Mass fixage

Updated readme.rst
Fixed up some help strings of plugin commands
Moved catsplosion and regrass to normal plugin folder
Fixed tiletypes and liquids not keeping command history properly
develop
Petr Mrázek 2012-04-18 04:12:11 +02:00
parent c46cb37865
commit 6d53ab37e0
9 changed files with 620 additions and 306 deletions

@ -45,7 +45,8 @@ Copy the files from a release archive so that:
Uninstalling is basically the same, in reverse:
* On Windows, first delete SDL.dll and rename SDLreal.dll to SDL.dll. Then remove the other DFHack files
* On Windows, first delete SDL.dll and rename SDLreal.dll to SDL.dll. Then
remove the other DFHack files
* On Linux, Remove the DFHack files.
The stonesense plugin might require some additional libraries on Linux.
@ -123,11 +124,16 @@ Usage
advtools
========
A package of different adventure mode tools (currently just one)
Usage
-----
:list-equipped [all]: List armor and weapons equipped by your companions.
If all is specified, also lists non-metal clothing.
:metal-detector [all-types] [non-trader]: Reveal metal armor and weapons in
shops. The options disable the checks
on item type and being in shop.
changelayer
===========
@ -320,6 +326,40 @@ autodump-destroy-item
Destroy the selected item. The item may be selected in the 'k' list, or inside
a container. If called again before the game is resumed, cancels destroy.
burrow
======
Miscellaneous burrow control. Allows manipulating burrows and automated burrow
expansion while digging.
Options
-------
:enable feature ...:
:disable feature ...: Enable or Disable features of the plugin.
:clear-unit burrow burrow ...:
:clear-tiles burrow burrow ...: Removes all units or tiles from the burrows.
:set-units target-burrow src-burrow ...:
:add-units target-burrow src-burrow ...:
:remove-units target-burrow src-burrow ...: Adds or removes units in source
burrows to/from the target burrow. Set is equivalent to clear and add.
:set-tiles target-burrow src-burrow ...:
:add-tiles target-burrow src-burrow ...:
:remove-tiles target-burrow src-burrow ...: Adds or removes tiles in source
burrows to/from the target burrow. In place of a source burrow it is
possible to use one of the following keywords: ABOVE_GROUND,
SUBTERRANEAN, INSIDE, OUTSIDE, LIGHT, DARK, HIDDEN, REVEALED
Features
--------
:auto-grow: When a wall inside a burrow with a name ending in '+' is dug
out, the burrow is extended to newly-revealed adjacent walls.
This final '+' may be omitted in burrow name args of commands above.
Digging 1-wide corridors with the miner inside the burrow is SLOW.
catsplosion
===========
Makes cats just *multiply*. It is not a good idea to run this more than once or
twice.
clean
=====
Cleans all the splatter that get scattered all over the map, items and
@ -644,6 +684,10 @@ Options
-------
:all: processes all tiles, even hidden ones.
regrass
=======
Regrows grass. Not much to it ;)
rename
======
Allows renaming various things.
@ -737,13 +781,91 @@ http://df.magmawiki.com/index.php/Utility:Stonesense/Content_repository
tiletypes
=========
Can be used for painting map tiles and is a interactive command, much like
liquids. You can paint tiles by their properties - shape, general material and
a few others (paint). You can also paint only over tiles that match a set
of properties (filter)
Can be used for painting map tiles and is an interactive command, much like
liquids.
The tool works with two set of options and a brush. The brush determines which
tiles will be processed. First set of options is the filter, which can exclude
some of the tiles from the brush by looking at the tile properties. The second
set of options is the paint - this determines how the selected tiles are
changed.
Both paint and filter can have many different properties including things like
general shape (WALL, FLOOR, etc.), general material (SOIL, STONE, MINERAL,
etc.), state of 'designated', 'hidden' and 'light' flags.
The properties of filter and paint can be partially defined. This means that
you can for example do something like this:
::
filter material STONE
filter shape FORTIFICATION
paint shape FLOOR
This will turn all stone fortifications into floors, preserving the material.
Or this:
::
filter material FLOOR
filter shape MINERAL
paint shape WALL
Turning mineral vein floors back into walls.
The tool also allows tweaking some tile flags:
Or this:
::
paint hidden 1
This will hide previously revealed tiles.
Any paint or filter option can be disabled entirely by using the ANY keyword:
::
paint hidden ANY
paint shape ANY
filter material any
filter shape any
You can use several different brushes for painting tiles:
* Point. (point)
* Rectangular range. (range)
* A column ranging from current cursor to the first solid tile above. (column)
* DF map block - 16x16 tiles, in a regular grid. (block)
Example:
::
range 10 10 1
This will change the brush to a rectangle spanning 10x10 tiles on one z-level.
The range starts at the position of the cursor and goes to the east, south and
up.
For more details, see the 'help' command while using this.
tiletypes-commands
==================
Runs tiletypes commands, separated by ;. This makes it possible to change
tiletypes modes from a hotkey.
tiletypes-here
==============
Apply the current tiletypes options at the in-game cursor position, including
the brush. Can be used from a hotkey.
tiletypes-here-point
====================
Apply the current tiletypes options at the in-game cursor position to a single
tile. Can be used from a hotkey.
tweak
=====
Contains various tweaks for minor bugs (currently just one).
@ -1215,3 +1337,19 @@ another savegame you can use the command list_export:
dfhack-run autobutcher list_export > autobutcher.bat
Load the savegame where you want to copy the settings to, run the batch file (from the shell):
autobutcher.bat
autolabor
=========
Automatically manage dwarf labors.
When enabled, autolabor periodically checks your dwarves and enables or
disables labors. It tries to keep as many dwarves as possible busy but
also tries to have dwarves specialize in specific skills.
.. note::
Warning: autolabor will override any manual changes you make to labors
while it is enabled.
For detailed usage information, see 'help autolabor'.

File diff suppressed because it is too large Load Diff

@ -102,6 +102,8 @@ if (BUILD_SUPPORTED)
DFHACK_PLUGIN(feature feature.cpp)
DFHACK_PLUGIN(lair lair.cpp)
DFHACK_PLUGIN(zone zone.cpp)
DFHACK_PLUGIN(catsplosion catsplosion.cpp)
DFHACK_PLUGIN(regrass regrass.cpp)
# this one exports functions to lua
DFHACK_PLUGIN(burrows burrows.cpp LINK_LIBRARIES lua)
# not yet. busy with other crud again...

@ -35,9 +35,9 @@ DFhackCExport command_result plugin_init ( color_ostream &out, std::vector <Plug
{
// Fill the command list with your commands.
commands.push_back(PluginCommand(
"catsplosion", "Do nothing, look pretty.",
"catsplosion", "Make cats just /multiply/.",
catsplosion, false,
" This command does nothing at all. For now.\n"
" Makes cats abnormally abundant, if you provide some base population ;)\n"
));
return CR_OK;
}

@ -7,12 +7,10 @@ DFHACK_PLUGIN(kittens kittens.cpp)
#DFHACK_PLUGIN(itemhacks itemhacks.cpp)
DFHACK_PLUGIN(notes notes.cpp)
DFHACK_PLUGIN(memview memview.cpp)
DFHACK_PLUGIN(catsplosion catsplosion.cpp)
DFHACK_PLUGIN(buildprobe buildprobe.cpp)
DFHACK_PLUGIN(tilesieve tilesieve.cpp)
DFHACK_PLUGIN(frozen frozen.cpp)
DFHACK_PLUGIN(dumpmats dumpmats.cpp)
#DFHACK_PLUGIN(tiles tiles.cpp)
DFHACK_PLUGIN(regrass regrass.cpp)
DFHACK_PLUGIN(counters counters.cpp)

@ -122,6 +122,7 @@ command_result df_liquids (color_ostream &out_, vector <string> & parameters)
str << ":" << amount << ":" << flowmode << ":" << setmode << "]#";
if(out.lineedit(str.str(),command,liquids_hist) == -1)
return CR_FAILURE;
liquids_hist.add(command);
if(command=="help" || command == "?")
{

@ -859,6 +859,7 @@ command_result df_tiletypes (color_ostream &out_, vector <string> & parameters)
if (out.lineedit("tiletypes> ",input,tiletypes_hist) == -1)
return CR_FAILURE;
tiletypes_hist.add(input);
commands.clear();
Core::cheap_tokenise(input, commands);

@ -56,10 +56,17 @@ DFhackCExport command_result plugin_init (color_ostream &out, std::vector <Plugi
" Note that this is very dirty and possibly dangerous!\n"
" Most probably does not have the positive effect of a proper burial.\n"
" tweak fixmigrant\n"
" Forces the selected unit to become a member or your fortress.\n"
" Intended to fix bugged migrants and merchants who stay at the map edge.\n"
" Only works for units of your own race. Can be used for stealing caravan\n"
" traders and guards, but might result into weirdness during trading.\n"
" Remove the resident/merchant flag from the selected unit.\n"
" Intended to fix bugged migrants/traders who stay at the\n"
" map edge and don't enter your fort. Only works for\n"
" dwarves (or generally the player's race in modded games).\n"
" tweak makeown\n"
" Force selected unit to become a member of your fort.\n"
" Can be abused to grab caravan merchants and escorts, even if\n"
" they don't belong to the player's race. Foreign sentients\n"
" (humans, elves) can be put to work, but you can't assign rooms\n"
" to them and they don't show up in DwarfTherapist because the\n"
" game treats them like pets.\n"
));
return CR_OK;
}