Abstract the back-end from the binpatch script, and use in gui/assign-rack.

develop
Alexander Gavrilov 2012-11-12 12:26:31 +04:00
parent c32f85d637
commit 6cf85b4318
5 changed files with 239 additions and 164 deletions

@ -501,38 +501,40 @@ access DF memory and allow for easier development of new tools.</p>
<li><a class="reference internal" href="#superdwarf" id="id126">superdwarf</a></li> <li><a class="reference internal" href="#superdwarf" id="id126">superdwarf</a></li>
<li><a class="reference internal" href="#drainaquifer" id="id127">drainaquifer</a></li> <li><a class="reference internal" href="#drainaquifer" id="id127">drainaquifer</a></li>
<li><a class="reference internal" href="#deathcause" id="id128">deathcause</a></li> <li><a class="reference internal" href="#deathcause" id="id128">deathcause</a></li>
<li><a class="reference internal" href="#lua" id="id129">lua</a></li>
<li><a class="reference internal" href="#embark" id="id130">embark</a></li>
</ul> </ul>
</li> </li>
<li><a class="reference internal" href="#in-game-interface-tools" id="id129">In-game interface tools</a><ul> <li><a class="reference internal" href="#in-game-interface-tools" id="id131">In-game interface tools</a><ul>
<li><a class="reference internal" href="#dwarf-manipulator" id="id130">Dwarf Manipulator</a></li> <li><a class="reference internal" href="#dwarf-manipulator" id="id132">Dwarf Manipulator</a></li>
<li><a class="reference internal" href="#search" id="id131">Search</a></li> <li><a class="reference internal" href="#search" id="id133">Search</a></li>
<li><a class="reference internal" href="#gui-liquids" id="id132">gui/liquids</a></li> <li><a class="reference internal" href="#gui-liquids" id="id134">gui/liquids</a></li>
<li><a class="reference internal" href="#gui-mechanisms" id="id133">gui/mechanisms</a></li> <li><a class="reference internal" href="#gui-mechanisms" id="id135">gui/mechanisms</a></li>
<li><a class="reference internal" href="#gui-rename" id="id134">gui/rename</a></li> <li><a class="reference internal" href="#gui-rename" id="id136">gui/rename</a></li>
<li><a class="reference internal" href="#gui-room-list" id="id135">gui/room-list</a></li> <li><a class="reference internal" href="#gui-room-list" id="id137">gui/room-list</a></li>
<li><a class="reference internal" href="#gui-choose-weapons" id="id136">gui/choose-weapons</a></li> <li><a class="reference internal" href="#gui-choose-weapons" id="id138">gui/choose-weapons</a></li>
<li><a class="reference internal" href="#gui-guide-path" id="id137">gui/guide-path</a></li> <li><a class="reference internal" href="#gui-guide-path" id="id139">gui/guide-path</a></li>
<li><a class="reference internal" href="#gui-workshop-job" id="id138">gui/workshop-job</a></li> <li><a class="reference internal" href="#gui-workshop-job" id="id140">gui/workshop-job</a></li>
<li><a class="reference internal" href="#gui-workflow" id="id139">gui/workflow</a></li> <li><a class="reference internal" href="#gui-workflow" id="id141">gui/workflow</a></li>
<li><a class="reference internal" href="#gui-assign-rack" id="id140">gui/assign-rack</a></li> <li><a class="reference internal" href="#gui-assign-rack" id="id142">gui/assign-rack</a></li>
</ul> </ul>
</li> </li>
<li><a class="reference internal" href="#behavior-mods" id="id141">Behavior Mods</a><ul> <li><a class="reference internal" href="#behavior-mods" id="id143">Behavior Mods</a><ul>
<li><a class="reference internal" href="#siege-engine" id="id142">Siege Engine</a><ul> <li><a class="reference internal" href="#siege-engine" id="id144">Siege Engine</a><ul>
<li><a class="reference internal" href="#rationale" id="id143">Rationale</a></li> <li><a class="reference internal" href="#rationale" id="id145">Rationale</a></li>
<li><a class="reference internal" href="#configuration-ui" id="id144">Configuration UI</a></li> <li><a class="reference internal" href="#configuration-ui" id="id146">Configuration UI</a></li>
</ul> </ul>
</li> </li>
<li><a class="reference internal" href="#power-meter" id="id145">Power Meter</a></li> <li><a class="reference internal" href="#power-meter" id="id147">Power Meter</a></li>
<li><a class="reference internal" href="#steam-engine" id="id146">Steam Engine</a><ul> <li><a class="reference internal" href="#steam-engine" id="id148">Steam Engine</a><ul>
<li><a class="reference internal" href="#id1" id="id147">Rationale</a></li> <li><a class="reference internal" href="#id1" id="id149">Rationale</a></li>
<li><a class="reference internal" href="#construction" id="id148">Construction</a></li> <li><a class="reference internal" href="#construction" id="id150">Construction</a></li>
<li><a class="reference internal" href="#operation" id="id149">Operation</a></li> <li><a class="reference internal" href="#operation" id="id151">Operation</a></li>
<li><a class="reference internal" href="#explosions" id="id150">Explosions</a></li> <li><a class="reference internal" href="#explosions" id="id152">Explosions</a></li>
<li><a class="reference internal" href="#save-files" id="id151">Save files</a></li> <li><a class="reference internal" href="#save-files" id="id153">Save files</a></li>
</ul> </ul>
</li> </li>
<li><a class="reference internal" href="#add-spatter" id="id152">Add Spatter</a></li> <li><a class="reference internal" href="#add-spatter" id="id154">Add Spatter</a></li>
</ul> </ul>
</li> </li>
</ul> </ul>
@ -1882,7 +1884,7 @@ to make them stand out more in the list.</td>
<div class="section" id="fix-armory"> <div class="section" id="fix-armory">
<h3><a class="toc-backref" href="#id83">fix-armory</a></h3> <h3><a class="toc-backref" href="#id83">fix-armory</a></h3>
<p>Enables a fix for storage of squad equipment in barracks.</p> <p>Enables a fix for storage of squad equipment in barracks.</p>
<p>Specifically, it prevents your haulers from moving that equipment <p>Specifically, it prevents your haulers from moving squad equipment
to stockpiles, and instead queues jobs to store it on weapon racks, to stockpiles, and instead queues jobs to store it on weapon racks,
armor stands, and in containers.</p> armor stands, and in containers.</p>
<div class="note"> <div class="note">
@ -1890,9 +1892,10 @@ armor stands, and in containers.</p>
<p>In order to actually be used, weapon racks have to be patched and <p>In order to actually be used, weapon racks have to be patched and
manually assigned to a squad. See documentation for <tt class="docutils literal"><span class="pre">gui/assign-rack</span></tt> manually assigned to a squad. See documentation for <tt class="docutils literal"><span class="pre">gui/assign-rack</span></tt>
below.</p> below.</p>
<p class="last">Also, the default capacity of armor stands is way too low, so check out <p class="last">Also, the default capacity of armor stands is way too low, so you
may want to also apply the <tt class="docutils literal"><span class="pre">armorstand-capacity</span></tt> patch. Check out
<a class="reference external" href="http://www.bay12games.com/dwarves/mantisbt/view.php?id=1445">http://www.bay12games.com/dwarves/mantisbt/view.php?id=1445</a> <a class="reference external" href="http://www.bay12games.com/dwarves/mantisbt/view.php?id=1445">http://www.bay12games.com/dwarves/mantisbt/view.php?id=1445</a>
for a patch addressing that too.</p> for more information about the bugs.</p>
</div> </div>
<p>Note that the buildings in the armory are used as follows:</p> <p>Note that the buildings in the armory are used as follows:</p>
<ul class="simple"> <ul class="simple">
@ -2510,23 +2513,26 @@ twice.</p>
</div> </div>
<div class="section" id="dfusion"> <div class="section" id="dfusion">
<h3><a class="toc-backref" href="#id112">dfusion</a></h3> <h3><a class="toc-backref" href="#id112">dfusion</a></h3>
<p>This is the DFusion lua plugin system by warmist/darius, running as a DFHack plugin.</p> <dl class="docutils">
<p>See the bay12 thread for details: <a class="reference external" href="http://www.bay12forums.com/smf/index.php?topic=69682.15">http://www.bay12forums.com/smf/index.php?topic=69682.15</a></p> <dt>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:</dt>
<p>Confirmed working DFusion plugins:</p> <dd><table class="first last docutils field-list" frame="void" rules="none">
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" /> <col class="field-name" />
<col class="field-body" /> <col class="field-body" />
<tbody valign="top"> <tbody valign="top">
<tr class="field"><th class="field-name">simple_embark:</th><td class="field-body">allows changing the number of dwarves available on embark.</td> <tr class="field"><th class="field-name">Friendship:</th><td class="field-body">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.)</td>
</tr>
<tr class="field"><th class="field-name">Embark:</th><td class="field-body">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)).</td>
</tr> </tr>
</tbody> </tbody>
</table> </table>
</dd>
</dl>
<p>See the bay12 thread for details: <a class="reference external" href="http://www.bay12forums.com/smf/index.php?topic=93317.0">http://www.bay12forums.com/smf/index.php?topic=93317.0</a></p>
<div class="note"> <div class="note">
<p class="first admonition-title">Note</p> <p class="first admonition-title">Note</p>
<ul class="last simple"> <ul class="last simple">
<li>Some of the DFusion plugins aren't completely ported yet. This can lead to crashes.</li> <li>Some of the DFusion plugins aren't completely ported yet. This can lead to crashes.</li>
<li>This is currently working only on Windows.</li> <li>The game will be suspended while you're using dfusion. Don't panic when it doesn't respond.</li>
<li>The game will be suspended while you're using dfusion. Don't panic when it doen't respond.</li>
</ul> </ul>
</div> </div>
</div> </div>
@ -2726,9 +2732,25 @@ superdwarf add
<p>Focus a body part ingame, and this script will display the cause of death of <p>Focus a body part ingame, and this script will display the cause of death of
the creature.</p> the creature.</p>
</div> </div>
<div class="section" id="lua">
<h2><a class="toc-backref" href="#id129">lua</a></h2>
<dl class="docutils">
<dt>There are three ways to invoke this command:</dt>
<dd><ol class="first last arabic simple">
<li>without any parameters - starts an interactive lua interpreter</li>
<li>-f &quot;filename&quot; or --file &quot;filename&quot; - loads and runs the file indicated by filename</li>
<li>-s [&quot;filename&quot;] or --save [&quot;filename&quot;] - loads and runs the file indicated by filename from save directory. If filename is not supplied it loads &quot;dfhack.lua&quot;</li>
</ol>
</dd>
</dl>
</div>
<div class="section" id="embark">
<h2><a class="toc-backref" href="#id130">embark</a></h2>
<p>Allows to embark anywhere. Currently windows only.</p>
</div>
</div> </div>
<div class="section" id="in-game-interface-tools"> <div class="section" id="in-game-interface-tools">
<h1><a class="toc-backref" href="#id129">In-game interface tools</a></h1> <h1><a class="toc-backref" href="#id131">In-game interface tools</a></h1>
<p>These tools work by displaying dialogs or overlays in the game window, and <p>These tools work by displaying dialogs or overlays in the game window, and
are mostly implemented by lua scripts.</p> are mostly implemented by lua scripts.</p>
<div class="note"> <div class="note">
@ -2739,7 +2761,7 @@ display the word &quot;DFHack&quot; on the screen somewhere while active.</p>
guideline because it arguably just fixes small usability bugs in the game UI.</p> guideline because it arguably just fixes small usability bugs in the game UI.</p>
</div> </div>
<div class="section" id="dwarf-manipulator"> <div class="section" id="dwarf-manipulator">
<h2><a class="toc-backref" href="#id130">Dwarf Manipulator</a></h2> <h2><a class="toc-backref" href="#id132">Dwarf Manipulator</a></h2>
<p>Implemented by the manipulator plugin. To activate, open the unit screen and <p>Implemented by the manipulator plugin. To activate, open the unit screen and
press 'l'.</p> press 'l'.</p>
<p>This tool implements a Dwarf Therapist-like interface within the game UI. The <p>This tool implements a Dwarf Therapist-like interface within the game UI. The
@ -2775,7 +2797,7 @@ cursor onto that cell instead of toggling it.</li>
directly to the main dwarf mode screen.</p> directly to the main dwarf mode screen.</p>
</div> </div>
<div class="section" id="search"> <div class="section" id="search">
<h2><a class="toc-backref" href="#id131">Search</a></h2> <h2><a class="toc-backref" href="#id133">Search</a></h2>
<p>The search plugin adds search to the Stocks, Trading and Unit List screens.</p> <p>The search plugin adds search to the Stocks, Trading and Unit List screens.</p>
<p>Searching works the same way as the search option in &quot;Move to Depot&quot; does. <p>Searching works the same way as the search option in &quot;Move to Depot&quot; does.
You will see the Search option displayed on screen with a hotkey (usually 's'). You will see the Search option displayed on screen with a hotkey (usually 's').
@ -2794,13 +2816,13 @@ Value numbers displayed by the screen. Because of this, pressing the 't'
key while search is active clears the search instead of executing the trade.</p> key while search is active clears the search instead of executing the trade.</p>
</div> </div>
<div class="section" id="gui-liquids"> <div class="section" id="gui-liquids">
<h2><a class="toc-backref" href="#id132">gui/liquids</a></h2> <h2><a class="toc-backref" href="#id134">gui/liquids</a></h2>
<p>To use, bind to a key and activate in the 'k' mode.</p> <p>To use, bind to a key and activate in the 'k' mode.</p>
<p>While active, use the suggested keys to switch the usual liquids parameters, and Enter <p>While active, use the suggested keys to switch the usual liquids parameters, and Enter
to select the target area and apply changes.</p> to select the target area and apply changes.</p>
</div> </div>
<div class="section" id="gui-mechanisms"> <div class="section" id="gui-mechanisms">
<h2><a class="toc-backref" href="#id133">gui/mechanisms</a></h2> <h2><a class="toc-backref" href="#id135">gui/mechanisms</a></h2>
<p>To use, bind to a key and activate in the 'q' mode.</p> <p>To use, bind to a key and activate in the 'q' mode.</p>
<p>Lists mechanisms connected to the building, and their links. Navigating the list centers <p>Lists mechanisms connected to the building, and their links. Navigating the list centers
the view on the relevant linked buildings.</p> the view on the relevant linked buildings.</p>
@ -2809,7 +2831,7 @@ focus on the current one. Shift-Enter has an effect equivalent to pressing Enter
re-entering the mechanisms ui.</p> re-entering the mechanisms ui.</p>
</div> </div>
<div class="section" id="gui-rename"> <div class="section" id="gui-rename">
<h2><a class="toc-backref" href="#id134">gui/rename</a></h2> <h2><a class="toc-backref" href="#id136">gui/rename</a></h2>
<p>Backed by the rename plugin, this script allows entering the desired name <p>Backed by the rename plugin, this script allows entering the desired name
via a simple dialog in the game ui.</p> via a simple dialog in the game ui.</p>
<ul> <ul>
@ -2825,14 +2847,14 @@ It is also possible to rename zones from the 'i' menu.</p>
<p>The <tt class="docutils literal">building</tt> or <tt class="docutils literal">unit</tt> options are automatically assumed when in relevant ui state.</p> <p>The <tt class="docutils literal">building</tt> or <tt class="docutils literal">unit</tt> options are automatically assumed when in relevant ui state.</p>
</div> </div>
<div class="section" id="gui-room-list"> <div class="section" id="gui-room-list">
<h2><a class="toc-backref" href="#id135">gui/room-list</a></h2> <h2><a class="toc-backref" href="#id137">gui/room-list</a></h2>
<p>To use, bind to a key and activate in the 'q' mode, either immediately or after opening <p>To use, bind to a key and activate in the 'q' mode, either immediately or after opening
the assign owner page.</p> the assign owner page.</p>
<p>The script lists other rooms owned by the same owner, or by the unit selected in the assign <p>The script lists other rooms owned by the same owner, or by the unit selected in the assign
list, and allows unassigning them.</p> list, and allows unassigning them.</p>
</div> </div>
<div class="section" id="gui-choose-weapons"> <div class="section" id="gui-choose-weapons">
<h2><a class="toc-backref" href="#id136">gui/choose-weapons</a></h2> <h2><a class="toc-backref" href="#id138">gui/choose-weapons</a></h2>
<p>Bind to a key, and activate in the Equip-&gt;View/Customize page of the military screen.</p> <p>Bind to a key, and activate in the Equip-&gt;View/Customize page of the military screen.</p>
<p>Depending on the cursor location, it rewrites all 'individual choice weapon' entries <p>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 in the selected squad or position to use a specific weapon type matching the assigned
@ -2842,13 +2864,13 @@ only that entry, and does it even if it is not 'individual choice'.</p>
and may lead to inappropriate weapons being selected.</p> and may lead to inappropriate weapons being selected.</p>
</div> </div>
<div class="section" id="gui-guide-path"> <div class="section" id="gui-guide-path">
<h2><a class="toc-backref" href="#id137">gui/guide-path</a></h2> <h2><a class="toc-backref" href="#id139">gui/guide-path</a></h2>
<p>Bind to a key, and activate in the Hauling menu with the cursor over a Guide order.</p> <p>Bind to a key, and activate in the Hauling menu with the cursor over a Guide order.</p>
<p>The script displays the cached path that will be used by the order; the game <p>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.</p> computes it when the order is executed for the first time.</p>
</div> </div>
<div class="section" id="gui-workshop-job"> <div class="section" id="gui-workshop-job">
<h2><a class="toc-backref" href="#id138">gui/workshop-job</a></h2> <h2><a class="toc-backref" href="#id140">gui/workshop-job</a></h2>
<p>Bind to a key, and activate with a job selected in a workshop in the 'q' mode.</p> <p>Bind to a key, and activate with a job selected in a workshop in the 'q' mode.</p>
<p>The script shows a list of the input reagents of the selected job, and allows changing <p>The script shows a list of the input reagents of the selected job, and allows changing
them like the <tt class="docutils literal">job <span class="pre">item-type</span></tt> and <tt class="docutils literal">job <span class="pre">item-material</span></tt> commands.</p> them like the <tt class="docutils literal">job <span class="pre">item-type</span></tt> and <tt class="docutils literal">job <span class="pre">item-material</span></tt> commands.</p>
@ -2876,7 +2898,7 @@ and then try to change the input item type, now it won't let you select <em>plan
you have to unset the material first.</p> you have to unset the material first.</p>
</div> </div>
<div class="section" id="gui-workflow"> <div class="section" id="gui-workflow">
<h2><a class="toc-backref" href="#id139">gui/workflow</a></h2> <h2><a class="toc-backref" href="#id141">gui/workflow</a></h2>
<p>Bind to a key, and activate with a job selected in a workshop in the 'q' mode.</p> <p>Bind to a key, and activate with a job selected in a workshop in the 'q' mode.</p>
<p>This script provides a simple interface to constraints managed by the workflow <p>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 plugin. When active, it displays a list of all constraints applicable to the
@ -2898,7 +2920,7 @@ as described in <tt class="docutils literal">workflow</tt> documentation above.
can be used for troubleshooting jobs that don't match the right constraints.</p> can be used for troubleshooting jobs that don't match the right constraints.</p>
</div> </div>
<div class="section" id="gui-assign-rack"> <div class="section" id="gui-assign-rack">
<h2><a class="toc-backref" href="#id140">gui/assign-rack</a></h2> <h2><a class="toc-backref" href="#id142">gui/assign-rack</a></h2>
<p>Bind to a key, and activate when viewing a weapon rack in the 'q' mode.</p> <p>Bind to a key, and activate when viewing a weapon rack in the 'q' mode.</p>
<p>This script is part of a group of related fixes to make the armory storage <p>This script is part of a group of related fixes to make the armory storage
work again. The existing issues are:</p> work again. The existing issues are:</p>
@ -2907,7 +2929,9 @@ work again. The existing issues are:</p>
beds/boxes/armor stands and individual squad members, but nothing in beds/boxes/armor stands and individual squad members, but nothing in
the game does this. This issue is what this script addresses.</li> the game does this. This issue is what this script addresses.</li>
<li>Even if assigned by the script, <strong>the game will unassign the racks again without a binary patch</strong>. <li>Even if assigned by the script, <strong>the game will unassign the racks again without a binary patch</strong>.
Check the comments for this bug to get it: This patch is called <tt class="docutils literal"><span class="pre">weaponrack-unassign</span></tt>, and can be applied via
the binpatch program, or the matching script. See this for more info
about the bug:
<a class="reference external" href="http://www.bay12games.com/dwarves/mantisbt/view.php?id=1445">http://www.bay12games.com/dwarves/mantisbt/view.php?id=1445</a></li> <a class="reference external" href="http://www.bay12games.com/dwarves/mantisbt/view.php?id=1445">http://www.bay12games.com/dwarves/mantisbt/view.php?id=1445</a></li>
<li>Haulers still take equpment stored in the armory away to the stockpiles, <li>Haulers still take equpment stored in the armory away to the stockpiles,
unless the <tt class="docutils literal"><span class="pre">fix-armory</span></tt> plugin above is used.</li> unless the <tt class="docutils literal"><span class="pre">fix-armory</span></tt> plugin above is used.</li>
@ -2918,7 +2942,7 @@ the intended user.</p>
</div> </div>
</div> </div>
<div class="section" id="behavior-mods"> <div class="section" id="behavior-mods">
<h1><a class="toc-backref" href="#id141">Behavior Mods</a></h1> <h1><a class="toc-backref" href="#id143">Behavior Mods</a></h1>
<p>These plugins, when activated via configuration UI or by detecting certain <p>These plugins, when activated via configuration UI or by detecting certain
structures in RAWs, modify the game engine behavior concerning the target structures in RAWs, modify the game engine behavior concerning the target
objects to add features not otherwise present.</p> objects to add features not otherwise present.</p>
@ -2929,20 +2953,20 @@ technical challenge, and do not represent any long-term plans to produce more
similar modifications of the game.</p> similar modifications of the game.</p>
</div> </div>
<div class="section" id="siege-engine"> <div class="section" id="siege-engine">
<h2><a class="toc-backref" href="#id142">Siege Engine</a></h2> <h2><a class="toc-backref" href="#id144">Siege Engine</a></h2>
<p>The siege-engine plugin enables siege engines to be linked to stockpiles, and <p>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 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 four directions. Also, catapults can be ordered to load arbitrary objects, not
just stones.</p> just stones.</p>
<div class="section" id="rationale"> <div class="section" id="rationale">
<h3><a class="toc-backref" href="#id143">Rationale</a></h3> <h3><a class="toc-backref" href="#id145">Rationale</a></h3>
<p>Siege engines are a very interesting feature, but sadly almost useless in the current state <p>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 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, 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.</p> e.g. like making siegers bring their own, are something only Toady can do.</p>
</div> </div>
<div class="section" id="configuration-ui"> <div class="section" id="configuration-ui">
<h3><a class="toc-backref" href="#id144">Configuration UI</a></h3> <h3><a class="toc-backref" href="#id146">Configuration UI</a></h3>
<p>The configuration front-end to the plugin is implemented by the gui/siege-engine <p>The configuration front-end to the plugin is implemented by the gui/siege-engine
script. Bind it to a key and activate after selecting a siege engine in 'q' mode.</p> script. Bind it to a key and activate after selecting a siege engine in 'q' mode.</p>
<p>The main mode displays the current target, selected ammo item type, linked stockpiles and <p>The main mode displays the current target, selected ammo item type, linked stockpiles and
@ -2963,7 +2987,7 @@ menu.</p>
</div> </div>
</div> </div>
<div class="section" id="power-meter"> <div class="section" id="power-meter">
<h2><a class="toc-backref" href="#id145">Power Meter</a></h2> <h2><a class="toc-backref" href="#id147">Power Meter</a></h2>
<p>The power-meter plugin implements a modified pressure plate that detects power being <p>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.</p> supplied to gear boxes built in the four adjacent N/S/W/E tiles.</p>
<p>The configuration front-end is implemented by the gui/power-meter script. Bind it to a <p>The configuration front-end is implemented by the gui/power-meter script. Bind it to a
@ -2972,11 +2996,11 @@ key and activate after selecting Pressure Plate in the build menu.</p>
configuration page, but configures parameters relevant to the modded power meter building.</p> configuration page, but configures parameters relevant to the modded power meter building.</p>
</div> </div>
<div class="section" id="steam-engine"> <div class="section" id="steam-engine">
<h2><a class="toc-backref" href="#id146">Steam Engine</a></h2> <h2><a class="toc-backref" href="#id148">Steam Engine</a></h2>
<p>The steam-engine plugin detects custom workshops with STEAM_ENGINE in <p>The steam-engine plugin detects custom workshops with STEAM_ENGINE in
their token, and turns them into real steam engines.</p> their token, and turns them into real steam engines.</p>
<div class="section" id="id1"> <div class="section" id="id1">
<h3><a class="toc-backref" href="#id147">Rationale</a></h3> <h3><a class="toc-backref" href="#id149">Rationale</a></h3>
<p>The vanilla game contains only water wheels and windmills as sources of <p>The vanilla game contains only water wheels and windmills as sources of
power, but windmills give relatively little power, and water wheels require power, but windmills give relatively little power, and water wheels require
flowing water, which must either be a real river and thus immovable and flowing water, which must either be a real river and thus immovable and
@ -2987,7 +3011,7 @@ 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.</p> in a new way with some glue code and a bit of custom logic.</p>
</div> </div>
<div class="section" id="construction"> <div class="section" id="construction">
<h3><a class="toc-backref" href="#id148">Construction</a></h3> <h3><a class="toc-backref" href="#id150">Construction</a></h3>
<p>The workshop needs water as its input, which it takes via a <p>The workshop needs water as its input, which it takes via a
passable floor tile below it, like usual magma workshops do. passable floor tile below it, like usual magma workshops do.
The magma version also needs magma.</p> The magma version also needs magma.</p>
@ -3011,7 +3035,7 @@ short axles that can be built later than both of the engines.</p>
</div> </div>
</div> </div>
<div class="section" id="operation"> <div class="section" id="operation">
<h3><a class="toc-backref" href="#id149">Operation</a></h3> <h3><a class="toc-backref" href="#id151">Operation</a></h3>
<p>In order to operate the engine, queue the Stoke Boiler job (optionally <p>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, on repeat). A furnace operator will come, possibly bringing a bar of fuel,
and perform it. As a result, a &quot;boiling water&quot; item will appear and perform it. As a result, a &quot;boiling water&quot; item will appear
@ -3042,7 +3066,7 @@ decrease it by further 4%, and also decrease the whole steam
use rate by 10%.</p> use rate by 10%.</p>
</div> </div>
<div class="section" id="explosions"> <div class="section" id="explosions">
<h3><a class="toc-backref" href="#id150">Explosions</a></h3> <h3><a class="toc-backref" href="#id152">Explosions</a></h3>
<p>The engine must be constructed using barrel, pipe and piston <p>The engine must be constructed using barrel, pipe and piston
from fire-safe, or in the magma version magma-safe metals.</p> from fire-safe, or in the magma version magma-safe metals.</p>
<p>During operation weak parts get gradually worn out, and <p>During operation weak parts get gradually worn out, and
@ -3051,7 +3075,7 @@ toppled during operation by a building destroyer, or a
tantruming dwarf.</p> tantruming dwarf.</p>
</div> </div>
<div class="section" id="save-files"> <div class="section" id="save-files">
<h3><a class="toc-backref" href="#id151">Save files</a></h3> <h3><a class="toc-backref" href="#id153">Save files</a></h3>
<p>It should be safe to load and view engine-using fortresses <p>It should be safe to load and view engine-using fortresses
from a DF version without DFHack installed, except that in such from a DF version without DFHack installed, except that in such
case the engines won't work. However actually making modifications case the engines won't work. However actually making modifications
@ -3062,7 +3086,7 @@ being generated.</p>
</div> </div>
</div> </div>
<div class="section" id="add-spatter"> <div class="section" id="add-spatter">
<h2><a class="toc-backref" href="#id152">Add Spatter</a></h2> <h2><a class="toc-backref" href="#id154">Add Spatter</a></h2>
<p>This plugin makes reactions with names starting with <tt class="docutils literal">SPATTER_ADD_</tt> <p>This plugin makes reactions with names starting with <tt class="docutils literal">SPATTER_ADD_</tt>
produce contaminants on the items instead of improvements. The produced produce contaminants on the items instead of improvements. The produced
contaminants are immune to being washed away by water or destroyed by contaminants are immune to being washed away by water or destroyed by

@ -1103,7 +1103,7 @@ fix-armory
Enables a fix for storage of squad equipment in barracks. Enables a fix for storage of squad equipment in barracks.
Specifically, it prevents your haulers from moving that equipment Specifically, it prevents your haulers from moving squad equipment
to stockpiles, and instead queues jobs to store it on weapon racks, to stockpiles, and instead queues jobs to store it on weapon racks,
armor stands, and in containers. armor stands, and in containers.
@ -1113,9 +1113,10 @@ armor stands, and in containers.
manually assigned to a squad. See documentation for ``gui/assign-rack`` manually assigned to a squad. See documentation for ``gui/assign-rack``
below. below.
Also, the default capacity of armor stands is way too low, so check out 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 http://www.bay12games.com/dwarves/mantisbt/view.php?id=1445
for a patch addressing that too. for more information about the bugs.
Note that the buildings in the armory are used as follows: Note that the buildings in the armory are used as follows:
@ -2165,7 +2166,9 @@ work again. The existing issues are:
the game does this. This issue is what this script addresses. 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**. * Even if assigned by the script, **the game will unassign the racks again without a binary patch**.
Check the comments for this bug to get it: 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 http://www.bay12games.com/dwarves/mantisbt/view.php?id=1445
* Haulers still take equpment stored in the armory away to the stockpiles, * Haulers still take equpment stored in the armory away to the stockpiles,

@ -0,0 +1,121 @@
-- Simple binary patch with IDA dif file support.
local function load_patch(name)
local filename = name
if not string.match(filename, '[./\\]') then
filename = dfhack.getHackPath()..'/patches/'..dfhack.getDFVersion()..'/'..name..'.dif'
end
local file, err = io.open(filename, 'r')
if not file then
if string.match(err, ': No such file or directory') then
return nil, 'patch not found'
end
end
local old_bytes = {}
local new_bytes = {}
for line in file:lines() do
if string.match(line, '^%x+:') then
local offset, oldv, newv = string.match(line, '^(%x+):%s*(%x+)%s+(%x+)%s*$')
if not offset then
file:close()
return nil, 'could not parse: '..line
end
offset, oldv, newv = tonumber(offset,16), tonumber(oldv,16), tonumber(newv,16)
if oldv > 255 or newv > 255 then
file:close()
return nil, 'invalid byte values: '..line
end
old_bytes[offset] = oldv
new_bytes[offset] = newv
end
end
return { name = name, old_bytes = old_bytes, new_bytes = new_bytes }
end
local function rebase_table(input)
local output = {}
local base = dfhack.internal.getImageBase()
for k,v in pairs(input) do
local offset = dfhack.internal.adjustOffset(k)
if not offset then
return nil, string.format('invalid offset: %x', k)
end
output[base + offset] = v
end
return output
end
local function rebase_patch(patch)
local nold, err = rebase_table(patch.old_bytes)
if not nold then return nil, err end
local nnew, err = rebase_table(patch.new_bytes)
if not nnew then return nil, err end
return { name = patch.name, old_bytes = nold, new_bytes = nnew }
end
BinaryPatch = defclass(BinaryPatch)
BinaryPatch.ATTRS {
name = DEFAULT_NIL,
old_bytes = DEFAULT_NIL,
new_bytes = DEFAULT_NIL,
}
function load_dif_file(name)
local patch, err = load_patch(name)
if not patch then return nil, err end
local rpatch, err = rebase_patch(patch)
if not rpatch then return nil, err end
return BinaryPatch(rpatch)
end
function BinaryPatch:status()
local old_ok, err, addr = dfhack.internal.patchBytes({}, self.old_bytes)
if old_ok then
return 'removed'
elseif dfhack.internal.patchBytes({}, self.new_bytes) then
return 'applied'
else
return 'conflict', addr
end
end
function BinaryPatch:isApplied()
return dfhack.internal.patchBytes({}, self.new_bytes)
end
function BinaryPatch:apply()
local ok, err, addr = dfhack.internal.patchBytes(self.new_bytes, self.old_bytes)
if ok then
return true, 'applied the patch'
elseif dfhack.internal.patchBytes({}, self.new_bytes) then
return true, 'patch is already applied'
else
return false, string.format('conflict at address %x', addr)
end
end
function BinaryPatch:isRemoved()
return dfhack.internal.patchBytes({}, self.old_bytes)
end
function BinaryPatch:remove()
local ok, err, addr = dfhack.internal.patchBytes(self.old_bytes, self.new_bytes)
if ok then
return true, 'removed the patch'
elseif dfhack.internal.patchBytes({}, self.old_bytes) then
return true, 'patch is already removed'
else
return false, string.format('conflict at address %x', addr)
end
end
return _ENV

@ -1,109 +1,36 @@
-- Apply or remove binary patches at runtime. -- Apply or remove binary patches at runtime.
local utils = require('utils') local bp = require('binpatch')
function load_patch(name)
local filename = name
local auto = false
if not string.match(filename, '[./\\]') then
auto = true
filename = dfhack.getHackPath()..'/patches/'..dfhack.getDFVersion()..'/'..name..'.dif'
end
local file, err = io.open(filename, 'r')
if not file then
if auto and string.match(err, ': No such file or directory') then
return nil, 'no patch '..name..' for '..dfhack.getDFVersion()
else
return nil, err
end
end
local old_bytes = {}
local new_bytes = {}
for line in file:lines() do
if string.match(line, '^%x+:') then
local offset, oldv, newv = string.match(line, '^(%x+):%s*(%x+)%s+(%x+)%s*$')
if not offset then
file:close()
return nil, 'Could not parse: '..line
end
offset, oldv, newv = tonumber(offset,16), tonumber(oldv,16), tonumber(newv,16)
if oldv > 255 or newv > 255 then
file:close()
return nil, 'Invalid byte values: '..line
end
old_bytes[offset] = oldv
new_bytes[offset] = newv
end
end
return { name = name, old_bytes = old_bytes, new_bytes = new_bytes }
end
function rebase_table(input)
local output = {}
local base = dfhack.internal.getImageBase()
for k,v in pairs(input) do
local offset = dfhack.internal.adjustOffset(k)
if not offset then
return nil, string.format('invalid offset: %x', k)
end
output[base + offset] = v
end
return output
end
function rebase_patch(patch)
local nold, err = rebase_table(patch.old_bytes)
if not nold then return nil, err end
local nnew, err = rebase_table(patch.new_bytes)
if not nnew then return nil, err end
return { name = patch.name, old_bytes = nold, new_bytes = nnew }
end
function run_command(cmd,name) function run_command(cmd,name)
local patch, err = load_patch(name) local pfix = name..': '
if not patch then
dfhack.printerr('Could not load: '..err)
return
end
local rpatch, err = rebase_patch(patch) local patch, err = bp.load_dif_file(name)
if not rpatch then if not patch then
dfhack.printerr(name..': '..err) dfhack.printerr(pfix..err)
return return
end end
if cmd == 'check' then if cmd == 'check' then
local old_ok, err, addr = dfhack.internal.patchBytes({}, rpatch.old_bytes) local status, addr = patch:status()
if old_ok then if status == 'conflict' then
print(name..': patch is not applied.') dfhack.printerr(string.format('%sconflict at address %x', pfix, addr))
elseif dfhack.internal.patchBytes({}, rpatch.new_bytes) then
print(name..': patch is applied.')
else else
dfhack.printerr(string.format('%s: conflict at address %x', name, addr)) print(pfix..'patch is '..status)
end end
elseif cmd == 'apply' then elseif cmd == 'apply' then
local ok, err, addr = dfhack.internal.patchBytes(rpatch.new_bytes, rpatch.old_bytes) local ok, msg = patch:apply()
if ok then if ok then
print(name..': applied the patch.') print(pfix..msg)
elseif dfhack.internal.patchBytes({}, rpatch.new_bytes) then
print(name..': patch is already applied.')
else else
dfhack.printerr(string.format('%s: conflict at address %x', name, addr)) dfhack.printerr(pfix..msg)
end end
elseif cmd == 'remove' then elseif cmd == 'remove' then
local ok, err, addr = dfhack.internal.patchBytes(rpatch.old_bytes, rpatch.new_bytes) local ok, msg = patch:remove()
if ok then if ok then
print(name..': removed the patch.') print(pfix..msg)
elseif dfhack.internal.patchBytes({}, rpatch.old_bytes) then
print(name..': patch is already removed.')
else else
dfhack.printerr(string.format('%s: conflict at address %x', name, addr)) dfhack.printerr(pfix..msg)
end end
else else
qerror('Invalid command: '..cmd) qerror('Invalid command: '..cmd)

@ -1,19 +1,13 @@
-- Assign weapon racks to squads. Requires patch from bug 1445. -- Assign weapon racks to squads. Requires the weaponrack-unassign patch.
--[[ -- See bug 1445 for more info about the patches.
Required patches:
v0.34.11 linux: http://pastebin.com/mt5EUgFZ
v0.34.11 windows: http://pastebin.com/09nRCybe
]]
local utils = require 'utils' local utils = require 'utils'
local gui = require 'gui' local gui = require 'gui'
local guidm = require 'gui.dwarfmode' local guidm = require 'gui.dwarfmode'
local widgets = require 'gui.widgets' local widgets = require 'gui.widgets'
local dlg = require 'gui.dialogs' local dlg = require 'gui.dialogs'
local bp = require 'binpatch'
AssignRack = defclass(AssignRack, guidm.MenuOverlay) AssignRack = defclass(AssignRack, guidm.MenuOverlay)
@ -190,12 +184,18 @@ end
AssignRack{ building = dfhack.gui.getSelectedBuilding() }:show() AssignRack{ building = dfhack.gui.getSelectedBuilding() }:show()
if not already_warned then if not already_patched then
already_warned = true local patch = bp.load_dif_file('weaponrack-unassign')
if patch and patch:isApplied() then
already_patched = true
end
end
if not already_patched then
dlg.showMessage( dlg.showMessage(
'BUG ALERT', 'BUG ALERT',
{ 'This script requires a binary patch from', NEWLINE, { 'This script requires applying the binary patch', NEWLINE,
'bug 1445 on the tracker. Otherwise the game', NEWLINE, 'named weaponrack-unassign. Otherwise the game', NEWLINE,
'will lose your settings due to a bug.' }, 'will lose your settings due to a bug.' },
COLOR_YELLOW COLOR_YELLOW
) )