Commit Graph

78 Commits (db7eb9a736f644f4e5150d6be440e40cafa3c26a)

Author SHA1 Message Date
myk002 26b1489235
make isPlanModeEnabled() consider enable_all 2021-05-08 07:41:08 -07:00
myk002 10634b8ae5
fix merge error 2021-01-24 09:19:01 -08:00
Myk Taylor d0fc448a39
add 'enable all' option for buildingplan
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
2021-01-24 09:08:36 -08:00
lethosor d01e61c658
Fix some error message formatting and add some cross-links to docs
Followup to #1747
2021-01-22 21:05:20 -05:00
myk002 ad39bb3c33
address review comments 2021-01-22 12:48:36 -08:00
Myk Taylor 339d5ce26b
set buildingplan global settings from prompt
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
2021-01-10 17:29:53 -08:00
lethosor 53916dbe6b
Use charToKey and clean up logic a bit
Ref #1714
2020-11-17 23:33:18 -05:00
Nilsolm 4ac3e62e60 ignore input if selection is zero 2020-11-18 02:41:20 +01:00
myk002 efdba8b596
add buildingplan.isPlannedBuilding 2020-11-13 10:18:54 -08:00
myk002 36110902fa
don't use cached iterators across map reloads 2020-11-12 00:11:13 -08:00
lethosor 923b1b14f3
Merge remote-tracking branch 'myk002/buildingplan_persist_global_settings' into develop 2020-11-11 23:59:09 -05:00
lethosor 9c13b497bf
Merge remote-tracking branch 'myk002/myk_automaterial_buildingplan_fix' into develop 2020-11-11 23:36:42 -05:00
myk002 54702085d5
don't eat keys while building is being renamed
allows buildingplan to prevent unsuspension of planned buildings without
also eating the 's' key when the user is trying to use it to give the
building a custom name.
2020-11-11 17:12:56 -08:00
lethosor c87d5260d3
buildingplan: make hotkeys added to existing menus red
For clarity (per Lua API.rst guidelines)
2020-11-11 16:04:40 -05:00
lethosor 58079217d9
Merge remote-tracking branches 'myk002/myk_buildingplan_no_quality' and 'myk002/myk_buildingplan_pause' into develop 2020-11-03 00:09:03 -05:00
Myk Taylor 2c65113bdb detect all conditions that make the game pause 2020-10-31 03:03:05 -07:00
Myk Taylor fbc26336cf don't show quality properties for no-quality items
for items that cannot have a quality or be decorated:

in place mode, don't show quality adjustment hotkeys (or isDecorated
flag hotkey) and don't interpret the associated keycodes if they are
pressed.

in query mode, don't show quality or decorated fields.
2020-10-31 02:25:26 -07:00
Myk Taylor 22ac163d55 improve UX between automaterial and buildingplan
solves the confusing behavior when both automaterial and buildingplan
are enabled for constructions. the two plugins now communicate with each
other over the Lua layer to negotiate consistent behavior.

if neither plugin is enabled, the standard DF UI acts as normal

if automaterial is enabled but buildingplan is not, then automaterial
behavior is unchanged.

if buildingplan is enabled and automaterial is not then behavior is
the same as other buildings with buildingplan (no material selection
screen, screen stays on building placement screen after placement).
this commit fixes a bug, though, where buildingplan would only lay
down a single tile of contruction instead of a solid block when a
block is requested.

if both plugins are enabled but buildingplan is not enabled for the
building type then automaterial is unchanged from previous behavior,
execpt for an additional header showing the separation between
automaterial hotkeys and buildingplan hotkeys.

finally, if both plugins are enabled and buildingplan is enabled for the
building type then buildingplan behavior prevails, but the box select and
hollow designations features of automaterial are still usable and
useful. the 'Auto Mat-select', 'Reselect Type', and "Open Placement"
automaterial hotkeys are hidden in the UI and ignored in the feed. This
is because buildingplan takes over material selection, so 'Auto
Mat-select' doesn't make sense. Buildingplan also already stays on the
placement screen after placement, so 'Reselect Type' is not necessary.
And all buildingplan-placed buildings have relaxed placement
restrictions (e.g. they can be built in mid-air) so 'Open Placement' is
also not necessary. The missing options are replaced with blank lines so
the vertical alignment of all other options stays constant.

we also remove a few extra lua_pop() calls that are made superfluous by
the StackUnwinder.
2020-10-29 11:00:49 -07:00
lethosor d508ad3c4b
Merge remote-tracking branch 'myk002/buildingplan_building_material_filters' into develop
Conflicts:
	docs/changelog.txt
2020-10-28 23:57:55 -04:00
lethosor 3ab9157a2d
Merge remote-tracking branch 'myk002/buildingplan_refactor5_allbuildings_squashed2' into develop 2020-10-26 21:37:41 -04:00
lethosor b723636fe2
Merge remote-tracking branch 'myk002/buildingplan_refactor4_algorithm_squashed2' into develop 2020-10-26 21:24:05 -04:00
Myk Taylor 292d40a6ba change hotkeys for adjusting min and max quality
to avoid 'q' and 'w' conflicts with the standard DF UI hotkeys for
roller speed.

min quality: 'qw' -> 'QW'
max quality: 'QW' - 'AS'
2020-10-26 16:11:34 -07:00
Myk Taylor 72b6ac781b on second thought, let UI-related settings reset
no need to have quickfort_mode stay on forever
2020-10-25 02:45:03 -07:00
Myk Taylor 486bf2719b persist global buildingplan settings
this ensures that a player's preferences are saved across map reloads.
this is particularly important for the building material filters, since
item fulfillment tasks are regenerated on map load, and any changes in
settings when buildingplan is reset will change the item vectors that will
be searched for planned buildings. if the settings were allowed to reset,
then a player who thought all walls would be made out of blocks would be
surprised to find boulders and logs being used after the map is reloaded.
2020-10-25 02:37:22 -07:00
lethosor 58917b03d1
Switch away from CheckDFObject in unprotected calls
See https://github.com/DFHack/dfhack/pull/1674#issuecomment-716028460
2020-10-24 14:27:33 -04:00
Myk Taylor a2f943e7e5 don't shift UI down for track constructions
automat doesn't have UI there to avoid
2020-10-24 09:19:15 -07:00
Myk 55a52554ee
use CheckDFObject instead of static cast
Co-authored-by: Alan <lethosor@users.noreply.github.com>
2020-10-23 13:55:14 -07:00
Myk Taylor 0f517f38f8 don't conflict with automaterial plugin
shift buildingplan text down so we don't overwrite each other
2020-10-22 22:01:45 -07:00
Myk Taylor 7e78d8802e migrate qf's buildings_use_blocks to buildingplan
- remove buildings_use_blocks setting from quickfort config file
- add a new Buildingplan Global Settings dialog to house global settings
- move Quickfort Mode (for legacy Python Quickfort) into that dialog
- add four settings to control how generic building materials are matched:
  - blocks
  - boulders
  - logs
  - bars
- ajust the buildingplan algorithm to register duplicate tasks for
  building material item filters, one for each type. since we track how
  many items we've matched for a filter, the first matched item will
  "win" and the extras will get detected as invalid and popped off the
  queue.
- ensure boulders, logs, and bars are scanned last, and in that order
- more global settings planned for the future! see
  http://www.bay12forums.com/smf/index.php?topic=176889.msg8202679#msg8202679
2020-10-22 21:37:49 -07:00
Myk Taylor 100b374af7 generalize buildingplan for all building types
but restrict to only the currently supported set so we can still assume only one filter is required for each building.

changes:
- update buildingplan plugin version to 2.0
- new serialization format for planned buildings
- old persistent data is automatically migrated to new format on load
- algorithm now respects job_item filters; items must match job_item filter and buildingplan ItemFilter
- more invalid items are now filtered out, like items encased in ice. are there any others we should be checking (see BadFlags struct)
- items are sorted before job is unsuspended so final item ordering is correct regardless of what order the items were matched and attached
- item counts in filters are kept up to date so if buildingplan is disabled before all filters are matched and the building is completed by DF itself, the item counts will come out correct (though the item ordering and building "roughness" may be incorrect)
- fixes two memory leaks in building finalization code
- allows artifacts to be matched (ItemFilter defaults now top out at Masterful -- Artifact is selectable but must be manually specified)
- add gui to switch between items for buildings that require multiple item types
2020-10-16 14:08:52 -07:00
Myk Taylor 1368fb4003 buildingplan: construct buildings from lua
Replace C++ building construction code with lua constructBuilding so we can get the proper job_item filters set. these filters will be used when we replace the core buildingplan algorithm in the next PR.
2020-10-16 14:03:05 -07:00
Myk Taylor 82013c0c5e prep buildingplan for core algorithm changes
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
2020-10-16 13:52:23 -07:00
Myk Taylor 1c2761f903 enable all in quickfort mode
and simplify logic since new bool map values are already initialized to
false
2020-09-23 20:00:04 -07:00
Myk Taylor 3b362294b9 move quickfort logic from Planner to buildingplan
where all the other gui-related logic is.
2020-09-08 17:34:11 -07:00
Myk Taylor f3da131db7 reorganize buildingplan code - no logic changes
- no API or logic changes, just moving code around
- split buildingplan-lib into planner and rooms files
- move business logic from .h files to .cpp files
2020-09-08 00:17:56 -07:00
Myk Taylor 42108a64b9 expose basic buildingplan functionality to Lua 2020-08-12 15:24:32 -07:00
Pauli 9c59b7ff48 Fix unlikely memory leaks if Screen::show fails
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.
2018-06-19 16:41:31 +03:00
lethosor 7e57450e78 Change buildingplan quality adjustment keys per #1284 comment, for consistency 2018-06-08 22:25:56 -04:00
lethosor c4692b1c8d Merge remote-tracking branch 'TotallyGatsby/buildingplanmax' into develop 2018-06-08 22:07:54 -04:00
lethosor f57327e7c8 Fix periodic events in several plugins
Also stop running buildingplan/fortplan while loading a world, and stop running
autogems while paused

Fixes #1286
2018-05-29 23:24:02 -04:00
Phillip Spiess 3e54a136fd Use two keys for min/max 2018-05-20 20:50:42 -07:00
Phillip Spiess 385ac3f9f5 Add 'Max Quality' setting to buildingplan 2018-05-20 14:36:50 -07:00
lethosor 2a52582c1f Add Gui::inRenameBuilding 2018-05-09 10:23:05 -04:00
Ben Lubar a7dfacd1c5
Fix warnings in supported plugins. 2018-04-06 01:25:21 -05:00
lethosor ae809afde7 Add Gui::refreshSidebar()
This handles feeding CURSOR_DOWN_Z and CURSOR_UP_Z properly, avoiding issues
when on the lowest z-level.
2017-06-23 00:02:21 -04:00
lethosor b2f05834d9 buildingplan: fix an issue preventing some numbers from being used in names 2017-06-03 18:25:49 -04:00
lethosor d0c28d3f50 Prevent plugins with active viewscreens from being unloaded
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.
2016-01-01 11:15:29 -05:00
lethosor dd7c20c848 Add safer helpers to get STRING_X keys from interface_key sets
A few plugins were using input->rbegin() previously, which crashes
if input is empty and isn't strictly guaranteed to return a
STRING_X key.
2015-07-28 18:34:29 -04:00
lethosor 10cfef0553 Fix whitespace issues 2015-02-14 22:53:06 -05:00
expwnent 448404a465 Fix buildingplan stuff on Windows. 2015-01-05 20:02:54 -05:00