when a player cancels out of placing a building type with plan mode
enabled and then immediately switches to placing a different building
type where plan mode is not enabled, the placement errors array would be
erroneously cleared and allow placement of the building. this would
cause DF to crash if there were no materials available to build the
building with.
this happens when TWBT is enabled and multilevel is > 0
getDepthAt() returns inconsistent values for the same position, leading
to a mismatch when we "unshift" the coordinates to account for render
depth
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
* reorganize init scripts into dfhack-config
allows player init scripts to build on defaults instead of replace them
this also moves the init scripts out of the main df directory
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* escape asterisks in docs
* remove unneeded dfhack.init file creation for test
* write the test init script to the new init dir
* create the init dir before trying to write a file
* rename default init files for clarity
* Update changelog
* Update docs/changelog.txt
Co-authored-by: Alan <lethosor@users.noreply.github.com>
* Try to get buildmaster to work with old branches
* Update changelog
* get keybindings from all init scripts
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Fix spacing in changelog
* split default loading into its own file
* update docs with new changes
* update help text wording in default init files
* Apply suggestions from code review
Co-authored-by: Alan <lethosor@users.noreply.github.com>
* Alphabetize changelog
* Update onMapLoad.default.init
* Update onMapLoad.init
* Update Core.rst
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
Co-authored-by: Alan <lethosor@users.noreply.github.com>
* move professions out of the examples folder
* install professions into professions/library
* guard unguarded header from multiple inclusion
* load and display library professions
* update changelog
* move example professions docs from examples guide
* update dreamfort documentation
* note that professions folder has changed
* Fix bad merge
* 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
* Update eventful.lua
Had wrong function. Fixes https://github.com/DFHack/dfhack/issues/2202
* Update Lua API.rst
Update docs to add onReactionCompleting and remove outdated info
* Update Lua API.rst
Some more minor doc fixes
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* add changelog entry
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* 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 alt-f as a hotkey for quickfort
to mimic the existing windows hotkey for the old quickfort
hopefully this will ease the transition from the old quickfort to the
new
* add and document new quickfort aliases
* reduce quantity requirement for dyeing
15 is just too high. the counter counts bags, not units
* dreamfort blueprint improvements
most of these suggested by ldog on the forums. Thanks!
- significantly extend the list of hostile creatures that get stashed in the prisoner quantum stockpile
- send adamantine thread to the metalworker stockpiles
- give from thread/cloth stockpiles to clothier, loom, and dyer to protect the adamantine thread
- automatically create tavern, library, and temple locations (restricted to residents only by default)
- automatically associate the rented rooms with the tavern
- place a stockpile under the dump zone so you can set up stockpile links for dumped items
- doc improvements. in particular, point people to the new assign-minecarts tool for assigning minecarts to quantum stockpile dumps
* update changelog
* fix typo in cloth stockpile settings
* fix typo in guildhall location setup
* don't restrict stockpiles for clothiers and dyers
* deprecate jugs alias and add stone|woodentools
* remove dye thread, make jugs wooden
remove dye thread to protect adamantine
make jugs wooden to differentiate them from scroll rollers. that gives
us a chance to actually have a usable jugs-only stockpile
* dreamfort improvements
- move trap corridor gates and levers before the walls and traps so they get
constructed first
- give useful names to the craftsdwarf's workshops
- redesign the services level to:
- fit better in a 1x1 embark
- add doors to the hospital recovery rooms to protect from
werebeasts-to-be
- add an interrogation room (sheriff's office) next to the jail
* shape hospital zone to exactly the hospital area
* don't clutter the hospital with statues
* update changelog
* basic pause functionality for confirm
* update changelog
* wrap the pause message and output in white
* unpause on viewscreen transition when we can
but still use esc detection when we won't get a viewscreen transition
(like when we're intercepting input on viewscreen_dwarfmodest
* add more code docs about unpause detection
* use new focus subsystem in widgets.EditField
* always eat the enter key if we have an on_submit
* add modal attribute
* give EditFields a default height of 1
so they can be autoarranged
* implement keyboard focus subsystem
* Fix error in focus group combining
* documentation for the inputToSubviews decision
* modify unit tests to catch that last bug