2022-06-21 05:53:59 -06:00
|
|
|
.. _modding-guide:
|
|
|
|
|
2022-06-20 12:38:23 -06:00
|
|
|
DFHack modding guide
|
|
|
|
====================
|
|
|
|
|
2022-07-01 05:04:18 -06:00
|
|
|
What is a mod/script?
|
|
|
|
---------------------
|
2022-06-20 12:38:23 -06:00
|
|
|
|
2022-07-15 12:43:48 -06:00
|
|
|
A script is a single file that can be run as a command in DFHack, like something
|
|
|
|
that modifies or displays game data on request. A mod is something you install
|
|
|
|
to get persistent behavioural changes in the game and/or add new content. DFHack
|
|
|
|
mods contain and use scripts as well as often having a raw mod component.
|
2022-06-20 12:38:23 -06:00
|
|
|
|
2022-07-15 12:43:48 -06:00
|
|
|
DFHack scripts are written in Lua. If you don't already know Lua, there's a
|
|
|
|
great primer at https://www.lua.org/pil/1.html.
|
2022-06-20 12:38:23 -06:00
|
|
|
|
2022-07-01 05:04:18 -06:00
|
|
|
Why not just use raw modding?
|
|
|
|
-----------------------------
|
2022-06-21 14:07:35 -06:00
|
|
|
|
2022-07-15 12:43:48 -06:00
|
|
|
For many things it's either completely and only (sensibly) doable in raws or
|
|
|
|
completely and only doable with DFHack. For mods where DFHack is an alternative
|
|
|
|
and not the only option, it's much less hacky, easier to maintain, and easier to
|
|
|
|
extend, and is not prone to side-effects. A great example is adding a syndrome
|
|
|
|
when a reaction is performed requiring an exploding boulder in raws but having
|
|
|
|
dedicated tools for it if you use DFHack. Many things will require a mix of raw
|
|
|
|
modding and DFHack.
|
2022-06-20 12:38:23 -06:00
|
|
|
|
2022-06-21 05:58:36 -06:00
|
|
|
A mod-maker's development environment
|
2022-06-21 06:02:10 -06:00
|
|
|
-------------------------------------
|
2022-06-20 12:38:23 -06:00
|
|
|
|
2022-07-15 12:43:48 -06:00
|
|
|
Scripts can be run from a world's ``raw/scripts/`` directory, and (configurably)
|
|
|
|
are run by default from ``hack/scripts/``. Scripts in ``raw/init.d/`` are
|
|
|
|
automatically run on world load. Scripts within the raws are a component for
|
|
|
|
more advanced mods.
|
2022-06-21 14:07:35 -06:00
|
|
|
|
2022-07-15 12:43:48 -06:00
|
|
|
A script is run by writing its path and name from a script path folder without
|
|
|
|
the file extension into a DFHack command prompt (in-game or the external one).
|
|
|
|
E.g. ``gui/gm-editor`` for ``hack/scripts/gui/gm-editor.lua``.
|
2022-06-21 14:07:35 -06:00
|
|
|
|
2022-07-15 12:43:48 -06:00
|
|
|
You can make all your scripts in ``hack/scripts/``, but this is not recommended
|
|
|
|
as it makes things much harder to maintain each update. It's recommended to make
|
|
|
|
a folder with a name like ``own-scripts`` and add it to
|
|
|
|
``dfhack-config/script-paths.txt``. You could also make a folder for external
|
|
|
|
installed scripts from the internet that are not in ``hack/scripts/``. You can
|
|
|
|
prepend your script paths entries with a ``+`` so that they take precedence over
|
|
|
|
other folders.
|
2022-06-20 12:38:23 -06:00
|
|
|
|
2022-07-15 12:43:48 -06:00
|
|
|
If your mod is installed into ``raw/scripts/`` be aware that the copies of the
|
|
|
|
scripts in ``data/save/*/raw/`` are checked first and will run instead of any
|
|
|
|
changes you make to an in-development copy outside of a raw folder.
|
2022-06-21 14:35:07 -06:00
|
|
|
|
2022-06-20 12:38:23 -06:00
|
|
|
The structure of the game
|
|
|
|
-------------------------
|
|
|
|
|
2022-07-15 12:43:48 -06:00
|
|
|
"The game" is in the global variable `df <lua-df>`. The game's memory can be
|
|
|
|
found in ``df.global``, containing things like the list of all items, whether to
|
|
|
|
reindex pathfinding, et cetera. Also relevant to us in ``df`` are the various
|
|
|
|
types found in the game, e.g. ``df.pronoun_type`` which we will be using.
|
2022-06-20 12:38:23 -06:00
|
|
|
|
2022-06-21 05:54:45 -06:00
|
|
|
Your first script
|
2022-06-21 06:02:10 -06:00
|
|
|
-----------------
|
2022-06-20 12:38:23 -06:00
|
|
|
|
2022-07-15 12:43:48 -06:00
|
|
|
So! It's time to write your first script. We are going to make a script that
|
|
|
|
will get the pronoun type of the currently selected unit (there are many
|
|
|
|
contexts where the function that gets the currently selected unit works).
|
2022-06-20 12:38:23 -06:00
|
|
|
|
2022-06-21 14:35:07 -06:00
|
|
|
First line, we get the unit. ::
|
2022-06-20 12:38:23 -06:00
|
|
|
|
|
|
|
local unit = dfhack.gui.getSelectedUnit()
|
|
|
|
|
2022-07-15 12:43:48 -06:00
|
|
|
If no unit is selected, an error message will be printed (which can be silenced
|
|
|
|
by passing ``true`` to ``getSelectedUnit``) and ``unit`` will be ``nil``.
|
2022-06-20 12:38:23 -06:00
|
|
|
|
2022-06-21 14:35:07 -06:00
|
|
|
If ``unit`` is ``nil``, we don't want the script to run anymore. ::
|
2022-06-20 12:38:23 -06:00
|
|
|
|
|
|
|
if not unit then
|
|
|
|
return
|
|
|
|
end
|
|
|
|
|
2022-07-15 12:43:48 -06:00
|
|
|
Now, the field ``sex`` in a unit is an integer, but each integer corresponds to
|
|
|
|
a string value (it, she, or he). We get this value by indexing the bidirectional
|
|
|
|
map ``df.pronoun_type`` with an integer from the unit. Indexing the other way,
|
|
|
|
with one of the strings, will yield its corresponding number. So: ::
|
2022-06-20 12:38:23 -06:00
|
|
|
|
|
|
|
local pronounTypeString = df.pronoun_type[unit.sex]
|
|
|
|
print(pronounTypeString)
|
|
|
|
|
2022-07-15 12:43:48 -06:00
|
|
|
Simple. Save this as a Lua file in your own scripts directory and run it as
|
|
|
|
shown before when focused on a unit one way or another.
|
2022-06-20 12:38:23 -06:00
|
|
|
|
2022-07-14 04:11:50 -06:00
|
|
|
Getting used to gm-editor and df-structures exploration
|
|
|
|
-------------------------------------------------------
|
2022-06-20 12:38:23 -06:00
|
|
|
|
2022-07-15 12:43:48 -06:00
|
|
|
So how could you have known about the field and type we just used? Well, there
|
|
|
|
are two main tools for discovering the various fields in the game's data
|
|
|
|
structures. The first is the ``df-structures`` repository
|
|
|
|
(at https://github.com/DFHack/df-structures) that contains XML files denoting
|
|
|
|
the contents of the game's structures. The second is the script
|
|
|
|
``gui/gm-editor`` which is an interactive data explorer. You can run the script
|
|
|
|
while objects like units are selected to view the data within them. You can also
|
|
|
|
pass ``scr`` as an argument to the script to view the data for the current
|
|
|
|
screen. Press ? while the script is active to view help.
|
2022-06-20 12:38:23 -06:00
|
|
|
|
2022-07-15 12:43:48 -06:00
|
|
|
Familiarising yourself with the many structs of the game will help with ideas
|
|
|
|
immensely, and you can always ask for help in the right places (e.g. DFHack's
|
|
|
|
Discord).
|
2022-06-20 12:38:23 -06:00
|
|
|
|
2022-06-21 14:07:35 -06:00
|
|
|
Detecting triggers
|
|
|
|
------------------
|
2022-06-20 12:38:23 -06:00
|
|
|
|
2022-07-15 12:43:48 -06:00
|
|
|
One main method for getting new behaviour into the game is callback functions.
|
|
|
|
There are two main libraries for this, ``repeat-util`` and ``eventful``.
|
|
|
|
``repeat-util`` is used to run a function once per configurable number of frames
|
|
|
|
(paused or unpaused), ticks (unpaused), in-game days, months, or years. For
|
|
|
|
adding behaviour you will most often want something to run once a tick.
|
|
|
|
``eventful`` is used to get code to run (with special parameters!) when
|
|
|
|
something happens in the game, like a reaction or job being completed or a
|
|
|
|
projectile moving.
|
2022-07-03 08:59:01 -06:00
|
|
|
|
2022-07-15 12:43:48 -06:00
|
|
|
To get something to run once per tick, we would want to call ``repeat-util``'s
|
|
|
|
``scheduleEvery`` function.
|
2022-07-03 08:59:01 -06:00
|
|
|
|
|
|
|
First, we load the module: ::
|
|
|
|
|
|
|
|
local repeatUtil = require("repeat-util")
|
|
|
|
|
2022-07-15 12:43:48 -06:00
|
|
|
Both ``repeat-util`` and ``eventful`` require keys for registered callbacks.
|
|
|
|
It's recommended to use something like a mod id. ::
|
2022-07-03 08:59:01 -06:00
|
|
|
|
2022-07-14 10:46:12 -06:00
|
|
|
local modId = "callback-example-mod"
|
2022-07-03 08:59:01 -06:00
|
|
|
|
2022-07-15 12:43:48 -06:00
|
|
|
Then, we pass the key, amount of time units between function calls, what the
|
|
|
|
time units are, and finally the callback function itself: ::
|
2022-07-03 08:59:01 -06:00
|
|
|
|
|
|
|
repeatUtil.scheduleEvery(modId, 1, "ticks", function()
|
2022-07-14 10:46:12 -06:00
|
|
|
-- Do something like iterating over all active units
|
|
|
|
for _, unit in ipairs(df.global.world.units.active) do
|
2022-07-03 08:59:01 -06:00
|
|
|
print(unit.id)
|
|
|
|
end
|
|
|
|
end)
|
|
|
|
|
2022-07-04 10:11:21 -06:00
|
|
|
``eventful`` is slightly more involved. First get the module: ::
|
2022-07-03 08:59:01 -06:00
|
|
|
|
2022-07-03 10:33:36 -06:00
|
|
|
local eventful = require("plugins.eventful")
|
|
|
|
|
2022-07-15 12:43:48 -06:00
|
|
|
``eventful`` contains a table for each event which you populate with functions.
|
|
|
|
Each function in the table is then called with the appropriate arguments when
|
|
|
|
the event occurs. So, for example, to print the position of a moving (item)
|
|
|
|
projectile: ::
|
2022-07-04 10:11:21 -06:00
|
|
|
|
|
|
|
eventful.onProjItemCheckMovement[modId] = function(projectile)
|
|
|
|
print(projectile.cur_pos.x, projectile.cur_pos.y, projectile.cur_pos.z)
|
|
|
|
end
|
|
|
|
|
2022-07-15 12:43:48 -06:00
|
|
|
Check the full list of events at
|
|
|
|
https://docs.dfhack.org/en/stable/docs/Lua%20API.html#list-of-events.
|
2022-06-20 12:38:23 -06:00
|
|
|
|
2022-07-07 12:23:10 -06:00
|
|
|
Custom raw tokens
|
|
|
|
-----------------
|
2022-06-20 12:38:23 -06:00
|
|
|
|
2022-07-15 12:43:48 -06:00
|
|
|
In this section, we are going to use `custom raw tokens <custom-raw-tokens>`
|
|
|
|
applied to a reaction to transfer the material of a reagent to a product as a
|
|
|
|
handle improvement (like on artifact buckets), and then we are going to see how
|
|
|
|
you could make boots that make units go faster when worn. Both of these involve
|
|
|
|
custom raw tokens.
|
2022-07-07 12:23:10 -06:00
|
|
|
|
2022-07-15 12:43:48 -06:00
|
|
|
First, let's define a custom crossbow with its own custom reaction. The
|
|
|
|
crossbow: ::
|
2022-07-07 12:23:10 -06:00
|
|
|
|
|
|
|
[ITEM_WEAPON:ITEM_WEAPON_CROSSBOW_SIEGE]
|
|
|
|
[NAME:crossbow:crossbows]
|
|
|
|
[SIZE:600]
|
|
|
|
[SKILL:HAMMER]
|
|
|
|
[RANGED:CROSSBOW:BOLT]
|
|
|
|
[SHOOT_FORCE:4000]
|
|
|
|
[SHOOT_MAXVEL:800]
|
|
|
|
[TWO_HANDED:0]
|
|
|
|
[MINIMUM_SIZE:17500]
|
|
|
|
[MATERIAL_SIZE:4]
|
|
|
|
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
|
|
|
|
[ATTACK_PREPARE_AND_RECOVER:3:3]
|
2022-07-14 10:46:12 -06:00
|
|
|
[SIEGE_CROSSBOW_MOD_FIRE_RATE_MULTIPLIER:2] custom token (you'll see)
|
2022-07-07 12:23:10 -06:00
|
|
|
|
2022-07-15 12:43:48 -06:00
|
|
|
The reaction to make it (you would add the reaction and not the weapon to an
|
|
|
|
entity raw): ::
|
2022-07-07 12:23:10 -06:00
|
|
|
|
|
|
|
[REACTION:MAKE_SIEGE_CROSSBOW]
|
|
|
|
[NAME:make siege crossbow]
|
|
|
|
[BUILDING:BOWYER:NONE]
|
|
|
|
[SKILL:BOWYER]
|
|
|
|
[REAGENT:mechanism 1:2:TRAPPARTS:NONE:NONE:NONE]
|
|
|
|
[REAGENT:bar:150:BAR:NONE:NONE:NONE]
|
|
|
|
[METAL_ITEM_MATERIAL]
|
|
|
|
[REAGENT:handle 1:1:BLOCKS:NONE:NONE:NONE] wooden handles
|
|
|
|
[ANY_PLANT_MATERIAL]
|
|
|
|
[REAGENT:handle 2:1:BLOCKS:NONE:NONE:NONE]
|
|
|
|
[ANY_PLANT_MATERIAL]
|
2022-07-15 12:43:48 -06:00
|
|
|
[SIEGE_CROSSBOW_MOD_TRANSFER_HANDLE_MATERIAL_TO_PRODUCT_IMPROVEMENT:1]
|
|
|
|
another custom token
|
2022-07-07 12:23:10 -06:00
|
|
|
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_CROSSBOW_SIEGE:GET_MATERIAL_FROM_REAGENT:bar:NONE]
|
|
|
|
|
2022-07-15 12:43:48 -06:00
|
|
|
So, we are going to use the ``eventful`` module to make it so that (after the
|
|
|
|
script is run) when this crossbow is crafted, it will have two handles, each
|
|
|
|
with the material given by the block reagents.
|
2022-07-07 12:23:10 -06:00
|
|
|
|
|
|
|
First, require the modules we are going to use. ::
|
2022-07-04 10:11:21 -06:00
|
|
|
|
2022-07-07 12:23:10 -06:00
|
|
|
local eventful = require("plugins.eventful")
|
|
|
|
local customRawTokens = require("custom-raw-tokens")
|
|
|
|
|
|
|
|
Now, let's make a callback: ::
|
|
|
|
|
2022-07-14 10:46:12 -06:00
|
|
|
local modId = "siege-crossbow-mod"
|
2022-07-15 12:43:48 -06:00
|
|
|
eventful.onReactionComplete[modId] = function(reaction, reactionProduct,
|
|
|
|
unit, inputItems, inputReagents, outputItems)
|
2022-07-07 12:23:10 -06:00
|
|
|
|
2022-07-15 12:43:48 -06:00
|
|
|
First, we check to see if it the reaction that just happened is relevant to this
|
|
|
|
callback: ::
|
2022-07-07 12:23:10 -06:00
|
|
|
|
2022-07-15 12:43:48 -06:00
|
|
|
if not customRawTokens.getToken(reaction,
|
|
|
|
"SIEGE_CROSSBOW_MOD_TRANSFER_HANDLE_MATERIAL_TO_PRODUCT_IMPROVEMENT")
|
|
|
|
then
|
2022-07-11 11:24:07 -06:00
|
|
|
return
|
|
|
|
end
|
2022-07-07 12:23:10 -06:00
|
|
|
|
2022-07-15 12:43:48 -06:00
|
|
|
Then, we get the product number listed. Next, for every reagent, if the reagent
|
|
|
|
name starts with "handle" then we get the corresponding item, and... ::
|
2022-07-07 12:23:10 -06:00
|
|
|
|
|
|
|
for i, reagent in ipairs(inputReagents) do
|
|
|
|
if reagent.code:sub(1, #"handle") == "handle" then
|
|
|
|
-- Found handle reagent
|
|
|
|
local item = inputItems[i] -- hopefully found handle item
|
|
|
|
|
|
|
|
...We then add a handle improvement to the listed product within our loop. ::
|
|
|
|
|
|
|
|
local new = df.itemimprovement_itemspecificst:new()
|
|
|
|
new.mat_type, new.mat_index = item.mat_type, item.mat_index
|
|
|
|
-- new.maker = outputItems[0].maker -- not a typical improvement
|
|
|
|
new.type = df.itemimprovement_specific_type.HANDLE
|
|
|
|
outputItems[productNumber - 1].improvements:insert("#", new)
|
|
|
|
|
2022-07-15 12:43:48 -06:00
|
|
|
It's all a bit loose and hacky but it works, at least if you don't have multiple
|
|
|
|
stacks filling up one reagent.
|
2022-07-07 12:23:10 -06:00
|
|
|
|
2022-07-09 10:04:20 -06:00
|
|
|
Let's also make some code to modify the fire rate of the siege crossbow. ::
|
|
|
|
|
|
|
|
eventful.onProjItemCheckMovement[modId] = function(projectile)
|
|
|
|
if projectile.distance_flown > 0 then -- don't repeat this
|
|
|
|
return
|
|
|
|
end
|
|
|
|
|
|
|
|
local firer = projectile.firer
|
|
|
|
if not firer then
|
|
|
|
return
|
|
|
|
end
|
|
|
|
|
|
|
|
local weapon = df.item.find(projectile.bow_id)
|
|
|
|
if not weapon then
|
|
|
|
return
|
|
|
|
end
|
|
|
|
|
2022-07-14 10:46:12 -06:00
|
|
|
local multiplier = tonumber(customRawTokens.getToken(weapon.subtype, "SIEGE_CROSSBOW_MOD_FIRE_RATE_MULTIPLIER")) or 1
|
2022-07-15 12:43:48 -06:00
|
|
|
firer.counters.think_counter = math.floor(firer.counters.think_counter *
|
|
|
|
multiplier)
|
2022-07-09 10:04:20 -06:00
|
|
|
end
|
|
|
|
|
2022-07-15 12:43:48 -06:00
|
|
|
Now, let's see how we could make some "pegasus boots". First, let's define the
|
|
|
|
item in the raws: ::
|
2022-07-11 11:56:28 -06:00
|
|
|
|
2022-07-12 04:26:49 -06:00
|
|
|
[ITEM_SHOES:ITEM_SHOES_BOOTS_PEGASUS]
|
|
|
|
[NAME:pegasus boot:pegasus boots]
|
|
|
|
[ARMORLEVEL:1]
|
|
|
|
[UPSTEP:1]
|
|
|
|
[METAL_ARMOR_LEVELS]
|
|
|
|
[LAYER:OVER]
|
|
|
|
[COVERAGE:100]
|
|
|
|
[LAYER_SIZE:25]
|
|
|
|
[LAYER_PERMIT:15]
|
|
|
|
[MATERIAL_SIZE:2]
|
|
|
|
[METAL]
|
|
|
|
[LEATHER]
|
|
|
|
[HARD]
|
2022-07-15 12:43:48 -06:00
|
|
|
[PEGASUS_BOOTS_MOD_MOVEMENT_TIMER_REDUCTION_PER_TICK:5] custom raw token
|
|
|
|
(you don't have to comment this every time)
|
2022-07-11 11:56:28 -06:00
|
|
|
|
|
|
|
Then, let's make a ``repeat-util`` callback for once a tick: ::
|
|
|
|
|
|
|
|
repeatUtil.scheduleEvery(modId, 1, "ticks", function()
|
|
|
|
|
2022-07-15 12:43:48 -06:00
|
|
|
Let's iterate over every active unit, and for every unit, initialise a variable
|
|
|
|
for how much we are going to take from their movement timer and iterate over all
|
|
|
|
their worn items: ::
|
2022-07-11 11:56:28 -06:00
|
|
|
|
|
|
|
for _, unit in ipairs(df.global.world.units.active) do
|
|
|
|
local amount = 0
|
|
|
|
for _, entry in ipairs(unit.inventory) do
|
|
|
|
|
|
|
|
Now, we will add up the effect of all speed-increasing gear and apply it: ::
|
|
|
|
|
|
|
|
if entry.mode == df.unit_inventory_item.T_mode.Worn then
|
2022-07-14 10:46:12 -06:00
|
|
|
amount = amount + tonumber((customRawTokens.getToken(entry.item, "PEGASUS_BOOTS_MOD_MOVEMENT_TIMER_REDUCTION_PER_TICK")) or 0)
|
2022-07-11 11:56:28 -06:00
|
|
|
end
|
|
|
|
end
|
2022-07-15 12:43:48 -06:00
|
|
|
dfhack.units.addMoveTimer(-amount) -- Subtract amount from movement timer if
|
|
|
|
currently moving
|
2022-06-20 12:38:23 -06:00
|
|
|
|
2022-07-15 12:28:59 -06:00
|
|
|
The structure of a full mod
|
|
|
|
---------------------------
|
2022-06-20 12:38:23 -06:00
|
|
|
|
2022-07-15 12:43:48 -06:00
|
|
|
Now, you may have noticed that you won't be able to run multiple functions on
|
|
|
|
tick/as event callbacks with that ``modId`` idea alone. To solve that we can
|
|
|
|
just define all the functions we want and call them from a single function.
|
|
|
|
Alternatively you can create multiple callbacks with your mod ID being a prefix,
|
|
|
|
though this way there is no guarantee about the order if that is important. You
|
|
|
|
will have to use your mod ID as a prefix if you register multiple
|
|
|
|
``repeat-util`` callbacks, though.
|
2022-07-07 12:23:10 -06:00
|
|
|
|
2022-07-15 12:43:48 -06:00
|
|
|
Create a folder for mod projects somewhere (e.g. ``hack/my-scripts/mods/``, or
|
|
|
|
maybe somewhere outside your Dwarf Fortress installation) and use your mod ID
|
|
|
|
(in hyphen-case) as the name for the mod folders within it. The structure of and
|
|
|
|
environment for fully-functioning modular mods are as follows:
|
2022-07-13 15:42:35 -06:00
|
|
|
|
|
|
|
* The main content of the mod would be in the ``raw`` folder:
|
|
|
|
|
2022-07-15 12:43:48 -06:00
|
|
|
* A Lua file in ``raw/init.d/`` to initialise the mod by calling
|
|
|
|
``your-mod-id/main/ enable``.
|
2022-07-13 15:42:35 -06:00
|
|
|
* Raw content (potentially with custom raw tokens) in ``raw/objects/``.
|
2022-07-15 12:43:48 -06:00
|
|
|
* A subfolder for your mod in ``raw/scripts/`` containing a ``main.lua`` file
|
|
|
|
(an example of which we will see) and all the modules containing the functions
|
|
|
|
used in callbacks to ``repeat-util`` and ``eventful``. Potentially a file
|
|
|
|
containing constant definitions used by your mod (perhaps defined by the
|
|
|
|
game, like the acceleration of parabolic projectiles due to gravity
|
|
|
|
(``4900``)) too.
|
2022-07-13 15:42:35 -06:00
|
|
|
|
|
|
|
* Using git within each mod folder is recommended, but not required.
|
2022-07-13 15:44:38 -06:00
|
|
|
* A ``readme.md`` markdown file is also recommended.
|
2022-07-15 12:43:48 -06:00
|
|
|
* An ``addToEntity.txt`` file containing lines to add to entity definitions for
|
|
|
|
access to mod content would be needed if applicable.
|
|
|
|
* Unless you want to merge your ``raw`` folder with your worlds every time you
|
|
|
|
make a change to your scripts, you should add
|
|
|
|
``path/to/your-mod/raw/scripts/`` to your script paths.
|
2022-07-13 15:43:01 -06:00
|
|
|
|
2022-07-15 12:44:21 -06:00
|
|
|
Now, let's take a look at an example ``raw/scripts/main.lua`` file. ::
|
2022-07-15 12:28:59 -06:00
|
|
|
|
|
|
|
local repeatUtil = require("repeat-util")
|
|
|
|
local eventful = require("plugins.eventful")
|
|
|
|
|
|
|
|
local modId = "example-mod"
|
|
|
|
local args = {...}
|
|
|
|
|
|
|
|
if args[1] == "enable" then
|
|
|
|
-- The modules and what they link into the environment with
|
|
|
|
-- Each module exports functions named the way they are to be used
|
2022-07-15 12:43:48 -06:00
|
|
|
local moduleA = dfhack.reqscript("example-mod/module-a") -- on load,
|
|
|
|
-- every tick
|
|
|
|
local moduleB = dfhack.reqscript("example-mod/module-b") -- on load,
|
|
|
|
-- on unload, onReactionComplete
|
|
|
|
local moduleC = dfhack.reqscript("example-mod/module-c")
|
|
|
|
-- onReactionComplete
|
|
|
|
local moduleD = dfhack.reqscript("example-mod/module-d") -- every 100
|
|
|
|
-- frames, onProjItemCheckMovement, onProjUnitCheckMovement
|
2022-07-15 12:28:59 -06:00
|
|
|
|
|
|
|
-- Set up the modules
|
2022-07-15 12:43:48 -06:00
|
|
|
-- Order: on load, repeat-util ticks (from smallest interval to
|
|
|
|
-- largest), days, months, years, and frames, then eventful callbacks in
|
|
|
|
-- the same order as the first modules to use them
|
2022-07-15 12:28:59 -06:00
|
|
|
|
|
|
|
moduleA.onLoad()
|
|
|
|
moduleB.onLoad()
|
|
|
|
|
|
|
|
repeatUtil.scheduleEvery(modId .. " 1 ticks", 1, "ticks", function()
|
|
|
|
moduleA.every1Tick()
|
|
|
|
end)
|
|
|
|
|
|
|
|
repeatUtil.scheduleEvery(modID .. " 100 frames", 1, "frames", function()
|
|
|
|
moduleD.every100Frames()
|
|
|
|
end
|
|
|
|
|
|
|
|
eventful.onReactionComplete[modId] = function(...)
|
|
|
|
-- Pass the event's parameters to the listeners, whatever they are
|
|
|
|
moduleB.onReactionComplete(...)
|
|
|
|
moduleC.onReactionComplete(...)
|
|
|
|
end
|
|
|
|
|
|
|
|
eventful.onProjItemCheckMovement[modId] = function(...)
|
|
|
|
moduleD.onProjItemCheckMovement(...)
|
|
|
|
end
|
|
|
|
|
|
|
|
eventful.onProjUnitCheckMovement[modId] = function(...)
|
|
|
|
moduleD.onProjUnitCheckMovement(...)
|
|
|
|
end
|
|
|
|
|
|
|
|
print("Example mod enabled")
|
|
|
|
elseif args[1] == "disable" then
|
2022-07-15 12:43:48 -06:00
|
|
|
-- Order: on unload, then cancel the callbacks in the same order as
|
|
|
|
-- above
|
2022-07-15 12:28:59 -06:00
|
|
|
|
|
|
|
moduleA.onUnload()
|
|
|
|
|
|
|
|
repeatUtil.cancel(modId .. " 1 ticks")
|
|
|
|
repeatUtil.cancel(modId .. " 100 frames")
|
|
|
|
|
|
|
|
eventful.onReactionComplete[modId] = nil
|
|
|
|
eventful.onProjItemCheckMovement[modId] = nil
|
|
|
|
eventful.onProjUnitCheckMovement[modId] = nil
|
|
|
|
|
|
|
|
print("Example mod disabled")
|
|
|
|
elseif not args[1] then
|
|
|
|
dfhack.printerr("No argument given to example-mod/main")
|
|
|
|
else
|
2022-07-15 12:43:48 -06:00
|
|
|
dfhack.printerr("Unknown argument \"" .. args[1] ..
|
|
|
|
"\" to example-mod/main")
|
2022-07-15 12:28:59 -06:00
|
|
|
end
|
|
|
|
|
2022-07-15 12:43:48 -06:00
|
|
|
You can see there are four cases depending on arguments. Set up the callbacks
|
|
|
|
and call on load functions if enabled, dismantle the callbacks and call on
|
|
|
|
unload functions if disabled, no arguments given, and invalid argument(s) given.
|
2022-07-15 12:28:59 -06:00
|
|
|
|
|
|
|
Here is an example of an ``raw/init.d/`` file: ::
|
|
|
|
|
2022-07-15 12:43:48 -06:00
|
|
|
dfhack.run_command("example-mod/main enable") -- Very simple. Could be
|
|
|
|
-- called "init-example-mod.lua"
|
2022-07-15 12:28:59 -06:00
|
|
|
|
|
|
|
Here is what ``raw/scripts/module-a.lua`` would look like: ::
|
|
|
|
|
|
|
|
--@ module = true
|
|
|
|
-- The above line is required for dfhack.reqscript to work
|
|
|
|
|
|
|
|
function onLoad() -- global variables are exported
|
|
|
|
-- blah
|
|
|
|
end
|
|
|
|
|
|
|
|
local function usedByOnTick() -- local variables are not exported
|
|
|
|
-- blah
|
|
|
|
end
|
|
|
|
|
|
|
|
function onTick() -- exported
|
|
|
|
for blah in ipairs(blah) do
|
|
|
|
usedByOnTick()
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
2022-07-15 12:43:48 -06:00
|
|
|
It is recommended to check `reqscript <reqscript>`'s documentation.
|
|
|
|
``reqscript`` caches scripts but will reload scripts that have changed (it
|
|
|
|
checks the file's last modification date) so you can do live editing *and* have
|
|
|
|
common tables et cetera between scripts that require the same module.
|