Merge branch 'develop' into filesystem-module-pr

develop
lethosor 2014-06-18 15:45:42 -04:00
commit ef69522d93
15 changed files with 992 additions and 168 deletions

@ -4,6 +4,7 @@ DFHack future
- support for calling a lua function via a protobuf request (demonstrated by dfhack-run --lua).
- Lua API for listing files in directory. Needed for mod-manager.
- Lua API for creating unit combat reports and writing to gamelog.
- Lua API for running arbitrary DFHack commands
- support for multiple raw/init.d/*.lua init scripts in one save.
- eventful now has a more friendly way of making custom sidebars
- new plugin: building-hacks. Allows to add custom functionality and/or animations to buildings.
@ -26,10 +27,12 @@ DFHack future
New tweaks:
- craft-age-wear: make crafted items wear out with time like in old versions (bug 6003)
- adamantine-cloth-wear: stop adamantine clothing from wearing out (bug 6481)
- confirm-embark: adds a prompt before embarking (on the "prepare carefully" screen)
New plugins:
- rendermax: replace the renderer with something else. Most interesting is "rendermax light"- a lighting engine for df.
- stockflow (by eswald): queues manager jobs of the configured type based on the state of a stockpile.
- embark-tools: implementations of Embark Anywhere, Nano Embark, and a few other embark-related utilities
Misc improvements:
- digfort: improved csv parsing, add start() comment handling

@ -519,79 +519,80 @@ access DF memory and allow for easier development of new tools.</p>
<li><a class="reference internal" href="#other" id="id126">Other</a><ul>
<li><a class="reference internal" href="#catsplosion" id="id127">catsplosion</a></li>
<li><a class="reference internal" href="#dfusion" id="id128">dfusion</a></li>
<li><a class="reference internal" href="#misery" id="id129">misery</a></li>
<li><a class="reference internal" href="#strangemood" id="id130">strangemood</a></li>
<li><a class="reference internal" href="#log-region" id="id131">log-region</a></li>
<li><a class="reference internal" href="#embark-tools" id="id129">embark-tools</a></li>
<li><a class="reference internal" href="#misery" id="id130">misery</a></li>
<li><a class="reference internal" href="#strangemood" id="id131">strangemood</a></li>
<li><a class="reference internal" href="#log-region" id="id132">log-region</a></li>
</ul>
</li>
</ul>
</li>
<li><a class="reference internal" href="#scripts" id="id132">Scripts</a><ul>
<li><a class="reference internal" href="#fix" id="id133">fix/*</a></li>
<li><a class="reference internal" href="#gui" id="id134">gui/*</a></li>
<li><a class="reference internal" href="#binpatch" id="id135">binpatch</a></li>
<li><a class="reference internal" href="#quicksave" id="id136">quicksave</a></li>
<li><a class="reference internal" href="#setfps" id="id137">setfps</a></li>
<li><a class="reference internal" href="#siren" id="id138">siren</a></li>
<li><a class="reference internal" href="#growcrops" id="id139">growcrops</a></li>
<li><a class="reference internal" href="#removebadthoughts" id="id140">removebadthoughts</a></li>
<li><a class="reference internal" href="#exterminate" id="id141">exterminate</a></li>
<li><a class="reference internal" href="#source" id="id142">source</a></li>
<li><a class="reference internal" href="#masspit" id="id143">masspit</a></li>
<li><a class="reference internal" href="#digfort" id="id144">digfort</a></li>
<li><a class="reference internal" href="#invasion-now" id="id145">invasion-now</a></li>
<li><a class="reference internal" href="#digmat" id="id146">digmat</a></li>
<li><a class="reference internal" href="#superdwarf" id="id147">superdwarf</a></li>
<li><a class="reference internal" href="#drainaquifer" id="id148">drainaquifer</a></li>
<li><a class="reference internal" href="#deathcause" id="id149">deathcause</a></li>
<li><a class="reference internal" href="#lua" id="id150">lua</a></li>
<li><a class="reference internal" href="#embark" id="id151">embark</a></li>
<li><a class="reference internal" href="#lever" id="id152">lever</a></li>
<li><a class="reference internal" href="#stripcaged" id="id153">stripcaged</a></li>
<li><a class="reference internal" href="#undump-buildings" id="id154">undump-buildings</a></li>
<li><a class="reference internal" href="#create-items" id="id155">create-items</a></li>
<li><a class="reference internal" href="#locate-ore" id="id156">locate-ore</a></li>
<li><a class="reference internal" href="#soundsense-season" id="id157">soundsense-season</a></li>
<li><a class="reference internal" href="#multicmd" id="id158">multicmd</a></li>
<li><a class="reference internal" href="#dfstatus" id="id159">dfstatus</a></li>
<li><a class="reference internal" href="#scripts" id="id133">Scripts</a><ul>
<li><a class="reference internal" href="#fix" id="id134">fix/*</a></li>
<li><a class="reference internal" href="#gui" id="id135">gui/*</a></li>
<li><a class="reference internal" href="#binpatch" id="id136">binpatch</a></li>
<li><a class="reference internal" href="#quicksave" id="id137">quicksave</a></li>
<li><a class="reference internal" href="#setfps" id="id138">setfps</a></li>
<li><a class="reference internal" href="#siren" id="id139">siren</a></li>
<li><a class="reference internal" href="#growcrops" id="id140">growcrops</a></li>
<li><a class="reference internal" href="#removebadthoughts" id="id141">removebadthoughts</a></li>
<li><a class="reference internal" href="#exterminate" id="id142">exterminate</a></li>
<li><a class="reference internal" href="#source" id="id143">source</a></li>
<li><a class="reference internal" href="#masspit" id="id144">masspit</a></li>
<li><a class="reference internal" href="#digfort" id="id145">digfort</a></li>
<li><a class="reference internal" href="#invasion-now" id="id146">invasion-now</a></li>
<li><a class="reference internal" href="#digmat" id="id147">digmat</a></li>
<li><a class="reference internal" href="#superdwarf" id="id148">superdwarf</a></li>
<li><a class="reference internal" href="#drainaquifer" id="id149">drainaquifer</a></li>
<li><a class="reference internal" href="#deathcause" id="id150">deathcause</a></li>
<li><a class="reference internal" href="#lua" id="id151">lua</a></li>
<li><a class="reference internal" href="#embark" id="id152">embark</a></li>
<li><a class="reference internal" href="#lever" id="id153">lever</a></li>
<li><a class="reference internal" href="#stripcaged" id="id154">stripcaged</a></li>
<li><a class="reference internal" href="#undump-buildings" id="id155">undump-buildings</a></li>
<li><a class="reference internal" href="#create-items" id="id156">create-items</a></li>
<li><a class="reference internal" href="#locate-ore" id="id157">locate-ore</a></li>
<li><a class="reference internal" href="#soundsense-season" id="id158">soundsense-season</a></li>
<li><a class="reference internal" href="#multicmd" id="id159">multicmd</a></li>
<li><a class="reference internal" href="#dfstatus" id="id160">dfstatus</a></li>
</ul>
</li>
<li><a class="reference internal" href="#in-game-interface-tools" id="id160">In-game interface tools</a><ul>
<li><a class="reference internal" href="#dwarf-manipulator" id="id161">Dwarf Manipulator</a></li>
<li><a class="reference internal" href="#search" id="id162">Search</a></li>
<li><a class="reference internal" href="#automaterial" id="id163">AutoMaterial</a></li>
<li><a class="reference internal" href="#gui-liquids" id="id164">gui/liquids</a></li>
<li><a class="reference internal" href="#gui-mechanisms" id="id165">gui/mechanisms</a></li>
<li><a class="reference internal" href="#gui-rename" id="id166">gui/rename</a></li>
<li><a class="reference internal" href="#gui-room-list" id="id167">gui/room-list</a></li>
<li><a class="reference internal" href="#gui-choose-weapons" id="id168">gui/choose-weapons</a></li>
<li><a class="reference internal" href="#gui-clone-uniform" id="id169">gui/clone-uniform</a></li>
<li><a class="reference internal" href="#gui-guide-path" id="id170">gui/guide-path</a></li>
<li><a class="reference internal" href="#gui-workshop-job" id="id171">gui/workshop-job</a></li>
<li><a class="reference internal" href="#gui-workflow" id="id172">gui/workflow</a></li>
<li><a class="reference internal" href="#gui-assign-rack" id="id173">gui/assign-rack</a></li>
<li><a class="reference internal" href="#gui-advfort" id="id174">gui/advfort</a></li>
<li><a class="reference internal" href="#gui-companion-order" id="id175">gui/companion-order</a></li>
<li><a class="reference internal" href="#gui-gm-editor" id="id176">gui/gm-editor</a></li>
<li><a class="reference internal" href="#gui-mod-manager" id="id177">gui/mod-manager</a></li>
<li><a class="reference internal" href="#in-game-interface-tools" id="id161">In-game interface tools</a><ul>
<li><a class="reference internal" href="#dwarf-manipulator" id="id162">Dwarf Manipulator</a></li>
<li><a class="reference internal" href="#search" id="id163">Search</a></li>
<li><a class="reference internal" href="#automaterial" id="id164">AutoMaterial</a></li>
<li><a class="reference internal" href="#gui-liquids" id="id165">gui/liquids</a></li>
<li><a class="reference internal" href="#gui-mechanisms" id="id166">gui/mechanisms</a></li>
<li><a class="reference internal" href="#gui-rename" id="id167">gui/rename</a></li>
<li><a class="reference internal" href="#gui-room-list" id="id168">gui/room-list</a></li>
<li><a class="reference internal" href="#gui-choose-weapons" id="id169">gui/choose-weapons</a></li>
<li><a class="reference internal" href="#gui-clone-uniform" id="id170">gui/clone-uniform</a></li>
<li><a class="reference internal" href="#gui-guide-path" id="id171">gui/guide-path</a></li>
<li><a class="reference internal" href="#gui-workshop-job" id="id172">gui/workshop-job</a></li>
<li><a class="reference internal" href="#gui-workflow" id="id173">gui/workflow</a></li>
<li><a class="reference internal" href="#gui-assign-rack" id="id174">gui/assign-rack</a></li>
<li><a class="reference internal" href="#gui-advfort" id="id175">gui/advfort</a></li>
<li><a class="reference internal" href="#gui-companion-order" id="id176">gui/companion-order</a></li>
<li><a class="reference internal" href="#gui-gm-editor" id="id177">gui/gm-editor</a></li>
<li><a class="reference internal" href="#gui-mod-manager" id="id178">gui/mod-manager</a></li>
</ul>
</li>
<li><a class="reference internal" href="#behavior-mods" id="id178">Behavior Mods</a><ul>
<li><a class="reference internal" href="#siege-engine" id="id179">Siege Engine</a><ul>
<li><a class="reference internal" href="#rationale" id="id180">Rationale</a></li>
<li><a class="reference internal" href="#configuration-ui" id="id181">Configuration UI</a></li>
<li><a class="reference internal" href="#behavior-mods" id="id179">Behavior Mods</a><ul>
<li><a class="reference internal" href="#siege-engine" id="id180">Siege Engine</a><ul>
<li><a class="reference internal" href="#rationale" id="id181">Rationale</a></li>
<li><a class="reference internal" href="#configuration-ui" id="id182">Configuration UI</a></li>
</ul>
</li>
<li><a class="reference internal" href="#power-meter" id="id182">Power Meter</a></li>
<li><a class="reference internal" href="#steam-engine" id="id183">Steam Engine</a><ul>
<li><a class="reference internal" href="#id1" id="id184">Rationale</a></li>
<li><a class="reference internal" href="#construction" id="id185">Construction</a></li>
<li><a class="reference internal" href="#operation" id="id186">Operation</a></li>
<li><a class="reference internal" href="#explosions" id="id187">Explosions</a></li>
<li><a class="reference internal" href="#save-files" id="id188">Save files</a></li>
<li><a class="reference internal" href="#power-meter" id="id183">Power Meter</a></li>
<li><a class="reference internal" href="#steam-engine" id="id184">Steam Engine</a><ul>
<li><a class="reference internal" href="#id1" id="id185">Rationale</a></li>
<li><a class="reference internal" href="#construction" id="id186">Construction</a></li>
<li><a class="reference internal" href="#operation" id="id187">Operation</a></li>
<li><a class="reference internal" href="#explosions" id="id188">Explosions</a></li>
<li><a class="reference internal" href="#save-files" id="id189">Save files</a></li>
</ul>
</li>
<li><a class="reference internal" href="#add-spatter" id="id189">Add Spatter</a></li>
<li><a class="reference internal" href="#add-spatter" id="id190">Add Spatter</a></li>
</ul>
</li>
</ul>
@ -2957,8 +2958,23 @@ twice.</p>
</ul>
</div>
</div>
<div class="section" id="embark-tools">
<h3><a class="toc-backref" href="#id129">embark-tools</a></h3>
<p>A collection of embark-related tools.</p>
<p>Usage:</p>
<pre class="literal-block">
embark-tools enable/disable tool [tool]...
</pre>
<p>Tools:</p>
<ul class="simple">
<li><tt class="docutils literal">anywhere</tt>: Allows embarking anywhere (including sites, mountain-only biomes, and oceans). Use with caution.</li>
<li><tt class="docutils literal">nano</tt>: An implementation of nano embark - allows resizing below 2x2 when enabled.</li>
<li><tt class="docutils literal">sand</tt>: Displays an indicator when sand is present in the currently-selected area, similar to the default clay/stone indicators.</li>
<li><tt class="docutils literal">sticky</tt>: Maintains the selected local area while navigating the world map</li>
</ul>
</div>
<div class="section" id="misery">
<h3><a class="toc-backref" href="#id129">misery</a></h3>
<h3><a class="toc-backref" href="#id130">misery</a></h3>
<p>When enabled, every new negative dwarven thought will be multiplied by a factor (2 by default).</p>
<p>Usage:</p>
<table class="docutils field-list" frame="void" rules="none">
@ -2980,7 +2996,7 @@ twice.</p>
</table>
</div>
<div class="section" id="strangemood">
<h3><a class="toc-backref" href="#id130">strangemood</a></h3>
<h3><a class="toc-backref" href="#id131">strangemood</a></h3>
<p>Creates a strange mood job the same way the game itself normally does it.</p>
<p>Options:</p>
<blockquote>
@ -3004,13 +3020,13 @@ Valid values are &quot;miner&quot;, &quot;carpenter&quot;, &quot;engraver&quot;,
<p>Known limitations: if the selected unit is currently performing a job, the mood will not be started.</p>
</div>
<div class="section" id="log-region">
<h3><a class="toc-backref" href="#id131">log-region</a></h3>
<h3><a class="toc-backref" href="#id132">log-region</a></h3>
<p>When enabled in dfhack.init, each time a fort is loaded identifying information will be written to the gamelog. Assists in parsing the file if you switch between forts, and adds information for story-building.</p>
</div>
</div>
</div>
<div class="section" id="scripts">
<h1><a class="toc-backref" href="#id132">Scripts</a></h1>
<h1><a class="toc-backref" href="#id133">Scripts</a></h1>
<p>Lua or ruby scripts placed in the hack/scripts/ directory are considered for
execution as if they were native DFHack commands. They are listed at the end
of the 'ls' command output.</p>
@ -3019,7 +3035,7 @@ only be listed by ls if called as 'ls -a'. This is intended as a way to hide
scripts that are obscure, developer-oriented, or should be used as keybindings.</p>
<p>Some notable scripts:</p>
<div class="section" id="fix">
<h2><a class="toc-backref" href="#id133">fix/*</a></h2>
<h2><a class="toc-backref" href="#id134">fix/*</a></h2>
<p>Scripts in this subdirectory fix various bugs and issues, some of them obscure.</p>
<ul>
<li><p class="first">fix/dead-units</p>
@ -3056,12 +3072,12 @@ hopefully avoid jamming it again, and unsuspends them.</p>
</ul>
</div>
<div class="section" id="gui">
<h2><a class="toc-backref" href="#id134">gui/*</a></h2>
<h2><a class="toc-backref" href="#id135">gui/*</a></h2>
<p>Scripts that implement dialogs inserted into the main game window are put in this
directory.</p>
</div>
<div class="section" id="binpatch">
<h2><a class="toc-backref" href="#id135">binpatch</a></h2>
<h2><a class="toc-backref" href="#id136">binpatch</a></h2>
<p>Checks, applies or removes binary patches directly in memory at runtime:</p>
<pre class="literal-block">
binpatch check/apply/remove &lt;patchname&gt;
@ -3071,17 +3087,17 @@ script uses <tt class="docutils literal"><span class="pre">hack/patches/&lt;df-v
the version appropriate for the currently loaded executable.</p>
</div>
<div class="section" id="quicksave">
<h2><a class="toc-backref" href="#id136">quicksave</a></h2>
<h2><a class="toc-backref" href="#id137">quicksave</a></h2>
<p>If called in dwarf mode, makes DF immediately auto-save the game by setting a flag
normally used in seasonal auto-save.</p>
</div>
<div class="section" id="setfps">
<h2><a class="toc-backref" href="#id137">setfps</a></h2>
<h2><a class="toc-backref" href="#id138">setfps</a></h2>
<p>Run <tt class="docutils literal">setfps &lt;number&gt;</tt> to set the FPS cap at runtime, in case you want to watch
combat in slow motion or something :)</p>
</div>
<div class="section" id="siren">
<h2><a class="toc-backref" href="#id138">siren</a></h2>
<h2><a class="toc-backref" href="#id139">siren</a></h2>
<p>Wakes up sleeping units, cancels breaks and stops parties either everywhere,
or in the burrows given as arguments. In return, adds bad thoughts about
noise, tiredness and lack of protection. Also, the units with interrupted
@ -3089,7 +3105,7 @@ breaks will go on break again a lot sooner. The script is intended for
emergencies, e.g. when a siege appears, and all your military is partying.</p>
</div>
<div class="section" id="growcrops">
<h2><a class="toc-backref" href="#id139">growcrops</a></h2>
<h2><a class="toc-backref" href="#id140">growcrops</a></h2>
<p>Instantly grow seeds inside farming plots.</p>
<p>With no argument, this command list the various seed types currently in
use in your farming plots.
@ -3101,7 +3117,7 @@ growcrops plump 40
</pre>
</div>
<div class="section" id="removebadthoughts">
<h2><a class="toc-backref" href="#id140">removebadthoughts</a></h2>
<h2><a class="toc-backref" href="#id141">removebadthoughts</a></h2>
<p>This script remove negative thoughts from your dwarves. Very useful against
tantrum spirals.</p>
<p>The script can target a single creature, when used with the <tt class="docutils literal">him</tt> argument,
@ -3115,7 +3131,7 @@ but in the short term your dwarves will get much more joyful.</p>
quickly after you unpause.</p>
</div>
<div class="section" id="exterminate">
<h2><a class="toc-backref" href="#id141">exterminate</a></h2>
<h2><a class="toc-backref" href="#id142">exterminate</a></h2>
<p>Kills any unit of a given race.</p>
<p>With no argument, lists the available races and count eligible targets.</p>
<p>With the special argument <tt class="docutils literal">him</tt>, targets only the selected creature.</p>
@ -3147,7 +3163,7 @@ exterminate elve magma
</pre>
</div>
<div class="section" id="source">
<h2><a class="toc-backref" href="#id142">source</a></h2>
<h2><a class="toc-backref" href="#id143">source</a></h2>
<p>Create an infinite magma or water source or drain on a tile.</p>
<p>This script registers a map tile as a liquid source, and every 12 game ticks
that tile receives or remove 1 new unit of flow based on the configuration.</p>
@ -3169,14 +3185,14 @@ source add water 0 - water drain
</pre>
</div>
<div class="section" id="masspit">
<h2><a class="toc-backref" href="#id143">masspit</a></h2>
<h2><a class="toc-backref" href="#id144">masspit</a></h2>
<p>Designate all creatures in cages on top of a pit/pond activity zone for pitting.
Works best with an animal stockpile on top of the zone.</p>
<p>Works with a zone number as argument (eg <tt class="docutils literal">Activity Zone #6</tt> -&gt; <tt class="docutils literal">masspit 6</tt>)
or with the game cursor on top of the area.</p>
</div>
<div class="section" id="digfort">
<h2><a class="toc-backref" href="#id144">digfort</a></h2>
<h2><a class="toc-backref" href="#id145">digfort</a></h2>
<p>A script to designate an area for digging according to a plan in csv format.</p>
<p>This script, inspired from quickfort, can designate an area for digging.
Your plan should be stored in a .csv file like this:</p>
@ -3198,7 +3214,7 @@ as an offset for the pattern: instead of starting at the cursor, it will start
Dwarf Fortress.exe is found).</p>
</div>
<div class="section" id="invasion-now">
<h2><a class="toc-backref" href="#id145">invasion-now</a></h2>
<h2><a class="toc-backref" href="#id146">invasion-now</a></h2>
<p>Triggers an invasion, or several in the near future.</p>
<p><cite>invasion-now civName</cite> trigger an invasion from the civilization with the id civName, starting in about ten ticks</p>
<p><cite>invasion-now civName start</cite> trigger an invasion from civName in a number of ticks between 10*start and 11*start-1 (inclusive)</p>
@ -3206,7 +3222,7 @@ Dwarf Fortress.exe is found).</p>
<p>Probably fails if the start time of a triggered invasion is later than the start of the next year.</p>
</div>
<div class="section" id="digmat">
<h2><a class="toc-backref" href="#id146">digmat</a></h2>
<h2><a class="toc-backref" href="#id147">digmat</a></h2>
<p>Designates a tile for digging. Monitors the tile, and when it is dug out, add
surrounding discovered tiles of the same material for digging. Similar to 'digv',
but less cheaty. Works for stone layers, soil layers, veins, etc.</p>
@ -3215,7 +3231,7 @@ same designation for future digging (eg dig up/downstairs). When digging stairs,
also designate tiles on z-1 and z+1 when they are discovered.</p>
</div>
<div class="section" id="superdwarf">
<h2><a class="toc-backref" href="#id147">superdwarf</a></h2>
<h2><a class="toc-backref" href="#id148">superdwarf</a></h2>
<p>Similar to fastdwarf, per-creature.</p>
<p>To make any creature superfast, target it ingame using 'v' and:</p>
<pre class="literal-block">
@ -3225,17 +3241,17 @@ superdwarf add
<p>This plugin also shortens the 'sleeping' and 'on break' periods of targets.</p>
</div>
<div class="section" id="drainaquifer">
<h2><a class="toc-backref" href="#id148">drainaquifer</a></h2>
<h2><a class="toc-backref" href="#id149">drainaquifer</a></h2>
<p>Remove all 'aquifer' tag from the map blocks. Irreversible.</p>
</div>
<div class="section" id="deathcause">
<h2><a class="toc-backref" href="#id149">deathcause</a></h2>
<h2><a class="toc-backref" href="#id150">deathcause</a></h2>
<p>Focus a body part ingame, and this script will display the cause of death of
the creature.
Also works when selecting units from the 'u'nitlist viewscreen.</p>
</div>
<div class="section" id="lua">
<h2><a class="toc-backref" href="#id150">lua</a></h2>
<h2><a class="toc-backref" href="#id151">lua</a></h2>
<p>There are the following ways to invoke this command:</p>
<ol class="arabic">
<li><p class="first"><tt class="docutils literal">lua</tt> (without any parameters)</p>
@ -3254,11 +3270,11 @@ directory. If the filename is not supplied, it loads &quot;dfhack.lua&quot;.</p>
</ol>
</div>
<div class="section" id="embark">
<h2><a class="toc-backref" href="#id151">embark</a></h2>
<h2><a class="toc-backref" href="#id152">embark</a></h2>
<p>Allows to embark anywhere. Currently windows only.</p>
</div>
<div class="section" id="lever">
<h2><a class="toc-backref" href="#id152">lever</a></h2>
<h2><a class="toc-backref" href="#id153">lever</a></h2>
<p>Allow manipulation of in-game levers from the dfhack console.</p>
<p>Can list levers, including state and links, with:</p>
<pre class="literal-block">
@ -3272,7 +3288,7 @@ lever pull 42 --now
</pre>
</div>
<div class="section" id="stripcaged">
<h2><a class="toc-backref" href="#id153">stripcaged</a></h2>
<h2><a class="toc-backref" href="#id154">stripcaged</a></h2>
<p>For dumping items inside cages. Will mark selected items for dumping, then
a dwarf may come and actually dump it. See also <tt class="docutils literal">autodump</tt>.</p>
<p>With the <tt class="docutils literal">items</tt> argument, only dumps items laying in the cage, excluding
@ -3290,11 +3306,11 @@ stripcaged weapons 25321 34228
</pre>
</div>
<div class="section" id="undump-buildings">
<h2><a class="toc-backref" href="#id154">undump-buildings</a></h2>
<h2><a class="toc-backref" href="#id155">undump-buildings</a></h2>
<p>Undesignates building base materials for dumping.</p>
</div>
<div class="section" id="create-items">
<h2><a class="toc-backref" href="#id155">create-items</a></h2>
<h2><a class="toc-backref" href="#id156">create-items</a></h2>
<p>Spawn arbitrary items under the cursor.</p>
<p>The first argument gives the item category, the second gives the material,
and the optionnal third gives the number of items to create (defaults to 20).</p>
@ -3316,7 +3332,7 @@ create-items bar adamantine
</pre>
</div>
<div class="section" id="locate-ore">
<h2><a class="toc-backref" href="#id156">locate-ore</a></h2>
<h2><a class="toc-backref" href="#id157">locate-ore</a></h2>
<p>Scan the map for metal ores.</p>
<p>Finds and designate for digging one tile of a specific metal ore.
Only works for native metal ores, does not handle reaction stuff (eg STEEL).</p>
@ -3329,7 +3345,7 @@ locate-ore iron</dd>
</dl>
</div>
<div class="section" id="soundsense-season">
<h2><a class="toc-backref" href="#id157">soundsense-season</a></h2>
<h2><a class="toc-backref" href="#id158">soundsense-season</a></h2>
<p>It is a well known issue that Soundsense cannot detect the correct
current season when a savegame is loaded and has to play random
season music until a season switch occurs.</p>
@ -3338,7 +3354,7 @@ to gamelog.txt on every map load to fix this. For best results
call the script from <tt class="docutils literal">dfhack.init</tt>.</p>
</div>
<div class="section" id="multicmd">
<h2><a class="toc-backref" href="#id158">multicmd</a></h2>
<h2><a class="toc-backref" href="#id159">multicmd</a></h2>
<p>Run multiple dfhack commands. The argument is split around the
character ; and all parts are run sequencially as independent
dfhack commands. Useful for hotkeys.</p>
@ -3348,12 +3364,12 @@ dfhack commands. Useful for hotkeys.</p>
</dl>
</div>
<div class="section" id="dfstatus">
<h2><a class="toc-backref" href="#id159">dfstatus</a></h2>
<h2><a class="toc-backref" href="#id160">dfstatus</a></h2>
<p>Show a quick overview of critical stock quantities, including food, dirnks, wood, and various bars.</p>
</div>
</div>
<div class="section" id="in-game-interface-tools">
<h1><a class="toc-backref" href="#id160">In-game interface tools</a></h1>
<h1><a class="toc-backref" href="#id161">In-game interface tools</a></h1>
<p>These tools work by displaying dialogs or overlays in the game window, and
are mostly implemented by lua scripts.</p>
<div class="note">
@ -3368,18 +3384,20 @@ guideline because it arguably just fixes small usability bugs in the game UI.</p
you must enable the plugins which provide them.</p>
</div>
<div class="section" id="dwarf-manipulator">
<h2><a class="toc-backref" href="#id161">Dwarf Manipulator</a></h2>
<h2><a class="toc-backref" href="#id162">Dwarf Manipulator</a></h2>
<p>Implemented by the 'manipulator' plugin.</p>
<p>To activate, open the unit screen and press 'l'.</p>
<img alt="images/manipulator.png" src="images/manipulator.png" />
<p>This tool implements a Dwarf Therapist-like interface within the game UI. The
far left column displays the unit's Happiness (color-coded based on its
value), and the right half of the screen displays each dwarf's labor settings
and skill levels (0-9 for Dabbling thru Professional, A-E for Great thru Grand
Master, and U-Z for Legendary thru Legendary+5).</p>
value), Name, Profession/Squad, and the right half of the screen displays each
dwarf's labor settings and skill levels (0-9 for Dabbling thru Professional, A-E for
Great thru Grand Master, and U-Z for Legendary thru Legendary+5).</p>
<p>Cells with teal backgrounds denote skills not controlled by labors, e.g.
military and social skills.</p>
<img alt="images/manipulator2.png" src="images/manipulator2.png" />
<p>Press <tt class="docutils literal">t</tt> to toggle between Profession and Squad view.</p>
<img alt="images/manipulator3.png" src="images/manipulator3.png" />
<p>Use the arrow keys or number pad to move the cursor around, holding Shift to
move 10 tiles at a time.</p>
<p>Press the Z-Up (&lt;) and Z-Down (&gt;) keys to move quickly between labor/skill
@ -3388,7 +3406,7 @@ in the list. Backspace seeks to the top left corner.</p>
<p>Press Enter to toggle the selected labor for the selected unit, or Shift+Enter
to toggle all labors within the selected category.</p>
<p>Press the <tt class="docutils literal">+-</tt> keys to sort the unit list according to the currently selected
skill/labor, and press the <tt class="docutils literal">*/</tt> keys to sort the unit list by Name, Profession,
skill/labor, and press the <tt class="docutils literal">*/</tt> keys to sort the unit list by Name, Profession/Squad,
Happiness, or Arrival order (using Tab to select which sort method to use here).</p>
<p>With a unit selected, you can press the &quot;v&quot; key to view its properties (and
possibly set a custom nickname or profession) or the &quot;c&quot; key to exit
@ -3396,18 +3414,18 @@ Manipulator and zoom to its position within your fortress.</p>
<p>The following mouse shortcuts are also available:</p>
<ul class="simple">
<li>Click on a column header to sort the unit list. Left-click to sort it in one
direction (descending for happiness or labors/skills, ascending for name or
profession) and right-click to sort it in the opposite direction.</li>
direction (descending for happiness or labors/skills, ascending for name,
profession or squad) and right-click to sort it in the opposite direction.</li>
<li>Left-click on a labor cell to toggle that labor. Right-click to move the
cursor onto that cell instead of toggling it.</li>
<li>Left-click on a unit's name or profession to view its properties.</li>
<li>Right-click on a unit's name or profession to zoom to it.</li>
<li>Left-click on a unit's name, profession or squad to view its properties.</li>
<li>Right-click on a unit's name, profession or squad to zoom to it.</li>
</ul>
<p>Pressing ESC normally returns to the unit screen, but Shift-ESC would exit
directly to the main dwarf mode screen.</p>
</div>
<div class="section" id="search">
<h2><a class="toc-backref" href="#id162">Search</a></h2>
<h2><a class="toc-backref" href="#id163">Search</a></h2>
<p>Implemented by the 'search' plugin.</p>
<p>The search plugin adds search to the Stocks, Animals, Trading, Stockpile,
Noble (assignment candidates), Military (position candidates), Burrows
@ -3438,7 +3456,7 @@ only fat or tallow by forbidding fats, then searching for fat/tallow, and
using Permit Fats again while the list is filtered.</p>
</div>
<div class="section" id="automaterial">
<h2><a class="toc-backref" href="#id163">AutoMaterial</a></h2>
<h2><a class="toc-backref" href="#id164">AutoMaterial</a></h2>
<p>Implemented by the 'automaterial' plugin.</p>
<p>This makes building constructions (walls, floors, fortifications, etc) a little bit
easier by saving you from having to trawl through long lists of materials each time
@ -3466,7 +3484,7 @@ materials, it returns you back to this screen. If you use this along with severa
enabled materials, you should be able to place complex constructions more conveniently.</p>
</div>
<div class="section" id="gui-liquids">
<h2><a class="toc-backref" href="#id164">gui/liquids</a></h2>
<h2><a class="toc-backref" href="#id165">gui/liquids</a></h2>
<p>To use, bind to a key (the example config uses Alt-L) and activate in the 'k' mode.</p>
<img alt="images/liquids.png" src="images/liquids.png" />
<p>This script is a gui front-end to the liquids plugin and works similar to it,
@ -3486,7 +3504,7 @@ rivers power water wheels even when full and technically not flowing.</p>
<p>After setting up the desired operations using the described keys, use <tt class="docutils literal">Enter</tt> to apply them.</p>
</div>
<div class="section" id="gui-mechanisms">
<h2><a class="toc-backref" href="#id165">gui/mechanisms</a></h2>
<h2><a class="toc-backref" href="#id166">gui/mechanisms</a></h2>
<p>To use, bind to a key (the example config uses Ctrl-M) and activate in the 'q' mode.</p>
<img alt="images/mechanisms.png" src="images/mechanisms.png" />
<p>Lists mechanisms connected to the building, and their links. Navigating the list centers
@ -3496,7 +3514,7 @@ focus on the current one. Shift-Enter has an effect equivalent to pressing Enter
re-entering the mechanisms ui.</p>
</div>
<div class="section" id="gui-rename">
<h2><a class="toc-backref" href="#id166">gui/rename</a></h2>
<h2><a class="toc-backref" href="#id167">gui/rename</a></h2>
<p>Backed by the rename plugin, this script allows entering the desired name
via a simple dialog in the game ui.</p>
<ul>
@ -3519,7 +3537,7 @@ their species string.</p>
unit profession change to Ctrl-Shift-T.</p>
</div>
<div class="section" id="gui-room-list">
<h2><a class="toc-backref" href="#id167">gui/room-list</a></h2>
<h2><a class="toc-backref" href="#id168">gui/room-list</a></h2>
<p>To use, bind to a key (the example config uses Alt-R) and activate in the 'q' mode,
either immediately or after opening the assign owner page.</p>
<img alt="images/room-list.png" src="images/room-list.png" />
@ -3527,7 +3545,7 @@ either immediately or after opening the assign owner page.</p>
list, and allows unassigning them.</p>
</div>
<div class="section" id="gui-choose-weapons">
<h2><a class="toc-backref" href="#id168">gui/choose-weapons</a></h2>
<h2><a class="toc-backref" href="#id169">gui/choose-weapons</a></h2>
<p>Bind to a key (the example config uses Ctrl-W), 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
@ -3538,14 +3556,14 @@ only that entry, and does it even if it is not 'individual choice'.</p>
and may lead to inappropriate weapons being selected.</p>
</div>
<div class="section" id="gui-clone-uniform">
<h2><a class="toc-backref" href="#id169">gui/clone-uniform</a></h2>
<h2><a class="toc-backref" href="#id170">gui/clone-uniform</a></h2>
<p>Bind to a key (the example config uses Ctrl-C), and activate in the Uniforms
page of the military screen with the cursor in the leftmost list.</p>
<p>When invoked, the script duplicates the currently selected uniform template,
and selects the newly created copy.</p>
</div>
<div class="section" id="gui-guide-path">
<h2><a class="toc-backref" href="#id170">gui/guide-path</a></h2>
<h2><a class="toc-backref" href="#id171">gui/guide-path</a></h2>
<p>Bind to a key (the example config uses Alt-P), and activate in the Hauling menu with
the cursor over a Guide order.</p>
<img alt="images/guide-path.png" src="images/guide-path.png" />
@ -3553,7 +3571,7 @@ the cursor over a Guide order.</p>
computes it when the order is executed for the first time.</p>
</div>
<div class="section" id="gui-workshop-job">
<h2><a class="toc-backref" href="#id171">gui/workshop-job</a></h2>
<h2><a class="toc-backref" href="#id172">gui/workshop-job</a></h2>
<p>Bind to a key (the example config uses Alt-A), and activate with a job selected in
a workshop in the 'q' mode.</p>
<img alt="images/workshop-job.png" src="images/workshop-job.png" />
@ -3589,7 +3607,7 @@ 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>
</div>
<div class="section" id="gui-workflow">
<h2><a class="toc-backref" href="#id172">gui/workflow</a></h2>
<h2><a class="toc-backref" href="#id173">gui/workflow</a></h2>
<p>Bind to a key (the example config uses Alt-W), and activate with a job selected
in a workshop in the 'q' mode.</p>
<img alt="images/workflow.png" src="images/workflow.png" />
@ -3636,7 +3654,7 @@ the current stock value. The bright green dashed line is the target
limit (maximum) and the dark green line is that minus the gap (minimum).</p>
</div>
<div class="section" id="gui-assign-rack">
<h2><a class="toc-backref" href="#id173">gui/assign-rack</a></h2>
<h2><a class="toc-backref" href="#id174">gui/assign-rack</a></h2>
<p>Bind to a key (the example config uses P), and activate when viewing a weapon
rack in the 'q' mode.</p>
<img alt="images/assign-rack.png" src="images/assign-rack.png" />
@ -3660,7 +3678,7 @@ the intended user. In order to aid in the choice, it shows the number
of currently assigned racks for every valid squad.</p>
</div>
<div class="section" id="gui-advfort">
<h2><a class="toc-backref" href="#id174">gui/advfort</a></h2>
<h2><a class="toc-backref" href="#id175">gui/advfort</a></h2>
<p>This script allows to perform jobs in adventure mode. For more complete help
press '?' while script is running. It's most confortable to use this as a
keybinding. (e.g. keybinding set Ctrl-T gui/advfort). Possible arguments:</p>
@ -3679,7 +3697,7 @@ implies -a</li>
</div>
</div>
<div class="section" id="gui-companion-order">
<h2><a class="toc-backref" href="#id175">gui/companion-order</a></h2>
<h2><a class="toc-backref" href="#id176">gui/companion-order</a></h2>
<p>A script to issue orders for companions. Select companions with lower case chars, issue orders with upper
case. Must be in look or talk mode to issue command on tile.</p>
<img alt="images/companion-order.png" src="images/companion-order.png" />
@ -3695,7 +3713,7 @@ case. Must be in look or talk mode to issue command on tile.</p>
</ul>
</div>
<div class="section" id="gui-gm-editor">
<h2><a class="toc-backref" href="#id176">gui/gm-editor</a></h2>
<h2><a class="toc-backref" href="#id177">gui/gm-editor</a></h2>
<p>There are three ways to open this editor:</p>
<ul class="simple">
<li>using gui/gm-editor command/keybinding - opens editor on what is selected
@ -3710,14 +3728,14 @@ the same as version above.</li>
in-game help.</p>
</div>
<div class="section" id="gui-mod-manager">
<h2><a class="toc-backref" href="#id177">gui/mod-manager</a></h2>
<h2><a class="toc-backref" href="#id178">gui/mod-manager</a></h2>
<p>A way to simply install and remove small mods. It looks for specially formatted mods in
df subfolder 'mods'. Mods are not included, for example mods see: <a class="reference external" href="https://github.com/warmist/df-mini-mods">github mini mod repository</a></p>
<img alt="images/mod-manager.png" src="images/mod-manager.png" />
</div>
</div>
<div class="section" id="behavior-mods">
<h1><a class="toc-backref" href="#id178">Behavior Mods</a></h1>
<h1><a class="toc-backref" href="#id179">Behavior Mods</a></h1>
<p>These plugins, when activated via configuration UI or by detecting certain
structures in RAWs, modify the game engine behavior concerning the target
objects to add features not otherwise present.</p>
@ -3728,20 +3746,20 @@ technical challenge, and do not represent any long-term plans to produce more
similar modifications of the game.</p>
</div>
<div class="section" id="siege-engine">
<h2><a class="toc-backref" href="#id179">Siege Engine</a></h2>
<h2><a class="toc-backref" href="#id180">Siege Engine</a></h2>
<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
four directions. Also, catapults can be ordered to load arbitrary objects, not
just stones.</p>
<div class="section" id="rationale">
<h3><a class="toc-backref" href="#id180">Rationale</a></h3>
<h3><a class="toc-backref" href="#id181">Rationale</a></h3>
<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
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>
</div>
<div class="section" id="configuration-ui">
<h3><a class="toc-backref" href="#id181">Configuration UI</a></h3>
<h3><a class="toc-backref" href="#id182">Configuration UI</a></h3>
<p>The configuration front-end to the plugin is implemented by the gui/siege-engine
script. Bind it to a key (the example config uses Alt-A) and activate after selecting
a siege engine in 'q' mode.</p>
@ -3764,7 +3782,7 @@ menu.</p>
</div>
</div>
<div class="section" id="power-meter">
<h2><a class="toc-backref" href="#id182">Power Meter</a></h2>
<h2><a class="toc-backref" href="#id183">Power Meter</a></h2>
<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>
<p>The configuration front-end is implemented by the gui/power-meter script. Bind it to a
@ -3775,11 +3793,11 @@ in the build menu.</p>
configuration page, but configures parameters relevant to the modded power meter building.</p>
</div>
<div class="section" id="steam-engine">
<h2><a class="toc-backref" href="#id183">Steam Engine</a></h2>
<h2><a class="toc-backref" href="#id184">Steam Engine</a></h2>
<p>The steam-engine plugin detects custom workshops with STEAM_ENGINE in
their token, and turns them into real steam engines.</p>
<div class="section" id="id1">
<h3><a class="toc-backref" href="#id184">Rationale</a></h3>
<h3><a class="toc-backref" href="#id185">Rationale</a></h3>
<p>The vanilla game contains only water wheels and windmills as sources of
power, but windmills give relatively little power, and water wheels require
flowing water, which must either be a real river and thus immovable and
@ -3790,7 +3808,7 @@ 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>
</div>
<div class="section" id="construction">
<h3><a class="toc-backref" href="#id185">Construction</a></h3>
<h3><a class="toc-backref" href="#id186">Construction</a></h3>
<p>The workshop needs water as its input, which it takes via a
passable floor tile below it, like usual magma workshops do.
The magma version also needs magma.</p>
@ -3814,7 +3832,7 @@ short axles that can be built later than both of the engines.</p>
</div>
</div>
<div class="section" id="operation">
<h3><a class="toc-backref" href="#id186">Operation</a></h3>
<h3><a class="toc-backref" href="#id187">Operation</a></h3>
<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,
and perform it. As a result, a &quot;boiling water&quot; item will appear
@ -3845,7 +3863,7 @@ decrease it by further 4%, and also decrease the whole steam
use rate by 10%.</p>
</div>
<div class="section" id="explosions">
<h3><a class="toc-backref" href="#id187">Explosions</a></h3>
<h3><a class="toc-backref" href="#id188">Explosions</a></h3>
<p>The engine must be constructed using barrel, pipe and piston
from fire-safe, or in the magma version magma-safe metals.</p>
<p>During operation weak parts get gradually worn out, and
@ -3854,7 +3872,7 @@ toppled during operation by a building destroyer, or a
tantruming dwarf.</p>
</div>
<div class="section" id="save-files">
<h3><a class="toc-backref" href="#id188">Save files</a></h3>
<h3><a class="toc-backref" href="#id189">Save files</a></h3>
<p>It should be safe to load and view engine-using fortresses
from a DF version without DFHack installed, except that in such
case the engines won't work. However actually making modifications
@ -3865,7 +3883,7 @@ being generated.</p>
</div>
</div>
<div class="section" id="add-spatter">
<h2><a class="toc-backref" href="#id189">Add Spatter</a></h2>
<h2><a class="toc-backref" href="#id190">Add Spatter</a></h2>
<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
contaminants are immune to being washed away by water or destroyed by

@ -2053,6 +2053,21 @@ See the bay12 thread for details: http://www.bay12forums.com/smf/index.php?topic
* Some of the DFusion plugins aren't completely ported yet. This can lead to crashes.
* The game will be suspended while you're using dfusion. Don't panic when it doesn't respond.
embark-tools
------------
A collection of embark-related tools.
Usage::
embark-tools enable/disable tool [tool]...
Tools:
* ``anywhere``: Allows embarking anywhere (including sites, mountain-only biomes, and oceans). Use with caution.
* ``nano``: An implementation of nano embark - allows resizing below 2x2 when enabled.
* ``sand``: Displays an indicator when sand is present in the currently-selected area, similar to the default clay/stone indicators.
* ``sticky``: Maintains the selected local area while navigating the world map
misery
------
When enabled, every new negative dwarven thought will be multiplied by a factor (2 by default).
@ -2523,15 +2538,19 @@ To activate, open the unit screen and press 'l'.
This tool implements a Dwarf Therapist-like interface within the game UI. The
far left column displays the unit's Happiness (color-coded based on its
value), and the right half of the screen displays each dwarf's labor settings
and skill levels (0-9 for Dabbling thru Professional, A-E for Great thru Grand
Master, and U-Z for Legendary thru Legendary+5).
value), Name, Profession/Squad, and the right half of the screen displays each
dwarf's labor settings and skill levels (0-9 for Dabbling thru Professional, A-E for
Great thru Grand Master, and U-Z for Legendary thru Legendary+5).
Cells with teal backgrounds denote skills not controlled by labors, e.g.
military and social skills.
.. image:: images/manipulator2.png
Press ``t`` to toggle between Profession and Squad view.
.. image:: images/manipulator3.png
Use the arrow keys or number pad to move the cursor around, holding Shift to
move 10 tiles at a time.
@ -2543,7 +2562,7 @@ Press Enter to toggle the selected labor for the selected unit, or Shift+Enter
to toggle all labors within the selected category.
Press the ``+-`` keys to sort the unit list according to the currently selected
skill/labor, and press the ``*/`` keys to sort the unit list by Name, Profession,
skill/labor, and press the ``*/`` keys to sort the unit list by Name, Profession/Squad,
Happiness, or Arrival order (using Tab to select which sort method to use here).
With a unit selected, you can press the "v" key to view its properties (and
@ -2553,12 +2572,12 @@ Manipulator and zoom to its position within your fortress.
The following mouse shortcuts are also available:
* Click on a column header to sort the unit list. Left-click to sort it in one
direction (descending for happiness or labors/skills, ascending for name or
profession) and right-click to sort it in the opposite direction.
direction (descending for happiness or labors/skills, ascending for name,
profession or squad) and right-click to sort it in the opposite direction.
* Left-click on a labor cell to toggle that labor. Right-click to move the
cursor onto that cell instead of toggling it.
* Left-click on a unit's name or profession to view its properties.
* Right-click on a unit's name or profession to zoom to it.
* Left-click on a unit's name, profession or squad to view its properties.
* Right-click on a unit's name, profession or squad to zoom to it.
Pressing ESC normally returns to the unit screen, but Shift-ESC would exit
directly to the main dwarf mode screen.

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@ -2242,6 +2242,64 @@ static int internal_getDir(lua_State *L)
}
return 1;
}
static int internal_runCommand(lua_State *L)
{
buffered_color_ostream out;
command_result res;
if (lua_gettop(L) == 0)
{
lua_pushstring(L, "");
}
int type_1 = lua_type(L, 1);
if (type_1 == LUA_TTABLE)
{
std::string command = "";
std::vector<std::string> args;
lua_pushnil(L); // first key
while (lua_next(L, 1) != 0)
{
if (command == "")
command = lua_tostring(L, -1);
else
args.push_back(lua_tostring(L, -1));
lua_pop(L, 1); // remove value, leave key
}
CoreSuspender suspend;
res = Core::getInstance().runCommand(out, command, args);
}
else if (type_1 == LUA_TSTRING)
{
std::string command = lua_tostring(L, 1);
CoreSuspender suspend;
res = Core::getInstance().runCommand(out, command);
}
else
{
lua_pushnil(L);
lua_pushfstring(L, "Expected table, got %s", lua_typename(L, type_1));
return 2;
}
auto fragments = out.fragments();
lua_newtable(L);
lua_pushinteger(L, (int)res);
lua_setfield(L, -2, "status");
int i = 1;
for (auto iter = fragments.begin(); iter != fragments.end(); iter++, i++)
{
int color = iter->first;
std::string output = iter->second;
lua_createtable(L, 2, 0);
lua_pushinteger(L, color);
lua_rawseti(L, -2, 1);
lua_pushstring(L, output.c_str());
lua_rawseti(L, -2, 2);
lua_rawseti(L, -2, i);
}
lua_pushvalue(L, -1);
return 1;
}
static const luaL_Reg dfhack_internal_funcs[] = {
{ "getAddress", internal_getAddress },
{ "setAddress", internal_setAddress },
@ -2255,6 +2313,7 @@ static const luaL_Reg dfhack_internal_funcs[] = {
{ "memscan", internal_memscan },
{ "diffscan", internal_diffscan },
{ "getDir", internal_getDir },
{ "runCommand", internal_runCommand },
{ NULL, NULL }
};

@ -256,6 +256,8 @@ DFHACK_EXPORT std::string getCasteProfessionName(int race, int caste, df::profes
DFHACK_EXPORT int8_t getProfessionColor(df::unit *unit, bool ignore_noble = false);
DFHACK_EXPORT int8_t getCasteProfessionColor(int race, int caste, df::profession pid);
DFHACK_EXPORT std::string getSquadName(df::unit *unit);
}
}
#endif

@ -10,6 +10,14 @@ local dfhack = dfhack
local base_env = dfhack.BASE_G
local _ENV = base_env
CR_LINK_FAILURE = -3
CR_NEEDS_CONSOLE = -2
CR_NOT_IMPLEMENTED = -1
CR_OK = 0
CR_FAILURE = 1
CR_WRONG_USAGE = 2
CR_NOT_FOUND = 3
-- Console color constants
COLOR_RESET = -1
@ -256,7 +264,8 @@ function dfhack.interpreter(prompt,hfile,env)
print("Shortcuts:\n"..
" '= foo' => '_1,_2,... = foo'\n"..
" '! foo' => 'print(foo)'\n"..
"Both save the first result as '_'.")
" '~ foo' => 'printall(foo)'\n"..
"All of these save the first result as '_'.")
print_banner = false
end
@ -357,6 +366,31 @@ function dfhack.run_script(name,...)
return f(...)
end
function dfhack.run_command(...)
args = {...}
if type(args[1]) == 'table' then
command = args[1]
elseif #args > 1 and type(args[2]) == 'table' then
-- {args[1]} + args[2]
command = args[2]
table.insert(command, 1, args[1])
elseif #args == 1 and type(args[1]) == 'string' then
command = args[1]
elseif #args > 1 and type(args[1]) == 'string' then
command = args
else
error('Invalid arguments')
end
result = internal.runCommand(command)
output = ""
for i, f in pairs(result) do
if type(f) == 'table' then
output = output .. f[2]
end
end
return output, result.status
end
-- Per-save init file
function dfhack.getSavePath()

@ -69,6 +69,7 @@ using namespace std;
#include "df/unit_misc_trait.h"
#include "df/unit_skill.h"
#include "df/curse_attr_change.h"
#include "df/squad.h"
using namespace DFHack;
using namespace df::enums;
@ -1552,3 +1553,15 @@ int8_t DFHack::Units::getCasteProfessionColor(int race, int casteid, df::profess
// default to dwarven peasant color
return 3;
}
std::string DFHack::Units::getSquadName(df::unit *unit)
{
if (unit->military.squad_id == -1)
return "";
df::squad *squad = df::squad::find(unit->military.squad_id);
if (!squad)
return "";
if (squad->alias.size() > 0)
return squad->alias;
return Translation::TranslateName(&squad->name, true);
}

@ -1 +1 @@
Subproject commit 851f52d5e9eae6fc81adadd10e53bd2cc42bfd21
Subproject commit 36e0b203de64dbd57deb39ca849fffc66cad8f54

@ -166,6 +166,7 @@ if (BUILD_SUPPORTED)
DFHACK_PLUGIN(strangemood strangemood.cpp)
DFHACK_PLUGIN(command-prompt command-prompt.cpp)
DFHACK_PLUGIN(building-hacks building-hacks.cpp LINK_LIBRARIES lua)
DFHACK_PLUGIN(embark-tools embark-tools.cpp)
endif()
# this is the skeleton plugin. If you want to make your own, make a copy and then change it

@ -0,0 +1,513 @@
#include "Console.h"
#include "Core.h"
#include "DataDefs.h"
#include "Export.h"
#include "PluginManager.h"
#include "modules/Screen.h"
#include "modules/Gui.h"
#include <algorithm>
#include <set>
#include <VTableInterpose.h>
#include "ColorText.h"
#include "df/viewscreen_choose_start_sitest.h"
#include "df/interface_key.h"
using namespace DFHack;
struct EmbarkTool
{
std::string id;
std::string name;
std::string desc;
bool enabled;
df::interface_key toggle_key;
};
EmbarkTool embark_tools[] = {
{"anywhere", "Embark anywhere", "Allows embarking anywhere on the world map",
false, df::interface_key::CUSTOM_A},
{"nano", "Nano embark", "Allows the embark size to be decreased below 2x2",
false, df::interface_key::CUSTOM_N},
{"sand", "Sand indicator", "Displays an indicator when sand is present on the given embark site",
false, df::interface_key::CUSTOM_S},
{"sticky", "Stable position", "Maintains the selected local area while navigating the world map",
false, df::interface_key::CUSTOM_P},
};
#define NUM_TOOLS int(sizeof(embark_tools) / sizeof(EmbarkTool))
command_result embark_tools_cmd (color_ostream &out, std::vector <std::string> & parameters);
void OutputString (int8_t color, int &x, int y, const std::string &text);
bool tool_exists (std::string tool_name);
bool tool_enabled (std::string tool_name);
bool tool_enable (std::string tool_name, bool enable_state);
void tool_update (std::string tool_name);
class embark_tools_settings : public dfhack_viewscreen
{
public:
embark_tools_settings () { };
~embark_tools_settings () { };
void help () { };
std::string getFocusString () { return "embark-tools/options"; };
void render ()
{
int x;
auto dim = Screen::getWindowSize();
int width = 50,
height = 4 + 1 + NUM_TOOLS, // Padding + lower row
min_x = (dim.x - width) / 2,
max_x = (dim.x + width) / 2,
min_y = (dim.y - height) / 2,
max_y = min_y + height;
Screen::fillRect(Screen::Pen(' ', COLOR_BLACK, COLOR_DARKGREY), min_x, min_y, max_x, max_y);
Screen::fillRect(Screen::Pen(' ', COLOR_BLACK, COLOR_BLACK), min_x + 1, min_y + 1, max_x - 1, max_y - 1);
x = min_x + 2;
OutputString(COLOR_LIGHTRED, x, max_y - 2, Screen::getKeyDisplay(df::interface_key::SELECT));
OutputString(COLOR_WHITE, x, max_y - 2, "/");
OutputString(COLOR_LIGHTRED, x, max_y - 2, Screen::getKeyDisplay(df::interface_key::LEAVESCREEN));
OutputString(COLOR_WHITE, x, max_y - 2, ": Done");
for (int i = 0, y = min_y + 2; i < NUM_TOOLS; i++, y++)
{
EmbarkTool t = embark_tools[i];
x = min_x + 2;
OutputString(COLOR_LIGHTRED, x, y, Screen::getKeyDisplay(t.toggle_key));
OutputString(COLOR_WHITE, x, y, ": " + t.name + (t.enabled ? ": Enabled" : ": Disabled"));
}
};
void feed (std::set<df::interface_key> * input)
{
if (input->count(df::interface_key::SELECT) || input->count(df::interface_key::LEAVESCREEN))
{
Screen::dismiss(this);
return;
}
for (auto iter = input->begin(); iter != input->end(); iter++)
{
df::interface_key key = *iter;
for (int i = 0; i < NUM_TOOLS; i++)
{
if (embark_tools[i].toggle_key == key)
{
embark_tools[i].enabled = !embark_tools[i].enabled;
}
}
}
};
};
/*
* Logic
*/
void update_embark_sidebar (df::viewscreen_choose_start_sitest * screen)
{
bool is_top = false;
if (screen->embark_pos_min.y == 0)
is_top = true;
std::set<df::interface_key> keys;
keys.insert(df::interface_key::SETUP_LOCAL_Y_MUP);
screen->feed(&keys);
if (!is_top)
{
keys.insert(df::interface_key::SETUP_LOCAL_Y_MDOWN);
screen->feed(&keys);
}
}
void resize_embark (df::viewscreen_choose_start_sitest * screen, int dx, int dy)
{
/* Reproduces DF's embark resizing functionality
* Local area resizes up and to the right, unless it's already touching the edge
*/
int x1 = screen->embark_pos_min.x,
x2 = screen->embark_pos_max.x,
y1 = screen->embark_pos_min.y,
y2 = screen->embark_pos_max.y,
width = x2 - x1 + dx,
height = y2 - y1 + dy;
if (x1 == x2 && dx == -1)
dx = 0;
if (y1 == y2 && dy == -1)
dy = 0;
x2 += dx; // Resize right
while (x2 > 15)
{
x2--;
x1--;
}
x1 = std::max(0, x1);
y1 -= dy; // Resize up
while (y1 < 0)
{
y1++;
y2++;
}
y2 = std::min(15, y2);
screen->embark_pos_min.x = x1;
screen->embark_pos_max.x = x2;
screen->embark_pos_min.y = y1;
screen->embark_pos_max.y = y2;
update_embark_sidebar(screen);
}
std::string sand_indicator = "";
bool sand_dirty = true; // Flag set when update is needed
void sand_update (df::viewscreen_choose_start_sitest * screen)
{
CoreSuspendClaimer suspend;
buffered_color_ostream out;
Core::getInstance().runCommand(out, "prospect");
auto fragments = out.fragments();
sand_indicator = "";
for (auto iter = fragments.begin(); iter != fragments.end(); iter++)
{
std::string fragment = iter->second;
if (fragment.find("SAND_") != std::string::npos)
{
sand_indicator = "Sand";
break;
}
}
sand_dirty = false;
}
int sticky_pos[] = {0, 0, 3, 3};
bool sticky_moved = false;
void sticky_save (df::viewscreen_choose_start_sitest * screen)
{
sticky_pos[0] = screen->embark_pos_min.x;
sticky_pos[1] = screen->embark_pos_max.x;
sticky_pos[2] = screen->embark_pos_min.y;
sticky_pos[3] = screen->embark_pos_max.y;
}
void sticky_apply (df::viewscreen_choose_start_sitest * screen)
{
screen->embark_pos_min.x = sticky_pos[0];
screen->embark_pos_max.x = sticky_pos[1];
screen->embark_pos_min.y = sticky_pos[2];
screen->embark_pos_max.y = sticky_pos[3];
update_embark_sidebar(screen);
}
/*
* Viewscreen hooks
*/
void OutputString (int8_t color, int &x, int y, const std::string &text)
{
Screen::paintString(Screen::Pen(' ', color, 0), x, y, text);
x += text.length();
}
struct choose_start_site_hook : df::viewscreen_choose_start_sitest
{
typedef df::viewscreen_choose_start_sitest interpose_base;
DEFINE_VMETHOD_INTERPOSE(void, feed, (std::set<df::interface_key> *input))
{
bool prevent_default = false;
if (tool_enabled("anywhere"))
{
for (auto iter = input->begin(); iter != input->end(); iter++)
{
df::interface_key key = *iter;
if (key == df::interface_key::SETUP_EMBARK)
{
prevent_default = true;
this->in_embark_normal = 1;
}
}
}
if (input->count(df::interface_key::CUSTOM_S))
{
Screen::show(new embark_tools_settings);
return;
}
if (tool_enabled("nano"))
{
for (auto iter = input->begin(); iter != input->end(); iter++)
{
df::interface_key key = *iter;
bool is_resize = true;
int dx = 0, dy = 0;
switch (key)
{
case df::interface_key::SETUP_LOCAL_Y_UP:
dy = 1;
break;
case df::interface_key::SETUP_LOCAL_Y_DOWN:
dy = -1;
break;
case df::interface_key::SETUP_LOCAL_X_UP:
dx = 1;
break;
case df::interface_key::SETUP_LOCAL_X_DOWN:
dx = -1;
break;
default:
is_resize = false;
}
if (is_resize)
{
prevent_default = true;
resize_embark(this, dx, dy);
}
}
}
if (tool_enabled("sticky"))
{
for (auto iter = input->begin(); iter != input->end(); iter++)
{
df::interface_key key = *iter;
bool is_motion = false;
int dx = 0, dy = 0;
switch (key)
{
case df::interface_key::CURSOR_UP:
case df::interface_key::CURSOR_DOWN:
case df::interface_key::CURSOR_LEFT:
case df::interface_key::CURSOR_RIGHT:
case df::interface_key::CURSOR_UPLEFT:
case df::interface_key::CURSOR_UPRIGHT:
case df::interface_key::CURSOR_DOWNLEFT:
case df::interface_key::CURSOR_DOWNRIGHT:
case df::interface_key::CURSOR_UP_FAST:
case df::interface_key::CURSOR_DOWN_FAST:
case df::interface_key::CURSOR_LEFT_FAST:
case df::interface_key::CURSOR_RIGHT_FAST:
case df::interface_key::CURSOR_UPLEFT_FAST:
case df::interface_key::CURSOR_UPRIGHT_FAST:
case df::interface_key::CURSOR_DOWNLEFT_FAST:
case df::interface_key::CURSOR_DOWNRIGHT_FAST:
is_motion = true;
break;
default:
is_motion = false;
}
if (is_motion && !sticky_moved)
{
sticky_save(this);
sticky_moved = true;
}
}
}
if (tool_enabled("sand"))
{
sand_dirty = true;
}
if (!prevent_default)
INTERPOSE_NEXT(feed)(input);
}
DEFINE_VMETHOD_INTERPOSE(void, render, ())
{
if (tool_enabled("sticky") && sticky_moved)
{
sticky_apply(this);
sticky_moved = false;
}
INTERPOSE_NEXT(render)();
auto dim = Screen::getWindowSize();
int x = 1,
y = dim.y - 5;
OutputString(COLOR_LIGHTRED, x, y, Screen::getKeyDisplay(df::interface_key::CUSTOM_S));
OutputString(COLOR_WHITE, x, y, ": Enabled: ");
std::list<std::string> parts;
for (int i = 0; i < NUM_TOOLS; i++)
{
if (embark_tools[i].enabled)
{
parts.push_back(embark_tools[i].name);
parts.push_back(", ");
}
}
if (parts.size())
{
parts.pop_back(); // Remove trailing comma
for (auto iter = parts.begin(); iter != parts.end(); iter++)
{
OutputString(COLOR_LIGHTMAGENTA, x, y, *iter);
}
}
else
{
OutputString(COLOR_LIGHTMAGENTA, x, y, "(none)");
}
if (tool_enabled("anywhere"))
{
x = 20; y = dim.y - 2;
if (this->page >= 0 && this->page <= 4)
{
// Only display on five map pages, not on site finder or notes
OutputString(COLOR_WHITE, x, y, ": Embark!");
}
}
if (tool_enabled("sand"))
{
if (sand_dirty)
{
sand_update(this);
}
x = dim.x - 28; y = 13;
if (this->page == 0)
{
OutputString(COLOR_YELLOW, x, y, sand_indicator);
}
}
}
};
IMPLEMENT_VMETHOD_INTERPOSE(choose_start_site_hook, feed);
IMPLEMENT_VMETHOD_INTERPOSE(choose_start_site_hook, render);
/*
* Tool management
*/
bool tool_exists (std::string tool_name)
{
for (int i = 0; i < NUM_TOOLS; i++)
{
if (embark_tools[i].id == tool_name)
return true;
}
return false;
}
bool tool_enabled (std::string tool_name)
{
for (int i = 0; i < NUM_TOOLS; i++)
{
if (embark_tools[i].id == tool_name)
return embark_tools[i].enabled;
}
return false;
}
bool tool_enable (std::string tool_name, bool enable_state)
{
int n = 0;
for (int i = 0; i < NUM_TOOLS; i++)
{
if (embark_tools[i].id == tool_name || tool_name == "all")
{
embark_tools[i].enabled = enable_state;
tool_update(tool_name);
n++;
}
}
return (bool)n;
}
void tool_update (std::string tool_name)
{
// Called whenever a tool is enabled/disabled
if (tool_name == "sand")
{
sand_dirty = true;
}
}
/*
* Plugin management
*/
DFHACK_PLUGIN("embark-tools");
DFHACK_PLUGIN_IS_ENABLED(is_enabled);
DFhackCExport command_result plugin_init (color_ostream &out, std::vector <PluginCommand> &commands)
{
std::string help = "";
help += "embark-tools (enable/disable) tool [tool...]\n"
"Tools:\n";
for (int i = 0; i < NUM_TOOLS; i++)
{
help += (" " + embark_tools[i].id + ": " + embark_tools[i].desc + "\n");
}
commands.push_back(PluginCommand(
"embark-tools",
"A collection of embark tools",
embark_tools_cmd,
false,
help.c_str()
));
return CR_OK;
}
DFhackCExport command_result plugin_shutdown (color_ostream &out)
{
INTERPOSE_HOOK(choose_start_site_hook, feed).remove();
INTERPOSE_HOOK(choose_start_site_hook, render).remove();
return CR_OK;
}
DFhackCExport command_result plugin_enable (color_ostream &out, bool enable)
{
if (is_enabled != enable)
{
if (!INTERPOSE_HOOK(choose_start_site_hook, feed).apply(enable) ||
!INTERPOSE_HOOK(choose_start_site_hook, render).apply(enable))
return CR_FAILURE;
is_enabled = enable;
}
return CR_OK;
}
command_result embark_tools_cmd (color_ostream &out, std::vector <std::string> & parameters)
{
CoreSuspender suspend;
if (parameters.size())
{
// Set by "enable"/"disable" - allows for multiple commands, e.g. "enable nano disable anywhere"
bool enable_state = true;
for (size_t i = 0; i < parameters.size(); i++)
{
if (parameters[i] == "enable")
{
enable_state = true;
plugin_enable(out, true); // Enable plugin
}
else if (parameters[i] == "disable")
enable_state = false;
else if (tool_exists(parameters[i]) || parameters[i] == "all")
{
tool_enable(parameters[i], enable_state);
}
else
return CR_WRONG_USAGE;
}
}
else
{
if (is_enabled)
{
out << "Tool status:" << std::endl;
for (int i = 0; i < NUM_TOOLS; i++)
{
EmbarkTool t = embark_tools[i];
out << t.name << " (" << t.id << "): " << (t.enabled ? "Enabled" : "Disabled") << std::endl;
}
}
else
{
out << "Plugin not enabled" << std::endl;
}
}
return CR_OK;
}

@ -248,11 +248,13 @@ struct UnitInfo
string profession;
int8_t color;
int active_index;
string squad_effective_name;
string squad_info;
};
enum altsort_mode {
ALTSORT_NAME,
ALTSORT_PROFESSION,
ALTSORT_PROFESSION_OR_SQUAD,
ALTSORT_HAPPINESS,
ALTSORT_ARRIVAL,
ALTSORT_MAX
@ -278,6 +280,22 @@ bool sortByProfession (const UnitInfo *d1, const UnitInfo *d2)
return (d1->profession < d2->profession);
}
bool sortBySquad (const UnitInfo *d1, const UnitInfo *d2)
{
bool gt = false;
if (d1->unit->military.squad_id == -1 && d2->unit->military.squad_id == -1)
gt = d1->name > d2->name;
else if (d1->unit->military.squad_id == -1)
gt = true;
else if (d2->unit->military.squad_id == -1)
gt = false;
else if (d1->unit->military.squad_id != d2->unit->military.squad_id)
gt = d1->squad_effective_name > d2->squad_effective_name;
else
gt = d1->unit->military.squad_position > d2->unit->military.squad_position;
return descending ? gt : !gt;
}
bool sortByHappiness (const UnitInfo *d1, const UnitInfo *d2)
{
if (descending)
@ -336,7 +354,7 @@ bool sortBySkill (const UnitInfo *d1, const UnitInfo *d2)
enum display_columns {
DISP_COLUMN_HAPPINESS,
DISP_COLUMN_NAME,
DISP_COLUMN_PROFESSION,
DISP_COLUMN_PROFESSION_OR_SQUAD,
DISP_COLUMN_LABORS,
DISP_COLUMN_MAX,
};
@ -366,6 +384,7 @@ public:
protected:
vector<UnitInfo *> units;
altsort_mode altsort;
bool show_squad;
bool do_refresh_names;
int first_row, sel_row, num_rows;
@ -418,6 +437,7 @@ viewscreen_unitlaborsst::viewscreen_unitlaborsst(vector<df::unit*> &src, int cur
units.push_back(cur);
}
altsort = ALTSORT_NAME;
show_squad = false;
first_column = sel_column = 0;
refreshNames();
@ -450,6 +470,13 @@ void viewscreen_unitlaborsst::refreshNames()
cur->name = Translation::TranslateName(Units::getVisibleName(unit), false);
cur->transname = Translation::TranslateName(Units::getVisibleName(unit), true);
cur->profession = Units::getProfessionName(unit);
if (unit->military.squad_id > -1) {
cur->squad_effective_name = Units::getSquadName(unit);
cur->squad_info = stl_sprintf("%i", unit->military.squad_position + 1) + "." + cur->squad_effective_name;
} else {
cur->squad_effective_name = "";
cur->squad_info = "";
}
}
calcSize();
}
@ -458,7 +485,7 @@ void viewscreen_unitlaborsst::calcSize()
{
auto dim = Screen::getWindowSize();
num_rows = dim.y - 10;
num_rows = dim.y - 11;
if (num_rows > units.size())
num_rows = units.size();
@ -471,8 +498,8 @@ void viewscreen_unitlaborsst::calcSize()
col_maxwidth[DISP_COLUMN_HAPPINESS] = 4;
col_minwidth[DISP_COLUMN_NAME] = 16;
col_maxwidth[DISP_COLUMN_NAME] = 16; // adjusted in the loop below
col_minwidth[DISP_COLUMN_PROFESSION] = 10;
col_maxwidth[DISP_COLUMN_PROFESSION] = 10; // adjusted in the loop below
col_minwidth[DISP_COLUMN_PROFESSION_OR_SQUAD] = 10;
col_maxwidth[DISP_COLUMN_PROFESSION_OR_SQUAD] = 10; // adjusted in the loop below
col_minwidth[DISP_COLUMN_LABORS] = num_columns*3/5; // 60%
col_maxwidth[DISP_COLUMN_LABORS] = NUM_COLUMNS;
@ -481,8 +508,13 @@ void viewscreen_unitlaborsst::calcSize()
{
if (col_maxwidth[DISP_COLUMN_NAME] < units[i]->name.size())
col_maxwidth[DISP_COLUMN_NAME] = units[i]->name.size();
if (col_maxwidth[DISP_COLUMN_PROFESSION] < units[i]->profession.size())
col_maxwidth[DISP_COLUMN_PROFESSION] = units[i]->profession.size();
if (show_squad) {
if (col_maxwidth[DISP_COLUMN_PROFESSION_OR_SQUAD] < units[i]->squad_info.size())
col_maxwidth[DISP_COLUMN_PROFESSION_OR_SQUAD] = units[i]->squad_info.size();
} else {
if (col_maxwidth[DISP_COLUMN_PROFESSION_OR_SQUAD] < units[i]->profession.size())
col_maxwidth[DISP_COLUMN_PROFESSION_OR_SQUAD] = units[i]->profession.size();
}
}
// check how much room we have
@ -753,10 +785,10 @@ void viewscreen_unitlaborsst::feed(set<df::interface_key> *events)
}
break;
case DISP_COLUMN_PROFESSION:
case DISP_COLUMN_PROFESSION_OR_SQUAD:
if (enabler->mouse_lbut || enabler->mouse_rbut)
{
input_sort = ALTSORT_PROFESSION;
input_sort = ALTSORT_PROFESSION_OR_SQUAD;
if (enabler->mouse_lbut)
events->insert(interface_key::SECONDSCROLL_PAGEDOWN);
if (enabler->mouse_rbut)
@ -783,7 +815,7 @@ void viewscreen_unitlaborsst::feed(set<df::interface_key> *events)
break;
case DISP_COLUMN_NAME:
case DISP_COLUMN_PROFESSION:
case DISP_COLUMN_PROFESSION_OR_SQUAD:
// left-click to view, right-click to zoom
if (enabler->mouse_lbut)
{
@ -879,8 +911,8 @@ void viewscreen_unitlaborsst::feed(set<df::interface_key> *events)
case ALTSORT_NAME:
std::sort(units.begin(), units.end(), sortByName);
break;
case ALTSORT_PROFESSION:
std::sort(units.begin(), units.end(), sortByProfession);
case ALTSORT_PROFESSION_OR_SQUAD:
std::sort(units.begin(), units.end(), show_squad ? sortBySquad : sortByProfession);
break;
case ALTSORT_HAPPINESS:
std::sort(units.begin(), units.end(), sortByHappiness);
@ -895,9 +927,9 @@ void viewscreen_unitlaborsst::feed(set<df::interface_key> *events)
switch (altsort)
{
case ALTSORT_NAME:
altsort = ALTSORT_PROFESSION;
altsort = ALTSORT_PROFESSION_OR_SQUAD;
break;
case ALTSORT_PROFESSION:
case ALTSORT_PROFESSION_OR_SQUAD:
altsort = ALTSORT_HAPPINESS;
break;
case ALTSORT_HAPPINESS:
@ -908,6 +940,10 @@ void viewscreen_unitlaborsst::feed(set<df::interface_key> *events)
break;
}
}
if (events->count(interface_key::OPTION20))
{
show_squad = !show_squad;
}
if (VIRTUAL_CAST_VAR(unitlist, df::viewscreen_unitlistst, parent))
{
@ -949,7 +985,7 @@ void viewscreen_unitlaborsst::render()
Screen::paintString(Screen::Pen(' ', 7, 0), col_offsets[DISP_COLUMN_HAPPINESS], 2, "Hap.");
Screen::paintString(Screen::Pen(' ', 7, 0), col_offsets[DISP_COLUMN_NAME], 2, "Name");
Screen::paintString(Screen::Pen(' ', 7, 0), col_offsets[DISP_COLUMN_PROFESSION], 2, "Profession");
Screen::paintString(Screen::Pen(' ', 7, 0), col_offsets[DISP_COLUMN_PROFESSION_OR_SQUAD], 2, show_squad ? "Squad" : "Profession");
for (int col = 0; col < col_widths[DISP_COLUMN_LABORS]; col++)
{
@ -1019,12 +1055,17 @@ void viewscreen_unitlaborsst::render()
name.resize(col_widths[DISP_COLUMN_NAME]);
Screen::paintString(Screen::Pen(' ', fg, bg), col_offsets[DISP_COLUMN_NAME], 4 + row, name);
string profession = cur->profession;
profession.resize(col_widths[DISP_COLUMN_PROFESSION]);
fg = cur->color;
bg = 0;
Screen::paintString(Screen::Pen(' ', fg, bg), col_offsets[DISP_COLUMN_PROFESSION], 4 + row, profession);
string profession_or_squad;
if (show_squad) {
fg = 11;
profession_or_squad = cur->squad_info;
} else {
fg = cur->color;
profession_or_squad = cur->profession;
}
profession_or_squad.resize(col_widths[DISP_COLUMN_PROFESSION_OR_SQUAD]);
Screen::paintString(Screen::Pen(' ', fg, bg), col_offsets[DISP_COLUMN_PROFESSION_OR_SQUAD], 4 + row, profession_or_squad);
// Print unit's skills and labor assignments
for (int col = 0; col < col_widths[DISP_COLUMN_LABORS]; col++)
@ -1114,7 +1155,25 @@ void viewscreen_unitlaborsst::render()
else
str = stl_sprintf("Not %s (0/500)", ENUM_ATTR_STR(job_skill, caption_noun, columns[sel_column].skill));
}
Screen::paintString(Screen::Pen(' ', 9, 0), x, 3 + num_rows + 2, str);
Screen::paintString(Screen::Pen(' ', 9, 0), x, y, str);
if (cur->unit->military.squad_id > -1) {
x = 1;
y++;
string squadLabel = "Squad: ";
Screen::paintString(white_pen, x, y, squadLabel);
x += squadLabel.size();
string squad = cur->squad_effective_name;
Screen::paintString(Screen::Pen(' ', 11, 0), x, y, squad);
x += squad.size();
string pos = stl_sprintf(" Pos %i", cur->unit->military.squad_position + 1);
Screen::paintString(Screen::Pen(' ', 9, 0), x, y, pos);
}
canToggle = (cur->allowEdit) && (columns[sel_column].labor != unit_labor::NONE);
}
@ -1136,6 +1195,9 @@ void viewscreen_unitlaborsst::render()
OutputString(10, x, y, Screen::getKeyDisplay(interface_key::LEAVESCREEN));
OutputString(15, x, y, ": Done, ");
OutputString(10, x, y, Screen::getKeyDisplay(interface_key::OPTION20));
OutputString(15, x, y, ": Toggle View, ");
OutputString(10, x, y, Screen::getKeyDisplay(interface_key::SECONDSCROLL_DOWN));
OutputString(10, x, y, Screen::getKeyDisplay(interface_key::SECONDSCROLL_UP));
OutputString(15, x, y, ": Sort by Skill, ");
@ -1150,8 +1212,8 @@ void viewscreen_unitlaborsst::render()
case ALTSORT_NAME:
OutputString(15, x, y, "Name");
break;
case ALTSORT_PROFESSION:
OutputString(15, x, y, "Profession");
case ALTSORT_PROFESSION_OR_SQUAD:
OutputString(15, x, y, show_squad ? "Squad" : "Profession");
break;
case ALTSORT_HAPPINESS:
OutputString(15, x, y, "Happiness");

@ -52,6 +52,7 @@
#include "df/reaction.h"
#include "df/reaction_reagent_itemst.h"
#include "df/reaction_reagent_flags.h"
#include "df/viewscreen_setupdwarfgamest.h"
#include "df/viewscreen_layer_assigntradest.h"
#include "df/viewscreen_tradegoodsst.h"
#include "df/viewscreen_layer_militaryst.h"
@ -120,6 +121,8 @@ DFhackCExport command_result plugin_init (color_ostream &out, std::vector <Plugi
" when soldiers go off-duty (i.e. civilian).\n"
" tweak readable-build-plate [disable]\n"
" Fixes rendering of creature weight limits in pressure plate build menu.\n"
" tweak confirm-embark [disable]\n"
" Asks for confirmation on the embark setup screen before embarking\n"
" tweak stable-temp [disable]\n"
" Fixes performance bug 6012 by squashing jitter in temperature updates.\n"
" tweak fast-heat <max-ticks>\n"
@ -331,6 +334,97 @@ struct readable_build_plate_hook : df::viewscreen_dwarfmodest
IMPLEMENT_VMETHOD_INTERPOSE(readable_build_plate_hook, render);
enum confirm_embark_states
{
ECS_INACTIVE = 0,
ECS_CONFIRM,
ECS_ACCEPTED
};
static confirm_embark_states confirm_embark_state = ECS_INACTIVE;
struct confirm_embark_hook : df::viewscreen_setupdwarfgamest
{
typedef df::viewscreen_setupdwarfgamest interpose_base;
void OutputString(int8_t fg, int &x, int y, std::string text)
{
Screen::paintString(Screen::Pen(' ', fg, COLOR_BLACK), x, y, text);
x += text.length();
}
DEFINE_VMETHOD_INTERPOSE(void, feed, (set<df::interface_key> *input))
{
bool intercept = false;
if (this->show_play_now == 0)
{
if (confirm_embark_state == ECS_INACTIVE)
{
if (input->count(df::interface_key::SETUP_EMBARK))
{
confirm_embark_state = ECS_CONFIRM;
intercept = true;
}
}
else if (confirm_embark_state == ECS_CONFIRM)
{
intercept = true;
if (input->count(df::interface_key::MENU_CONFIRM))
confirm_embark_state = ECS_ACCEPTED;
else if (input->size())
confirm_embark_state = ECS_INACTIVE;
}
}
if (!intercept)
INTERPOSE_NEXT(feed)(input);
}
DEFINE_VMETHOD_INTERPOSE(bool, key_conflict, (df::interface_key key))
{
if (confirm_embark_state == ECS_CONFIRM)
{
if (key == df::interface_key::OPTIONS)
return true;
}
return INTERPOSE_NEXT(key_conflict)(key);
}
DEFINE_VMETHOD_INTERPOSE(void, render, ())
{
INTERPOSE_NEXT(render)();
auto dim = Screen::getWindowSize();
int x = 0, y = 0;
if (confirm_embark_state != ECS_INACTIVE)
{
Screen::fillRect(Screen::Pen(' ', COLOR_BLACK, COLOR_BLACK), 0, 0, dim.x - 1, dim.y - 1);
}
if (confirm_embark_state == ECS_CONFIRM)
{
x = 2, y = 2;
OutputString(COLOR_WHITE, x, y, "Really embark? (");
OutputString(COLOR_LIGHTGREEN, x, y, Screen::getKeyDisplay(df::interface_key::MENU_CONFIRM));
OutputString(COLOR_WHITE, x, y, " = yes, other = no)");
x = 2, y = 4;
int32_t points = this->points_remaining;
OutputString(COLOR_WHITE, x, y, "Points left: ");
OutputString((points ? COLOR_YELLOW : COLOR_LIGHTGREEN), x, y, std::to_string(points));
x = dim.x - 10, y = dim.y - 1;
OutputString(COLOR_WHITE, x, y, "DFHack");
}
else if (confirm_embark_state == ECS_ACCEPTED)
{
std::set<df::interface_key> input;
input.insert(df::interface_key::SETUP_EMBARK);
this->feed(&input);
confirm_embark_state = ECS_INACTIVE;
}
}
};
IMPLEMENT_VMETHOD_INTERPOSE(confirm_embark_hook, feed);
IMPLEMENT_VMETHOD_INTERPOSE(confirm_embark_hook, key_conflict);
IMPLEMENT_VMETHOD_INTERPOSE(confirm_embark_hook, render);
struct stable_temp_hook : df::item_actual {
typedef df::item_actual interpose_base;
@ -1150,7 +1244,7 @@ static command_result tweak(color_ostream &out, vector <string> &parameters)
df::unit *unit = getSelectedUnit(out, true);
if (!unit)
return CR_FAILURE;
if(unit->race != df::global::ui->race_id)
{
out << "Selected unit does not belong to your race!" << endl;
@ -1161,15 +1255,15 @@ static command_result tweak(color_ostream &out, vector <string> &parameters)
// see http://dffd.wimbli.com/file.php?id=6139 for a save
if (unit->flags2.bits.resident)
unit->flags2.bits.resident = 0;
// case #2: migrants who have the merchant flag
// happens on almost all maps after a few migrant waves
if(unit->flags1.bits.merchant)
unit->flags1.bits.merchant = 0;
// this one is a cheat, but bugged migrants usually have the same civ_id
// this one is a cheat, but bugged migrants usually have the same civ_id
// so it should not be triggered in most cases
// if it happens that the player has 'foreign' units of the same race
// if it happens that the player has 'foreign' units of the same race
// (vanilla df: dwarves not from mountainhome) on his map, just grab them
if(unit->civ_id != df::global::ui->civ_id)
unit->civ_id = df::global::ui->civ_id;
@ -1216,6 +1310,12 @@ static command_result tweak(color_ostream &out, vector <string> &parameters)
enable_hook(out, INTERPOSE_HOOK(readable_build_plate_hook, render), parameters);
}
else if (cmd == "confirm-embark")
{
enable_hook(out, INTERPOSE_HOOK(confirm_embark_hook, feed), parameters);
enable_hook(out, INTERPOSE_HOOK(confirm_embark_hook, key_conflict), parameters);
enable_hook(out, INTERPOSE_HOOK(confirm_embark_hook, render), parameters);
}
else if (cmd == "stable-temp")
{
enable_hook(out, INTERPOSE_HOOK(stable_temp_hook, adjustTemperature), parameters);
@ -1280,7 +1380,7 @@ static command_result tweak(color_ostream &out, vector <string> &parameters)
enable_hook(out, INTERPOSE_HOOK(adamantine_cloth_wear_shoes_hook, incWearTimer), parameters);
enable_hook(out, INTERPOSE_HOOK(adamantine_cloth_wear_pants_hook, incWearTimer), parameters);
}
else
else
return CR_WRONG_USAGE;
return CR_OK;