -
-
-
-

gui/advfort

-

This script allows to perform jobs in adventure mode. For more complete help -press '?' while script is running. It's most confortable to use this as a -keybinding. (e.g. keybinding set Ctrl-T gui/advfort). Possible arguments:

-
    -
  • -a or --nodfassign - uses different method to assign items.
  • -
  • -i or --inventory - checks inventory for possible items to use in the job.
  • -
  • -c or --cheat - relaxes item requirements for buildings (e.g. walls from bones). -implies -a
  • -
  • job - selects that job (e.g. Dig or FellTree)
  • -
-

An example of player digging in adventure mode:

-images/advfort.png -
-

DISCLAIMER

-

advfort changes only persist in non procedural sites. Namely: player forts, caves, camps.

-
-
-
-

gui/assign-rack

-

Bind to a key (the example config uses P), and activate when viewing a weapon -rack in the 'q' mode.

-images/assign-rack.png -

This script is part of a group of related fixes to make the armory storage -work again. The existing issues are:

-
    -
  • Weapon racks have to each be assigned to a specific squad, like with -beds/boxes/armor stands and individual squad members, but nothing in -the game does this. This issue is what this script addresses.
  • -
  • Even if assigned by the script, the game will unassign the racks again without a binary patch. -This patch is called weaponrack-unassign, and can be applied via -the binpatch program, or the matching script. See this for more info -about the bug: -http://www.bay12games.com/dwarves/mantisbt/view.php?id=1445
  • -
  • Haulers still take equpment stored in the armory away to the stockpiles, -unless the fix-armory plugin above is used.
  • -
-

The script interface simply lets you designate one of the squads that -are assigned to the barracks/armory containing the selected stand as -the intended user. In order to aid in the choice, it shows the number -of currently assigned racks for every valid squad.

-
-
-

gui/choose-weapons

-

Bind to a key (the example config uses Ctrl-W), and activate in the Equip->View/Customize -page of the military screen.

-

Depending on the cursor location, it rewrites all 'individual choice weapon' entries -in the selected squad or position to use a specific weapon type matching the assigned -unit's top skill. If the cursor is in the rightmost list over a weapon entry, it rewrites -only that entry, and does it even if it is not 'individual choice'.

-

Rationale: individual choice seems to be unreliable when there is a weapon shortage, -and may lead to inappropriate weapons being selected.

-
-
-

gui/clone-uniform

-

Bind to a key (the example config uses Ctrl-C), and activate in the Uniforms -page of the military screen with the cursor in the leftmost list.

-

When invoked, the script duplicates the currently selected uniform template, -and selects the newly created copy.

-
-
-

gui/companion-order

-

A script to issue orders for companions. Select companions with lower case chars, issue orders with upper -case. Must be in look or talk mode to issue command on tile.

-images/companion-order.png -
    -
  • move - orders selected companions to move to location. If companions are following they will move no more than 3 tiles from you.
  • -
  • equip - try to equip items on the ground.
  • -
  • pick-up - try to take items into hand (also wield)
  • -
  • unequip - remove and drop equipment
  • -
  • unwield - drop held items
  • -
  • wait - temporarily remove from party
  • -
  • follow - rejoin the party after "wait"
  • -
  • leave - remove from party (can be rejoined by talking)
  • -
-
-
-

gui/gm-editor

-

There are three ways to open this editor:

-
    -
  • using gui/gm-editor command/keybinding - opens editor on what is selected -or viewed (e.g. unit/item description screen)
  • -
  • using gui/gm-editor <lua command> - executes lua command and opens editor on -its results (e.g. gui/gm-editor "df.global.world.items.all" shows all items)
  • -
  • using gui/gm-editor dialog - shows an in game dialog to input lua command. Works -the same as version above.
  • -
-images/gm-editor.png -

This editor allows to change and modify almost anything in df. Press '?' for an -in-game help.

-
-
-

Hotkeys

-

Opens an in-game screen showing DFHack keybindings that are valid in the current mode.

-images/hotkeys.png -

Type hotkeys into the DFHack console to open the screen, or bind the command to a -globally active hotkey in dfhack.init, e.g.:

-
-keybinding add Ctrl-F1 hotkeys
-
-
-
-

Hotkeys

-

Opens an in-game screen showing DFHack keybindings that are valid in the current mode.

-images/hotkeys.png -

Type hotkeys into the DFHack console to open the screen, or bind the command to a -globally active hotkey in dfhack.init, e.g.:

-
-keybinding add Ctrl-F1 hotkeys
-
-
-

Stockpile Automation

-
-
Enable the autodump plugin in your dfhack.init with
-
enable autodump
-
-

When querying a stockpile an option will appear to toggle autodump for this stockpile. -Any items placed in this stockpile will be designated to be dumped.

-
-
-

Stockpile Automation

-
-
Enable the automelt plugin in your dfhack.init with
-
enable automelt
-
-

When querying a stockpile an option will appear to toggle automelt for this stockpile. -Any items placed in this stockpile will be designated to be melted.

-
-
-

gui/liquids

-

To use, bind to a key (the example config uses Alt-L) and activate in the 'k' mode.

-images/liquids.png -

This script is a gui front-end to the liquids plugin and works similar to it, -allowing you to add or remove water & magma, and create obsidian walls & floors. -Note that there is no undo support, and that bugs in this plugin have been -known to create pathfinding problems and heat traps.

-

The b key changes how the affected area is selected. The default Rectangle -mode works by selecting two corners like any ordinary designation. The p -key chooses between adding water, magma, obsidian walls & floors, or just -tweaking flags.

-

When painting liquids, it is possible to select the desired level with +-, -and choose between setting it exactly, only increasing or only decreasing -with s.

-

In addition, f allows disabling or enabling the flowing water computations -for an area, and r operates on the "permanent flow" property that makes -rivers power water wheels even when full and technically not flowing.

-

After setting up the desired operations using the described keys, use Enter to apply them.

-
-
-

gui/mechanisms

-

To use, bind to a key (the example config uses Ctrl-M) and activate in the 'q' mode.

-images/mechanisms.png -

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.

-
-
-

gui/mod-manager

-

A way to simply install and remove small mods. It looks for specially formatted mods in -df subfolder 'mods'. Mods are not included, for example mods see: github mini mod repository

-images/mod-manager.png -
-
-

gui/rename

-

Backed by the rename plugin, this 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.

    -images/rename-bld.png -

    The selected building must be one of stockpile, workshop, furnace, trap, or siege engine. -It is also possible to rename zones from the 'i' menu.

    -
  • -
  • gui/rename [unit] with a unit selected changes the nickname.

    -

    Unlike the built-in interface, this works even on enemies and animals.

    -
  • -
  • gui/rename unit-profession changes the selected unit's custom profession name.

    -images/rename-prof.png -

    Likewise, this can be applied to any unit, and when used on animals it overrides -their species string.

    -
  • -
-

The building or unit options are automatically assumed when in relevant ui state.

-

The example config binds building/unit rename to Ctrl-Shift-N, and -unit profession change to Ctrl-Shift-T.

-
-
-

gui/room-list

-

To use, bind to a key (the example config uses Alt-R) and activate in the 'q' mode, -either immediately or after opening the assign owner page.

-images/room-list.png -

The script lists other rooms owned by the same owner, or by the unit selected in the assign -list, and allows unassigning them.

-
-
-

gui/guide-path

-

Bind to a key (the example config uses Alt-P), and activate in the Hauling menu with -the cursor over a Guide order.

-images/guide-path.png -

The script displays the cached path that will be used by the order; the game -computes it when the order is executed for the first time.

-
-
-

gui/workflow

-

Bind to a key (the example config uses Alt-W), and activate with a job selected -in a workshop in the 'q' mode.

-images/workflow.png -

This script provides a simple interface to constraints managed by the workflow -plugin. When active, it displays a list of all constraints applicable to the -current job, and their current status.

-

A constraint specifies a certain range to be compared against either individual -item or whole stack count, an item type and optionally a material. When the -current count is below the lower bound of the range, the job is resumed; if it -is above or equal to the top bound, it will be suspended. Within the range, the -specific constraint has no effect on the job; others may still affect it.

-

Pressing 'I' switches the current constraint between counting stacks or items. -Pressing 'R' lets you input the range directly; 'e', 'r', 'd', 'f' adjust the -bounds by 5, 10, or 20 depending on the direction and the 'I' setting (counting -items and expanding the range each gives a 2x bonus).

-

Pressing 'A' produces a list of possible outputs of this job as guessed by -workflow, and lets you create a new constraint by choosing one as template. If you -don't see the choice you want in the list, it likely means you have to adjust -the job material first using job item-material or gui/workshop-job, -as described in workflow documentation above. In this manner, this feature -can be used for troubleshooting jobs that don't match the right constraints.

-images/workflow-new1.png -

If you select one of the outputs with Enter, the matching constraint is simply -added to the list. If you use Shift-Enter, the interface proceeds to the -next dialog, which allows you to edit the suggested constraint parameters to -suit your need, and set the item count range.

-images/workflow-new2.png -

Pressing 'S' (or, with the example config, Alt-W in the 'z' stocks screen) -opens the overall status screen, which was copied from the C++ implementation -by falconne for better integration with the rest of the lua script:

-images/workflow-status.png -

This screen shows all currently existing workflow constraints, and allows -monitoring and/or changing them from one screen. The constraint list can -be filtered by typing text in the field below.

-

The color of the stock level number indicates how "healthy" the stock level -is, based on current count and trend. Bright green is very good, green is good, -red is bad, bright red is very bad.

-

The limit number is also color-coded. Red means that there are currently no -workshops producing that item (i.e. no jobs). If it's yellow, that means the -production has been delayed, possibly due to lack of input materials.

-

The chart on the right is a plot of the last 14 days (28 half day plots) worth -of stock history for the selected item, with the rightmost point representing -the current stock value. The bright green dashed line is the target -limit (maximum) and the dark green line is that minus the gap (minimum).

-
-
-

gui/workshop-job

-

Bind to a key (the example config uses Alt-A), and activate with a job selected in -a workshop in the 'q' mode.

-images/workshop-job.png -

The script shows a list of the input reagents of the selected job, and allows changing -them like the job item-type and job item-material commands.

-

Specifically, pressing the 'i' key pops up a dialog that lets you select an item -type from a list.

-images/workshop-job-item.png -

Pressing 'm', unless the item type does not allow a material, -lets you choose a material.

-images/workshop-job-material.png -

Since there are a lot more materials than item types, this dialog is more complex -and uses a hierarchy of sub-menus. List choices that open a sub-menu are marked -with an arrow on the left.

-
-

Warning

-

Due to the way input reagent matching works in DF, you must select an item type -if you select a material, or the material will be matched incorrectly in some cases. -If you press 'm' without choosing an item type, the script will auto-choose it -if there is only one valid choice, or pop up an error message box instead of the -material selection dialog.

-
-

Note that both materials and item types presented in the dialogs are filtered -by the job input flags, and even the selected item type for material selection, -or material for item type selection. Many jobs would let you select only one -input item type.

-

For example, if you choose a plant input item type for your prepare meal job, -it will only let you select cookable materials.

-

If you choose a barrel item instead (meaning things stored in barrels, like -drink or milk), it will let you select any material, since in this case the -material is matched against the barrel itself. Then, if you select, say, iron, -and then try to change the input item type, now it won't let you select plant; -you have to unset the material first.

-
-
-
-

Behavior Mods

-

These plugins, when activated via configuration UI or by detecting certain -structures in RAWs, modify the game engine behavior concerning the target -objects to add features not otherwise present.

-
-

DISCLAIMER

-

The plugins in this section have mostly been created for fun as an interesting -technical challenge, and do not represent any long-term plans to produce more -similar modifications of the game.

-
-
-

Siege Engine

-

The siege-engine plugin enables siege engines to be linked to stockpiles, and -aimed at an arbitrary rectangular area across Z levels, instead of the original -four directions. Also, catapults can be ordered to load arbitrary objects, not -just stones.

-
-

Rationale

-

Siege engines are a very interesting feature, but sadly almost useless in the current state -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.

-
-
-

Configuration UI

-

The configuration front-end to the plugin is implemented by the gui/siege-engine -script. Bind it to a key (the example config uses Alt-A) and activate after selecting -a siege engine in 'q' mode.

-images/siege-engine.png -

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 signify if it can be -hit by the selected engine: green for fully reachable, blue for out of range, red for blocked, -yellow for partially blocked.

-

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 (this doesn't actually change the original aiming -code, instead the projectile trajectory parameters are rewritten as soon as it appears).

-

After setting the target in this way for one engine, you can 'paste' the same area into others -just by pressing 'p' in the main page of this script. The area to paste is kept until you quit -DF, or select another area manually.

-

Pressing 't' switches to a mode for selecting a stockpile to take ammo from.

-

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.

-
-
-
-

Power Meter

-

The power-meter plugin implements a modified pressure plate that detects power being -supplied to gear boxes built in the four adjacent N/S/W/E tiles.

-

The configuration front-end is implemented by the gui/power-meter script. Bind it to a -key (the example config uses Ctrl-Shift-M) and activate after selecting Pressure Plate -in the build menu.

-images/power-meter.png -

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.

-
-
-

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 hooked, 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 hooked. 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 than both of the engines.

-
-
-
-

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. This means -that you cannot just raise 7 units of magma with a piston and -have infinite power. However, liquid consumption should be slow -enough that water can be supplied by a pond zone bucket chain.

-
-

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. The produced -contaminants are immune to being washed away by water or destroyed by -the clean items command.

-

The plugin is 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, tweak fix-dimensions -and tweak advmode-contained.

-
-
-
- - +TODO: rerun fixTexts.sh. diff --git a/Readme.rst b/Readme.rst index 609a98dcd..624ceacb8 100644 --- a/Readme.rst +++ b/Readme.rst @@ -1477,6 +1477,23 @@ Options: :maps: Exports all seventeen detailed maps :all: Equivalent to calling all of the above, in that order +blueprint +--------- +Exports a portion of your fortress into QuickFort style blueprint files.:: + + blueprint [dig] [build] [place] [query] + +Options: + +:x,y,z: Size of map area to export +:name: Name of export files +:dig: Export dig commands to "-dig.csv" +:build: Export build commands to "-build.csv" +:place: Export stockpile commands to "-place.csv" +:query: Export query commands to "-query.csv" + +If only region and name are given, all exports are performed. + Job management ============== @@ -2291,10 +2308,6 @@ dfstatus ======== Show a quick overview of critical stock quantities, including food, dirnks, wood, and various bars. -embark -====== -Allows to embark anywhere. Currently windows only. - exterminate =========== Kills any unit of a given race. @@ -2394,6 +2407,10 @@ is "hfs-pit 1 0 0", ie single-tile wide with no walls or stairs. First example is a four-across pit with stairs but no walls; second is a two-across pit with stairs but no walls. +hotkey-notes +============ +Lists the key, name, and jump position of your hotkeys. + lever ===== Allow manipulation of in-game levers from the dfhack console. diff --git a/library/Core.cpp b/library/Core.cpp index 19e2c4345..452c294e3 100644 --- a/library/Core.cpp +++ b/library/Core.cpp @@ -714,7 +714,7 @@ command_result Core::runCommand(color_ostream &con, const std::string &first, ve std::string keystr = parts[1]; if (parts[0] == "set") ClearKeyBindings(keystr); - for (int i = parts.size()-1; i >= 2; i--) + for (int i = parts.size()-1; i >= 2; i--) { if (!AddKeyBinding(keystr, parts[i])) { con.printerr("Invalid key spec: %s\n", keystr.c_str()); @@ -910,7 +910,7 @@ void fIOthread(void * iodata) main_history.add(command); main_history.save("dfhack.history"); } - + auto rv = core->runCommand(con, command); if (rv == CR_NOT_IMPLEMENTED) @@ -1091,6 +1091,7 @@ bool Core::Init() screen_window = new Windows::top_level_window(); screen_window->addChild(new Windows::dfhack_dummy(5,10)); started = true; + modstate = 0; cerr << "Starting the TCP listener.\n"; server = new ServerMain(); @@ -1579,7 +1580,7 @@ int UnicodeAwareSym(const SDL::KeyboardEvent& ke) //MEMO: return false if event is consumed int Core::DFH_SDL_Event(SDL::Event* ev) { - static bool alt = 0; + //static bool alt = 0; // do NOT process events before we are ready. if(!started) return true; @@ -1589,31 +1590,27 @@ int Core::DFH_SDL_Event(SDL::Event* ev) { auto ke = (SDL::KeyboardEvent *)ev; - if (ke->ksym.sym == SDL::K_LALT || ke->ksym.sym == SDL::K_RALT) - { - alt = (ev->type == SDL::ET_KEYDOWN); - } - else - if(ke->state == SDL::BTN_PRESSED && !hotkey_states[ke->ksym.sym]) + if (ke->ksym.sym == SDL::K_LSHIFT || ke->ksym.sym == SDL::K_RSHIFT) + modstate = (ev->type == SDL::ET_KEYDOWN) ? modstate | MOD_SHIFT : modstate & ~MOD_SHIFT; + else if (ke->ksym.sym == SDL::K_LCTRL || ke->ksym.sym == SDL::K_RCTRL) + modstate = (ev->type == SDL::ET_KEYDOWN) ? modstate | MOD_CTRL : modstate & ~MOD_CTRL; + else if (ke->ksym.sym == SDL::K_LALT || ke->ksym.sym == SDL::K_RALT) + modstate = (ev->type == SDL::ET_KEYDOWN) ? modstate | MOD_ALT : modstate & ~MOD_ALT; + else if(ke->state == SDL::BTN_PRESSED && !hotkey_states[ke->ksym.sym]) { hotkey_states[ke->ksym.sym] = true; - int mod = 0; - if (ke->ksym.mod & SDL::KMOD_SHIFT) mod |= 1; - if (ke->ksym.mod & SDL::KMOD_CTRL) mod |= 2; - if (alt) mod |= 4; - // Use unicode so Windows gives the correct value for the // user's Input Language if((ke->ksym.unicode & 0xff80) == 0) { int key = UnicodeAwareSym(*ke); - SelectHotkey(key, mod); + SelectHotkey(key, modstate); } else { // Pretend non-ascii characters don't happen: - SelectHotkey(ke->ksym.sym, mod); + SelectHotkey(ke->ksym.sym, modstate); } } else if(ke->state == SDL::BTN_RELEASED) @@ -1710,7 +1707,7 @@ static bool parseKeySpec(std::string keyspec, int *psym, int *pmod, std::string } else if (keyspec.size() > 4 && keyspec.substr(0, 4) == "Alt-") { *pmod |= 4; keyspec = keyspec.substr(4); - } else + } else break; } diff --git a/library/LuaApi.cpp b/library/LuaApi.cpp index f2693363a..f9b19b102 100644 --- a/library/LuaApi.cpp +++ b/library/LuaApi.cpp @@ -2008,10 +2008,12 @@ static void *checkaddr(lua_State *L, int idx, bool allow_null = false) static uint32_t getImageBase() { return Core::getInstance().p->getBase(); } static int getRebaseDelta() { return Core::getInstance().vinfo->getRebaseDelta(); } +static int8_t getModstate() { return Core::getInstance().getModstate(); } static const LuaWrapper::FunctionReg dfhack_internal_module[] = { WRAP(getImageBase), WRAP(getRebaseDelta), + WRAP(getModstate), { NULL, NULL } }; @@ -2351,6 +2353,22 @@ static int internal_runCommand(lua_State *L) return 1; } +static int internal_getModifiers(lua_State *L) +{ + int8_t modstate = Core::getInstance().getModstate(); + lua_newtable(L); + lua_pushstring(L, "shift"); + lua_pushboolean(L, modstate & MOD_SHIFT); + lua_settable(L, -3); + lua_pushstring(L, "ctrl"); + lua_pushboolean(L, modstate & MOD_CTRL); + lua_settable(L, -3); + lua_pushstring(L, "alt"); + lua_pushboolean(L, modstate & MOD_ALT); + lua_settable(L, -3); + return 1; +} + static const luaL_Reg dfhack_internal_funcs[] = { { "getAddress", internal_getAddress }, { "setAddress", internal_setAddress }, @@ -2365,6 +2383,7 @@ static const luaL_Reg dfhack_internal_funcs[] = { { "diffscan", internal_diffscan }, { "getDir", internal_getDir }, { "runCommand", internal_runCommand }, + { "getModifiers", internal_getModifiers }, { NULL, NULL } }; diff --git a/library/include/Core.h b/library/include/Core.h index b3db50c74..f3166496a 100644 --- a/library/include/Core.h +++ b/library/include/Core.h @@ -36,6 +36,10 @@ distribution. #include "RemoteClient.h" +#define MOD_SHIFT 1 +#define MOD_CTRL 2 +#define MOD_ALT 4 + struct WINDOW; namespace tthread @@ -142,6 +146,7 @@ namespace DFHack bool ClearKeyBindings(std::string keyspec); bool AddKeyBinding(std::string keyspec, std::string cmdline); std::vector ListKeyBindings(std::string keyspec); + int8_t getModstate() { return modstate; } std::string getHackPath(); @@ -216,6 +221,7 @@ namespace DFHack std::string cmdline; std::string focus; }; + int8_t modstate; std::map > key_bindings; std::map hotkey_states; diff --git a/library/modules/EventManager.cpp b/library/modules/EventManager.cpp index 9e356269a..46178d818 100644 --- a/library/modules/EventManager.cpp +++ b/library/modules/EventManager.cpp @@ -763,8 +763,6 @@ static void manageEquipmentEvent(color_ostream& out) { handle.eventHandler(out, (void*)&data); } } - if ( !hadEquipment ) - delete temp; //check for dropped items for ( auto b = v.begin(); b != v.end(); b++ ) { InventoryItem i = *b; @@ -777,6 +775,8 @@ static void manageEquipmentEvent(color_ostream& out) { handle.eventHandler(out, (void*)&data); } } + if ( !hadEquipment ) + delete temp; //update equipment vector& equipment = equipmentLog[unit->id]; diff --git a/needs_porting/_notes.txt b/needs_porting/_notes.txt deleted file mode 100644 index cdd364d12..000000000 --- a/needs_porting/_notes.txt +++ /dev/null @@ -1,9 +0,0 @@ -TODO: - copypaste.cpp - high value target - a proof of concept plugin to allow copy-pasting in DF; does both terrain and buildings/constructions - creaturemanager.cpp - modify skills and labors of creatures, kill creatures, etc; impressive but I suspect most functions implemented elsewhere - -In progress: - hotkey-notes.lua - prints list of hotkeys with name and jump position diff --git a/needs_porting/copypaste.cpp b/needs_porting/copypaste.cpp deleted file mode 100644 index 4f584241e..000000000 --- a/needs_porting/copypaste.cpp +++ /dev/null @@ -1,479 +0,0 @@ -// Console version of DF copy paste, proof of concept -// By belal - -#include -#include -#include -#include -#include -#include -#include -#include - -#define DFHACK_WANT_MISCUTILS -#define DFHACK_WANT_TILETYPES -#include -#include "modules/WindowIO.h" - -using namespace DFHack; -//bool waitTillCursorState(DFHack::Context *DF, bool On); -//bool waitTillCursorPositionState(DFHack::Context *DF, int32_t x,int32_t y, int32_t z); - -//change this if you are having problems getting correct results, lower if you would like to go faster -//const int WAIT_AMT = 25; - -void sort(uint32_t &a,uint32_t &b) -{ - if(a > b){ - uint32_t c = b; - b = a; - a = c; - } -} -void sort(int32_t &a,int32_t &b) -{ - if(a > b){ - int16_t c = b; - b = a; - a = c; - } -} -void printVecOfVec(ostream &out, vector > >vec,char sep) -{ - for(size_t k=0;k buildCommands; - buildCommands["building_stockpilest"]=""; - buildCommands["building_zonest"]=""; - buildCommands["building_construction_blueprintst"]=""; - buildCommands["building_wagonst"]=""; - buildCommands["building_armor_standst"]="a"; - buildCommands["building_bedst"]="b"; - buildCommands["building_seatst"]="c"; - buildCommands["building_burial_receptaclest"]="n"; - buildCommands["building_doorst"]="d"; - buildCommands["building_floodgatest"]="x"; - buildCommands["building_floor_hatchst"]="H"; - buildCommands["building_wall_gratest"]="W"; - buildCommands["building_floor_gratest"]="G"; - buildCommands["building_vertical_barsst"]="B"; - buildCommands["building_floor_barsst"]="alt-b"; - buildCommands["building_cabinetst"]="f"; - buildCommands["building_containerst"]="h"; - buildCommands["building_shopst"]=""; - buildCommands["building_workshopst"]=""; - buildCommands["building_alchemists_laboratoryst"]="wa"; - buildCommands["building_carpenters_workshopst"]="wc"; - buildCommands["building_farmers_workshopst"]="ww"; - buildCommands["building_masons_workshopst"]="wm"; - buildCommands["building_craftdwarfs_workshopst"]="wr"; - buildCommands["building_jewelers_workshopst"]="wj"; - buildCommands["building_metalsmiths_workshopst"]="wf"; - buildCommands["building_magma_forgest"]=""; - buildCommands["building_bowyers_workshopst"]="wb"; - buildCommands["building_mechanics_workshopst"]="wt"; - buildCommands["building_siege_workshopst"]="ws"; - buildCommands["building_butchers_shopst"]="wU"; - buildCommands["building_leather_worksst"]="we"; - buildCommands["building_tanners_shopst"]="wn"; - buildCommands["building_clothiers_shopst"]="wk"; - buildCommands["building_fisheryst"]="wh"; - buildCommands["building_stillst"]="wl"; - buildCommands["building_loomst"]="wo"; - buildCommands["building_quernst"]="wq"; - buildCommands["building_kennelsst"]="k"; - buildCommands["building_kitchenst"]="wz"; - buildCommands["building_asheryst"]="wy"; - buildCommands["building_dyers_shopst"]="wd"; - buildCommands["building_millstonest"]="wM"; - buildCommands["building_farm_plotst"]="p"; - buildCommands["building_weapon_rackst"]="r"; - buildCommands["building_statuest"]="s"; - buildCommands["building_tablest"]="t"; - buildCommands["building_paved_roadst"]="o"; - buildCommands["building_bridgest"]="g"; - buildCommands["building_wellst"]="l"; - buildCommands["building_siege enginest"]="i"; - buildCommands["building_catapultst"]="ic"; - buildCommands["building_ballistast"]="ib"; - buildCommands["building_furnacest"]=""; - buildCommands["building_wood_furnacest"]="ew"; - buildCommands["building_smelterst"]="es"; - buildCommands["building_glass_furnacest"]="ek"; - buildCommands["building_kilnst"]="ek"; - buildCommands["building_magma_smelterst"]="es"; - buildCommands["building_magma_glass_furnacest"]="ek"; - buildCommands["building_magma_kilnst"]="ek"; - buildCommands["building_glass_windowst"]="y"; - buildCommands["building_gem_windowst"]="Y"; - buildCommands["building_tradedepotst"]="D"; - buildCommands["building_mechanismst"]=""; - buildCommands["building_leverst"]="Tl"; - buildCommands["building_pressure_platest"]="Tp"; - buildCommands["building_cage_trapst"]="Tc"; - buildCommands["building_stonefall_trapst"]="Ts"; - buildCommands["building_weapon_trapst"]="Tw"; - buildCommands["building_spikest"]=""; - buildCommands["building_animal_trapst"]="m"; - buildCommands["building_screw_pumpst"]="Ms"; - buildCommands["building_water_wheelst"]="Mw"; - buildCommands["building_windmillst"]="Mm"; - buildCommands["building_gear_assemblyst"]="Mg"; - buildCommands["building_horizontal_axlest"]="Mh"; - buildCommands["building_vertical_axlest"]="Mv"; - buildCommands["building_supportst"]="S"; - buildCommands["building_cagest"]="j"; - buildCommands["building_archery_targetst"]="A"; - buildCommands["building_restraintst"]="v"; - - DFHack::ContextManager DFMgr("Memory.xml"); - DFHack::Context *DF = DFMgr.getSingleContext(); - - try - { - DF->Attach(); - } - catch (std::exception& e) - { - std::cerr << e.what() << std::endl; - #ifndef LINUX_BUILD - cin.ignore(); - #endif - return 1; - } - - DFHack::Gui *Gui = DF->getGui(); - DFHack::VersionInfo* mem = DF->getMemoryInfo(); - DFHack::Process * p = DF->getProcess(); - OffsetGroup * OG_Maps = mem->getGroup("Maps"); - OffsetGroup * OG_MapBlock = OG_Maps->getGroup("block"); - OffsetGroup * OG_LocalFt = OG_Maps->getGroup("features")->getGroup("local"); - uint32_t designations = OG_MapBlock->getOffset("designation"); - uint32_t block_feature1 = OG_MapBlock->getOffset("feature_local"); - uint32_t block_feature2 = OG_MapBlock->getOffset("feature_global"); - uint32_t region_x_offset = OG_Maps->getAddress("region_x"); - uint32_t region_y_offset = OG_Maps->getAddress("region_y"); - uint32_t region_z_offset = OG_Maps->getAddress("region_z"); - uint32_t feature1_start_ptr = OG_LocalFt->getAddress("start_ptr"); - int32_t regionX, regionY, regionZ; - - // read position of the region inside DF world - p->readDWord (region_x_offset, (uint32_t &)regionX); - p->readDWord (region_y_offset, (uint32_t &)regionY); - p->readDWord (region_z_offset, (uint32_t &)regionZ); - while(1){ - int32_t cx1,cy1,cz1; - cx1 = -30000; - while(cx1 == -30000) - { - DF->ForceResume(); - cout << "Set cursor at first position, then press any key"; - cin.ignore(); - DF->Suspend(); - Gui->getCursorCoords(cx1,cy1,cz1); - } - - uint32_t tx1,ty1,tz1; - tx1 = cx1/16; - ty1 = cy1/16; - tz1 = cz1; - - int32_t cx2,cy2,cz2; - cx2 = -30000; - while(cx2 == -30000) - { - DF->Resume(); - cout << "Set cursor at second position, then press any key"; - cin.ignore(); - DF->Suspend(); - Gui->getCursorCoords(cx2,cy2,cz2); - } - uint32_t tx2,ty2,tz2; - tx2 = cx2/16; - ty2 = cy2/16; - tz2 = cz2; - sort(tx1,tx2); - sort(ty1,ty2); - sort(tz1,tz2); - sort(cx1,cx2); - sort(cy1,cy2); - sort(cz1,cz2); - - vector > >dig(cz2-cz1+1,vector >(cy2-cy1+1,vector(cx2-cx1+1))); - vector > >build(cz2-cz1+1,vector >(cy2-cy1+1,vector(cx2-cx1+1))); - mapblock40d block; - DFHack::Maps *Maps = DF->getMaps(); - Maps->Start(); - for(uint32_t y = ty1;y<=ty2;y++) - { - for(uint32_t x = tx1;x<=tx2;x++) - { - for(uint32_t z = tz1;z<=tz2;z++) - { - if(Maps->isValidBlock(x,y,z)) - { - if(Maps->ReadBlock40d(x,y,z,&block)) - { - int ystart,yend,xstart,xend; - ystart=xstart=0; - yend=xend=15; - if(y == ty2) - { - yend = cy2 % 16; - } - if(y == ty1) - { - ystart = cy1 % 16; - } - if(x == tx2) - { - xend = cx2 % 16; - } - if(x == tx1) - { - xstart = cx1 % 16; - } - int zidx = z-tz1; - for(int yy = ystart; yy <= yend;yy++) - { - int yidx = yy+(16*(y-ty1)-(cy1%16)); - for(int xx = xstart; xx <= xend;xx++) - { - int xidx = xx+(16*(x-tx1)-(cx1%16)); - int16_t tt = block.tiletypes[xx][yy]; - DFHack::TileShape ts = DFHack::tileShape(tt); - if(DFHack::isOpenTerrain(tt) || DFHack::isFloorTerrain(tt)) - { - dig[zidx][yidx][xidx] = "d"; - } - else if(DFHack::STAIR_DOWN == ts) - { - dig [zidx][yidx][xidx] = "j"; - build [zidx][yidx][xidx] = "Cd"; - } - else if(DFHack::STAIR_UP == ts) - { - dig [zidx][yidx][xidx] = "u"; - build [zidx][yidx][xidx] = "Cu"; - } - else if(DFHack::STAIR_UPDOWN == ts) - { - dig [zidx][yidx][xidx] = "i"; - build [zidx][yidx][xidx] = "Cx"; - } - else if(DFHack::isRampTerrain(tt)) - { - dig [zidx][yidx][xidx] = "r"; - build [zidx][yidx][xidx] = "Cr"; - } - else if(DFHack::isWallTerrain(tt)) - { - build [zidx][yidx][xidx] = "Cw"; - } - } - yidx++; - } - } - } - } - } - } - DFHack::Buildings * Bld = DF->getBuildings(); - std::map custom_workshop_types; - uint32_t numBuildings; - if(Bld->Start(numBuildings)) - { - Bld->ReadCustomWorkshopTypes(custom_workshop_types); - for(uint32_t i = 0; i < numBuildings; i++) - { - DFHack::t_building temp; - Bld->Read(i, temp); - if(temp.type != 0xFFFFFFFF) // check if type isn't invalid - { - std::string typestr; - mem->resolveClassIDToClassname(temp.type, typestr); - if(temp.z == cz1 && cx1 <= temp.x1 && cx2 >= temp.x2 && cy1 <= temp.y1 && cy2 >= temp.y2) - { - string currStr = build[temp.z-cz1][temp.y1-cy1][temp.x1-cx1]; - stringstream stream; - string newStr = buildCommands[typestr]; - if(temp.x1 != temp.x2) - { - stream << "(" << temp.x2-temp.x1+1 << "x" << temp.y2-temp.y1+1 << ")"; - newStr += stream.str(); - } - build[temp.z-cz1][temp.y1-cy1][temp.x1-cx1] = newStr + currStr; - } - } - } - } -// for testing purposes - //ofstream outfile("test.txt"); -// printVecOfVec(outfile, dig,'\t'); -// outfile << endl; -// printVecOfVec(outfile, build,'\t'); -// outfile << endl; -// outfile.close(); - - int32_t cx3,cy3,cz3,cx4,cy4,cz4; - uint32_t tx3,ty3,tz3,tx4,ty4,tz4; - char result; - while(1){ - cx3 = -30000; - while(cx3 == -30000){ - DF->Resume(); - cout << "Set cursor at new position, then press any key:"; - result = cin.get(); - DF->Suspend(); - Gui->getCursorCoords(cx3,cy3,cz3); - } - if(result == 'q'){ - break; - } - cx4 = cx3+cx2-cx1; - cy4 = cy3+cy2-cy1; - cz4 = cz3+cz2-cz1; - tx3=cx3/16; - ty3=cy3/16; - tz3=cz3; - tx4=cx4/16; - ty4=cy4/16; - tz4=cz4; - DFHack::WindowIO * Win = DF->getWindowIO(); - designations40d designationBlock; - for(uint32_t y = ty3;y<=ty4;y++) - { - for(uint32_t x = tx3;x<=tx4;x++) - { - for(uint32_t z = tz3;z<=tz4;z++) - { - Maps->Start(); - Maps->ReadBlock40d(x,y,z,&block); - Maps->ReadDesignations(x,y,z,&designationBlock); - int ystart,yend,xstart,xend; - ystart=xstart=0; - yend=xend=15; - if(y == ty4){ - yend = cy4 % 16; - } - if(y == ty3){ - ystart = cy3 % 16; - } - if(x == tx4){ - xend = cx4 % 16; - } - if(x == tx3){ - xstart = cx3 % 16; - } - int zidx = z-tz3; - for(int yy = ystart; yy <= yend;yy++){ - int yidx = yy+(16*(y-ty3)-(cy3%16)); - for(int xx = xstart; xx <= xend;xx++){ - int xidx = xx+(16*(x-tx3)-(cx3%16)); - if(dig[zidx][yidx][xidx] != ""){ - char test = dig[zidx][yidx][xidx].c_str()[0]; - switch (test){ - case 'd': - designationBlock[xx][yy].bits.dig = DFHack::designation_default; - break; - case 'i': - designationBlock[xx][yy].bits.dig = DFHack::designation_ud_stair; - break; - case 'u': - designationBlock[xx][yy].bits.dig = DFHack::designation_u_stair; - break; - case 'j': - designationBlock[xx][yy].bits.dig = DFHack::designation_d_stair; - break; - case 'r': - designationBlock[xx][yy].bits.dig = DFHack::designation_ramp; - break; - } - - } - } - yidx++; - } - Maps->Start(); - Maps->WriteDesignations(x,y,z,&designationBlock); - } - } - } - } - } - DF->Detach(); - #ifndef LINUX_BUILD - std::cout << "Done. Press any key to continue" << std::endl; - cin.ignore(); - #endif - return 0; -} -/* -bool waitTillCursorState(DFHack::Context *DF, bool On) -{ - DFHack::WindowIO * w = DF->getWindowIO(); - DFHack::Position * p = DF->getPosition(); - int32_t x,y,z; - int tryCount = 0; - DF->Suspend(); - bool cursorResult = p->getCursorCoords(x,y,z); - while(tryCount < 50 && On && !cursorResult || !On && cursorResult) - { - DF->Resume(); - w->TypeSpecial(DFHack::WAIT,1,WAIT_AMT); - tryCount++; - DF->Suspend(); - cursorResult = p->getCursorCoords(x,y,z); - } - if(tryCount >= 50) - { - cerr << "Something went wrong, cursor at x: " << x << " y: " << y << " z: " << z << endl; - return false; - } - DF->Resume(); - return true; -} -bool waitTillCursorPositionState(DFHack::Context *DF, int32_t x,int32_t y, int32_t z) -{ - DFHack::WindowIO * w = DF->getWindowIO(); - DFHack::Position * p = DF->getPosition(); - int32_t x2,y2,z2; - int tryCount = 0; - DF->Suspend(); - bool cursorResult = p->getCursorCoords(x2,y2,z2); - while(tryCount < 50 && (x != x2 || y != y2 || z != z2)) - { - DF->Resume(); - w->TypeSpecial(DFHack::WAIT,1,WAIT_AMT); - tryCount++; - DF->Suspend(); - cursorResult = p->getCursorCoords(x2,y2,z2); - } - if(tryCount >= 50) - { - cerr << "Something went wrong, cursor at x: " << x2 << " y: " << y2 << " z: " << z2 << endl; - return false; - } - DF->Resume(); - return true; -}*/ \ No newline at end of file diff --git a/needs_porting/creaturemanager.cpp b/needs_porting/creaturemanager.cpp deleted file mode 100644 index 0d65e9f6e..000000000 --- a/needs_porting/creaturemanager.cpp +++ /dev/null @@ -1,1428 +0,0 @@ -/********************************************* - * Purpose: - * - * - Display creatures - * - Modify skills and labors of creatures - * - Kill creatures - * - Etc. - * - * Version: 0.1.1 - * Date: 2011-04-07 - * Author: raoulxq (based on creaturedump.cpp from peterix) - - * Todo: - * - Option to add/remove single skills - * - Ghosts/Merchants/etc. should be tagged as not own creatures - * - Filter by nickname with -n - * - Filter by first name with -fn - * - Filter by last name with -ln - * - Add pattern matching (or at least matching) to -n/-fn/-ln - * - Set nickname with --setnick (only if -i is given) - * - Show skills/labors only when -ss/-sl/-v is given or a skill/labor is changed - * - Make -1 the default for everything but -i - * - Imply -i if first argument is a number - * - Search for nick/profession if first argument is a string without - (i.e. no switch) - * - Switch --showhappy (show dwarf's experiences which make her un-/happy) - * - Switch --makefriendly - * - Switch --listskills, showing first 3 important skills - - * Done: - * - More space for "Current Job" - * - Attempted to revive creature(s) with --revive, but it doesn't work (flag is there but invisible) - * - Switch -rcs, remove civil skills - * - Switch -rms, remove military skills (who would want that?) - * - Allow comma separated list of IDs for -i - * - '-c all' shows all creatures - * - Rename from skillmodify.cpp to creature.cpp - * - Kill creature(s) with --kill - * - Hide skills with level 0 and 0 experience points - * - Add --showallflags flag to display all flags (default: display a few important ones) - * - Add --showdead flag to also display dead creatures - * - Display more creature flags - * - Show creature type (again) - * - Add switch -1/--summary to only display one line for every creature. Good for an overview. - * - Display current job (has been there all the time, but not shown in Windows due to missing memory offsets) - * - Remove magic numbers - * - Show social skills only when -ss is given - * - Hide hauler labors when +sh is given - * - Add -v for verbose - * - Override forbidden mass-designation with -f - * - Option to add/remove single labors - * - Switches -ras and rl should only be possible with -nn or -i - * - Switch -rh removes hauler jobs - * - Dead creatures should not be displayed - * - Childs should not get labors assigned to - * - Babies should not get labors assigned to - * - Switch -al adds labor number n - * - Switch -rl removes labor number n - * - Switch -ral removes all labors - * - Switch -ll lists all available labors - ********************************************* -*/ - -#include -#include -#include -#include -#include -#include -using namespace std; - -#define DFHACK_WANT_MISCUTILS -#include -#include - -/* Note about magic numbers: - * If you have an idea how to better solve this, tell me. Currently I'd be - * either dependent on Toady One's implementation (#defining numbers) or - * Memory.xml (#defining text). I voted for Toady One's numbers to be more - * stable, but could be wrong. - * - * Ideally there would be a flag "is_military" or "is_social" in Memory.xml. - */ - -/* Social skills */ -#define SKILL_PERSUASION 72 -#define SKILL_NEGOTIATION 73 -#define SKILL_JUDGING_INTENT 74 -#define SKILL_INTIMIDATION 79 -#define SKILL_CONVERSATION 80 -#define SKILL_COMEDY 81 -#define SKILL_FLATTERY 82 -#define SKILL_CONSOLING 83 -#define SKILL_PACIFICATION 84 - -/* Misc skills */ -#define SKILL_WEAPONSMITHING 27 -#define SKILL_ARMORSMITHING 28 -#define SKILL_RECORD_KEEPING 77 -#define SKILL_WAX_WORKING 115 - -/* Some military skills */ -#define SKILL_COORDINATION 95 -#define SKILL_BALANCE 96 -#define SKILL_LEADERSHIP 97 -#define SKILL_TEACHING 98 -#define SKILL_FIGHTING 99 -#define SKILL_ARCHERY 100 -#define SKILL_WRESTLING 101 -#define SKILL_BITING 102 -#define SKILL_STRIKING 103 -#define SKILL_KICKING 104 -#define SKILL_DODGING 105 - -#define LABOR_STONE_HAULING 1 -#define LABOR_WOOD_HAULING 2 -#define LABOR_BURIAL 3 -#define LABOR_FOOD_HAULING 4 -#define LABOR_REFUSE_HAULING 5 -#define LABOR_ITEM_HAULING 6 -#define LABOR_FURNITURE_HAULING 7 -#define LABOR_ANIMAL_HAULING 8 -#define LABOR_CLEANING 9 -#define LABOR_FEED_PATIENTS_PRISONERS 22 -#define LABOR_RECOVERING_WOUNDED 23 - -#define PROFESSION_CHILD 96 -#define PROFESSION_BABY 97 - -#define NOT_SET INT_MIN -#define MAX_MOOD 4 -#define NO_MOOD -1 - -bool quiet=true; -bool verbose = false; -bool showhauler = true; -bool showsocial = false; -bool showfirstlineonly = false; -bool showdead = false; -bool showallflags = false; - -int hauler_labors[] = { - LABOR_STONE_HAULING - ,LABOR_WOOD_HAULING - ,LABOR_BURIAL - ,LABOR_FOOD_HAULING - ,LABOR_REFUSE_HAULING - ,LABOR_ITEM_HAULING - ,LABOR_FURNITURE_HAULING - ,LABOR_ANIMAL_HAULING - ,LABOR_CLEANING - ,LABOR_FEED_PATIENTS_PRISONERS - ,LABOR_RECOVERING_WOUNDED -}; - -int social_skills[] = -{ - SKILL_PERSUASION - ,SKILL_NEGOTIATION - ,SKILL_JUDGING_INTENT - ,SKILL_INTIMIDATION - ,SKILL_CONVERSATION - ,SKILL_COMEDY - ,SKILL_FLATTERY - ,SKILL_CONSOLING - ,SKILL_PACIFICATION -}; - -int military_skills[] = -{ - SKILL_COORDINATION - ,SKILL_BALANCE - ,SKILL_LEADERSHIP - ,SKILL_TEACHING - ,SKILL_FIGHTING - ,SKILL_ARCHERY - ,SKILL_WRESTLING - ,SKILL_BITING - ,SKILL_STRIKING - ,SKILL_KICKING - ,SKILL_DODGING -}; - -void usage(int argc, const char * argv[]) -{ - cout - << "Usage:" << endl - << argv[0] << " [option 1] [option 2] [...]" << endl - << endl - << "Display options:" << endl - << "-q : Suppress \"Press any key to continue\" at program termination" << endl - << "-v : Increase verbosity" << endl - << endl - - << "Choosing which creatures to display and/or modify " - << "(note that all criteria" << endl << "must match, so adding " - << " more narrows things down):" << endl - << "-i id1[,id2,...]: Only show/modify creature with this id" << endl - << "-c creature : Show/modify this creature type instead of dwarves" << endl - << " ('all' to show all creatures)" << endl - << "-nn/--nonicks : Only show/modify creatures with no custom nickname (migrants)" << endl - << "--nicks : Only show/modify creatures with custom nickname" << endl - << "--showdead : Also show/modify dead creatures" << endl - << "--type : Show/modify all creatures of given type" << endl - << " : Can be used multiple times" << endl - << " types:" << endl - << " * dead: all dead creatures" << endl - << " * demon: all demons" << endl - << " * diplomat: all diplomats" << endl - << " * FB: all forgotten beasts" << endl - << " * female: all female creatures" << endl - << " * ghost: all ghosts" << endl - << " * male: all male creatures" << endl - << " * merchants: all merchants (including pack animals)" << endl - << " * neuter: all neuter creatuers" << endl - << " * pregnant: all pregnant creatures" << endl - << " * tame: all tame creatues" << endl - << " * wild: all wild creatures" << endl - - << endl - - << "What information to display:" << endl - << "-saf : Show all flags of a creature" << endl - << "--showallflags : Show all flags of a creature" << endl - << "-ll/--listlabors: List available labors" << endl - << "-ss : Show social skills" << endl - << "+sh : Hide hauler labors" << endl - << "-1/--summary : Only display one line per creature" << endl - - << endl - - << "Options to modify selected creatures:" << endl - << "-al : Add labor to creature" << endl - << "-rl : Remove labor from creature" << endl - << "-ras : Remove all skills from creature (i.e. set them to zero)" << endl - << "-rcs : Remove civil skills from creature (i.e. set them to zero)" << endl - << "-rms : Remove military skills from creature (i.e. set them to zero)" << endl - << "-ral : Remove all labors from creature" << endl - << "-ah : Add hauler labors (stone hauling, etc.) to creature" << endl - << "-rh : Remove hauler labors (stone hauling, etc.) from creature" << endl - // Disabling mood doesn't work as intented - << "--setmood : Set mood to n (-1 = no mood, max=4, buggy!)" << endl - << "--kill : Kill creature(s) (leaves behind corpses)" << endl - << "--erase : Remove creature(s) from game without killing" << endl - << "--tame : Tames animals, recruits intelligent creatures." << endl - << "--slaugher : Mark a creature for slaughter, even sentients" << endl - << "--butcher : Same as --slaugher" << endl - // Doesn't seem to work - //<< "--revive : Attempt to revive creature(s) (remove dead and killed flag)" << endl - // Setting happiness doesn't work really, because hapiness is recalculated - //<< "--sethappiness : Set happiness to n" << endl - << "-f : Force an action" << endl - << endl - << "Examples:" << endl - << endl - << "Show all dwarfs:" << endl - << argv[0] << " -c Dwarf" << endl - << endl - << "Show summary of all creatures (spoiler: includes unknown creatures):" << endl - << argv[0] << " -1 -c all" << endl - << endl - << "Kill that nasty ogre" << endl - << argv[0] << " -i 52 --kill" << endl - << endl - << "Check that the ogre is really dead" << endl - << argv[0] << " -c ogre --showdead" << endl - << endl - << "Remove all skills from dwarfs 15 and 32:" << endl - << argv[0] << " -i 15,32 -ras" << endl - << endl - << "Remove all skills and labors from dwarfs with no custom nickname:" << endl - << argv[0] << " -c DWARF -nn -ras -ral" << endl - << endl - << "Add hauling labors to all dwarfs without nickname (e.g. migrants):" << endl - << argv[0] << " -c DWARF -nn -ah" << endl - << endl - << "Show list of labor ids:" << endl - << argv[0] << " -c DWARF -ll" << endl - << endl - << "Add engraving labor to all dwarfs without nickname (get the labor id from the list above):" << endl - << argv[0] << " -c DWARF -nn -al 13" << endl - << endl - << "Make Urist, Stodir and Ingish miners:" << endl - << argv[0] << " -i 31,42,77 -al 0" << endl - << endl - << "Make all demons friendly:" << endl - << argv[0] << " --type demon --tame" << endl - ; - if (quiet == false) { - cout << "Press any key to continue" << endl; - cin.ignore(); - } -} - -DFHack::Materials * Materials; -DFHack::VersionInfo *mem; -DFHack::Creatures * Creatures = NULL; - -// Note that toCaps() changes the string itself and I'm using it a few times in -// an unsafe way below. Didn't crash yet however. -std::string toCaps(std::string s) -{ - const int length = s.length(); - std::locale loc(""); - bool caps=true; - if (length == 0) { - return s; - } - for(int i=0; i!=length ; ++i) - { - if (caps) - { - s[i] = std::toupper(s[i],loc); - caps = false; - } - else if (s[i] == '_' || s[i] == ' ') - { - s[i] = ' '; - caps = true; - } - else - { - s[i] = std::tolower(s[i],loc); - } - } - return s; -} - -int strtoint(const string &str) -{ - stringstream ss(str); - int result; - return ss >> result ? result : -1; -} - - -// A C++ standard library function should be used instead -bool is_in(int m, int set[], int set_size) -{ - for (int i=0; i v, int comp) -{ - for (size_t i=0; igetTranslation(); - DFHack::VersionInfo *mem = DF->getMemoryInfo(); - - string type="(no type)"; - if (Materials->raceEx[creature.race].rawname[0]) - { - type = toCaps(Materials->raceEx[creature.race].rawname); - } - - string name="(no name)"; - if(creature.name.nickname[0]) - { - name = creature.name.nickname; - } - else - { - if(creature.name.first_name[0]) - { - name = toCaps(creature.name.first_name); - - string transName = Tran->TranslateName(creature.name,false); - if(!transName.empty()) - { - name += " " + toCaps(transName); - } - } - } - - string profession=""; - try { - profession = mem->getProfession(creature.profession); - } - catch (exception& e) - { - cout << "Error retrieving creature profession: " << e.what() << endl; - } - if(creature.custom_profession[0]) - { - profession = creature.custom_profession; - } - - - string jobid; - stringstream ss; - ss << "(" << creature.current_job.jobId << ")"; - jobid = ss.str(); - - string job="No Job/On Break" + (creature.current_job.jobId == 0 ? "" : jobid); - if(creature.current_job.active) - { - job=mem->getJob(creature.current_job.jobId); - - int p=job.size(); - while (p>0 && (job[p]==' ' || job[p]=='\t')) - p--; - if (p <= 1) // Display numeric jobID if unknown job - { - job = jobid; - } - } - - if (showfirstlineonly) - { - printf("%3d", index); - printf(" %-17s", type.c_str()); - printf(" %-24s", name.c_str()); - printf(" %-16s", toCaps(profession).c_str()); - printf(" %-38s", job.c_str()); - printf(" %5d", creature.happiness); - if (showdead) - { - printf(" %-5s", creature.flags1.bits.dead ? "Dead" : "Alive"); - } - - printf("\n"); - - return; - } - else - { - printf("ID: %d", index); - printf(", %s", type.c_str()); - printf(", %s", name.c_str()); - printf(", %s", toCaps(profession).c_str()); - printf(", Job: %s", job.c_str()); - printf(", Happiness: %d", creature.happiness); - printf("\n"); - printf("Origin: %p\n", creature.origin); - printf("Civ #: %d\n", creature.civ); - } - - if((creature.mood != NO_MOOD) && (creature.mood<=MAX_MOOD)) - { - cout << "Creature is in a strange mood (mood=" << creature.mood << "), skill: " << mem->getSkill(creature.mood_skill) << endl; - vector mymat; - if(Creatures->ReadJob(&creature, mymat)) - { - for(unsigned int i = 0; i < mymat.size(); i++) - { - printf("\t%s(%d)\t%d %d %d - %.8x\n", Materials->getDescription(mymat[i]).c_str(), mymat[i].itemType, mymat[i].subType, mymat[i].subIndex, mymat[i].index, mymat[i].flags); - } - } - } - - if(creature.has_default_soul) - { - // Print out skills - int skillid; - int skillrating; - int skillexperience; - string skillname; - - cout << setiosflags(ios::left); - - for(unsigned int i = 0; i < creature.defaultSoul.numSkills;i++) - { - skillid = creature.defaultSoul.skills[i].id; - bool is_social = is_in(skillid, social_skills, sizeof(social_skills)/sizeof(social_skills[0])); - if (!is_social || (is_social && showsocial)) - { - skillrating = creature.defaultSoul.skills[i].rating; - skillexperience = creature.defaultSoul.skills[i].experience; - try - { - skillname = mem->getSkill(skillid); - } - catch(DFHack::Error::AllMemdef &e) - { - skillname = "Unknown skill"; - cout << e.what() << endl; - } - if (skillrating > 0 || skillexperience > 0) - { - cout << "(Skill " << int(skillid) << ") " << setw(16) << skillname << ": " - << skillrating << "/" << skillexperience << endl; - } - } - } - - for(unsigned int i = 0; i < NUM_CREATURE_LABORS;i++) - { - if(!creature.labors[i]) - continue; - string laborname; - try - { - laborname = mem->getLabor(i); - } - catch(exception &) - { - laborname = "(Undefined)"; - } - bool is_labor = is_in(i, hauler_labors, sizeof(hauler_labors)/sizeof(hauler_labors[0])); - if (!is_labor || (is_labor && showhauler)) - cout << "(Labor " << i << ") " << setw(16) << laborname << endl; - } - } - - if (creature.pregnancy_timer > 0) - cout << "Pregnant: " << creature.pregnancy_timer << " ticks to " - << "birth." << endl; - - if (showallflags) - { - DFHack::t_creaturflags1 f1 = creature.flags1; - DFHack::t_creaturflags2 f2 = creature.flags2; - DFHack::t_creaturflags3 f3 = creature.flags3; - - if(f1.bits.dead){cout << "Flag: dead" << endl; } - if(f1.bits.had_mood){cout<TranslateName(creature.artifact_name,false); - cout << "Artifact: " << artifact_name << endl; - } - } - cout << endl; -} - -class creature_filter -{ -public: - - enum sex_filter - { - SEX_FEMALE = 0, - SEX_MALE = 1, - SEX_ANY = 254, // Our magin number for ignoring sex. - SEX_NEUTER = 255 - }; - - bool dead; - bool demon; - bool diplomat; - bool find_nonicks; - bool find_nicks; - bool forgotten_beast; - bool ghost; - bool merchant; - bool pregnant; - bool tame; - bool wild; - - sex_filter sex; - - string creature_type; - std::vector creature_id; - - #define DEFAULT_CREATURE_STR "Default" - - creature_filter() - { - // By default we only select dwarves, except that if we use the - // --type option we want to default to everyone. So we start out - // with a special string, and if remains unchanged after all - // the options have been processed we turn it to DWARF. - creature_type = DEFAULT_CREATURE_STR; - - dead = false; - demon = false; - diplomat = false; - find_nonicks = false; - find_nicks = false; - forgotten_beast = false; - ghost = false; - merchant = false; - pregnant = false; - sex = SEX_ANY; - tame = false; - wild = false; - } - - // If the creature type is still the default, then change it to allow - // for all creatures. If the creature type has been explicitly set, - // then don't alter it. - void defaultTypeToAll() - { - if (creature_type == DEFAULT_CREATURE_STR) - creature_type = ""; - } - - // If the creature type is still the default, change it to DWARF - void defaultTypeToDwarf() - { - if (creature_type == DEFAULT_CREATURE_STR) - creature_type = "Dwarf"; - } - - void process_type(string type) - { - type = toCaps(type); - - // If we're going by type, then by default all species are - // permitted. - defaultTypeToAll(); - - if (type == "Dead") - { - dead = true; - showdead = true; - } - else if (type == "Demon") - demon = true; - else if (type == "Diplomat") - diplomat = true; - else if (type == "Fb" || type == "Beast") - forgotten_beast = true; - else if (type == "Ghost") - ghost = true; - else if (type == "Merchant") - merchant = true; - else if (type == "Pregnant") - pregnant = true; - else if (type == "Tame") - tame = true; - else if (type == "Wild") - wild = true; - else if (type == "Male") - sex = SEX_MALE; - else if (type == "Female") - sex = SEX_FEMALE; - else if (type == "Neuter") - sex = SEX_NEUTER; - else - { - cerr << "ERROR: Unknown type '" << type << "'" << endl; - } - } - - void doneProcessingOptions() - { - string temp = toCaps(creature_type); - creature_type = temp; - - defaultTypeToDwarf(); - } - - bool creatureMatches(const DFHack::t_creature & creature, - uint32_t creature_idx) - { - // A list of ids overrides everything else. - if (creature_id.size() > 0) - return (find_int(creature_id, creature_idx)); - - // If it's not a list of ids, it has not match all given criteria. - - const DFHack::t_creaturflags1 &f1 = creature.flags1; - const DFHack::t_creaturflags2 &f2 = creature.flags2; - const DFHack::t_creaturflags3 &f3 = creature.flags3; - - if(f1.bits.dead && !showdead) - return false; - - bool hasnick = (creature.name.nickname[0] != '\0'); - if(hasnick && find_nonicks) - return false; - if(!hasnick && find_nicks) - return false; - - string race_name = string(Materials->raceEx[creature.race].rawname); - - if(!creature_type.empty() && creature_type != toCaps(race_name)) - return false; - - if(dead && !f1.bits.dead) - return false; - if(demon && !f2.bits.underworld) - return false; - if(diplomat && !f1.bits.diplomat) - return false; - if(forgotten_beast && !f2.bits.visitor_uninvited) - return false; - if(ghost && !f3.bits.ghostly) - return false; - if(merchant && !f1.bits.merchant) - return false; - if(pregnant && creature.pregnancy_timer == 0) - return false; - if (sex != SEX_ANY && creature.sex != (uint8_t) sex) - return false; - if(tame && !f1.bits.tame) - return false; - - if(wild && !f2.bits.roaming_wilderness_population_source && - !f2.bits.roaming_wilderness_population_source_not_a_map_feature) - { - return false; - } - - return true; - } -}; - -int main (int argc, const char* argv[]) -{ - // let's be more useful when double-clicked on windows -#ifndef LINUX_BUILD - quiet = false; -#endif - creature_filter filter; - - bool remove_skills = false; - bool remove_civil_skills = false; - bool remove_military_skills = false; - bool remove_labors = false; - bool kill_creature = false; - bool erase_creature = false; - bool revive_creature = false; - bool make_hauler = false; - bool remove_hauler = false; - bool add_labor = false; - int add_labor_n = NOT_SET; - bool remove_labor = false; - int remove_labor_n = NOT_SET; - bool set_happiness = false; - int set_happiness_n = NOT_SET; - bool set_mood = false; - int set_mood_n = NOT_SET; - bool list_labors = false; - bool force_massdesignation = false; - bool tame_creature = false; - bool slaughter_creature = false; - - if (argc == 1) { - usage(argc, argv); - return 1; - } - - for(int i = 1; i < argc; i++) - { - string arg_cur = argv[i]; - string arg_next = ""; - int arg_next_int = NOT_SET; - /* Check if argv[i+1] is a number >= 0 */ - if (i < argc-1) { - arg_next = argv[i+1]; - arg_next_int = strtoint(arg_next); - if (arg_next != "0" && arg_next_int == 0) { - arg_next_int = NOT_SET; - } - } - - if(arg_cur == "-q") - { - quiet = true; - } - else if(arg_cur == "+q") - { - quiet = false; - } - else if(arg_cur == "-v") - { - verbose = true; - } - else if(arg_cur == "-1" || arg_cur == "--summary") - { - showfirstlineonly = true; - } - else if(arg_cur == "-ss" || arg_cur == "--showsocial") - { - showsocial = true; - } - else if(arg_cur == "+sh" || arg_cur == "-nosh" || arg_cur == "--noshowhauler") - { - showhauler = false; - } - else if(arg_cur == "--showdead") - { - showdead = true; - } - else if(arg_cur == "--showallflags" || arg_cur == "-saf") - { - showallflags = true; - } - else if(arg_cur == "-ras") - { - remove_skills = true; - } - else if(arg_cur == "-rcs") - { - remove_civil_skills = true; - } - else if(arg_cur == "-rms") - { - remove_military_skills = true; - } - else if(arg_cur == "-f") - { - force_massdesignation = true; - } - // list labors - else if(arg_cur == "-ll" || arg_cur == "--listlabors") - { - list_labors = true; - } - // add single labor - else if(arg_cur == "-al" && i < argc-1) - { - if (arg_next_int == NOT_SET || arg_next_int >= NUM_CREATURE_LABORS) { - usage(argc, argv); - return 1; - } - add_labor = true; - add_labor_n = arg_next_int; - i++; - } - // remove single labor - else if(arg_cur == "-rl" && i < argc-1) - { - if (arg_next_int == NOT_SET || arg_next_int >= NUM_CREATURE_LABORS) { - usage(argc, argv); - return 1; - } - remove_labor = true; - remove_labor_n = arg_next_int; - i++; - } - else if(arg_cur == "--setmood" && i < argc-1) - { - if (arg_next_int < NO_MOOD || arg_next_int > MAX_MOOD) { - usage(argc, argv); - return 1; - } - set_mood = true; - set_mood_n = arg_next_int; - i++; - } - else if(arg_cur == "--sethappiness" && i < argc-1) - { - if (arg_next_int < 1 || arg_next_int >= 2000) { - usage(argc, argv); - return 1; - } - set_happiness = true; - set_happiness_n = arg_next_int; - i++; - } - else if(arg_cur == "--kill") - { - kill_creature = true; - showallflags = true; - showdead = true; - } - else if(arg_cur == "--erase") - { - erase_creature = true; - showallflags = true; - showdead = true; - } - else if(arg_cur == "--revive") - { - revive_creature = true; - showdead = true; - showallflags = true; - } - else if(arg_cur == "-ral") - { - remove_labors = true; - } - else if(arg_cur == "-ah") - { - make_hauler = true; - } - else if(arg_cur == "-rh") - { - remove_hauler = true; - } - else if(arg_cur == "-nn" || arg_cur == "--nonicks") - { - filter.find_nonicks = true; - } - else if(arg_cur == "--nicks") - { - filter.find_nicks = true; - } - else if(arg_cur == "-c" && i < argc-1) - { - filter.creature_type = argv[i+1]; - i++; - } - else if(arg_cur == "-i" && i < argc-1) - { - std::stringstream ss(argv[i+1]); - int num; - while (ss >> num) { - filter.creature_id.push_back(num); - ss.ignore(1); - } - - filter.creature_type = ""; // if -i is given, match all creatures - showdead = true; - i++; - } - else if(arg_cur == "--type" && i < argc-1) - { - filter.process_type(arg_next); - i++; - } - else if (arg_cur == "--tame") - tame_creature = true; - else if (arg_cur == "--slaugher" || arg_cur == "--butcher") - slaughter_creature = true; - else - { - if (arg_cur != "-h") { - cout << "Unknown option '" << arg_cur << "'" << endl; - cout << endl; - } - usage(argc, argv); - return 1; - } - } - - filter.doneProcessingOptions(); - - DFHack::ContextManager DFMgr("Memory.xml"); - DFHack::Context* DF; - try - { - DF = DFMgr.getSingleContext(); - DF->Attach(); - } - catch (exception& e) - { - cerr << e.what() << endl; - if (quiet == false) - { - cin.ignore(); - } - return 1; - } - - Creatures = DF->getCreatures(); - Materials = DF->getMaterials(); - DFHack::Translation * Tran = DF->getTranslation(); - - uint32_t numCreatures; - if(!Creatures->Start(numCreatures)) - { - cerr << "Can't get creatures" << endl; - if (quiet == false) - { - cin.ignore(); - } - return 1; - } - if(!numCreatures) - { - cerr << "No creatures to print" << endl; - if (quiet == false) - { - cin.ignore(); - } - return 1; - } - - mem = DF->getMemoryInfo(); - Materials->ReadInorganicMaterials(); - Materials->ReadOrganicMaterials(); - Materials->ReadWoodMaterials(); - Materials->ReadPlantMaterials(); - Materials->ReadCreatureTypes(); - Materials->ReadCreatureTypesEx(); - Materials->ReadDescriptorColors(); - - if(!Tran->Start()) - { - cerr << "Can't get name tables" << endl; - return 1; - } - - // List all available labors (reproduces contents of Memory.xml) - if (list_labors == true) { - string laborname; - for (int i=0; i < NUM_CREATURE_LABORS; i++) { - try { - laborname = mem->getLabor(i); - cout << "Labor " << int(i) << ": " << laborname << endl; - } - catch (exception&) { - if (verbose) - { - laborname = "Unknown"; - cout << "Labor " << int(i) << ": " << laborname << endl; - } - } - } - } - else - { - if (showfirstlineonly) - { - printf("ID Type Name/nickname Job title Current job Happy%s\n", showdead?" Dead ":""); - printf("--- ----------------- ------------------------ ---------------- -------------------------------------- -----%s\n", showdead?" -----":""); - } - - vector addrs; - for(uint32_t creature_idx = 0; creature_idx < numCreatures; creature_idx++) - { - DFHack::t_creature creature; - Creatures->ReadCreature(creature_idx,creature); - /* Check if we want to display/change this creature or skip it */ - if(filter.creatureMatches(creature, creature_idx)) - { - printCreature(DF,creature,creature_idx); - addrs.push_back(creature.origin); - - bool dochange = ( - remove_skills || remove_civil_skills || remove_military_skills - || remove_labors || add_labor || remove_labor - || make_hauler || remove_hauler - || kill_creature || erase_creature - || revive_creature - || set_happiness - || set_mood - || tame_creature || slaughter_creature - ); - - if (toCaps(filter.creature_type) == "Dwarf" - && (creature.profession == PROFESSION_CHILD || creature.profession == PROFESSION_BABY)) - { - dochange = false; - } - - bool allow_massdesignation = - filter.creature_id.size()==0 || - toCaps(filter.creature_type) != "Dwarf" || - filter.find_nonicks == true || - force_massdesignation; - if (dochange == true && allow_massdesignation == false) - { - cout - << "Not changing creature because none of -c (other than dwarf), -i or -nn was" << endl - << "selected. Add -f (force) to override this safety measure." << endl; - dochange = false; - } - - if (dochange) - { - if(creature.has_default_soul) - { - if (kill_creature && !creature.flags1.bits.dead) - { - DFHack::t_creaturflags1 f1 = creature.flags1; - DFHack::t_creaturflags2 f2 = creature.flags2; - DFHack::t_creaturflags3 f3 = creature.flags3; - - f3.bits.scuttle = true; - - cout << "Writing flags..." << endl; - if (!Creatures->WriteFlags(creature_idx, f1.whole, - f2.whole, f3.whole)) - { - cout << "Error writing creature flags!" << endl; - } - // We want the flags to be shown after our - // modification, but they are not read back - creature.flags1 = f1; - creature.flags2 = f2; - creature.flags3 = f3; - } - - if (erase_creature && !creature.flags1.bits.dead) - { - /* - [quote author=Eldrick Tobin link=topic=58809.msg2178545#msg2178545 date=1302638055] - - After extensive testing that just ate itself -.-; - - Runesmith does not unset the following: - - Active Invader (sets if they are just about the invade, as Currently - Invading removes this one) - - Hidden Ambusher (Just in Case, however it is still set when an Active Invader) - - Hidden in Ambush (Just in Case, however it is still set when an Active Invader, - until discovery) - - Incoming (Sets if something is here yet... wave X of a siege here) - - Invader -Fleeing/Leaving - - Currently Invading - - When it nukes something it basically just sets them to 'dead'. It does not also - set them to 'killed'. Show dead will show everything (short of 'vanished'/'deleted' - I'd suspect) so one CAN go through the intensive process to revive a broken siege. These - particular flags are not visible at the same exact time so multiple passes -even through - a narrow segment- are advised. - - Problem I ran into (last thing before I mention something more DFHack related): - I set the Killed Flag (but not dead), and I got mortally wounded siegers that refused to - just pift in Magma. [color=purple]Likely missing upper torsoes on examination[/color]. - - */ - /* This is from an invading creature's flags: - - ID: 560, Crocodile Cave, Nako, Standard, Job: No Job, Happiness: 100 - Flag: Marauder - Flag: Can Swap - Flag: Active Invader - Flag: Invader Origin - Flag: Coward - Flag: Hidden Ambusher - Flag: Invades - Flag: Ridden - Flag: Calculated Nerves - Flag: Calculated Bodyparts - Flag: Calculated Insulation - Flag: Vision Good - Flag: Breathing Good - - */ - - DFHack::t_creaturflags1 f1 = creature.flags1; - DFHack::t_creaturflags2 f2 = creature.flags2; - - f1.bits.dead = 1; - f2.bits.killed = 1; - f1.bits.active_invader = 0; /*!< 17: Active invader (for organized ones) */ - f1.bits.hidden_ambusher = 0; /*!< 21: Active marauder/invader moving inward? */ - f1.bits.hidden_in_ambush = 0; - f1.bits.invades = 0; /*!< 22: Marauder resident/invader moving in all the way */ - - cout << "Writing flags..." << endl; - if (!Creatures->WriteFlags(creature_idx, f1.whole, f2.whole)) - { - cout << "Error writing creature flags!" << endl; - } - // We want the flags to be shown after our modification, but they are not read back - creature.flags1 = f1; - creature.flags2 = f2; - } - - - if (revive_creature && creature.flags1.bits.dead) - { - DFHack::t_creaturflags1 f1 = creature.flags1; - DFHack::t_creaturflags2 f2 = creature.flags2; - - f1.bits.dead = 0; - f2.bits.killed = 0; - f1.bits.active_invader = 1; /*!< 17: Active invader (for organized ones) */ - f1.bits.hidden_ambusher = 1; /*!< 21: Active marauder/invader moving inward? */ - f1.bits.hidden_in_ambush = 1; - f1.bits.invades = 1; /*!< 22: Marauder resident/invader moving in all the way */ - - cout << "Writing flags..." << endl; - if (!Creatures->WriteFlags(creature_idx, f1.whole, f2.whole)) - { - cout << "Error writing creature flags!" << endl; - } - // We want the flags to be shown after our modification, but they are not read back - creature.flags1 = f1; - creature.flags2 = f2; - } - - if (set_mood) - { - /* Doesn't really work to disable a mood */ - cout << "Setting mood to " << set_mood_n << "..." << endl; - Creatures->WriteMood(creature_idx, set_mood_n); - DFHack::t_creaturflags1 f1 = creature.flags1; - DFHack::t_creaturflags2 f2 = creature.flags2; - f1.bits.has_mood = (set_mood_n == NO_MOOD ? 0 : 1); - if (!Creatures->WriteFlags(creature_idx, f1.whole, f2.whole)) - { - cout << "Error writing creature flags!" << endl; - } - creature.flags1 = f1; - creature.flags2 = f2; - } - - if (set_happiness) - { - cout << "Setting happiness to " << set_happiness_n << "..." << endl; - Creatures->WriteHappiness(creature_idx, set_happiness_n); - } - - if (remove_skills || remove_civil_skills || remove_military_skills) - { - DFHack::t_soul & soul = creature.defaultSoul; - - cout << "Removing skills..." << endl; - - for(unsigned int sk = 0; sk < soul.numSkills;sk++) - { - bool is_military = is_in(soul.skills[sk].id, military_skills, sizeof(military_skills)/sizeof(military_skills[0])); - if (remove_skills - || (remove_civil_skills && !is_military) - || (remove_military_skills && is_military)) - { - soul.skills[sk].rating=0; - soul.skills[sk].experience=0; - } - } - - // Doesn't work anyways, so better leave it alone - //soul.numSkills=0; - if (Creatures->WriteSkills(creature_idx, soul) == true) { - cout << "Success writing skills." << endl; - } else { - cout << "Error writing skills." << endl; - } - } - - if (add_labor || remove_labor || remove_labors || make_hauler || remove_hauler) - { - if (add_labor) { - cout << "Adding labor " << add_labor_n << "..." << endl; - creature.labors[add_labor_n] = 1; - } - - if (remove_labor) { - cout << "Removing labor " << remove_labor_n << "..." << endl; - creature.labors[remove_labor_n] = 0; - } - - if (remove_labors) { - cout << "Removing labors..." << endl; - for(unsigned int lab = 0; lab < NUM_CREATURE_LABORS; lab++) { - creature.labors[lab] = 0; - } - } - - if (remove_hauler) { - for (int labs=0; - labs < sizeof(hauler_labors)/sizeof(hauler_labors[0]); - labs++) - { - creature.labors[hauler_labors[labs]] = 0; - } - } - - if (make_hauler) { - cout << "Setting hauler labors..." << endl; - for (int labs=0; - labs < sizeof(hauler_labors)/sizeof(hauler_labors[0]); - labs++) - { - creature.labors[hauler_labors[labs]] = 1; - } - } - if (Creatures->WriteLabors(creature_idx, creature.labors) == true) { - cout << "Success writing labors." << endl; - } else { - cout << "Error writing labors." << endl; - } - } - - if (tame_creature) - { - bool tame = true; - - DFHack::t_creaturflags1 f1 = creature.flags1; - DFHack::t_creaturflags2 f2 = creature.flags2; - - // Site residents are intelligent, so don't - // tame them. - if (f2.bits.resident) - tame = false; - - f1.bits.diplomat = false; - f1.bits.merchant = false; - f2.bits.resident = false; - f2.bits.underworld = false; - f2.bits.visitor_uninvited = false; - f2.bits.roaming_wilderness_population_source = false; - f2.bits.roaming_wilderness_population_source_not_a_map_feature = false; - - // Creatures which already belong to a civ might - // be intelligent, so don't tame them. - if (creature.civ == -1) - f1.bits.tame = tame; - - if (!Creatures->WriteFlags(creature_idx, - f1.whole, f2.whole)) - { - cout << "Error writing creature flags!" << endl; - } - - int32_t civ = Creatures->GetDwarfCivId(); - if (!Creatures->WriteCiv(creature_idx, civ)) - { - cout << "Error writing creature civ!" << endl; - } - creature.flags1 = f1; - creature.flags2 = f2; - } - - if (slaughter_creature) - { - DFHack::t_creaturflags1 f1 = creature.flags1; - DFHack::t_creaturflags2 f2 = creature.flags2; - - f2.bits.slaughter = true; - - if (!Creatures->WriteFlags(creature_idx, - f1.whole, f2.whole)) - { - cout << "Error writing creature flags!" << endl; - } - creature.flags1 = f1; - creature.flags2 = f2; - } - } - else - { - cout << "Error removing skills: Creature has no default soul." << endl; - } - printCreature(DF,creature,creature_idx); - } /* End remove skills/labors */ - } /* if (print creature) */ - } /* End for(all creatures) */ - } /* End if (we need to walk creatures) */ - - Creatures->Finish(); - DF->Detach(); - if (quiet == false) - { - cout << "Done. Press any key to continue" << endl; - cin.ignore(); - } - return 0; -} diff --git a/needs_porting/hotkey-notes.lua b/needs_porting/hotkey-notes.lua deleted file mode 100644 index a84506512..000000000 --- a/needs_porting/hotkey-notes.lua +++ /dev/null @@ -1,40 +0,0 @@ --- prints info on assigned hotkeys to the console - -local hotkeys = {'F1 ', 'F2 ', 'F3 ', 'F4 ', 'F5 ', 'F6 ', - 'F7 ', 'F8 ', 'F9 ', 'F10', 'F11', 'F12'} - -for i=1, #hotkeys do - local hk = hotkeys[i] - hk = {id=hk} - -- PLACEHOLDER PROPERTIES ONLY! - hk.name = '_name' - hk.x = df.global.window_x - hk.y = df.global.window_y - hk.z = df.global.window_z - - print(hk.id..' '..hk.name..' X= '..hk.x..', Y= '..hk.y..', Z= '..hk.z) -end - ---[[ -# the (very) old Python version... -from context import Context, ContextManager - -cm = ContextManager("Memory.xml") -df = cm.get_single_context() - -df.attach() - -gui = df.gui - -print "Hotkeys" - -hotkeys = gui.read_hotkeys() - -for key in hotkeys: - print "x: %d\ny: %d\tz: %d\ttext: %s" % (key.x, key.y, key.z, key.name) - -df.detach() - -print "Done. Press any key to continue" -raw_input() -]]-- diff --git a/package/darwin/dfhack b/package/darwin/dfhack index 55aa81a98..8040a837a 100755 --- a/package/darwin/dfhack +++ b/package/darwin/dfhack @@ -1,5 +1,6 @@ #!/bin/sh PWD=`dirname "${0}"` +cd "${PWD}" #thanks to Iriel for figuring this out OSREV=`uname -r | cut -d. -f1` if [ "$OSREV" -ge 11 ] ; then @@ -11,7 +12,6 @@ else fi old_tty_settings=$(stty -g) -cd "${PWD}" DYLD_INSERT_LIBRARIES=./hack/libdfhack.dylib ./dwarfort.exe "$@" stty "$old_tty_settings" echo "" diff --git a/plugins/CMakeLists.txt b/plugins/CMakeLists.txt index b68fe61bc..f58c0182d 100644 --- a/plugins/CMakeLists.txt +++ b/plugins/CMakeLists.txt @@ -91,6 +91,7 @@ if (BUILD_SUPPORTED) DFHACK_PLUGIN(automaterial automaterial.cpp) DFHACK_PLUGIN(automelt automelt.cpp) DFHACK_PLUGIN(autotrade autotrade.cpp) + DFHACK_PLUGIN(blueprint blueprint.cpp) DFHACK_PLUGIN(burrows burrows.cpp LINK_LIBRARIES lua) DFHACK_PLUGIN(building-hacks building-hacks.cpp LINK_LIBRARIES lua) DFHACK_PLUGIN(buildingplan buildingplan-lib.cpp buildingplan.cpp) diff --git a/plugins/blueprint.cpp b/plugins/blueprint.cpp new file mode 100644 index 000000000..e32d4a20a --- /dev/null +++ b/plugins/blueprint.cpp @@ -0,0 +1,682 @@ +//Blueprint +//By cdombroski +//Translates a region of tiles specified by the cursor and arguments/prompts into a series of blueprint files suitable for digfort/buildingplan/quickfort + +#include +#include + +#include "modules/Buildings.h" +#include "modules/Gui.h" +#include "modules/MapCache.h" + +#include "df/building_axle_horizontalst.h" +#include "df/building_bridgest.h" +#include "df/building_constructionst.h" +#include "df/building_furnacest.h" +#include "df/building_rollersst.h" +#include "df/building_screw_pumpst.h" +#include "df/building_siegeenginest.h" +#include "df/building_trapst.h" +#include "df/building_water_wheelst.h" +#include "df/building_workshopst.h" + +using std::string; +using std::endl; +using std::vector; +using std::ofstream; +using std::swap; +using std::find; +using std::pair; +using namespace DFHack; +using namespace df::enums; + +DFHACK_PLUGIN("blueprint"); + +enum phase {DIG=1, BUILD=2, PLACE=4, QUERY=8}; + +command_result blueprint(color_ostream &out, vector ¶meters); + +DFhackCExport command_result plugin_init(color_ostream &out, vector &commands) +{ + commands.push_back(PluginCommand("blueprint", "Convert map tiles into a blueprint", blueprint, false)); + return CR_OK; +} + +DFhackCExport command_result plugin_shutdown(color_ostream &out) +{ + return CR_OK; +} + +command_result help(color_ostream &out) +{ + out << "blueprint width height depth name [dig] [build] [place] [query]" << endl + << " width, height, depth: area to translate in tiles" << endl + << " name: base name for blueprint files" << endl + << " dig: generate blueprints for digging" << endl + << " build: generate blueprints for building" << endl + << " place: generate blueprints for stockpiles" << endl + << " query: generate blueprints for querying (room designations)" << endl + << " defaults to generating all blueprints" << endl + << endl + << "blueprint translates a portion of your fortress into blueprints suitable for" << endl + << " digfort/fortplan/quickfort. Blueprints are created in the DF folder with names" << endl + << " following a \"name-phase.csv\" pattern. Translation starts at the current" << endl + << " cursor location and includes all tiles in the range specified." << endl; + return CR_OK; +} + +pair get_building_size(df::building* b) +{ + return pair(b->x2 - b->x1 + 1, b->y2 - b->y1 + 1); +} + +char get_tile_dig(MapExtras::MapCache mc, int32_t x, int32_t y, int32_t z) +{ + df::tiletype tt = mc.tiletypeAt(DFCoord(x, y, z)); + df::tiletype_shape ts = tileShape(tt); + switch (ts) + { + case tiletype_shape::EMPTY: + case tiletype_shape::RAMP_TOP: + return 'h'; + case tiletype_shape::FLOOR: + case tiletype_shape::BOULDER: + case tiletype_shape::PEBBLES: + case tiletype_shape::BROOK_TOP: + return 'd'; + case tiletype_shape::FORTIFICATION: + return 'F'; + case tiletype_shape::STAIR_UP: + return 'u'; + case tiletype_shape::STAIR_DOWN: + return 'j'; + case tiletype_shape::STAIR_UPDOWN: + return 'i'; + case tiletype_shape::RAMP: + return 'r'; + default: + return ' '; + + } +} + +string get_tile_build(uint32_t x, uint32_t y, df::building* b) +{ + if (! b) + return " "; + bool at_nw_corner = x == b->x1 && y == b->y1; + bool at_se_corner = x == b->x2 && y == b->y2; + bool at_center = x == b->centerx && y == b->centery; + pair size = get_building_size(b); + stringstream out;// = stringstream(); + switch(b->getType()) + { + case building_type::Armorstand: + return "a"; + case building_type::Bed: + return "b"; + case building_type::Chair: + return "c"; + case building_type::Door: + return "d"; + case building_type::Floodgate: + return "x"; + case building_type::Cabinet: + return "f"; + case building_type::Box: + return "h"; + //case building_type::Kennel is missing + case building_type::FarmPlot: + if(!at_nw_corner) + return "`"; + out << "p(" << size.first << "x" << size.second << ")"; + return out.str(); + case building_type::Weaponrack: + return "r"; + case building_type::Statue: + return "s"; + case building_type::Table: + return "t"; + case building_type::RoadPaved: + if(! at_nw_corner) + return "`"; + out << "o(" << size.first << "x" << size.second << ")"; + return out.str(); + case building_type::RoadDirt: + if(! at_nw_corner) + return "`"; + out << "O(" << size.first << "x" << size.second << ")"; + return out.str(); + case building_type::Bridge: + if(! at_nw_corner) + return "`"; + switch(((df::building_bridgest*) b)->direction) + { + case df::building_bridgest::T_direction::Down: + out << "gx"; + break; + case df::building_bridgest::T_direction::Left: + out << "ga"; + break; + case df::building_bridgest::T_direction::Up: + out << "gw"; + break; + case df::building_bridgest::T_direction::Right: + out << "gd"; + break; + case df::building_bridgest::T_direction::Retracting: + out << "gs"; + break; + } + out << "(" << size.first << "x" << size.second << ")"; + return out.str(); + case building_type::Well: + return "l"; + case building_type::SiegeEngine: + if (! at_center) + return "`"; + return ((df::building_siegeenginest*) b)->type == df::siegeengine_type::Ballista ? "ib" : "ic"; + case building_type::Workshop: + if (! at_center) + return "`"; + switch (((df::building_workshopst*) b)->type) + { + case workshop_type::Leatherworks: + return "we"; + case workshop_type::Quern: + return "wq"; + case workshop_type::Millstone: + return "wM"; + case workshop_type::Loom: + return "wo"; + case workshop_type::Clothiers: + return "wk"; + case workshop_type::Bowyers: + return "wb"; + case workshop_type::Carpenters: + return "wc"; + case workshop_type::MetalsmithsForge: + return "wf"; + case workshop_type::MagmaForge: + return "wv"; + case workshop_type::Jewelers: + return "wj"; + case workshop_type::Masons: + return "wm"; + case workshop_type::Butchers: + return "wu"; + case workshop_type::Tanners: + return "wn"; + case workshop_type::Craftsdwarfs: + return "wr"; + case workshop_type::Siege: + return "ws"; + case workshop_type::Mechanics: + return "wt"; + case workshop_type::Still: + return "wl"; + case workshop_type::Farmers: + return "ww"; + case workshop_type::Kitchen: + return "wz"; + case workshop_type::Fishery: + return "wh"; + case workshop_type::Ashery: + return "wy"; + case workshop_type::Dyers: + return "wd"; + case workshop_type::Custom: + //can't do anything with custom workshop + return "`"; + } + case building_type::Furnace: + if (! at_center) + return "`"; + switch (((df::building_furnacest*) b)->type) + { + case furnace_type::WoodFurnace: + return "ew"; + case furnace_type::Smelter: + return "es"; + case furnace_type::GlassFurnace: + return "eg"; + case furnace_type::Kiln: + return "ek"; + case furnace_type::MagmaSmelter: + return "el"; + case furnace_type::MagmaGlassFurnace: + return "ea"; + case furnace_type::MagmaKiln: + return "en"; + case furnace_type::Custom: + //can't do anything with custom furnace + return "`"; + } + case building_type::WindowGlass: + return "y"; + case building_type::WindowGem: + return "Y"; + case building_type::Construction: + switch (((df::building_constructionst*) b)->type) + { + case construction_type::Fortification: + return "CF"; + case construction_type::Wall: + return "CW"; + case construction_type::Floor: + return "Cf"; + case construction_type::UpStair: + return "Cu"; + case construction_type::DownStair: + return "Cj"; + case construction_type::UpDownStair: + return "Cx"; + case construction_type::Ramp: + return "Cr"; + case construction_type::TrackN: + return "trackN"; + case construction_type::TrackS: + return "trackS"; + case construction_type::TrackE: + return "trackE"; + case construction_type::TrackW: + return "trackW"; + case construction_type::TrackNS: + return "trackNS"; + case construction_type::TrackNE: + return "trackNE"; + case construction_type::TrackNW: + return "trackNW"; + case construction_type::TrackSE: + return "trackSE"; + case construction_type::TrackSW: + return "trackSW"; + case construction_type::TrackEW: + return "trackEW"; + case construction_type::TrackNSE: + return "trackNSE"; + case construction_type::TrackNSW: + return "trackNSW"; + case construction_type::TrackNEW: + return "trackNEW"; + case construction_type::TrackSEW: + return "trackSEW"; + case construction_type::TrackNSEW: + return "trackNSEW"; + case construction_type::TrackRampN: + return "trackrampN"; + case construction_type::TrackRampS: + return "trackrampS"; + case construction_type::TrackRampE: + return "trackrampE"; + case construction_type::TrackRampW: + return "trackrampW"; + case construction_type::TrackRampNS: + return "trackrampNS"; + case construction_type::TrackRampNE: + return "trackrampNE"; + case construction_type::TrackRampNW: + return "trackrampNW"; + case construction_type::TrackRampSE: + return "trackrampSE"; + case construction_type::TrackRampSW: + return "trackrampSW"; + case construction_type::TrackRampEW: + return "trackrampEW"; + case construction_type::TrackRampNSE: + return "trackrampNSE"; + case construction_type::TrackRampNSW: + return "trackrampNSW"; + case construction_type::TrackRampNEW: + return "trackrampNEW"; + case construction_type::TrackRampSEW: + return "trackrampSEW"; + case construction_type::TrackRampNSEW: + return "trackrampNSEW"; + } + case building_type::Shop: + if (! at_center) + return "`"; + return "z"; + case building_type::AnimalTrap: + return "m"; + case building_type::Chain: + return "v"; + case building_type::Cage: + return "j"; + case building_type::TradeDepot: + if (! at_center) + return "`"; + return "D"; + case building_type::Trap: + switch (((df::building_trapst*) b)->trap_type) + { + case trap_type::StoneFallTrap: + return "Ts"; + case trap_type::WeaponTrap: + return "Tw"; + case trap_type::Lever: + return "Tl"; + case trap_type::PressurePlate: + return "Tp"; + case trap_type::CageTrap: + return "Tc"; + case trap_type::TrackStop: + df::building_trapst* ts = (df::building_trapst*) b; + out << "CS"; + if (ts->use_dump) + { + if (ts->dump_x_shift == 0) + { + if (ts->dump_y_shift > 0) + out << "dd"; + else + out << "d"; + } + else + { + if (ts->dump_x_shift > 0) + out << "ddd"; + else + out << "dddd"; + } + } + switch (ts->friction) + { + case 10: + out << "a"; + case 50: + out << "a"; + case 500: + out << "a"; + case 10000: + out << "a"; + } + return out.str(); + } + case building_type::ScrewPump: + if (! at_se_corner) //screw pumps anchor at bottom/right + return "`"; + switch (((df::building_screw_pumpst*) b)->direction) + { + case screw_pump_direction::FromNorth: + return "Msu"; + case screw_pump_direction::FromEast: + return "Msk"; + case screw_pump_direction::FromSouth: + return "Msm"; + case screw_pump_direction::FromWest: + return "Msh"; + } + case building_type::WaterWheel: + if (! at_center) + return "`"; + //s swaps orientation which defaults to vertical + return ((df::building_water_wheelst*) b)->is_vertical ? "Mw" : "Mws"; + case building_type::Windmill: + if (! at_center) + return "`"; + return "Mm"; + case building_type::GearAssembly: + return "Mg"; + case building_type::AxleHorizontal: + if (! at_nw_corner) //a guess based on how constructions work + return "`"; + //same as water wheel but reversed + out << "Mh" << (((df::building_axle_horizontalst*) b)->is_vertical ? "s" : "") + << "(" << size.first << "x" << size.second << ")"; + return out.str(); + case building_type::AxleVertical: + return "Mv"; + case building_type::Rollers: + if (! at_nw_corner) + return "`"; + out << "Mr"; + switch (((df::building_rollersst*) b)->direction) + { + case screw_pump_direction::FromNorth: + break; + case screw_pump_direction::FromEast: + out << "s"; + case screw_pump_direction::FromSouth: + out << "s"; + case screw_pump_direction::FromWest: + out << "s"; + } + out << "(" << size.first << "x" << size.second << ")"; + return out.str(); + case building_type::Support: + return "S"; + case building_type::ArcheryTarget: + return "A"; + case building_type::TractionBench: + return "R"; + case building_type::Hatch: + return "H"; + case building_type::Slab: + //how to mine alt key?!? + //alt+s + return " "; + case building_type::NestBox: + return "N"; + case building_type::Hive: + //alt+h + return " "; + case building_type::GrateWall: + return "W"; + case building_type::GrateFloor: + return "G"; + case building_type::BarsVertical: + return "B"; + case building_type::BarsFloor: + //alt+b + return " "; + default: + return " "; + } +} + +string get_tile_place(uint32_t x, uint32_t y, df::building* b) +{ + if (! b || b->getType() != building_type::Stockpile) + return " "; + if (b->x1 != x || b->y1 != y) + return "`"; + pair size = get_building_size(b); + df::building_stockpilest* sp = (df::building_stockpilest*) b; + stringstream out;// = stringstream(); + switch (sp->settings.flags.whole) + { + case df::stockpile_group_set::mask_animals: + out << "a"; + break; + case df::stockpile_group_set::mask_food: + out << "f"; + break; + case df::stockpile_group_set::mask_furniture: + out << "u"; + break; + case df::stockpile_group_set::mask_corpses: + out << "y"; + break; + case df::stockpile_group_set::mask_refuse: + out << "r"; + break; + case df::stockpile_group_set::mask_wood: + out << "w"; + break; + case df::stockpile_group_set::mask_stone: + out << "s"; + break; + case df::stockpile_group_set::mask_gems: + out << "e"; + break; + case df::stockpile_group_set::mask_bars_blocks: + out << "b"; + break; + case df::stockpile_group_set::mask_cloth: + out << "h"; + break; + case df::stockpile_group_set::mask_leather: + out << "l"; + break; + case df::stockpile_group_set::mask_ammo: + out << "z"; + break; + case df::stockpile_group_set::mask_coins: + out << "n"; + break; + case df::stockpile_group_set::mask_finished_goods: + out << "g"; + break; + case df::stockpile_group_set::mask_weapons: + out << "p"; + break; + case df::stockpile_group_set::mask_armor: + out << "d"; + break; + default: //multiple stockpile type + return "`"; + } + out << "("<< size.first << "x" << size.second << ")"; + return out.str(); +} + +string get_tile_query(df::building* b) +{ + if (b && b->is_room) + return "r+"; + return " "; +} + +command_result do_transform(DFCoord start, DFCoord end, string name, uint32_t phases) +{ + ofstream dig, build, place, query; + if (phases & QUERY) + { + //query = ofstream((name + "-query.csv").c_str(), ofstream::trunc); + query.open(name+"-query.csv", ofstream::trunc); + query << "#query" << endl; + } + if (phases & PLACE) + { + //place = ofstream(name + "-place.csv", ofstream::trunc); + place.open(name+"-place.csv", ofstream::trunc); + place << "#place" << endl; + } + if (phases & BUILD) + { + //build = ofstream(name + "-build.csv", ofstream::trunc); + build.open(name+"-build.csv", ofstream::trunc); + build << "#build" << endl; + } + if (phases & DIG) + { + //dig = ofstream(name + "-dig.csv", ofstream::trunc); + dig.open(name+"-dig.csv", ofstream::trunc); + dig << "#dig" << endl; + } + if (start.x > end.x) + { + swap(start.x, end.x); + start.x++; + end.x++; + } + if (start.y > end.y) + { + swap(start.y, end.y); + start.y++; + end.y++; + } + if (start.z > end.z) + { + swap(start.z, end.z); + start.z++; + end.z++; + } + + MapExtras::MapCache mc; + for (int32_t z = start.z; z < end.z; z++) + { + for (int32_t y = start.y; y < end.y; y++) + { + for (int32_t x = start.x; x < end.x; x++) + { + df::building* b = DFHack::Buildings::findAtTile(DFCoord(x, y, z)); + if (phases & QUERY) + query << get_tile_query(b) << ','; + if (phases & PLACE) + place << get_tile_place(x, y, b) << ','; + if (phases & BUILD) + build << get_tile_build(x, y, b) << ','; + if (phases & DIG) + dig << get_tile_dig(mc, x, y, z) << ','; + } + if (phases & QUERY) + query << "#" << endl; + if (phases & PLACE) + place << "#" << endl; + if (phases & BUILD) + build << "#" << endl; + if (phases & DIG) + dig << "#" << endl; + } + if (z < end.z - 1) + { + if (phases & QUERY) + query << "#<" << endl; + if (phases & PLACE) + place << "#<" << endl; + if (phases & BUILD) + build << "#<" << endl; + if (phases & DIG) + dig << "#<" << endl; + } + } + if (phases & QUERY) + query.close(); + if (phases & PLACE) + place.close(); + if (phases & BUILD) + build.close(); + if (phases & DIG) + dig.close(); + return CR_OK; +} + +bool cmd_option_exists(vector& parameters, const string& option) +{ + return find(parameters.begin(), parameters.end(), option) != parameters.end(); +} + +command_result blueprint(color_ostream &out, vector ¶meters) +{ + if (parameters.size() < 4 || parameters.size() > 8) + return help(out); + CoreSuspender suspend; + if (!Maps::IsValid()) + { + out.printerr("Map is not available!\n"); + return CR_FAILURE; + } + int32_t x, y, z; + if (!Gui::getCursorCoords(x, y, z)) + { + out.printerr("Can't get cursor coords! Make sure you have an active cursor in DF.\n"); + return CR_FAILURE; + } + DFCoord start (x, y, z); + DFCoord end (x + stoi(parameters[0]), y + stoi(parameters[1]), z + stoi(parameters[2])); + if (parameters.size() == 4) + return do_transform(start, end, parameters[3], DIG | BUILD | PLACE | QUERY); + uint32_t option = 0; + if (cmd_option_exists(parameters, "dig")) + option |= DIG; + if (cmd_option_exists(parameters, "build")) + option |= BUILD; + if (cmd_option_exists(parameters, "place")) + option |= PLACE; + if (cmd_option_exists(parameters, "query")) + option |= QUERY; + return do_transform(start, end, parameters[3], option); +} diff --git a/plugins/search.cpp b/plugins/search.cpp index e25343cf7..b4428f049 100644 --- a/plugins/search.cpp +++ b/plugins/search.cpp @@ -43,6 +43,9 @@ DFHACK_PLUGIN_IS_ENABLED(is_enabled); REQUIRE_GLOBAL(gps); REQUIRE_GLOBAL(gview); REQUIRE_GLOBAL(ui); +REQUIRE_GLOBAL(ui_building_assign_units); +REQUIRE_GLOBAL(ui_building_in_assign); +REQUIRE_GLOBAL(ui_building_item_cursor); /* Search Plugin @@ -981,9 +984,9 @@ private: return desc; } - bool should_check_input(set *input) + bool should_check_input(set *input) { - if (input->count(interface_key::CURSOR_LEFT) || input->count(interface_key::CURSOR_RIGHT) || + if (input->count(interface_key::CURSOR_LEFT) || input->count(interface_key::CURSOR_RIGHT) || (!in_entry_mode() && input->count(interface_key::UNITVIEW_PRF_PROF))) { if (!in_entry_mode()) @@ -1006,17 +1009,17 @@ private: return 'q'; } - vector *get_secondary_list() + vector *get_secondary_list() { return &viewscreen->jobs[viewscreen->page]; } - int32_t *get_viewscreen_cursor() + int32_t *get_viewscreen_cursor() { return &viewscreen->cursor_pos[viewscreen->page]; } - vector *get_primary_list() + vector *get_primary_list() { return &viewscreen->units[viewscreen->page]; } @@ -1089,7 +1092,7 @@ public: // but the native hotkeys are where we normally write. return; } - + print_search_option(2, -1); if (!search_string.empty()) @@ -1118,7 +1121,7 @@ private: return &viewscreen->trader_items; } - char get_search_select_key() + char get_search_select_key() { return 'q'; } @@ -1139,7 +1142,7 @@ public: // but the native hotkeys are where we normally write. return; } - + int32_t x = gps->dimx / 2 + 2; print_search_option(x, -1); @@ -1168,7 +1171,7 @@ private: return &viewscreen->broker_items; } - char get_search_select_key() + char get_search_select_key() { return 'w'; } @@ -1203,12 +1206,12 @@ public: print_search_option(51, 23); } - vector *get_primary_list() + vector *get_primary_list() { return &viewscreen->item_names; } - vector *get_secondary_list() + vector *get_secondary_list() { return &viewscreen->item_status; } @@ -1257,7 +1260,7 @@ public: return true; } - vector *get_primary_list() + vector *get_primary_list() { return &viewscreen->positions.candidates; } @@ -1270,7 +1273,7 @@ public: int32_t *cursor = get_viewscreen_cursor(); df::unit *selected_unit = get_primary_list()->at(*cursor); clear_search(); - + for (*cursor = 0; *cursor < get_primary_list()->size(); (*cursor)++) { if (get_primary_list()->at(*cursor) == selected_unit) @@ -1348,21 +1351,21 @@ private: desc += name; } } - + return desc; } - vector *get_secondary_list() + vector *get_secondary_list() { return &viewscreen->room_value; } - int32_t *get_viewscreen_cursor() + int32_t *get_viewscreen_cursor() { return &viewscreen->cursor; } - vector *get_primary_list() + vector *get_primary_list() { return &viewscreen->buildings; } @@ -1379,7 +1382,7 @@ IMPLEMENT_HOOKS(df::viewscreen_buildinglistst, roomlist_search); // // START: Announcement list search // -class annoucnement_search : public search_generic +class announcement_search : public search_generic { public: void render() const @@ -1407,7 +1410,7 @@ private: }; -IMPLEMENT_HOOKS(df::viewscreen_announcelistst, annoucnement_search); +IMPLEMENT_HOOKS(df::viewscreen_announcelistst, announcement_search); // // END: Announcement list search @@ -1449,7 +1452,7 @@ public: return nobles_search_base::can_init(screen); } - vector *get_primary_list() + vector *get_primary_list() { return &viewscreen->candidates; } @@ -1479,7 +1482,7 @@ public: print_search_option(2, 23); } - vector *get_primary_list() + vector *get_primary_list() { return &viewscreen->workers; } @@ -1506,7 +1509,7 @@ void get_job_details(string &desc, df::job *job) desc += c; } desc += "."; - + df::item_type itype = ENUM_ATTR(job_type, item, job->job_type); MaterialInfo mat(job); @@ -1579,17 +1582,17 @@ private: return 'q'; } - vector *get_secondary_list() + vector *get_secondary_list() { return &viewscreen->units; } - int32_t *get_viewscreen_cursor() + int32_t *get_viewscreen_cursor() { return &viewscreen->cursor_pos; } - vector *get_primary_list() + vector *get_primary_list() { return &viewscreen->jobs; } @@ -1635,17 +1638,17 @@ public: print_search_option(x, y); } - vector *get_primary_list() + vector *get_primary_list() { return &ui->burrows.list_units; } - vector *get_secondary_list() + vector *get_secondary_list() { return &ui->burrows.sel_units; } - virtual int32_t * get_viewscreen_cursor() + virtual int32_t * get_viewscreen_cursor() { return &ui->burrows.unit_cursor_pos; } @@ -1671,6 +1674,68 @@ IMPLEMENT_HOOKS(df::viewscreen_dwarfmodest, burrow_search); // +// +// START: Room assignment search +// + +typedef search_generic room_assign_search_base; +class room_assign_search : public room_assign_search_base +{ +public: + bool can_init(df::viewscreen_dwarfmodest *screen) + { + if (ui->main.mode == df::ui_sidebar_mode::QueryBuilding && *ui_building_in_assign) + { + return room_assign_search_base::can_init(screen); + } + + return false; + } + + string get_element_description(df::unit *element) const + { + return element ? get_unit_description(element) : "Nobody"; + } + + void render() const + { + auto dims = Gui::getDwarfmodeViewDims(); + int left_margin = dims.menu_x1 + 1; + int x = left_margin; + int y = 19; + + print_search_option(x, y); + } + + vector *get_primary_list() + { + return ui_building_assign_units; + } + + virtual int32_t * get_viewscreen_cursor() + { + return ui_building_item_cursor; + } + + bool should_check_input(set *input) + { + if (input->count(interface_key::SECONDSCROLL_UP) || input->count(interface_key::SECONDSCROLL_DOWN) + || input->count(interface_key::SECONDSCROLL_PAGEUP) || input->count(interface_key::SECONDSCROLL_PAGEDOWN)) + { + end_entry_mode(); + return false; + } + + return true; + } +}; + +IMPLEMENT_HOOKS(df::viewscreen_dwarfmodest, room_assign_search); + +// +// END: Room assignment search +// + #define SEARCH_HOOKS \ HOOK_ACTION(unitlist_search_hook) \ HOOK_ACTION(roomlist_search_hook) \ @@ -1681,10 +1746,11 @@ IMPLEMENT_HOOKS(df::viewscreen_dwarfmodest, burrow_search); HOOK_ACTION(military_search_hook) \ HOOK_ACTION(nobles_search_hook) \ HOOK_ACTION(profiles_search_hook) \ - HOOK_ACTION(annoucnement_search_hook) \ + HOOK_ACTION(announcement_search_hook) \ HOOK_ACTION(joblist_search_hook) \ HOOK_ACTION(burrow_search_hook) \ - HOOK_ACTION(stockpile_search_hook) + HOOK_ACTION(stockpile_search_hook) \ + HOOK_ACTION(room_assign_search_hook) DFhackCExport command_result plugin_enable ( color_ostream &out, bool enable) { diff --git a/scripts/gui/advfort.lua b/scripts/gui/advfort.lua index 921dd87cf..17aef6a42 100644 --- a/scripts/gui/advfort.lua +++ b/scripts/gui/advfort.lua @@ -1,8 +1,10 @@ -- allows to do jobs in adv. mode. --[==[ - version: 0.011 + version: 0.012 changelog: + *0.012 + - fix for some jobs not finding correct building. *0.011 - fixed crash with building jobs (other jobs might have been crashing too!) - fixed bug with building asking twice to input items @@ -1123,7 +1125,7 @@ function usetool:openShopWindow(building) local filter_pile=workshopJobs.getJobs(building:getType(),building:getSubtype(),building:getCustomType()) if filter_pile then - local state={unit=adv,from_pos={x=adv.pos.x,y=adv.pos.y, z=adv.pos.z,building=building} + local state={unit=adv,from_pos={x=adv.pos.x,y=adv.pos.y, z=adv.pos.z},building=building ,screen=self,bld=building,common=filter_pile.common} choices={} for k,v in pairs(filter_pile) do @@ -1455,4 +1457,4 @@ end if not (dfhack.gui.getCurFocus()=="dungeonmode/Look" or dfhack.gui.getCurFocus()=="dungeonmode/Default") then qerror("This script requires an adventurer mode with (l)ook or default mode.") end -usetool():show() \ No newline at end of file +usetool():show() diff --git a/scripts/hotkey-notes.lua b/scripts/hotkey-notes.lua new file mode 100644 index 000000000..2b713e6bb --- /dev/null +++ b/scripts/hotkey-notes.lua @@ -0,0 +1,9 @@ +-- prints info on assigned hotkeys to the console + +for i=1, #df.global.ui.main.hotkeys do + local hk = df.global.ui.main.hotkeys[i-1] + local key = dfhack.screen.getKeyDisplay(df.interface_key.D_HOTKEY1 + i - 1) + if hk.cmd ~= -1 then + print(key..': '..hk.name..': x='..hk.x..' y='..hk.y..' z='..hk.z) + end +end