* 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 our docs build cleanly with sphinx-5
* adapt to the API change in sphinx 5
while keeping compatibility with <5
* get rid of the extra colons in field lists
* 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Update docs to add onReactionCompleting and remove outdated info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
* Add link to the rust api client library
Add a link to https://docs.rs/dfhack-remote/latest/dfhack_remote/index.html a library interacting with DFHack remote API for the Rust programming language
* Use the docs.rs link
* Fix duplicate link label, included the change in the changelog
Co-authored-by: pierre <pierre>
* Adds cxxrandom unit test and fixes interface problems
* Tightens braces
* Adds detection code for Shuffle's seqID/engID
* Adds usage examples for cxxrandom
* Gives cxxrandom objects id ranges, sort of
* Updates changelog
* Updates changelog.txt
* Increases id space for cxxrandom
* Fixes bool distribution error message and improves check
* Adds comment explaining the seeded RNG tests for cxxrandom
* Fixes type problem for 32bit builds
* Reduces loop count a few magnitudes
* Fixes a mistake in test.cxxrandom_seed
* update example init files
replace onLoad.init-example with documentation on how to create scripts that run on world/map load
it was confusing to show it being loaded with sc-script since it gets autorun anyway if it is just named properly
* update changelog
* add quickfort keybinding
* move standard tweaks from dreamfort init to main
* Added (chain) for [CHAIN_METAL_TEXT] armours in gui/materials.lua used by gui/create-item-- again (oops)
* Added customRawData utility
* Oops, whitespace
* Revised rawStringsFieldNames
* Dialed down on lua trickery and fixed wrongly formatted changelog entry
* Fixed changelog in wrong place and made customRawData a proper module
* Fixed not caching not-present tags, revised examples and fixed error
* Fixed whitespace. Changing settings in editor!
* customRawData docs
* Added getCreatureTag for respecting caste tags, "fixed" bizarre caching error (quotes because I don't even know what was causing it) and updated docs
* Added line limiting for docs, I guess
* Added missing string convert argument
* docs indent fix, code block fix, and revision
* Major revision
* gdi, docs error
* Another? But... huh.
* ...
* Made requested changes
* Whoops
* Rearrange docs lines
* Followed example, should fix linter issues
* fix typo. linted offline this time......
* Make it so that last instance of tag is what is read from
* Added requested change
* eventful key change
* i to lenArgs
* change eventful key
* add test for broken caste selection
* Major redesign
* tags --> tokens
* Added plant growth behaviour and did some requested changes
* More error handling
* fix docs
* Added basic error suppression
* Docs clarification.
* Docs registering example and fix error
* Strip errors on frame after onWorldLoad, not on map load
* Revert "Strip errors on frame after onWorldLoad, not on map load"
This reverts commit e20a0ef8d3743f79d961077f46910b77b16f36b9.
* Revert "Docs registering example and fix error"
This reverts commit 9c848c54c3f84e0ecc1dc421137c8a8b4a52280d.
* Revert "Docs clarification."
This reverts commit 6b4b6a1aa40c50398504f37ecf1ff0f93d6459b1.
* Revert "Added basic error suppression"
This reverts commit d11cb1438cf1e56ff700469e944f0b9af64651d7.
* Use more eventful key more consistent with other files
* use onStateChange instead of eventful and remove redundant utils require
* Code review stuff
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Update docs/Lua API.rst
committing a suggestion
Co-authored-by: Alan <lethosor@users.noreply.github.com>
* Prepend examples with DFHACK_
* Remove unused parameters
* Use new ensure_key global
* Named a couple of unnamed arguments (untested)
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
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* WIP: add scroll icons to Label widget
It's an opt-out. The icons are rendered in the right-most column of the 1st and last row. They are only rendered when text can actually be scrolled in the corresponding direction.
WIP: Currently, the icons might overlay text characters, there is no mechanism preventing it
* gui.lua: expose the `parse_inset()` function
* refactor Label's scroll icon code
* since `render_scroll_icons` only works with a label, it's now a class function
* `update_scroll_inset` ensures `frame_inset.r` or `.l` is at least 1, according to `show_scroll_icons`
* `show_scroll_icons` has 4 possible values: `false` for no icons, `left` for icons on the first column on the left (also ensuring `frame_inset.l >= 1`), `right` - last column on the right, `DEFAULT_NIL` - same as `right` if text height greater than `frame_body.height`, else same as `false`.
* make `render_scroll_icons` always draw icons
The check now happens in `onRenderFrame`
* draw frame's background
calling `Label.super.onRenderFrame(self, dc, rect)` makes frame's background invisible for some reason
* remove trailing spaces
* fix scroll icons placed far above/below text
With `Label.frame_inset = 1` the text could be vertically centered with plenty of space below and above,
but not all rendered. Before this change, the scroll icons would be at the very top and bottom of the frame
instead of near the first and last rendered text line.
* always `update_scroll_inset` to react to resized window
* draw scroll icons next to text
* update `Lua API.rst` with new `Label` parameters
* move comment separator up
This way every scroll related parameter is in one group
* list default values for new parameters in docs
* add missing description of `Label.scroll_keys`
When active, the displayed names of partially-consumed items (e.g.
hospital cloth) will display a percentage indicator at the end.
Also re-sort a few Tweaks so they're in alphabetical order again.
- documents the new config mode
- adds integration test data for [quickfort] implement config mode scripts#361
- adds a note recommending that config mode be used instead of the quickfort query_unsafe setting
- converts the dreamfort /setup blueprint to use config mode; also adjust the aliases used in that blueprint to no longer escape from and re-enter query mode
- adds some more distinctive anchor names for the quickfort and blueprint guides
- add docs for negative expansion syntax
- add information on how negative expansion syntax can be used to
simplify carved track designations
- full editing pass, fixing grammar, typos, formatting, and clarifying text
- added tip about using dig priorities to ensure miners dig one level at
a time
- add "Dreamfort organization and packaging" section to the dreamfort
case study
- add inline screenshots for each dreamfort level in the section that
discusses that level
- fix Links section to use the actual header text of the target links
so they are more distinct. even I got confused about the difference
between the quickfort library guide (which is about blueprints, but
listing the pre-made onces) and the
quickfort blueprint guide (which is about blueprints, but editing them)
* visual studio 2022/2019
update instructions to recommend using VS 2022 or VS 2019 with downlevel tool support
* reinsert accidentally deleted line
* fix markup
* notes on abi compatibility, 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
- shift seventh dwarf from craftsdwarf to farmer
- give starting miners some skill in engraving to make smoothing the
cistern go faster
- update embark suggestions and sample profile accordingly
- widen clearcutting area for surface fort so trees don't overhang the
roof
- move wax from the cookables stockpile to the industry goods pile
- move coins from goods to metal
- move sheets from goods to textiles
--splitby=none is the new default, allowing all blueprint phases to be
written to a single file. old behavior of one phase per file is
supported via --splitby=phase.
&& has a higher precendence than ||, so this could have resulted in a crash in
some cases. It also produced unintentional behavior where e.g. `tailor 1 foo`
would enable the plugin, unlike `tailor enable foo`.
From #1920