allow buildingplan settings to be set from the DFHack# prompt. For
example, if a player knows they'll always want to build with blocks,
they could add the following two lines to onMapLoad.init:
buildingplan set boulders false
buildingplan set logs false
allows buildingplan to prevent unsuspension of planned buildings without
also eating the 's' key when the user is trying to use it to give the
building a custom name.
for items that cannot have a quality or be decorated:
in place mode, don't show quality adjustment hotkeys (or isDecorated
flag hotkey) and don't interpret the associated keycodes if they are
pressed.
in query mode, don't show quality or decorated fields.
solves the confusing behavior when both automaterial and buildingplan
are enabled for constructions. the two plugins now communicate with each
other over the Lua layer to negotiate consistent behavior.
if neither plugin is enabled, the standard DF UI acts as normal
if automaterial is enabled but buildingplan is not, then automaterial
behavior is unchanged.
if buildingplan is enabled and automaterial is not then behavior is
the same as other buildings with buildingplan (no material selection
screen, screen stays on building placement screen after placement).
this commit fixes a bug, though, where buildingplan would only lay
down a single tile of contruction instead of a solid block when a
block is requested.
if both plugins are enabled but buildingplan is not enabled for the
building type then automaterial is unchanged from previous behavior,
execpt for an additional header showing the separation between
automaterial hotkeys and buildingplan hotkeys.
finally, if both plugins are enabled and buildingplan is enabled for the
building type then buildingplan behavior prevails, but the box select and
hollow designations features of automaterial are still usable and
useful. the 'Auto Mat-select', 'Reselect Type', and "Open Placement"
automaterial hotkeys are hidden in the UI and ignored in the feed. This
is because buildingplan takes over material selection, so 'Auto
Mat-select' doesn't make sense. Buildingplan also already stays on the
placement screen after placement, so 'Reselect Type' is not necessary.
And all buildingplan-placed buildings have relaxed placement
restrictions (e.g. they can be built in mid-air) so 'Open Placement' is
also not necessary. The missing options are replaced with blank lines so
the vertical alignment of all other options stays constant.
we also remove a few extra lua_pop() calls that are made superfluous by
the StackUnwinder.
this ensures that a player's preferences are saved across map reloads.
this is particularly important for the building material filters, since
item fulfillment tasks are regenerated on map load, and any changes in
settings when buildingplan is reset will change the item vectors that will
be searched for planned buildings. if the settings were allowed to reset,
then a player who thought all walls would be made out of blocks would be
surprised to find boulders and logs being used after the map is reloaded.
- remove buildings_use_blocks setting from quickfort config file
- add a new Buildingplan Global Settings dialog to house global settings
- move Quickfort Mode (for legacy Python Quickfort) into that dialog
- add four settings to control how generic building materials are matched:
- blocks
- boulders
- logs
- bars
- ajust the buildingplan algorithm to register duplicate tasks for
building material item filters, one for each type. since we track how
many items we've matched for a filter, the first matched item will
"win" and the extras will get detected as invalid and popped off the
queue.
- ensure boulders, logs, and bars are scanned last, and in that order
- more global settings planned for the future! see
http://www.bay12forums.com/smf/index.php?topic=176889.msg8202679#msg8202679
but restrict to only the currently supported set so we can still assume only one filter is required for each building.
changes:
- update buildingplan plugin version to 2.0
- new serialization format for planned buildings
- old persistent data is automatically migrated to new format on load
- algorithm now respects job_item filters; items must match job_item filter and buildingplan ItemFilter
- more invalid items are now filtered out, like items encased in ice. are there any others we should be checking (see BadFlags struct)
- items are sorted before job is unsuspended so final item ordering is correct regardless of what order the items were matched and attached
- item counts in filters are kept up to date so if buildingplan is disabled before all filters are matched and the building is completed by DF itself, the item counts will come out correct (though the item ordering and building "roughness" may be incorrect)
- fixes two memory leaks in building finalization code
- allows artifacts to be matched (ItemFilter defaults now top out at Masterful -- Artifact is selectable but must be manually specified)
- add gui to switch between items for buildings that require multiple item types
Replace C++ building construction code with lua constructBuilding so we can get the proper job_item filters set. these filters will be used when we replace the core buildingplan algorithm in the next PR.
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
zone: enumnick command create nick for creature from given prefix and number
uinfo displays "Matched creatures" i.e number of creatures matched by filter
maxage, and minage filters accept float now
slaughter flag displayed on uinfo cretures list
- Confirmed that libexpat is built statically and linked with xlsxreader
- May need da7cda3a85 for Windows
- Although libexpat's CMake options are all prefixed with LIBEXPAT_, it also adds some cache entries like SIZE_T (from expat/ConfigureChecks.cmake). Unsure if these affect other libs.
- xlsxio may need additional reconfiguration after moving to add_subdirectory() to find libexpat/libzip on non-Linux platforms.
- no API or logic changes, just moving code around
- split buildingplan-lib into planner and rooms files
- move business logic from .h files to .cpp files
to enable writing to a subdir that may not exist, blueprint now automatically
creates folder trees. E.g. ``blueprint 30 30 1 rooms/dining dig`` will create
the file ``blueprints/rooms/dining-dig.csv``). Previously it would fail if the
``blueprints/rooms/`` directory didn't already exist.
When enabled, custom reactions will begin to produce gloves in sets, based
on the number of hands the job performer's race has, and set the
Handedness flags accordingly.
The "createitem" plugin already contains a simpler workaround (which
doesn't check body plan but instead just produces pairs), but it shouldn't
trigger when this tweak is enabled (unless you use it on a creature which
has been modded to only have "neutral" hands).
Similar to c3d566332, the core methods have become more complicated (and are also checked at compile-time). This will give a more consistent experience across scripts.
Fixes#1563
1. if the field name ends in "data" and there is a field with the same
prefix ending in "type", the field ending in "type" is the tag.
2. if the field name ends in "_target" and the previous field has the
same prefix and no suffix, the previous field is the tag.
3. if the field is not the last field in the structure, the next field
is the tag.
- not being able to determine the tag for a union is now an error.
- pointer-sized unknown allocations will now be checked recursively as
if they were void pointers. this will help with identifying string
pointers on linux.
- unknown tagged union fields will be checked as void pointers if the
first identified field of the union is a pointer.
- tagged unions can now be of non-pointer types.
- tagged unions can now have complex tag enums.