- 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 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