- Updates `Lua API.rst`
- Only adds the most important additions (complicated enough to need explaining)
- Adds new functions to LuaApi.cpp
- Revises isUndead to accommodate `dfhack.units.isUndead(u)` => `Units::isUndead(u, false)` instead of taking the default value
many callers of setDesignationAt simply didn't bother with the priority
parameter. change the default value of the priority param so that by
default we will keep the previous value instead of overwriting it
* reorganize init scripts into dfhack-config
allows player init scripts to build on defaults instead of replace them
this also moves the init scripts out of the main df directory
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* escape asterisks in docs
* remove unneeded dfhack.init file creation for test
* write the test init script to the new init dir
* create the init dir before trying to write a file
* rename default init files for clarity
* Update changelog
* Update docs/changelog.txt
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* Try to get buildmaster to work with old branches
* Update changelog
* get keybindings from all init scripts
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Fix spacing in changelog
* split default loading into its own file
* update docs with new changes
* update help text wording in default init files
* Apply suggestions from code review
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* Alphabetize changelog
* Update onMapLoad.default.init
* Update onMapLoad.init
* Update Core.rst
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* move orders out of examples directory
* install orders into library dir
* read orders from new library dir
* update documentation
* update dreamfort references to orders import
* update changelog
* ignore json files in pre-commit
* don't delete general refs from jobs that we cancel
though we still disconnect the refs if we can
* get job remove working in all cases
we apparently need to manually handle DestroyBuilding jobs
everything else we should let cancel_job handle
* update changelog
* ensure job items are disassociated from the job
when the job is removed. the new df-provided ``cancel_job()`` doesn't do
this for us whereas the old custom implementation did.
ref: #2028
* remove trailing whitespace
* Clean up general refs before removing job
Because the game method doesn't do it itself
* Fix typo in var name
* clean up code
* update changelog
This contains a fix on Windows that checks for the executable bit according to
Git, instead of according to Windows, which reduces false-positive
"check-executables-have-shebangs" failures.
Add MAX_REPORTS_SIZE, RECENT_REPORT_TICKS
Remove redundant "using df::global::world" inside fns
Update `makeAnnouncement`:
Use `word_wrap`, `pauseRecenter`, and utility fn `delete_old_reports`
Handle repeat announcements
Insert sorted into ``world->status.announcements``
Update `addCombatReportAuto`: Use utility fn `recent_report`
Update `showPopupAnnouncement`: Delete old popups at end of fn
Update `getDwarfmodeViewDims_default`: Check for ui_sidebar_mode::Default and ArenaWeather
* use new focus subsystem in widgets.EditField
* always eat the enter key if we have an on_submit
* add modal attribute
* give EditFields a default height of 1
so they can be autoarranged
* implement keyboard focus subsystem
* Fix error in focus group combining
* documentation for the inputToSubviews decision
* modify unit tests to catch that last bug
* fix wrong `Label.frame_body.x2` value
`update_scroll_inset` might change `frame_inset`, i.e. we need to `computeFrame` with the new values.
* add tests for Label
* add missing `local`, remove code in comments
* move `TestFramedScreen` outside test functions
* test jsoncpp upgrade
* use new json library target name
* don't remap the output dirs
* undo warnings at the source
* set new defaults for jsoncpp
* fix typo in new options
* fix signed comparison mismatch warning
* address random(?) compile failures
saying our std::atomic is not initialized in Debug.cpp
* update example init files
replace onLoad.init-example with documentation on how to create scripts that run on world/map load
it was confusing to show it being loaded with sc-script since it gets autorun anyway if it is just named properly
* update changelog
* add quickfort keybinding
* move standard tweaks from dreamfort init to main
* Added (chain) for [CHAIN_METAL_TEXT] armours in gui/materials.lua used by gui/create-item-- again (oops)
* Added customRawData utility
* Oops, whitespace
* Revised rawStringsFieldNames
* Dialed down on lua trickery and fixed wrongly formatted changelog entry
* Fixed changelog in wrong place and made customRawData a proper module
* Fixed not caching not-present tags, revised examples and fixed error
* Fixed whitespace. Changing settings in editor!
* customRawData docs
* Added getCreatureTag for respecting caste tags, "fixed" bizarre caching error (quotes because I don't even know what was causing it) and updated docs
* Added line limiting for docs, I guess
* Added missing string convert argument
* docs indent fix, code block fix, and revision
* Major revision
* gdi, docs error
* Another? But... huh.
* ...
* Made requested changes
* Whoops
* Rearrange docs lines
* Followed example, should fix linter issues
* fix typo. linted offline this time......
* Make it so that last instance of tag is what is read from
* Added requested change
* eventful key change
* i to lenArgs
* change eventful key
* add test for broken caste selection
* Major redesign
* tags --> tokens
* Added plant growth behaviour and did some requested changes
* More error handling
* fix docs
* Added basic error suppression
* Docs clarification.
* Docs registering example and fix error
* Strip errors on frame after onWorldLoad, not on map load
* Revert "Strip errors on frame after onWorldLoad, not on map load"
This reverts commit e20a0ef8d3743f79d961077f46910b77b16f36b9.
* Revert "Docs registering example and fix error"
This reverts commit 9c848c54c3f84e0ecc1dc421137c8a8b4a52280d.
* Revert "Docs clarification."
This reverts commit 6b4b6a1aa40c50398504f37ecf1ff0f93d6459b1.
* Revert "Added basic error suppression"
This reverts commit d11cb1438cf1e56ff700469e944f0b9af64651d7.
* Use more eventful key more consistent with other files
* use onStateChange instead of eventful and remove redundant utils require
* Code review stuff
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Update docs/Lua API.rst
committing a suggestion
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* Prepend examples with DFHACK_
* Remove unused parameters
* Use new ensure_key global
* Named a couple of unnamed arguments (untested)
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* WIP: add scroll icons to Label widget
It's an opt-out. The icons are rendered in the right-most column of the 1st and last row. They are only rendered when text can actually be scrolled in the corresponding direction.
WIP: Currently, the icons might overlay text characters, there is no mechanism preventing it
* gui.lua: expose the `parse_inset()` function
* refactor Label's scroll icon code
* since `render_scroll_icons` only works with a label, it's now a class function
* `update_scroll_inset` ensures `frame_inset.r` or `.l` is at least 1, according to `show_scroll_icons`
* `show_scroll_icons` has 4 possible values: `false` for no icons, `left` for icons on the first column on the left (also ensuring `frame_inset.l >= 1`), `right` - last column on the right, `DEFAULT_NIL` - same as `right` if text height greater than `frame_body.height`, else same as `false`.
* make `render_scroll_icons` always draw icons
The check now happens in `onRenderFrame`
* draw frame's background
calling `Label.super.onRenderFrame(self, dc, rect)` makes frame's background invisible for some reason
* remove trailing spaces
* fix scroll icons placed far above/below text
With `Label.frame_inset = 1` the text could be vertically centered with plenty of space below and above,
but not all rendered. Before this change, the scroll icons would be at the very top and bottom of the frame
instead of near the first and last rendered text line.
* always `update_scroll_inset` to react to resized window
* draw scroll icons next to text
* update `Lua API.rst` with new `Label` parameters
* move comment separator up
This way every scroll related parameter is in one group
* list default values for new parameters in docs
* add missing description of `Label.scroll_keys`
Add reverse engineered functions: parseReportString, autoDFAnnouncement, recenterViewscreen, and pauseRecenter.
Add versions of autoDFAnnouncement that don't take a report_init struct and that log unprinted announcements.
Add utility functions: recent_report, recent_report_any, delete_old_reports, and check_repeat_report.
Added parseReportString, which parses a string using '&' as a control character (&r as newline, && as &) and cuts to a certain length w/o splitting words.
Added autoDFAnnouncement, which takes a report_init and a string, and handles them like DF does.
Added variants to log unprinted announcements and to build the report_init from arguments.
Added pauseRecenter, which recenters on an xyz coord (item style, not unit) and optionally pauses, while respecting pause_zoom_no_interface_ms.
Added variant that takes a pos.
Added recenterViewscreen, which recenters on an xyz coord using a report zoom style (item, unit, generic. revealInDwarfmodeMap calls "unit" style "center". Generic style ignores coords and just enforces valid view bounds.)
Added variants that take pos or use current cursor coords.
On Linux, libdfhack.so depends on libSDL.so, but that was not marked
inside CMake. As it's only used via LD_PRELOAD, there was no problem.
But when linking unit tests against it, this becomes necessary. It may
be wise to add a find_package(SDL) to provide the user with more
control, but just a hard-coded "SDL" should work for most installs.
The CTest module creates a BUILD_TESTING option, which clashes
(thematically, not in code) with the existing BUILD_TESTS option.
Resolve it thus:
- Deprecate BUILD_TESTS; it still works, but is marked as an advanced
option so it doesn't show in the CMake UI by default.
- Add a new BUILD_TEST_SCRIPTS that does what BUILD_TESTS used to do,
but is a "dependent" option so it goes away if BUILD_TESTING=OFF.
The up-shot is that, by default, the C++ unit tests will be built
(BUILD_TESTING=ON) and the Lua integration tests are not installed
(BUILD_TEST_SCRIPTS=OFF).
In cases where the cached `GIT_EXECUTABLE` does not exist, `git-describe.cmake`
would fail silently, resulting in a `git-describe.h` with missing definitions
that caused `DFHackVersion.cpp` to fail to compile.
This change produces a more descriptive error earlier in the build process.
* route 'Loading script...' messages through the debug logging framework
* they are now controllable via debugfilter. to turn off, add this to your dfhack.init file: debugfilter set Warning core script
* clarify debug logging docs
* prevent DEBUG messages from being compiled out of the binary
* recolor INFO messages so they blend into existing console output
* add configuration interface for log message header elements so they are individually configurable. all default to off
* Add functions reverse-engineered from ambushing unit code
* Fix whitespace
* Fix debug_showambush check
* Remove getOuterContainerRef from Lua API
Don't think this works properly without allocating a new specific_ref. More trouble that it's worth.
* Fixed tile visibility check
* I don't think gamemode or gametype are ever NULL
* Minor tweaks to documentation
* Reimplement getOuterContainerRef for Lua; fix some comments
* Update Units.cpp and changelog
* Update Units.cpp
* Update changelog.txt
My understanding is that iterators (.begin()/end()) are slightly faster with
pre-increment instead of post. Something about avoiding a copy if I recall correctly.
I replaced all `([:alpha:]+)\+\+` with `++$1` so non-iterators were switched as well - luckily there is no impact to pre/post aside from with iterators.
- handler freq now works on an individual handler basis (set to 0 to fire as frequently as possible)
- tick events no longer need to be re-registered after every eventful tick
settled on `find()` since the string method of the same name has the
same semantics. other options: `str_find()` since it fails on non-string
or `match()` (but that might imply that the pattern needs to match the
entire string).
this fixes the issue where the alt modstate was getting stuck on systems
that don't send standard keyup events after alt-tab. for example, in KDE
Plasma (on Gentoo, at least), the keyup event when alt is released after
alt-tab contains an incorrect keycode (NUMLOCK instead of L_ALT), which
was preventing us from correctly clearing the alt modstate.
`dismiss_on_submit = false` makes it easier to implement toggleable options, where we don't want the list to disappear on selection. Like work order conditions' trait selection.
added string:split
added string:trim
added a default value for wrap width
added function comments
added tests for all string functions (the tests for string:split will be commented out until we remove the competing implementation in gui/load-screen
Derived from disassembly of DF code. Returns a pointer to plant struct that owns the tile at position. Useful for finding a tree from one of its branches. Lua API support.
Current logic is because @myk002 fixed it so label would allow other widgets control when label(s) are present. However that breaks label key detection for default scroll keys. This can be worked around by setting scrollkeys to empty.
TBH: label is quite complicated and used everwhere so i'm reluctant to touch it and would love for someone to look over if i'm correct.
refactor is a straight copy-paste. this code could really stand some
cleanup (unused vars, unnecessary use of the MapCache layer, forced
allocation of all blocks even if they are not being unhidden, etc.), but
that can come in a later PR.
- provides expect,printerr_match for matching printerr output
- fails tests if printerr is called outside the printerr_match wrapper
- changes api of expect.error_match to mirror the new printerr_match api
This allows tests to test these functions without needing to include the test
wrapper directly (now ci/test.lua, formerly test/main.lua). Hopefully this
location is also more stable, similar to other libraries that are already tested.
- unit_action_fields(): handled primitive union members correctly
- unit_action_type(): added messages to make failures easier to diagnose
- Also removed redundant checks that effectively checked that
`enum.attrs[k] == enum.attrs[v]` - this is out of scope of union tests
Fixes#1803
Running a command that created a new screen would previously result in a screen
order that looked like this, due to how `Screen::Hide` works:
- DF screen
- `command-prompt` screen (dismissed)
- New screen
The `command-prompt` screen remained on the stack until the new screen was
dismissed, so it would intercept viewscreen vmethod calls intended for the
DF screen.
This change adds a new behavior to `Screen::Hide` that results in this screen
order after running a command:
- DF screen
- New screen
- `command-prompt` screen (dismissed) - DF removes this screen immediately
Thurin reports that the path specified does not exist on macOS 11.2, and DFHack links successfully without it.
CMake output from the find_package(ZLib) call in /CMakeLists.txt:
Found ZLIB: /Applications/Xcode-beta.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX11.1.sdk/usr/lib/libz.tbd (found suitable version "1.2.11", minimum required is "1.1.2")
this allows callers of Buildings::setSize() to "pre-initialize" the
extents to declare non-rectangular structures. this allows quickfort to
create non-rectangular stockpiles, farm plots, zones, etc. the extents
are still reset as before if the size of the building doesn't match the
caller's expectations.
this commit also fixes a memory leak when setSize() allocates memory for
extents, but the memory is not deallocated if the building is ultimately
invalid for some reason.
Before, calling `dfhack.run_command('tiletypes')` from a `dfhack.timeout` callback would leave the console in a broken state, since raw mode was enabled but never disabled.
Only tested on Linux with a supported terminal.
Lots of refactoring and reorganizing, with only cosmetic player-visible changes.
- show quickfort mode hotlkey label regardless of whether the current building type has buildingplan enabled. before, it was only shown after the user enabled buildingplan for the current building. this eliminates the extra step when enabling quickfort mode, which force-enables all building types.
- changed signature of lua-exported isPlannableBuilding to take subtype
and custom type in addition to building type. this is only used by
quickfort, and it already sends all three params in preparation for
this change
- added lua-exported scheduleCycle(), which is like doCycle(), but only
takes effect on the next non-paused frame. this lets quickfort
run only one buildingplan cycle regardless of how many #build
blueprints were run
- declared a few dfhack library methods and params const so buildingplan
could call them from const methods
- converted buildingplan internal debug logging fn to have a printf api
- reshaped buildingplan-planner API and refactored implementation in
preparation for upcoming core algorithm changes for supporing all
building types (no externally-visible functionality changes)
- changed df::building_type params to type, subtype, custom tuple keys
- introduced capability to return multiple filters per building type
(though the current buildings all only have one filter per)
- split monolith hook functions in buildingplan.cpp into one per scope.
this significantly cleans up the code and preps the hooks to handle
iterating through multiple item filters.
- got rid of send_key function and replaced with better reporting of
whether keys have been handled