Fix issues, update changelog and docs

Initialize variables in LuaApi.cpp, solve changelog conflicts, hyperlink and escape char info in docs
develop
Ryan Williams 2022-05-02 23:52:47 -07:00 committed by GitHub
parent 621ccef996
commit 5be0fe2a44
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 103 additions and 71 deletions

@ -28,7 +28,7 @@
"" ""
"Dreamfort works best at an embark site that is flat and has at least one soil layer. New players should avoid embarks with aquifers if they are not prepared to deal with them. Bring picks for mining, an axe for woodcutting, and an anvil for a forge. Bring a few blocks to speed up initial workshop construction as well. That's all you really need, but see the example embark profile in the online spreadsheets for a more complete setup." "Dreamfort works best at an embark site that is flat and has at least one soil layer. New players should avoid embarks with aquifers if they are not prepared to deal with them. Bring picks for mining, an axe for woodcutting, and an anvil for a forge. Bring a few blocks to speed up initial workshop construction as well. That's all you really need, but see the example embark profile in the online spreadsheets for a more complete setup."
"" ""
"Other DFHack scripts and plugins also work very well with Dreamfort, such as autofarm, automelt, autonestbox, burial, prioritize, seedwatch, tailor, and, of course, buildingplan. An init file that configures all these plugins is distributed with DFHack as hack/examples/init/onMapLoad_dreamfort.init." "Other DFHack commands also work very well with Dreamfort, such as autofarm, autonestbox, prioritize, seedwatch, tailor, and, of course, buildingplan. An init file that gets everything configured for you is distributed with DFHack as hack/examples/init/onMapLoad_dreamfort.init."
Put that file in your Dwarf Fortress directory -- the same directory that has dfhack.init. Put that file in your Dwarf Fortress directory -- the same directory that has dfhack.init.
"" ""
"Also copy the files in hack/examples/orders/ to dfhack-config/orders/ and the files in hack/examples/professions/ to professions/. We'll be using these files later. See https://docs.dfhack.org/en/stable/docs/guides/examples-guide.html for more information, including suggestions on how many dwarves of each profession you are likely to need at each stage of fort maturity." "Also copy the files in hack/examples/orders/ to dfhack-config/orders/ and the files in hack/examples/professions/ to professions/. We'll be using these files later. See https://docs.dfhack.org/en/stable/docs/guides/examples-guide.html for more information, including suggestions on how many dwarves of each profession you are likely to need at each stage of fort maturity."
@ -46,7 +46,7 @@ interactively."
"# The dreamfort.csv distributed with DFHack is generated with the following command: "# The dreamfort.csv distributed with DFHack is generated with the following command:
for fname in dreamfort*.xlsx; do xlsx2csv -a -p '' ""$fname""; done | sed 's/,*$//'" for fname in dreamfort*.xlsx; do xlsx2csv -a -p '' ""$fname""; done | sed 's/,*$//'"
#notes label(checklist) command checklist #notes label(checklist) command checklist
"Here is the recommended order for Dreamfort commands. You can copy/paste the command lines directly into the DFHack terminal, or, if you prefer, you can run the blueprints in the UI with gui/quickfort. See the level walkthroughs for context and details. Also remember to read the messages the blueprints print out after you run them so you don't miss any important manual steps." "Here is the recommended order for Dreamfort commands. You can copy/paste the command lines directly into the DFHack terminal, or, if you prefer, you can run the blueprints in the UI with gui/quickfort. See the walkthroughs (the ""help"" blueprints) for context and details. Also remember to read the messages the blueprints print out after you run them so you don't miss any important manual steps."
"" ""
-- Preparation (before you embark!) -- -- Preparation (before you embark!) --
Copy hack/examples/init/onMapLoad_dreamfort.init to your DF directory Copy hack/examples/init/onMapLoad_dreamfort.init to your DF directory
@ -67,7 +67,7 @@ quickfort run library/dreamfort.csv -n /surface1,# Run when you find your center
quickfort run library/dreamfort.csv -n /dig_all,"# Run when you find a suitable rock layer for the industry level. It designates digging for industry, services, guildhall, suites, and apartments all in one go. This list does not include the farming level, which we'll dig in the uppermost soil layer a bit later. Note that it is more efficient for your miners if you designate your digging before they dig the central stairs past that level since the stairs are dug at a low priority. This keeps your miners focused on one level at a time. If you need to designate your levels individually due to caverns interrupting the sequence or just because it is your preference, run the level-specific dig blueprints (i.e. /industry1, /services1, /guildhall1, /suites1, and 5 levels of /apartments1) instead of running /dig_all." quickfort run library/dreamfort.csv -n /dig_all,"# Run when you find a suitable rock layer for the industry level. It designates digging for industry, services, guildhall, suites, and apartments all in one go. This list does not include the farming level, which we'll dig in the uppermost soil layer a bit later. Note that it is more efficient for your miners if you designate your digging before they dig the central stairs past that level since the stairs are dug at a low priority. This keeps your miners focused on one level at a time. If you need to designate your levels individually due to caverns interrupting the sequence or just because it is your preference, run the level-specific dig blueprints (i.e. /industry1, /services1, /guildhall1, /suites1, and 5 levels of /apartments1) instead of running /dig_all."
"" ""
-- Core fort (should finish at about the third migration wave) -- -- Core fort (should finish at about the third migration wave) --
quickfort run library/dreamfort.csv -n /surface2,# Run after initial trees are cleared. quickfort run library/dreamfort.csv -n /surface2,"# Run after initial trees are cleared. If you are deconstructing the wagon now, wait until after the wagon is deconstructed so the jobs that depend on wagon contents (e.g. blocks) don't get canceled later."
quickfort run library/dreamfort.csv -n /farming1,# Run when channels are dug and the additional designated trees are cleared. quickfort run library/dreamfort.csv -n /farming1,# Run when channels are dug and the additional designated trees are cleared.
quickfort run library/dreamfort.csv -n /farming2,# Run when the farming level has been dug out. quickfort run library/dreamfort.csv -n /farming2,# Run when the farming level has been dug out.
quickfort run library/dreamfort.csv -n /surface3,# Run right after /farming2. quickfort run library/dreamfort.csv -n /surface3,# Run right after /farming2.
@ -78,7 +78,7 @@ quickfort run library/dreamfort.csv -n /surface4,"# Run after the walls and floo
"quickfort run,orders library/dreamfort.csv -n /services2",# Run when the services levels have been dug out. Feel free to remove the orders for the ropes if you already brought them with you. "quickfort run,orders library/dreamfort.csv -n /services2",# Run when the services levels have been dug out. Feel free to remove the orders for the ropes if you already brought them with you.
orders import basic,"# Run after the first migration wave, so you have dorfs to do all the basic tasks. Note that this is the ""orders"" plugin, not the ""quickfort orders"" command." orders import basic,"# Run after the first migration wave, so you have dorfs to do all the basic tasks. Note that this is the ""orders"" plugin, not the ""quickfort orders"" command."
"quickfort run,orders library/dreamfort.csv -n /surface5","# Run when all marked trees on the surface are chopped down and walls and floors have been constructed, including the roof section over the future barracks." "quickfort run,orders library/dreamfort.csv -n /surface5","# Run when all marked trees on the surface are chopped down and walls and floors have been constructed, including the roof section over the future barracks."
prioritize ConstructBuilding,# Run when you see the bridges ready to be built so the masons come and actually build them. prioritize ConstructBuilding,# Run when you see the bridges ready to be built so the busy masons come and build them.
"quickfort run,orders library/dreamfort.csv -n /surface6",# Run when at least the beehives and weapon rack are constructed and you have linked all levers to their respective bridges. "quickfort run,orders library/dreamfort.csv -n /surface6",# Run when at least the beehives and weapon rack are constructed and you have linked all levers to their respective bridges.
"quickfort run,orders library/dreamfort.csv -n /surface7",# Run after the surface walls are completed and any marked trees are chopped down. "quickfort run,orders library/dreamfort.csv -n /surface7",# Run after the surface walls are completed and any marked trees are chopped down.
"" ""
@ -94,6 +94,7 @@ orders import furnace,# Automated production of basic furnace-related items. Don
"quickfort run,orders library/dreamfort.csv -n /apartments3",# Run when all beds have been constructed on the first apartments level. "quickfort run,orders library/dreamfort.csv -n /apartments3",# Run when all beds have been constructed on the first apartments level.
"quickfort run,orders library/dreamfort.csv -n /services3","# Run after the dining table and chair, weapon rack, and archery targets have been constructed. Also wait until after you complete /surface7, though, because surface defenses are more important than a grand dining hall." "quickfort run,orders library/dreamfort.csv -n /services3","# Run after the dining table and chair, weapon rack, and archery targets have been constructed. Also wait until after you complete /surface7, though, because surface defenses are more important than a grand dining hall."
"quickfort run,orders library/dreamfort.csv -n /guildhall2",# Run when the guildhall level has been dug out. "quickfort run,orders library/dreamfort.csv -n /guildhall2",# Run when the guildhall level has been dug out.
"quickfort run,orders library/dreamfort.csv -n /guildhall3",# Optionally run after /guildhall2 to build default furnishings.
"quickfort run,orders library/dreamfort.csv -n /farming4",# Run once you have a cache of potash. "quickfort run,orders library/dreamfort.csv -n /farming4",# Run once you have a cache of potash.
orders import military,# Automated production of military equipment. Turn on automelt in the meltables piles on the industry level to automatically upgrade all metal military equipment to masterwork quality. These orders are optional if you are not using a military. orders import military,# Automated production of military equipment. Turn on automelt in the meltables piles on the industry level to automatically upgrade all metal military equipment to masterwork quality. These orders are optional if you are not using a military.
orders import smelting,# Automated production of all types of metal bars. orders import smelting,# Automated production of all types of metal bars.
@ -104,7 +105,7 @@ orders import glassstock,# Maintains a small stock of all types of glass furnitu
-- Repeat for each remaining apartments level as needed -- -- Repeat for each remaining apartments level as needed --
"quickfort run,orders library/dreamfort.csv -n /apartments2",# Run when the apartment level has been dug out. "quickfort run,orders library/dreamfort.csv -n /apartments2",# Run when the apartment level has been dug out.
"quickfort run,orders library/dreamfort.csv -n /apartments3",# Run when all beds have been constructed. "quickfort run,orders library/dreamfort.csv -n /apartments3",# Run when all beds have been constructed.
burial -pets,# Run once the coffins are placed to set them to allow for burial. This is handled for you if you are using the provided onMapLoad_dreamfort.init file. burial -pets,# Run once the coffins are placed to set them to allow for burial.
See this checklist online at https://docs.google.com/spreadsheets/d/13PVZ2h3Mm3x_G1OXQvwKd7oIR2lK4A1Ahf6Om1kFigw/edit#gid=1459509569 See this checklist online at https://docs.google.com/spreadsheets/d/13PVZ2h3Mm3x_G1OXQvwKd7oIR2lK4A1Ahf6Om1kFigw/edit#gid=1459509569
#notes label(setup_help) #notes label(setup_help)
@ -113,14 +114,14 @@ Makes common initial adjustments to in-game settings.
"The /setup blueprint is intended to be run once at the start of the game, before anything else is changed. Players are welcome to make any further customizations after this blueprint is run. Please be sure to run the /setup blueprint before making any other changes, though, so your settings are not overwritten!" "The /setup blueprint is intended to be run once at the start of the game, before anything else is changed. Players are welcome to make any further customizations after this blueprint is run. Please be sure to run the /setup blueprint before making any other changes, though, so your settings are not overwritten!"
"" ""
The following settings are changed: The following settings are changed:
"- The manager, chief medical dwarf, broker, and bookkeeper noble roles are assigned to the first suggested dwarf. This is likely to be the expedition leader, but the game could suggest others if they have relevant skills. Bookkeeping is also set to the highest precision." "- The manager, chief medical dwarf, broker, and bookkeeper noble roles are assigned to the first suggested dwarf. This is likely to be the expedition leader, but the game could suggest others if they have relevant skills. Bookkeeping is set to the highest precision."
"" ""
- Standing orders are set to: - Standing orders are set to:
- only farmers harvest - only farmers harvest
- gather refuse from outside (incl. vermin) - gather refuse from outside (incl. vermin)
- no autoloom (we'll be managing cloth production with automated orders) - no autoloom (so the hospital always has thread -- we'll be managing cloth production with automated orders)
"" ""
"- A burrow named ""Inside"" is created (it's up to the player to define the area). It is intended for use in getting your civilians to safety during sieges. An alert named ""Siege"" is also created and associated with the ""Inside"" burrow." "- A burrow named ""Inside"" is created, but it's up to the player to define the area as the fort expands. It is intended for use in getting your civilians to safety during sieges. A military alert named ""Siege"" is also created and associated with the ""Inside"" burrow."
"" ""
- Military uniforms get the following modifications: - Military uniforms get the following modifications:
- all default uniforms set to replace clothing - all default uniforms set to replace clothing
@ -144,7 +145,7 @@ starthotkeys: H{sethotkey fkey={F2} name=Farming}{sethotkey fkey={F3} name=Indus
"" ""
"#config label(setup) message(Please set the zoom targets of the hotkeys (the 'H' menu) according to where you actually end up digging the levels. "#config label(setup) message(Please set the zoom targets of the hotkeys (the 'H' menu) according to where you actually end up digging the levels.
As you build your fort, expand the ""Inside"" burrow to include new civilian-safe areas. As you build your fort, expand the ""Inside"" burrow to include new civilian-safe areas.
Optionally, add a leather cloak to your military uniforms to enhance the protection of the uniforms. Optionally, add a leather cloak to your military uniforms to enhance their protection rating.
Nothing in Dreamfort depends on these settings staying as they are. Feel free to change any setting to your personal preference.) assign nobles, set standing orders, create burrows, make adjustments to military uniforms, and set hotkey names" Nothing in Dreamfort depends on these settings staying as they are. Feel free to change any setting to your personal preference.) assign nobles, set standing orders, create burrows, make adjustments to military uniforms, and set hotkey names"
{startnobles}{startorders}{startburrows}{startmilitary}{starthotkeys} {startnobles}{startorders}{startburrows}{startmilitary}{starthotkeys}
"#meta label(dig_all) start(central stairs on industry level) dig industry, services, guildhall, suites, and apartments levels. does not include farming." "#meta label(dig_all) start(central stairs on industry level) dig industry, services, guildhall, suites, and apartments levels. does not include farming."
@ -532,7 +533,7 @@ Feel free to assign an unimportant animal to the pasture in the main entranceway
"#place label(surface_place_start) start(19; 19) hidden() message(if you haven't already, now is a good time to deconstruct the wagon) starting stockpiles" #place label(surface_place_start) start(19; 19) hidden() starting stockpiles
@ -974,7 +975,7 @@ You might also want to set the ""trade goods quantum"" stockpile to Auto Trade i
,,,`,,`,nocontainers,crafts,,,,,,,`,,,,"{givename name=""inner main gate""}",,,,`,,,,,,,,,`,,` ,,,`,,`,nocontainers,crafts,,,,,,,`,,,,"{givename name=""inner main gate""}",,,,`,,,,,,,,,`,,`
,,,`,,`,"{givename name=""trade goods""}",,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,`,,`,"{givename name=""trade goods""}",,,,,,,,,,,,,,,,,,,,,,,,,`,,`
,,,`,,`,{forbidmasterworkfinishedgoods}{forbidartifactfinishedgoods},,,,,,,,"{givename name=""trade depo gate""}",,,,,,,,"{givename name=""barracks gate""}",,,,,,,,,`,,` ,,,`,,`,{forbidmasterworkfinishedgoods}{forbidartifactfinishedgoods},,,,,,,,"{givename name=""trade depo gate""}",,,,,,,,"{givename name=""barracks gate""}",,,,,,,,,`,,`
,,,`,,`,,"{quantumstopfromnorth name=""Trade Goods Dumper""}",,,,,,,,,,,,,,,,,"{quantumstop name=""Prisoner quantum"" move={Up 5} move_back={Down 5} route_enable={prisoner_route_enable}}{givename name=""prisoner dumper""}",,,,,,,`,,` ,,,`,,`,,"{quantumstopfromnorth name=""Trade Goods quantum""}",,,,,,,,,,,,,,,,,"{quantumstop name=""Prisoner quantum"" move={Up 5} move_back={Down 5} route_enable={prisoner_route_enable}}{givename name=""prisoner dumper""}",,,,,,,`,,`
,,,`,,`,,"{quantum name=""trade goods quantum""}",,,,,,,`,,,,,,,,`,,"{quantum name=""prisoner quantum"" quantum_enable={enableanimals}}",,,,,,,`,,` ,,,`,,`,,"{quantum name=""trade goods quantum""}",,,,,,,`,,,,,,,,`,,"{quantum name=""prisoner quantum"" quantum_enable={enableanimals}}",,,,,,,`,,`
,,,`,,`,`,`,`,`,`,`,`,`,`,,,,,,,,`,`,`,`,`,`,`,`,`,`,,` ,,,`,,`,`,`,`,`,`,`,`,`,`,,,,,,,,`,`,`,`,`,`,`,`,`,`,,`
,,,`,,"{givename name=""left outer gate""}",,,,,,,,,"{givename name=""left inner gate""}",,,,,,,,"{givename name=""right inner gate""}",,,,,,,,,"{givename name=""right outer gate""}",,` ,,,`,,"{givename name=""left outer gate""}",,,,,,,,,"{givename name=""left inner gate""}",,,,,,,,"{givename name=""right inner gate""}",,,,,,,,,"{givename name=""right outer gate""}",,`
@ -2554,14 +2555,14 @@ query_jail/services_query_jail
Screenshot: https://drive.google.com/file/d/17jHiCKeZm6FSS-CI4V0r0GJZh09nzcO_ Screenshot: https://drive.google.com/file/d/17jHiCKeZm6FSS-CI4V0r0GJZh09nzcO_
"" ""
Features: Features:
"- Big rooms, optionally pre-furnished. Double-thick walls to ensure engravings add value to the ""correct"" side. Fill with furniture and assign as needed." "- Big rooms, optionally pre-furnished. Double-thick walls to ensure engravings add value to the ""correct"" side. Declare locations as needed."
"" ""
Guildhall Walkthrough: Guildhall Walkthrough:
1) Dig out the rooms with /guildhall1. 1) Dig out the rooms with /guildhall1.
"" ""
"2) Once the area is dug out, add doors and a few statues with /guildhall2. Run ""quickfort orders"" for /guildhall2." "2) Once the area is dug out, pre-create the zones and add doors and a few statues with /guildhall2. Run ""quickfort orders"" for /guildhall2."
"" ""
"3) Furnish individual rooms manually, or alternately get default furnishings for a variety of room types by running /guildhall3. Declare appropriate locations as you need guildhalls, libraries, and temples. If you need more rooms, you can dig another /guildhall1 in an unused z-level." "3) Furnish individual rooms manually, or get default furnishings for a variety of room types by running /guildhall3. Declare appropriate locations from the pre-created zones as you need guildhalls, libraries, and temples. If you need more rooms, you can dig another /guildhall1 in an unused z-level."
"#dig label(guildhall1) start(15; 15; central stairs) message(Once the area is dug out, continue with /guildhall2.)" "#dig label(guildhall1) start(15; 15; central stairs) message(Once the area is dug out, continue with /guildhall2.)"
@ -2592,7 +2593,10 @@ Guildhall Walkthrough:
,,d,d,d,d,d,d,d,,,d,d,d,d,d,d,d,,,d,d,d,d,d,d,d ,,d,d,d,d,d,d,d,,,d,d,d,d,d,d,d,,,d,d,d,d,d,d,d
"#build label(guildhall2) start(15; 15; central stairs) message(Remember to enqueue manager orders for this blueprint. #meta label(guildhall2)
doors/guildhall_doors
zones/guildhall_zones
"#build label(guildhall_doors) start(15; 15; central stairs) hidden() message(Remember to enqueue manager orders for this blueprint.
Smooth/engrave tiles, furnish rooms, and declare locations as required.) build doors" Smooth/engrave tiles, furnish rooms, and declare locations as required.) build doors"
@ -2623,6 +2627,36 @@ Smooth/engrave tiles, furnish rooms, and declare locations as required.) build d
,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,` ,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`
#zone label(guildhall_zones) start(15; 15; central stairs) hidden() designate zones
,m(9x9),,,,,,,,,m(9x9),,,,,,,,,m(9x9)
,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`
,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`
,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`
,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`
,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`
,,`,`,`,`,`,`,`,~,~,`,`,`,`,`,`,`,~,~,`,`,`,`,`,`,`
,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`
,,,,,,,~,,,,,,~,,~,,,,,,~
,m(9x9),,,,,,~,,,,,,`,~,`,,,,m(9x9),,~
,,`,`,`,`,`,`,`,,,,,~,,~,,,,,`,`,`,`,`,`,`
,,`,`,`,`,`,`,`,,,,`,`,`,`,`,,,,`,`,`,`,`,`,`
,,`,`,`,`,`,`,`,~,`,~,`,,,,`,~,`,~,`,`,`,`,`,`,`
,,`,`,`,`,`,`,`,,~,,`,,`,,`,,~,,`,`,`,`,`,`,`
,,`,`,`,`,`,`,`,~,`,~,`,,,,`,~,`,~,`,`,`,`,`,`,`
,,`,`,`,`,`,`,`,,,,`,`,`,`,`,,,,`,`,`,`,`,`,`
,,`,`,`,`,`,`,`,,,,,~,,~,,,,,`,`,`,`,`,`,`
,,,,,,,~,,,,,,`,~,`,,,,,,~
,m(9x9),,,,,,~,,,m(9x9),,,~,,~,,,,m(9x9),,~
,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`
,,`,`,`,`,`,`,`,~,~,`,`,`,`,`,`,`,~,~,`,`,`,`,`,`,`
,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`
,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`
,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`
,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`
,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`
"#build label(guildhall3) start(15; 15; central stairs) message(Remember to enqueue manager orders for this blueprint.) furnish 4 guildhalls, 3 temples, and a library" "#build label(guildhall3) start(15; 15; central stairs) message(Remember to enqueue manager orders for this blueprint.) furnish 4 guildhalls, 3 temples, and a library"
@ -2676,7 +2710,7 @@ Apartments Walkthrough:
"" ""
"3) Once the beds are built, configure the rooms and build the remaining furniture with /apartments3. Run ""quickfort orders"" for /apartments3." "3) Once the beds are built, configure the rooms and build the remaining furniture with /apartments3. Run ""quickfort orders"" for /apartments3."
"" ""
"4) Once the coffins are all in place, run ""burial -pets"" to set them all to accept burials. This is handled for you if you're using the onMapLoad_dreamfort.init file included with DFHack." "4) Once the coffins are all in place, run ""burial -pets"" to set them all to accept burials."
"#dig label(suites1) start(18; 18; central ramp) message(Once the area is dug out, run /suites2) noble suites" "#dig label(suites1) start(18; 18; central ramp) message(Once the area is dug out, run /suites2) noble suites"
,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d ,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d

Can't render this file because it has a wrong number of fields in line 58.

@ -1091,11 +1091,12 @@ Announcements
* ``dfhack.gui.autoDFAnnouncement(report,text[,log_failures])`` * ``dfhack.gui.autoDFAnnouncement(report,text[,log_failures])``
``dfhack.gui.autoDFAnnouncement(type,pos,text,color[,is_bright,unit1,unit2,is_sparring,log_failures])`` ``dfhack.gui.autoDFAnnouncement(type,pos,text,color[,is_bright,unit1,unit2,is_sparring,log_failures])``
Takes a ``df.report_init`` (see: https://github.com/DFHack/df-structures/blob/master/df.announcements.xml#L451) Takes a ``df.report_init`` (see: `structure definition <https://github.com/DFHack/df-structures/blob/master/df.announcements.xml#L451>`_)
and a string and processes them just like DF does. Sometimes this means the announcement won't occur. and a string and processes them just like DF does. Sometimes this means the announcement won't occur.
Set ``log_failures`` to ``true`` to log the reason why to the dfhack console (e.g., unrevealed map or wrong gamemode.) Set ``log_failures`` to ``true`` to log the reason why to the dfhack console (e.g., unrevealed map or wrong gamemode.)
Can also be built from parameters instead of a ``report_init``. Setting ``is_sparring`` to ``true`` means the report Can also be built from parameters instead of a ``report_init``. Setting ``is_sparring`` to ``true`` means the report
will be added to sparring logs (if applicable) rather than hunting or combat. will be added to sparring logs (if applicable) rather than hunting or combat. Text uses ``&`` as an escape character, with ``&r`` being a newline,
``&&`` being just ``&``, and any other combination causing neither character to display.
Other Other
~~~~~ ~~~~~

@ -34,74 +34,71 @@ changelog.txt uses a syntax similar to RST, with a few special sequences:
# Future # Future
## New Plugins ## New Plugins
- `spectate`: automates the following of dwarves more often than not based on job zlevel activity levels, sometimes randomly though. - `spectate`: "spectator mode" -- automatically follows dwarves doing things in your fort
## Removed
## New Tweaks ## New Tweaks
- `tweak` partial-items: displays percentages on partially-consumed items such as hospital cloth - `tweak`: ``partial-items`` displays percentage remaining for partially-consumed items such as hospital cloth
## Fixes ## Fixes
- `autofarm`: removed restriction on only planting "discovered" plants
- `cxxrandom`: fixed exception when calling ``bool_distribution`` - `cxxrandom`: fixed exception when calling ``bool_distribution``
- `cxxrandom`: fixed id order for ShuffleSequence, but adds code to detect which parameter is which so each id is used correctly. 16000 limit before things get weird (previous was 16 bits) - `luasocket`: return correct status code when closing socket connections so clients can know when to retry
- `autofarm` removed restriction on only planting 'discovered' plants
- `luasocket` (and others): return correct status code when closing socket connections
## Misc Improvements ## Misc Improvements
- `autochop`: only designate the amount of trees required to reach ``max_logs``
- `autochop`: preferably designate larger trees over smaller ones
- `blueprint`: ``track`` phase renamed to ``carve``
- `blueprint`: carved fortifications and (optionally) engravings are now captured in generated blueprints
- `cursecheck`: new option, ``--ids`` prints creature and race IDs of the cursed creature
- `debug`: DFHack log messages now have configurable headers (e.g. timestamp, origin plugin name, etc.) via the ``debugfilter`` command of the `debug` plugin
- `debug`: script execution log messages (e.g. "Loading script: dfhack_extras.init" can now be controlled with the ``debugfilter`` command. To hide the messages, add this line to your ``dfhack.init`` file: ``debugfilter set Warning core script``
- `dfhack-examples-guide`: add mugs to ``basic`` manager orders
- `dfhack-examples-guide`: ``onMapLoad_dreamfort.init`` remove "cheaty" commands and new tweaks that are now in the default ``dfhack.init-example`` file
- ``dfhack.init-example``: recently-added tweaks added to example ``dfhack.init`` file
- `dig-now`: handle fortification carving - `dig-now`: handle fortification carving
- `EventManager`: add new event type ``JOB_STARTED``, triggered when a job first gains a worker - `EventManager`: add new event type ``JOB_STARTED``, triggered when a job first gains a worker
- `EventManager`: add new event type ``NEW_UNIT_ACTIVE``, triggered when a new unit appears on the active list - `EventManager`: add new event type ``UNIT_NEW_ACTIVE``, triggered when a new unit appears on the active list
- `EventManager`: now each registered handler for an event can have its own frequency instead of all handlers using the lowest frequency of all handlers
- `stocks`: allow search terms to match the full item label, even when the label is truncated for length
- `dfhack-examples-guide`: add mugs to ``basic`` manager orders
- `gui/create-item`: Added "(chain)" annotation text for armours with the [CHAIN_METAL_TEXT] flag set - `gui/create-item`: Added "(chain)" annotation text for armours with the [CHAIN_METAL_TEXT] flag set
- DFHack log messages now have configurable headers (e.g. timestamp, origin plugin name, etc.) via the ``debugfilter`` command of the `debug` plugin - `manipulator`: tweak colors to make the cursor easier to locate
- Script execution log messages (e.g. "Loading script: dfhack_extras.init" can now be controlled with the ``debugfilter`` command. To hide the messages, add this line to your ``dfhack.init`` file: ``debugfilter set Warning core script`` - `stocks`: allow search terms to match the full item label, even when the label is truncated for length
- `manipulator`: Tweak colors to make the cursor easier to locate - `tweak`: ``stable-cursor`` now keeps the cursor stable even when the viewport moves a small amount
- `autochop`: only designate the amount of trees required to reach ``max_logs``
- `autochop`: preferably designate larger trees over smaller ones
- `blueprint`: ``track`` phase renamed to ``carve``. carved fortifications and (optionally) engravings are now captured in blueprints
- `tweak` stable-cursor: Keep the cursor stable even when the viewport moves a small amount
- `cursecheck`: Added a new parameter, ``ids``, to print creature and race IDs of the cursed creature.
- Include recently-added tweaks in example dfhack.init file, clean up dreamfort onMapLoad.init file
## Documentation ## Documentation
- add more examples to the plugin example skeleton files so they are more informative for a newbie
- `confirm`: correct the command name in the plugin help text
- `cxxrandom`: added usage examples - `cxxrandom`: added usage examples
- Add more examples to the plugin skeleton files so they are more informative for a newbie - ``Lua API.rst``: added ``isHidden(unit)``, ``isFortControlled(unit)``, ``getOuterContainerRef(unit)``, ``getOuterContainerRef(item)``, ``autoDFAnnouncement``, ``pauseRecenter``, ``recenterViewscreen``
- Lua API.rst added: ``isHidden(unit)``, ``isFortControlled(unit)``, ``getOuterContainerRef(unit)``, ``getOuterContainerRef(item)`` - `lua-string`: document DFHack string extensions (``startswith()``, ``endswith()``, ``split()``, ``trim()``, ``wrap()``, and ``escape_pattern()``)
- Lua API.rst added: ``autoDFAnnouncement``, ``pauseRecenter``, ``recenterViewscreen`` - `quickfort-blueprint-guide`: added screenshots to the Dreamfort case study and overall clarified text
- Update download link and installation instructions for Visual C++ 2015 build tools on Windows - `remote-client-libs`: add new Rust client library
- Updated information regarding obtaining a compatible Windows build environment - update download link and installation instructions for Visual C++ 2015 build tools on Windows
- `confirm`: Correct the command name in the plugin help text - update information regarding obtaining a compatible Windows build environment
- ``Quickfort Blueprint Editing Guide``: added screenshots to the Dreamfort case study and overall clarified text
- Document DFHack `lua-string` (``startswith``, ``endswith``, ``split``, ``trim``, ``wrap``, and ``escape_pattern``).
- Added a Rust client library to the `remote interface docs <remote-client-libs>`
## API ## API
- Added functions reverse-engineered from ambushing unit code: ``Units::isHidden``, ``Units::isFortControlled``, ``Units::getOuterContainerRef``, ``Items::getOuterContainerRef`` - add functions reverse-engineered from ambushing unit code: ``Units::isHidden()``, ``Units::isFortControlled()``, ``Units::getOuterContainerRef()``, ``Items::getOuterContainerRef()``
- Added functions reverse-engineered from announcement code: ``Gui::parseReportString``, ``Gui::autoDFAnnouncement``, ``Gui::pauseRecenter``, ``Gui::recenterViewscreen`` - add functions reverse-engineered from announcement code: ``Gui::parseReportString``, ``Gui::autoDFAnnouncement``, ``Gui::pauseRecenter``, ``Gui::recenterViewscreen``
## Lua ## Lua
- ``widgets.FilteredList`` now allows all punctuation to be typed into the filter and can match search keys that start with punctuation. - `custom-raw-tokens`: library for accessing tokens added to raws by mods
- ``widgets.ListBox``: minimum height of dialog is now calculated correctly when there are no items in the list (e.g. when a filter doesn't match anything) - ``dfhack.gui``: Lua wrappers for functions reverse-engineered from announcement code: ``autoDFAnnouncement``, ``pauseRecenter``, ``recenterViewscreen``
- Lua wrappers for functions reverse-engineered from ambushing unit code: ``isHidden(unit)``, ``isFortControlled(unit)``, ``getOuterContainerRef(unit)``, ``getOuterContainerRef(item)`` - ``dfhack.units``: Lua wrappers for functions reverse-engineered from ambushing unit code: ``isHidden(unit)``, ``isFortControlled(unit)``, ``getOuterContainerRef(unit)``, ``getOuterContainerRef(item)``
- Lua wrappers for functions reverse-engineered from announcement code: ``autoDFAnnouncement``, ``pauseRecenter``, ``recenterViewscreen``
- Added `custom-raw-tokens` utility to Lua library for reading tokens added to raws by mods.
- ``dwarfmode.MenuOverlay``: if ``sidebar_mode`` attribute is set, automatically manage entering a specific sidebar mode on show and restoring the previous sidebar mode on dismiss
- ``dwarfmode.MenuOverlay``: new class function ``renderMapOverlay`` to assist with drawing tiles over the visible map
- ``dwarfmode.enterSidebarMode()``: passing ``df.ui_sidebar_mode.DesignateMine`` now always results in you entering ``DesignateMine`` mode and not ``DesignateChopTrees``, even when you looking at the surface where the default designation mode is ``DesignateChopTrees``
- New string class function: ``string:escape_pattern()`` escapes regex special characters within a string
- ``widgets.Panel``: if ``autoarrange_subviews`` is set, ``Panel``\s will now automatically lay out widgets vertically according to their current height. This allows you to have widgets dynamically change height or become visible/hidden and you don't have to worry about recalculating frame layouts
- ``widgets.ResizingPanel``: new ``Panel`` subclass that automatically recalculates it's own frame height based on the size, position, and visibility of its subviews
- ``widgets.WrappedLabel``: new ``Label`` subclass that provides autowrapping of text
- ``widgets.TooltipLabel``: new ``WrappedLabel`` subclass that provides tooltip-like behavior
- ``widgets.HotkeyLabel``: new ``Label`` subclass that displays and reacts to hotkeys
- ``widgets.CycleHotkeyLabel``: new ``Label`` subclass that allows users to cycle through a list of options by pressing a hotkey
- ``widgets.ToggleHotkeyLabel``: new ``CycleHotkeyLabel`` subclass that toggles between ``On`` and ``Off`` states
- ``safe_index`` now properly handles lua sparse tables that are indexed by numbers
- ``widgets``: unset values in ``frame_inset``-table default to ``0``
- ``dialogs``: ``show*`` functions now return a reference to the created dialog - ``dialogs``: ``show*`` functions now return a reference to the created dialog
- ``dwarfmode.enterSidebarMode()``: passing ``df.ui_sidebar_mode.DesignateMine`` now always results in you entering ``DesignateMine`` mode and not ``DesignateChopTrees``, even when you looking at the surface (where the default designation mode is ``DesignateChopTrees``)
- ``dwarfmode.MenuOverlay``: if ``sidebar_mode`` attribute is set, automatically manage entering a specific sidebar mode on show and restoring the previous sidebar mode on dismiss
- ``dwarfmode.MenuOverlay``: new class function ``renderMapOverlay`` to assist with painting tiles over the visible map
- ``ensure_key``: new global function for retrieving or dynamically creating Lua table mappings - ``ensure_key``: new global function for retrieving or dynamically creating Lua table mappings
- ``safe_index``: now properly handles lua sparse tables that are indexed by numbers
- ``string``: new function ``escape_pattern()`` escapes regex special characters within a string
- ``widgets``: unset values in ``frame_inset`` table default to ``0``
- ``widgets``: ``FilteredList`` class now allows all punctuation to be typed into the filter and can match search keys that start with punctuation
- ``widgets``: minimum height of ``ListBox`` dialog is now calculated correctly when there are no items in the list (e.g. when a filter doesn't match anything)
- ``widgets``: if ``autoarrange_subviews`` is set, ``Panel``\s will now automatically lay out widgets vertically according to their current height. This allows you to have widgets dynamically change height or become visible/hidden and you don't have to worry about recalculating frame layouts
- ``widgets``: new class ``ResizingPanel`` (subclass of ``Panel``) automatically recalculates its own frame height based on the size, position, and visibility of its subviews
- ``widgets``: new class ``HotkeyLabel`` (subclass of ``Label``) that displays and reacts to hotkeys
- ``widgets``: new class ``CycleHotkeyLabel`` (subclass of ``Label``) allows users to cycle through a list of options by pressing a hotkey
- ``widgets``: new class ``ToggleHotkeyLabel`` (subclass of ``CycleHotkeyLabel``) toggles between ``On`` and ``Off`` states
- ``widgets``: new class ``WrappedLabel`` (subclass of ``Label``) provides autowrapping of text
- ``widgets``: new class ``TooltipLabel`` (subclass of ``WrappedLabel``) provides tooltip-like behavior
# 0.47.05-r4 # 0.47.05-r4

@ -1524,9 +1524,9 @@ static int gui_autoDFAnnouncement(lua_State *state)
else else
{ {
df::coord pos; df::coord pos;
int color; int color = 0; //initialize these to prevent warning
bool bright, is_sparring, log_failures; bool bright = false, is_sparring = false, log_failures = false;
df::unit *unit1, *unit2; df::unit *unit1 = NULL, *unit2 = NULL;
auto type = (df::announcement_type)lua_tointeger(state, 1); auto type = (df::announcement_type)lua_tointeger(state, 1);
Lua::CheckDFAssign(state, &pos, 2); Lua::CheckDFAssign(state, &pos, 2);

@ -1 +1 @@
Subproject commit 74f03c0e4a5a7818b7a1cbc3576ce2c3d30d3696 Subproject commit 714ef87aef713af94874c6441e7810b9cf9ef312