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Fix blueprinted constructions over stairs #1332
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related to issue #5012 Quickfort blueprints can't place bridges over stairs The previous code is more restrictive than vanilla UI. In-game, bridges may be placed in any supported position with a walkable, adjacent tile, including over any kind of stair. In-game, floor hatches, grates, and bars do not require an adjacent floor for placement. Initially I thought these changes may be too simple to be correct, but upon further study and testing, I can find no issues. These changes are in keeping with the 'mission statement' from the original dev found in the top comment of the build.ua file: "In general, we enforce the same rules as the in-game UI for allowed placement of buildings (e.g. beds have to be inside, doors have to be adjacent to a wall, etc.). A notable exception is that we allow constructions and machine components to be designated regardless of whether they are reachable or currently supported. This allows the user to designate an entire floor of an above-ground building or an entire power system without micromanagement."
Did you also test to ensure the new logic is correct for other buildings that use Nevermind: I found the discussion in the associated issue. Reading there |
Those buildings have the same in-game requirements, so they should be
exactly the same in effect.
However, I will create a blueprint for their testing, and execute it this
evening, just to be sure that they still build in QF and that the tasks can
be done in-game from QF orders.
…-Nick
On Sun, Nov 10, 2024 at 11:38 AM Myk ***@***.***> wrote:
Did you also test to ensure the new logic is correct for *other*
buildings that use is_tile_coverable -- that is, floor hatches, floor
grates, and floor bars?
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Testing is complete.
Floor Grate, Floor Bars, Floor Hatch, and Retracting Bridge are all
buildable on up, down, and updown stairs as intended.
Everything behaves the same whether building in QF or in-game.
Anchored, raising bridges are not installable without a supporting floor or
up-stair or ramp.
Not sure what else to test. Everything looks good.
…-Nick
On Mon, Nov 11, 2024 at 6:55 AM Nick Shapter ***@***.***> wrote:
Those buildings have the same in-game requirements, so they should be
exactly the same in effect.
However, I will create a blueprint for their testing, and execute it this
evening, just to be sure that they still build in QF and that the tasks can
be done in-game from QF orders.
-Nick
On Sun, Nov 10, 2024 at 11:38 AM Myk ***@***.***> wrote:
> Did you also test to ensure the new logic is correct for *other*
> buildings that use is_tile_coverable -- that is, floor hatches, floor
> grates, and floor bars?
>
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thank you for testing thoroughly. Getting these rules right is tricky.
Could you add a line about what has been fixed to changelog.txt
? https://github.com/DFHack/scripts/blob/master/changelog.txt#L35
Added line to changelog related to PR DFHack#1332 - `gui/quickfort`: fix build mode evluation rules to allow placement of various furniture and constructions on tiles with stair shapes or without orthagonal floor.
Done.
PR #1336
…On Mon, Nov 11, 2024 at 7:20 PM Myk ***@***.***> wrote:
***@***.**** commented on this pull request.
thank you for testing thoroughly. Getting these rules right is tricky.
Could you add a line about what has been fixed to changelog.txt?
https://github.com/DFHack/scripts/blob/master/changelog.txt#L35
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Fixes: DFHack/dfhack#5012
Quickfort blueprints can't place bridges over stairs
The previous code is more restrictive than vanilla UI.
In-game, bridges may be placed in any supported position with a walkable, adjacent tile, including over any kind of stair. In-game, floor hatches, grates, and bars do not require an adjacent floor for placement.
Initially I thought these changes may be too simple to be correct, but upon further study and testing, I can find no issues.
These changes are in keeping with the 'mission statement' from the original dev found in the top comment of the build.ua file: "In general, we enforce the same rules as the in-game UI for allowed placement of buildings (e.g. beds have to be inside, doors have to be adjacent to a wall, etc.). A notable exception is that we allow constructions and machine components to be designated regardless of whether they are reachable or currently supported. This allows the user to designate an entire floor of an above-ground building or an entire power system without micromanagement."