Alter World to use Persistence instead of storing data in historical figures.
Fake historical figures will be converted to the new format when a world is loaded.
Added plugin_save and plugin_load functions to the plugin API.
Made the weird int7/int28 code that was in the old persistence API slightly safer.
This moves code intended to infer biome type currently living in a
couple of plugins into the Maps module, so that this code can be shared
more easily by multiple plugins, as discussed in #1392.
command-prompt viewscreen may affect command execution if they are
looking for UI state. To make commands execute simillary to hotkeys or
console commands the viewscreen needs to removed from the top position.
Fixes#1194
The Screen::show takes ownership of the screen pointer. I decided to
switch the parameter to std::unique_ptr to make the pointer ownership
explicit. The unique_ptr then provides automatic screen destruction in
Screen::show unless pointer is inserted or is already in the linked list
that is managed by df.
The map_block->designation.{dig,smooth} are reset to zeros when a job
posting is created for the designation. The job is then used to override
the designation state in the map_block. To make the new designation set
propogate to jobs the job structure would require updating. The update
would be possible a complex operation. The simple alternative is to
remove the job and let df create a new job in the next tick.
Fixes#1229
This makes it easier for tools to properly handle designating and undesignating
trees for chopping and plants for gathering, which changed significantly in
0.40.20.
Ref #531 (?), #656, #1014, #1018, #1030, #1076
Job remove eliminates a job's worker & holder references, if any, puts
the worker on cd, if appropriate, removes the job's postings, eliminates
the job from the global linked list, and then finally deletes it. This
code was tested by incorporating it into autochop and it does make the
plugin work. However, chop jobs don't have holder building references,
and anyway, with DF being 90% edge case by volume, this could use a heck
of a lot more testing.
I saw elsewhere code that prevented worker removal if the job was a
special job, and that made me feel funny so I made the job remove method
not work if the job is a special job.
- Don't set in_building by default when use_mode is 0 (consistent with most vanilla DF items)
- make use_mode optional and default to 0 (including in Lua API)
Resolves#885
This requires plugins to pass plugin_self to Screen::show(), but
avoids the need to implement special checks in plugin_onstatechange
for the SC_BEGIN_UNLOAD event.
Without removing postings correctly, it was possible to end up with
multiple workers assigned to a job that workflow had suspended
multiple times, which caused crashes if more than one worker was
assigned to the same job by DF.
This adds an additional command, fix-job-postings, that runs
automatically when loading a world and fixes:
- Multiple job postings that point to the same job
- Job postings that point to a job where posting_index == -1
(i.e. jobs that should have no posting assigned)
Fixes#741
This makes it possible for some plugins to detect the game state more
reliably - for example, prospector would previously fail when
embarking if the viewscreen_choose_start_sitest instance had any
children.
with certain #include permutations the lack of this define would
break the build on windows as windows.h pollutes the namespace with min
and max macros that conflict with std::min and std::max.
Efficient way to operate on all items stored on a stockpile.
Doesn't currently check whether the items match the stockpile settings,
but does ignore empty containers assigned to the stockpile.