this commit also smooths out many conflicts with other layers, but the
anchor layer still gives us trouble. it will overwrite us unless we
cover the upper left tile of the anchor graphic, and then the entire
anchor graphic will disappear. not ideal, but it's a start
- 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
* 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
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
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.
* 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
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
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.
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