|
|
|
@ -684,7 +684,7 @@ Persistent configuration storage
|
|
|
|
|
--------------------------------
|
|
|
|
|
|
|
|
|
|
This api is intended for storing configuration options in the world itself.
|
|
|
|
|
It probably should be restricted to data that is world-dependent.
|
|
|
|
|
It is intended for data that is world-dependent.
|
|
|
|
|
|
|
|
|
|
Entries are identified by a string ``key``, but it is also possible to manage
|
|
|
|
|
multiple entries with the same key; their identity is determined by ``entry_id``.
|
|
|
|
@ -717,10 +717,8 @@ Every entry has a mutable string ``value``, and an array of 7 mutable ``ints``.
|
|
|
|
|
otherwise the existing one is simply updated.
|
|
|
|
|
Returns *entry, did_create_new*
|
|
|
|
|
|
|
|
|
|
Since the data is hidden in data structures owned by the DF world,
|
|
|
|
|
and automatically stored in the save game, these save and retrieval
|
|
|
|
|
functions can just copy values in memory without doing any actual I/O.
|
|
|
|
|
However, currently every entry has a 180+-byte dead-weight overhead.
|
|
|
|
|
The data is kept in memory, so no I/O occurs when getting or saving keys. It is
|
|
|
|
|
all written to a json file in the game save directory when the game is saved.
|
|
|
|
|
|
|
|
|
|
It is also possible to associate one bit per map tile with an entry,
|
|
|
|
|
using these two methods:
|
|
|
|
|