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Author Topic: DFHack 50.14-r1.1  (Read 892151 times)

lethosor

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Re: DFHack 0.44.12-r3
« Reply #2070 on: February 12, 2020, 10:32:59 pm »

DF_POST_CMD only runs after DF exits, so that wouldn't do what you want anyway. The PRELOAD_LIB line probably works, though - you can verify that the library is in memory with "devel/lsmem".
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

Nopenope

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Re: DFHack 0.44.12-r3
« Reply #2071 on: February 13, 2020, 04:43:19 am »

Alright I see. So I guess something within the dfhack script would be more appropriate? Like:

Spoiler (click to show/hide)

Quote
The PRELOAD_LIB line probably works, though - you can verify that the library is in memory with "devel/lsmem".

Can confirm that it is indeed in memory - though I still need to verify whether the FPS gain announced by the wiki is worth it.
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PeridexisErrant

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Re: DFHack 0.44.12-r3
« Reply #2072 on: February 13, 2020, 07:33:23 am »

Does anyone know what's happening with TwbT?  The repo hasn't updated in almost a year, which makes me nervous  :-\
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I maintain the DF Starter Pack - over a million downloads and still counting!
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Nopenope

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Re: DFHack 0.44.12-r3
« Reply #2073 on: February 13, 2020, 09:04:30 am »

The cool kids have switched to this repo to build manually. I believe some people have uploaded builds for various platforms on DFFD as well.
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jecowa

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Re: DFHack 0.44.12-r3
« Reply #2074 on: February 13, 2020, 05:17:19 pm »

How was this TWBT update patch created? Does DFHack have a tool to generate TWBT memory codes?
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Nopenope

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Re: DFHack 0.44.12-r3
« Reply #2075 on: February 13, 2020, 06:53:01 pm »

I believe the repo's author kindly figured out the proper offsets for us. I don't know of any specific tool for TWBT in particular though.
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Clément

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Re: DFHack 0.44.12-r3
« Reply #2076 on: February 13, 2020, 06:56:19 pm »

You follow the instructions.
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jecowa

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Re: DFHack 0.44.12-r3
« Reply #2077 on: February 13, 2020, 08:11:28 pm »

Thank you, I feel like a hacker now.

Spoiler (click to show/hide)
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lethosor

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Re: DFHack 0.44.12-r3
« Reply #2078 on: February 13, 2020, 11:53:41 pm »

Does anyone know what's happening with TwbT?  The repo hasn't updated in almost a year, which makes me nervous  :-\
Related: https://github.com/mifki/df-twbt/pull/94#issuecomment-586006257
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

Zarathustra30

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Re: DFHack 0.44.12-r3
« Reply #2079 on: February 14, 2020, 12:09:21 am »

I just downloaded and installed 200213003 (0.47.02-alpha0-27-gf7f7bd7c?) on Windows 10 x86_64 and the `fix/loyaltycascade` command is returning "no loyalty cascade found".

http://dffd.bay12games.com/file.php?id=14798
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PatrikLundell

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Re: DFHack 0.44.12-r3
« Reply #2080 on: February 14, 2020, 06:43:24 am »

I just downloaded and installed 200213003 (0.47.02-alpha0-27-gf7f7bd7c?) on Windows 10 x86_64 and the `fix/loyaltycascade` command is returning "no loyalty cascade found".

http://dffd.bay12games.com/file.php?id=14798
As far as I can understand it is because whatever is causing the mess isn't a loyalty cascade, or at least not the type the script tries to fix. To me it looks like other odd kinds of hiddenly hostile behavior that has been reported for 0.47.X, as well as the older mess triggered by a sneaking artifact seeker group member getting into a fight while other members are inside the fortress.

There is a conflict with 17 on one side and 6 on the other, and it seems hacking that conflict entry to reduce the hostility level from no quarter to brawl on both sides caused it to end. I have no idea what such hacking would do in any other cases, though.

One of those involved in the conflict was married to a were (now dead) and the other had had a lover killed.
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Abadrausar

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Of interest for linux and OSX users that needs blueprints to play
« Reply #2081 on: February 14, 2020, 10:02:46 am »

01/29/2020 Released Dwarf Fortress 0.47.01
... automated builds available at https://buildmaster.lubar.me/applications/3/overview for anyone who would like to test those ...

Only 10 days later we have a workable DFHACK for testing. This community work is simply awesome!  :o
During the debugging of the new version of digfort I have tested that some other DFHACK parts works like intended (reveal, unreveal, liquids plugin, ls, mouse control, ...)

... Does your fixed script work properly for you? (I wasn't sure if you meant your version didn't work at all, or if you weren't sure that it always worked.)

Well at the time you asked, it do not even existed. So the modified script that works (for me at least) with DF 47.02 plus the most recent dfhack automatic build.
Code: (digfort.rb) [Select]
# designate an area based on a '.csv' plan
=begin

digfort
=======
A script to designate an area for digging according to a plan in csv format.

This script, inspired from quickfort, can designate an area for digging.
Your plan should be stored in a .csv file like this::

    # this is a comment
    d;d;u;d;d;skip this tile;d
    d;d;d;i

Available tile shapes are named after the 'dig' menu shortcuts:
``d`` for dig, ``u`` for upstairs, ``j`` downstairs, ``i`` updown,
``h`` channel, ``r`` upward ramp, ``x`` remove designation.
Unrecognized characters are ignored (eg the 'skip this tile' in the sample).

Empty lines and data after a ``#`` are ignored as comments.
To skip a row in your design, use a single ``;``.

One comment in the file may contain the phrase ``start(3,5)``. It is interpreted
as an offset for the pattern: instead of starting at the cursor, it will start
3 tiles left and 5 tiles up from the cursor.

additionally a comment can have a < for a rise in z level and a > for drop in z.

The script takes the plan filename, starting from the root df folder (where
``Dwarf Fortress.exe`` is found).

=end

fname = $script_args[0].to_s
map = df.world.map
Xsentinel = map.x_count - 1
Ysentinel = map.y_count - 1
Xstamp = false
Ystamp = false
if not $script_args[0] then
    puts "  Usage: digfort <plan filename>"
    throw :script_finished
end
if not fname[-4..-1] == ".csv" then
    puts "  The plan file must be in .csv format."
    throw :script_finished
end
if not File.file?(fname) then
    puts "  The specified file does not exist."
    throw :script_finished
end

planfile = File.read(fname)

if df.cursor.x == -30000
    puts "place the game cursor to the top-left corner of the design and retry"
    throw :script_finished
end

offset = [0, 0]
tiles = []
max_x = 0
max_y = 0
y = 0
planfile.each_line { |l|
    if l =~ /#.*start\s*\(\s*(-?\d+)\s*[,;]\s*(-?\d+)/
        raise "Error: multiple start() comments" if offset != [0, 0]
        offset = [$1.to_i, $2.to_i]
    end
    if l.chomp == '#<'
        l = '<'
        y = 0
    end

    if l.chomp == '#>'
        l = '>'
        y = 0
    end

    l = l.chomp.sub(/#.*/, '')
    next if l == ''
    x = 0
    tiles << l.split(/[;,]/).map { |t|
        t = t.strip
        if x < Xsentinel then x += 1 else x = Xsentinel ; Xstamp = true end
        max_x = x if x > max_x and not t.empty?
        (t[0] == '"') ? t[1..-2] : t
    }
    if y < Ysentinel then y += 1 else y = Ysentinel ; Xstamp = true end

}
 
x = df.cursor.x - offset[0]
y = df.cursor.y - offset[1]
z = df.cursor.z
starty = y - 1

if x < 0 or y < 0 or x+max_x >= map.x_count or y+max_y >= map.y_count
    max_x = max_x + x + 1
    max_y = max_y + y + 1
    raise "Position would designate outside map limits. Selected limits are from (#{x+1}, #{y+1}) to (#{max_x},#{max_y})"
end

tiles.each { |line|
    next if line.empty? or line == ['']
    line.each { |tile|
        if tile.empty?
            if x < Xsentinel then x += 1 else x = Xsentinel ; Xstamp = true end
            next
        end
        t = df.map_tile_at(x, y, z)
        s = t.shape_basic
        case tile
        when 'd'; t.dig(:Default) if s == :Wall
        when 'u'; t.dig(:UpStair) if s == :Wall
        when 'j'; t.dig(:DownStair) if s == :Wall or s == :Floor
        when 'i'; t.dig(:UpDownStair) if s == :Wall
        when 'h'; t.dig(:Channel) if s == :Wall or s == :Floor
        when 'r'; t.dig(:Ramp) if s == :Wall
        when 'x'; t.dig(:No)
        when '<'; y=starty; z += 1
        when '>'; y=starty; z -= 1
        end
        if x < Xsentinel then x += 1 else x = Xsentinel ; Xstamp = true end
    }
    x = df.cursor.x - offset[0]
    if y < Ysentinel then y += 1 else y = Ysentinel ; Ystamp = true end
}

if Xstamp or Ystamp then
  puts 'Warning: ' + (Xstamp ? 'the columns': '') + (Xstamp and Ystamp ? ' and ': '') + (Ystamp ? 'the rows' : '') + ' of the blueprint that overflow the designable area of the Dwarf Fortress embark have been ignored'
  puts '         if your blueprint X or Y dimension is close to that of the embark map, this warning is probably a false positive due to faulty logic in this script'
end

puts '  done'

Seeing that the available workforce is working frenetically; I had tasked myself to accomplish my own desired feature set:
... maybe a better implementation than raising an exception before any work is done would be to stamp the part of the blueprint that effectively can be fit into the map and print a warning about the number of rows and/or lines not stamped to inform the user. More work done before trapping, more debug aware and in the worst case, the user can always delete the designations if they were not what he intended...
The modified script as of now just work eagerly before trapping and has some new nice features:
- it stamps the safe part of blueprints that are same size than the embark. (with some more tinkering and 4 additional params partial stamping should be in the reachable zone)
- it warns when some lines and/or rows of the blueprint could had been ignored because the dimensions of the blueprint are bigger than the design-able zone of the embark.
- well formed multilevel nanoforts of 48x48 or 47x47 tiles faultily rejected by the previous script over an 1x1 embark are now possible.

I am ashamed to admit that I am almost unable to play without blueprints, at least if taking joy in it is an objective.

I am concerned with the fact that before tinkering with this script by harsh need, I did not know anything about Ruby, but were instead able to read and modify lua and C snippets.
I have only been able of correcting the bad effects of the flaw in the design, but not his source, that rest hidden for me in the part of Ruby that I do not understand :(

So it can be said that the new script recover more gracefully from his inherent flaw and does more work for the end user, without attacking the root problem sadly, for a 1x1 embark with 48x48 tiles the anterior script only worked when the blueprint has been taken of the area really design-able of at most 46x46 tiles.

I believe that the flaw comes because it counts the TOP and BOTTOM lines that represents areas non design-able of the blueprint in the current embark.

To resume the actual state of things, the bug has been conveniently hammered until it was almost unrecognizable but it has not been memorialized so that his ghost could potentially haunt us in the future. :D
Urist McAbadrausar, dabbler Ruby tinkerer, is ecstatic to have been able to tackle in a truly dwarvenly  :P manner a long standing problem, for the nanofort forgotten designers. (Linux and OSX do not have complete support for QuickFort)

« Last Edit: February 14, 2020, 01:29:48 pm by Abadrausar »
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lethosor

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Re: DFHack 0.44.12-r3
« Reply #2082 on: February 15, 2020, 11:32:46 am »

We have a new page up for builds: https://dfhack.org/builds/
I hope to make it automatically update in the future, but this should at least be an easier link to pass around.

Well at the time you asked, it do not even existed. So the modified script that works (for me at least) with DF 47.02 plus the most recent dfhack automatic build.
Code: (digfort.rb) [Select]
# designate an area based on a '.csv' plan
=begin

digfort
=======
A script to designate an area for digging according to a plan in csv format.

This script, inspired from quickfort, can designate an area for digging.
Your plan should be stored in a .csv file like this::

    # this is a comment
    d;d;u;d;d;skip this tile;d
    d;d;d;i

Available tile shapes are named after the 'dig' menu shortcuts:
``d`` for dig, ``u`` for upstairs, ``j`` downstairs, ``i`` updown,
``h`` channel, ``r`` upward ramp, ``x`` remove designation.
Unrecognized characters are ignored (eg the 'skip this tile' in the sample).

Empty lines and data after a ``#`` are ignored as comments.
To skip a row in your design, use a single ``;``.

One comment in the file may contain the phrase ``start(3,5)``. It is interpreted
as an offset for the pattern: instead of starting at the cursor, it will start
3 tiles left and 5 tiles up from the cursor.

additionally a comment can have a < for a rise in z level and a > for drop in z.

The script takes the plan filename, starting from the root df folder (where
``Dwarf Fortress.exe`` is found).

=end

fname = $script_args[0].to_s
map = df.world.map
Xsentinel = map.x_count - 1
Ysentinel = map.y_count - 1
Xstamp = false
Ystamp = false
if not $script_args[0] then
    puts "  Usage: digfort <plan filename>"
    throw :script_finished
end
if not fname[-4..-1] == ".csv" then
    puts "  The plan file must be in .csv format."
    throw :script_finished
end
if not File.file?(fname) then
    puts "  The specified file does not exist."
    throw :script_finished
end

planfile = File.read(fname)

if df.cursor.x == -30000
    puts "place the game cursor to the top-left corner of the design and retry"
    throw :script_finished
end

offset = [0, 0]
tiles = []
max_x = 0
max_y = 0
y = 0
planfile.each_line { |l|
    if l =~ /#.*start\s*\(\s*(-?\d+)\s*[,;]\s*(-?\d+)/
        raise "Error: multiple start() comments" if offset != [0, 0]
        offset = [$1.to_i, $2.to_i]
    end
    if l.chomp == '#<'
        l = '<'
        y = 0
    end

    if l.chomp == '#>'
        l = '>'
        y = 0
    end

    l = l.chomp.sub(/#.*/, '')
    next if l == ''
    x = 0
    tiles << l.split(/[;,]/).map { |t|
        t = t.strip
        if x < Xsentinel then x += 1 else x = Xsentinel ; Xstamp = true end
        max_x = x if x > max_x and not t.empty?
        (t[0] == '"') ? t[1..-2] : t
    }
    if y < Ysentinel then y += 1 else y = Ysentinel ; Xstamp = true end

}
 
x = df.cursor.x - offset[0]
y = df.cursor.y - offset[1]
z = df.cursor.z
starty = y - 1

if x < 0 or y < 0 or x+max_x >= map.x_count or y+max_y >= map.y_count
    max_x = max_x + x + 1
    max_y = max_y + y + 1
    raise "Position would designate outside map limits. Selected limits are from (#{x+1}, #{y+1}) to (#{max_x},#{max_y})"
end

tiles.each { |line|
    next if line.empty? or line == ['']
    line.each { |tile|
        if tile.empty?
            if x < Xsentinel then x += 1 else x = Xsentinel ; Xstamp = true end
            next
        end
        t = df.map_tile_at(x, y, z)
        s = t.shape_basic
        case tile
        when 'd'; t.dig(:Default) if s == :Wall
        when 'u'; t.dig(:UpStair) if s == :Wall
        when 'j'; t.dig(:DownStair) if s == :Wall or s == :Floor
        when 'i'; t.dig(:UpDownStair) if s == :Wall
        when 'h'; t.dig(:Channel) if s == :Wall or s == :Floor
        when 'r'; t.dig(:Ramp) if s == :Wall
        when 'x'; t.dig(:No)
        when '<'; y=starty; z += 1
        when '>'; y=starty; z -= 1
        end
        if x < Xsentinel then x += 1 else x = Xsentinel ; Xstamp = true end
    }
    x = df.cursor.x - offset[0]
    if y < Ysentinel then y += 1 else y = Ysentinel ; Ystamp = true end
}

if Xstamp or Ystamp then
  puts 'Warning: ' + (Xstamp ? 'the columns': '') + (Xstamp and Ystamp ? ' and ': '') + (Ystamp ? 'the rows' : '') + ' of the blueprint that overflow the designable area of the Dwarf Fortress embark have been ignored'
  puts '         if your blueprint X or Y dimension is close to that of the embark map, this warning is probably a false positive due to faulty logic in this script'
end

puts '  done'
Thanks! I'll put this up in a GitHub issue so it doesn't get lost.
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

jecowa

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Re: DFHack 0.44.12-r3
« Reply #2083 on: February 15, 2020, 06:32:54 pm »

So people wanting to try it out should probably ignore the ones labeled "Build" and instead download "Plugin" deployments?

I'm guessing "Rejected" just means that it wasn't chosen as a release, and "Active" means that it hasn't been rejected yet.

And the and (!) indicate whether or not it made it past the build stage into the plugin stage. So probably click the top-most build # with a ?

Spoiler: screenshot (click to show/hide)
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Ziusudra

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Re: DFHack 0.44.12-r3
« Reply #2084 on: February 15, 2020, 06:48:03 pm »

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Ironblood didn't use an axe because he needed it. He used it to be kind. And right now he wasn't being kind.
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