Merge remote-tracking branch 'myk002/myk_buildingplan_set_settings' into develop

develop
lethosor 2021-01-22 20:57:30 -05:00
commit 5ef7a81fd1
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4 changed files with 122 additions and 20 deletions

@ -723,11 +723,11 @@ While placing a building, you can set filters for what materials you want the bu
out of, what quality you want the component items to be, and whether you want the items to
be decorated.
If a building type takes more than one item to construct, use
:kbd:`Ctrl`:kbd:`Left` and :kbd:`Ctrl`:kbd:`Right` to select the item that you
want to set filters for. Any filters that you set will be used for all buildings
of the selected type from that point onward (until you set a new filter or clear
the current one).
If a building type takes more than one item to construct, use :kbd:`Ctrl`:kbd:`Left` and
:kbd:`Ctrl`:kbd:`Right` to select the item that you want to set filters for. Any filters that
you set will be used for all buildings of the selected type placed from that point onward
(until you set a new filter or clear the current one). Buildings placed before the filters
were changed will keep the filter values that were set when the building was placed.
For example, you can be sure that all your constructed walls are the same color by setting
a filter to accept only certain types of stone.
@ -745,6 +745,42 @@ Note that Quickfort mode is only for compatibility with the legacy Python Quickf
DFHack `quickfort` script does not need Quickfort mode to be enabled. The `quickfort` script
will successfully integrate with buildingplan as long as the buildingplan plugin is enabled.
Global settings
---------------
The buildingplan plugin has several global settings that can be set from the UI (:kbd:`G`
from any building placement screen, for example: :kbd:`b`:kbd:`a`:kbd:`G`). These settings
can also be set from the ``DFHack#`` prompt once a map is loaded (or from your
``onMapLoad.init`` file) with the syntax::
buildingplan set <setting> <true|false>
The available settings are:
+----------------+---------+---------------------------------------+
| Setting | Default | Description |
+================+=========+=======================================+
| blocks | true | Allow blocks, boulders, logs, or bars |
+----------------+---------+ to be matched for generic "building |
| boulders | true | material" items |
+----------------+---------+ |
| logs | true | |
+----------------+---------+ |
| bars | false | |
+----------------+---------+---------------------------------------+
| quickfort_mode | false | Enable compatibility mode for the |
| | | legacy Python Quickfort (not required |
| | | for DFHack quickfort) |
+----------------+---------+---------------------------------------+
For example, to ensure you only use blocks when a "building material" item is required, you
could add this to your ``onMapLoad.init`` file::
on-new-fortress buildingplan set boulders false; buildingplan set logs false
You only need to set the settings for new fortresses since your current filter settings
are saved with your game.
.. _confirm:
confirm

@ -37,6 +37,9 @@ changelog.txt uses a syntax similar to RST, with a few special sequences:
- `embark-assistant`: fixed order of factors when calculating min temperature
- `embark-assistant`: improved performance of surveying
## Misc Improvements
- `buildingplan`: set global settings from the ``DFHack#`` prompt: e.g. ``buildingplan set boulders false``
# 0.47.04-r4
## Fixes

@ -1020,9 +1020,11 @@ job but can't find the materials.
As long as the `buildingplan` plugin is enabled, quickfort will use it to manage
construction. The buildingplan plugin also has an "enabled" setting for each
building type, but that setting only applies to the buildingplan user interface;
quickfort will use buildingplan to manage everything designated in a ``#build``
blueprint regardless of the buildingplan UI settings.
building type, but that setting only applies to the buildingplan user interface.
In addition, buildingplan has a "quickfort_mode" setting for compatibility with
legacy Python Quickfort. This setting has no effect on DFHack Quickfort, which
will use buildingplan to manage everything designated in a ``#build`` blueprint
regardless of the buildingplan UI settings.
However, quickfort *does* use buildingplan's filters for each building type. For
example, you can use the buildingplan UI to set the type of stone you want your

@ -17,7 +17,7 @@
#include "buildingplan-lib.h"
DFHACK_PLUGIN("buildingplan");
#define PLUGIN_VERSION 2.0
#define PLUGIN_VERSION "2.0"
REQUIRE_GLOBAL(ui);
REQUIRE_GLOBAL(ui_build_selector);
REQUIRE_GLOBAL(world); // used in buildingplan library
@ -911,26 +911,87 @@ IMPLEMENT_VMETHOD_INTERPOSE(buildingplan_query_hook, render);
IMPLEMENT_VMETHOD_INTERPOSE(buildingplan_place_hook, render);
IMPLEMENT_VMETHOD_INTERPOSE(buildingplan_room_hook, render);
DFHACK_PLUGIN_IS_ENABLED(is_enabled);
static bool setSetting(std::string name, bool value);
static bool isTrue(std::string val)
{
val = toLower(val);
return val == "on" || val == "true" || val == "y" || val == "yes"
|| val == "1";
}
static command_result buildingplan_cmd(color_ostream &out, vector <string> & parameters)
{
if (!parameters.empty())
if (parameters.empty())
return CR_OK;
std::string cmd = toLower(parameters[0]);
if (cmd.size() >= 1 && cmd[0] == 'v')
{
out.print("buildingplan version: %s\n", PLUGIN_VERSION);
}
else if (parameters.size() >= 2 && cmd == "debug")
{
show_debugging = isTrue(parameters[1]);
out.print("buildingplan debugging: %s\n",
show_debugging ? "enabled" : "disabled");
}
else if (cmd == "set")
{
if (parameters.size() == 1 && toLower(parameters[0])[0] == 'v')
if (!is_enabled)
{
out << "Building Plan" << endl << "Version: " << PLUGIN_VERSION << endl;
out.printerr(
"ERROR: buildingplan must be enabled before you can"
" read or set buildingplan global settings.");
return CR_FAILURE;
}
else if (parameters.size() == 2 && toLower(parameters[0]) == "debug")
if (!DFHack::Core::getInstance().isMapLoaded())
{
show_debugging = (toLower(parameters[1]) == "on");
out << "Debugging " << ((show_debugging) ? "enabled" : "disabled") << endl;
out.printerr(
"ERROR: A map must be loaded before you can read or set"
"buildingplan global settings. Try adding your"
"'buildingplan set' commands to the onMapLoad.init" "file.");
return CR_FAILURE;
}
if (parameters.size() == 1)
{
// display current settings
out.print("active settings:\n");
for (auto & setting : planner.getGlobalSettings())
{
out.print(" %s = %s\n", setting.first.c_str(),
setting.second ? "true" : "false");
}
out.print(" quickfort_mode = %s\n",
quickfort_mode ? "true" : "false");
}
else if (parameters.size() == 3)
{
// set a setting
std::string setting = toLower(parameters[1]);
bool val = isTrue(parameters[2]);
if (!setSetting(setting, val))
{
out.printerr("ERROR: invalid parameter: '%s'\n",
parameters[1].c_str());
}
}
else
{
out.printerr("ERROR: invalid syntax");
}
}
return CR_OK;
}
DFHACK_PLUGIN_IS_ENABLED(is_enabled);
DFhackCExport command_result plugin_enable(color_ostream &out, bool enable)
{
if (!gps)
@ -1040,14 +1101,14 @@ static void scheduleCycle() {
cycle_requested = true;
}
static void setSetting(std::string name, bool value) {
static bool setSetting(std::string name, bool value) {
if (name == "quickfort_mode")
{
debug("setting quickfort_mode %d -> %d", quickfort_mode, value);
quickfort_mode = value;
return;
return true;
}
planner.setGlobalSetting(name, value);
return planner.setGlobalSetting(name, value);
}
DFHACK_PLUGIN_LUA_FUNCTIONS {