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
- matcher.cpp, survey.cpp: setting the state pointer to null/nullptr in ::shutdown() to prevent errors caused by accidental double-frees - an additional check if the pointer is null already is not necessary as the standard guarantees that nothing happens if delete is called on a nullpointer
Co-Authored-By: Alan <3719547+lethosor@users.noreply.github.com>
- survey.cpp: rename loop variable for more clarity; replace use of parmeter with use of vector.size(), replace nested vector.at calls with direct index access/subscript as it is faster and easier to read
replace the local/automatic mid_level_tiles variable in matcher::match_world_tile with one that is created once during the setup phase (heap).
The dynamic part of the contained (16*16*3 = 768) vectors is being allocated on the heap in both cases - which made the repeated instatiations of the automatic variable so slow/expensive.
Also replace calls to vector<bool>.resize in nested loops with direct assignments to those vectors, which curiously even after a lot of profiling is the fastest way to reset the inorganic vectors - at least on Windows.
- embark-assistant.cpp: Replace 2 local/automatic mid_level_tiles variables with a single dynamic variable created during setup as well; add calls to matcher::setup() and matcher::shutdown()
- matcher.cpp/.h: add state with mid_level_tiles member; add setup and shutdown functions
- survey.cpp: add function reset_mlt_inorganics as replacement for the looped calls to vector::resize as all inorganic vectors are now expected to have the proper size when entering survey::survey_mid_level_tile
- survey.cpp: add function to copy all incursion values from one mid_level_tile_incursion_base instance to another; replace repeated assignments with calls to new function in survey_mid_level_tile
- survey.cpp: replacing repeated nested vector access with a region_map_entry reference in survey_mid_level_tile; made a reference mid_level_tile const to prevent acidental change of values
between stockflow and stockpiles
I removed stockpiles's dynamic placement code as well. it attempted to
move the hotkey help text down if it covered any stockpile links, but
this will no longer work since other hotkey text already takes up all
the lines below stockpiles' hotkey text.
This kind of functionality is much more important now than it used to
be since there are so many supported building types.
Also modified the 'Planning Mode' status on the building placement
screen to reflect whether we're in quickfort mode, enable all mode, or
whether just the building type is enabled.
this setting is not persisted (just like quickfort_mode is not
persisted), but it can be set from onMapLoad.init
- matcher.cpp: manually moving the cursor to the neighbouring world tile so it can be moved back and embark_update is being called when all (incursion) data has been collected
Co-Authored-By: PatrikLundell <22739822+PatrikLundell@users.noreply.github.com>
- defs.h: using mid_level_tile_incursion_base in region_tile_datum to store incursion data of world tile edges
- survey.cpp: commented out "not used" blocks of assignment in survey_mid_level_tile that no longer make sense now
- def.h: make attributes/fields of mid_level_tile_incursion_base available in mid_level_tile by inheriting from mid_level_tile_incursion_base which also allows treating mid_level_tile as a mid_level_tile_incursion_base
- survey.cpp: removing layer_bottom and layer_top, which are never read, but slow down survey_mid_level_tile significantly because entries are added quite often into the tree map structure
- survey.h: removing now obsolete include for map
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