From 655b3632386f17f34ccaf5ddb223114e9184e623 Mon Sep 17 00:00:00 2001 From: lethosor Date: Wed, 22 Jul 2020 02:23:29 -0400 Subject: [PATCH] Fix some spelling errors --- docs/Compile.rst | 2 +- docs/Core.rst | 12 ++++++------ docs/Documentation.rst | 6 +++--- docs/Lua API.rst | 8 ++++---- docs/Plugins.rst | 8 ++++---- plugins/stonesense | 2 +- scripts | 2 +- 7 files changed, 20 insertions(+), 20 deletions(-) diff --git a/docs/Compile.rst b/docs/Compile.rst index 68187e7fa..c98cb939a 100644 --- a/docs/Compile.rst +++ b/docs/Compile.rst @@ -112,7 +112,7 @@ in the platform-specific sections below first, then come back here. Generator --------- -The ``Ninja`` CMake build generator is the prefered build method on Linux and +The ``Ninja`` CMake build generator is the preferred build method on Linux and macOS, instead of ``Unix Makefiles``, which is the default. You can select Ninja by passing ``-G Ninja`` to CMake. Incremental builds using Unix Makefiles can be much slower than Ninja builds. Note that you will probably need to install diff --git a/docs/Core.rst b/docs/Core.rst index c5d5670af..5ef3e6a4d 100644 --- a/docs/Core.rst +++ b/docs/Core.rst @@ -15,12 +15,12 @@ DFHack commands can be implemented in three ways, all of which are used in the same way: :builtin: commands are implemented by the core of DFHack. They manage - other DFhack tools, interpret commands, and control basic + other DFHack tools, interpret commands, and control basic aspects of DF (force pause or quit). :plugins: are stored in ``hack/plugins/`` and must be compiled with the same version of DFHack. They are less flexible than scripts, - but used for complex or ongoing tasks becasue they run faster. + but used for complex or ongoing tasks because they run faster. :scripts: are Ruby or Lua scripts stored in ``hack/scripts/``. Because they don't need to be compiled, scripts are @@ -88,7 +88,7 @@ but ``dfhack-run`` can be useful in a variety of circumstances: - if the console is unavailable - with the init setting ``PRINT_MODE:TEXT`` - - while running an interactive command (eg. `liquids` or `tiletypes`) + - while running an interactive command (e.g. `liquids` or `tiletypes`) - from external programs or scripts - if DF or DFHack are not responding @@ -113,7 +113,7 @@ second (Windows) example uses `kill-lua` to stop a Lua script. Built-in Commands ================= The following commands are provided by the 'core' components -of DFhack, rather than plugins or scripts. +of DFHack, rather than plugins or scripts. .. contents:: :local: @@ -419,7 +419,7 @@ onLoad*.init When a world is loaded, DFHack looks for files of the form ``onLoad*.init``, where ``*`` can be any string, including the empty string. -All matching init files will be executed in alphebetical order. +All matching init files will be executed in alphabetical order. A world being loaded can mean a fortress, an adventurer, or legends mode. These files are best used for non-persistent commands, such as setting @@ -444,7 +444,7 @@ Other init files * ``onMapLoad*.init`` and ``onMapUnload*.init`` are run when a map, distinct from a world, is loaded. This is good for map-affecting - commands (eg `clean`), or avoiding issues in Legends mode. + commands (e.g. `clean`), or avoiding issues in Legends mode. * Any lua script named ``raw/init.d/*.lua``, in the save or main DF directory, will be run when any world or that save is loaded. diff --git a/docs/Documentation.rst b/docs/Documentation.rst index 37fcc6ee6..067f6bf90 100644 --- a/docs/Documentation.rst +++ b/docs/Documentation.rst @@ -53,7 +53,7 @@ directive - anything between the tokens is copied into the appropriate scripts documentation page. For Ruby, we follow the built-in docstring convention (``=begin`` and ``=end``). For Lua, the tokens are ``[====[`` and ``]====]`` - ordinary multi-line strings. It is highly encouraged to reuse this string -as the in-console documentation by (eg.) printing it when a ``-help`` argument +as the in-console documentation by (e.g.) printing it when a ``-help`` argument is given. The docs **must** have a heading which exactly matches the command, underlined @@ -101,7 +101,7 @@ describe the effect:: If it would be helpful to mention another DFHack command, don't just type the name - add a hyperlink! Specify the link target in backticks, and it will be -replaced with the corresponding title and linked: eg ```autolabor``` +replaced with the corresponding title and linked: e.g. ```autolabor``` => `autolabor`. Link targets should be equivalent to the command described (without file extension), and placed above the heading of that section like this:: @@ -159,7 +159,7 @@ Once pip is available, you can then install Sphinx with:: pip3 install sphinx -If you run this as an unpriviliged user, it may install a local copy of Sphinx +If you run this as an unprivileged user, it may install a local copy of Sphinx for your user only. The ``sphinx-build`` executable will typically end up in ``~/.local/bin/`` in this case. Alternatively, you can install Sphinx system-wide by running pip with ``sudo``. In any case, you will need the folder diff --git a/docs/Lua API.rst b/docs/Lua API.rst index c62d0f379..e9392f9c4 100644 --- a/docs/Lua API.rst +++ b/docs/Lua API.rst @@ -42,11 +42,11 @@ to lua code as a tree of objects and functions under the ``df`` global, which also broadly maps to the ``df`` namespace in the headers generated for C++. .. warning:: - The wrapper provides almost raw access to the memory - of the game, so mistakes in manipulating objects are as likely to - crash the game as equivalent plain C++ code would be. - eg. NULL pointer access is safely detected, but dangling pointers aren't. + The wrapper provides almost raw access to the memory of the game, so + mistakes in manipulating objects are as likely to crash the game as + equivalent plain C++ code would be - e.g. null pointer access is safely + detected, but dangling pointers aren't. Objects managed by the wrapper can be broadly classified into the following groups: diff --git a/docs/Plugins.rst b/docs/Plugins.rst index 7c37ea78c..3a4133873 100644 --- a/docs/Plugins.rst +++ b/docs/Plugins.rst @@ -191,7 +191,7 @@ Usage and related commands: :revflood: Hide everything, then reveal tiles with a path to the cursor (useful to make walled-off rooms vanish) :revforget: Discard info about what was visible before revealing the map. - Only useful where (eg) you abandoned with the fort revealed + Only useful where (e.g.) you abandoned with the fort revealed and no longer want the data. .. _showmood: @@ -737,7 +737,7 @@ by moving the view manually. mousequery ========== -Adds mouse controls to the DF interface, eg click-and-drag designations. +Adds mouse controls to the DF interface, e.g. click-and-drag designations. Options: @@ -840,10 +840,10 @@ See `gui/stockpiles` for an in-game interface. :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. eg: ``savestock food_settings.dfstock`` + players. e.g.: ``savestock food_settings.dfstock`` :loadstock: Loads a saved stockpile settings file and applies it to the currently selected - stockpile. eg: ``loadstock food_settings.dfstock`` + stockpile. e.g.: ``loadstock food_settings.dfstock`` To use savestock and loadstock, use the :kbd:`q` command to highlight a stockpile. Then run savestock giving it a descriptive filename. Then, in a different (or diff --git a/plugins/stonesense b/plugins/stonesense index bdab71c99..87e6cf02b 160000 --- a/plugins/stonesense +++ b/plugins/stonesense @@ -1 +1 @@ -Subproject commit bdab71c99a0a7cc268ca517a0cd3f0a5fb41042a +Subproject commit 87e6cf02b914daf6f7811d967db6fadc7ca115fe diff --git a/scripts b/scripts index af749e708..a5e385bb2 160000 --- a/scripts +++ b/scripts @@ -1 +1 @@ -Subproject commit af749e7086739a058cd5095a6ee1a60d7e795a7c +Subproject commit a5e385bb2a3c72f878be614cb0cc004aafa17f79