2020-07-08 20:52:20 -06:00
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===========================
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DFHack development overview
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===========================
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2020-07-08 21:38:18 -06:00
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DFHack has various components; this page provides an overview of some. If you
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are looking to develop a tool for DFHack, developing a script or plugin is
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likely the most straightforward choice.
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2020-07-08 20:52:20 -06:00
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2020-07-08 21:38:18 -06:00
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Other pages that may be relevant include:
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2020-07-08 20:52:20 -06:00
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2020-07-08 21:38:18 -06:00
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- `contributing`
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- `documentation`
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- `license`
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2020-07-08 20:52:20 -06:00
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2020-07-08 21:38:18 -06:00
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.. contents:: Contents
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:local:
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2020-07-08 20:52:20 -06:00
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2020-07-08 21:38:18 -06:00
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Plugins
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-------
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DFHack plugins are written in C++ and located in the ``plugins`` folder.
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Currently, documentation on how to write plugins is somewhat sparse. There are
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templates that you can get use to get started in the ``plugins/skeleton``
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folder, and the source code of existing plugins can also be helpful.
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2020-07-08 21:38:18 -06:00
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If you want to compile a plugin that you have just added, you will need to add a
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call to ``DFHACK_PLUGIN`` in ``plugins/CMakeLists.txt``.
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Plugins have the ability to make one or more commands available to users of the
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DFHack console. Examples include `3dveins` (which implements the ``3dveins``
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command) and `reveal` (which implements ``reveal``, ``unreveal``, and several
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other commands).
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Plugins can also register handlers to run on every tick, and can interface with
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the built-in `enable` and `disable` commands. For the full plugin API, see the
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skeleton plugins or ``PluginManager.cpp``.
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Installed plugins live in the ``hack/plugins`` folder of a DFHack installation,
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and the `load` family of commands can be used to load a recompiled plugin
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without restarting DF.
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See `plugins-index` for a list of all plugins included in DFHack.
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Scripts
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-------
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DFHack scripts can currently be written in Lua or Ruby. The `Lua API <lua-api>`
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is more complete and currently better-documented, however. Referring to existing
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scripts as well as the API documentation can be helpful when developing new
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scripts.
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`Scripts included in DFHack <scripts-index>` live in a separate `scripts repository <https://github.com/dfhack/scripts>`_.
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This can be found in the ``scripts`` submodule if you have
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`cloned DFHack <compile-how-to-get-the-code>`, or the ``hack/scripts`` folder
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of an installed copy of DFHack.
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Core
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----
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The `DFHack core <dfhack-core>` has a variety of low-level functions. It is
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responsible for hooking into DF (via SDL), providing a console, and providing an
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interface for plugins and scripts to interact with DF.
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Modules
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-------
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A lot of shared code to interact with DF in more complicated ways is contained
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in **modules**. For example, the Units module contains functions for checking
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various traits of units, changing nicknames properly, and more. Generally, code
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that is useful to multiple plugins and scripts should go in the appropriate
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module, if there is one.
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Several modules are also `exposed to Lua <lua-cpp-func-wrappers>`, although
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some functions (and some entire modules) are currently only available in C++.
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Remote access interface
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-----------------------
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DFHack supports remote access by exchanging Google protobuf messages via a TCP
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socket. Both the core and plugins can define remotely accessible methods. The
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``dfhack-run`` command uses this interface to invoke ordinary console commands.
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Currently the supported set of requests is limited, because the developers don't
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know what exactly is most useful. `remotefortressreader` provides a fairly
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comprehensive interface for visualisers such as :forums:`Armok Vision <146473>`.
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