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@ -5,7 +5,7 @@
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#include <Console.h>
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#include <Console.h>
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#include <Export.h>
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#include <Export.h>
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#include <PluginManager.h>
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#include <PluginManager.h>
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#include <modules/EventManager.h>
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// If you need to save data per-world:
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// If you need to save data per-world:
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//#include "modules/Persistence.h"
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//#include "modules/Persistence.h"
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@ -19,94 +19,114 @@
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using namespace DFHack;
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using namespace DFHack;
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using namespace df::enums;
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using namespace df::enums;
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// Expose the plugin name to the DFHack core, as well as metadata like the DFHack version.
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// A plugin must be able to return its name and version.
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// The name string provided must correspond to the filename -
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// The name string provided must correspond to the filename -
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// skeleton.plug.so, skeleton.plug.dylib, or skeleton.plug.dll in this case
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// skeleton.plug.so, skeleton.plug.dylib, or skeleton.plug.dll in this case
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DFHACK_PLUGIN("skeleton");
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DFHACK_PLUGIN("skeleton");
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// A plugin can have a state which can be used to manage how the plugin operates.
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// The state is referred to by this the identifier provided to the macro. eg. `enabled`
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DFHACK_PLUGIN_IS_ENABLED(enabled);
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// Any globals a plugin requires (e.g. world) should be listed here.
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// Any globals a plugin requires (e.g. world) should be listed here.
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// For example, this line expands to "using df::global::world" and prevents the
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// For example, this line expands to "using df::global::world" and prevents the
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// plugin from being loaded if df::global::world is null (i.e. missing from symbols.xml):
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// plugin from being loaded if df::global::world is null (i.e. missing from symbols.xml):
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//
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//
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// REQUIRE_GLOBAL(world);
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REQUIRE_GLOBAL(world);
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// Here go all the command declarations...
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// You may want some compile time debugging options
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// mostly to allow having the mandatory stuff on top of the file and commands on the bottom
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// one easy system just requires you to cache the color_ostream &out into a global debug variable
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command_result skeleton (color_ostream &out, std::vector <std::string> & parameters);
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//#define P_DEBUG 1
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//uint16_t maxTickFreq = 1200; //maybe you want to use some events
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// Mandatory init function. If you have some global state, create it here.
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DFhackCExport command_result plugin_init (color_ostream &out, std::vector <PluginCommand> &commands)
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command_result command_callback1(color_ostream &out, std::vector<std::string> ¶meters);
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{
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// Fill the command list with your commands.
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DFhackCExport command_result plugin_init(color_ostream &out, std::vector<PluginCommand> &commands) {
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commands.push_back(PluginCommand(
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commands.push_back(PluginCommand("skeleton",
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"skeleton", "Do nothing, look pretty.",
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"~54 character description of plugin", //to use one line in the ``[DFHack]# ls`` output
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skeleton, false, /* true means that the command can't be used from non-interactive user interface */
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command_callback1,
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// Extended help string. Used by CR_WRONG_USAGE and the help command:
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false,
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" This command does nothing at all.\n"
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""
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"Example:\n"
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" skeleton <option> <args>\n"
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" skeleton\n"
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" explanation of plugin/command\n"
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" Does nothing.\n"
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"\n"
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));
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" skeleton\n"
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" what happens when using the command\n"
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"\n"
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" skeleton option1\n"
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" what happens when using the command with option1\n"
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"\n"));
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return CR_OK;
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return CR_OK;
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}
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}
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// This is called right before the plugin library is removed from memory.
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DFhackCExport command_result plugin_shutdown(color_ostream &out) {
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DFhackCExport command_result plugin_shutdown (color_ostream &out)
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{
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// You *MUST* kill all threads you created before this returns.
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// You *MUST* kill all threads you created before this returns.
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// If everything fails, just return CR_FAILURE. Your plugin will be
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// If everything fails, just return CR_FAILURE. Your plugin will be
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// in a zombie state, but things won't crash.
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// in a zombie state, but things won't crash.
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return CR_OK;
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return CR_OK;
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}
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}
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// Used by `plug` to track this plugin's status.
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// Called to enable/disable this plugin's state.
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// Is called when using `enable` or `disable` in the console
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/*
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DFHACK_PLUGIN_IS_ENABLED(enabled);
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DFhackCExport command_result plugin_enable(color_ostream &out, bool enable) {
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DFhackCExport command_result plugin_enable(color_ostream &out, bool enable) {
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namespace EM = EventManager;
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if (enable && !enabled) {
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//using namespace EM::EventType;
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//EM::EventHandler eventHandler(onNewEvent, maxTickFreq);
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//EM::registerListener(EventType::JOB_COMPLETED, eventHandler, plugin_self);
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//out.print("plugin enabled!\n");
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} else if (!enable && enabled) {
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EM::unregisterAll(plugin_self);
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//out.print("plugin disabled!\n");
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}
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enabled = enable;
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enabled = enable;
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// other code
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return CR_OK;
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return CR_OK;
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}
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}
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*/
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/* OPTIONAL *
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// Called to notify the plugin about important state changes.
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// Called to notify the plugin about important state changes.
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// Invoked with DF suspended, and always before the matching plugin_onupdate.
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// Invoked with DF suspended, and always before the matching plugin_onupdate.
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// More event codes may be added in the future.
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// More event codes may be added in the future.
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/*
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DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event) {
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DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event)
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if (enabled) {
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{
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switch (event) {
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switch (event) {
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case SC_UNKNOWN:
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case SC_GAME_LOADED:
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break;
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// initialize from the world just loaded
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case SC_WORLD_LOADED:
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break;
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break;
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case SC_GAME_UNLOADED:
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case SC_WORLD_UNLOADED:
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// cleanup
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break;
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break;
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case SC_MAP_LOADED:
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default:
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break;
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break;
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case SC_MAP_UNLOADED:
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break;
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case SC_VIEWSCREEN_CHANGED:
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break;
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case SC_CORE_INITIALIZED:
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break;
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case SC_BEGIN_UNLOAD:
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break;
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case SC_PAUSED:
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break;
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case SC_UNPAUSED:
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break;
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}
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}
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}
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return CR_OK;
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return CR_OK;
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}
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}
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*/
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// Whatever you put here will be done in each game step. Don't abuse it.
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// Whatever you put here will be done in each game step. Don't abuse it.
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// It's optional, so you can just comment it out like this if you don't need it.
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/*
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DFhackCExport command_result plugin_onupdate ( color_ostream &out )
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DFhackCExport command_result plugin_onupdate ( color_ostream &out )
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{
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{
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// whetever. You don't need to suspend DF execution here.
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// whetever. You don't need to suspend DF execution here.
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return CR_OK;
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return CR_OK;
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}
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}
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*/
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// If you need to save or load world-specific data, define these functions.
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// If you need to save or load world-specific data, define these functions.
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// plugin_save_data is called when the game might be about to save the world,
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// plugin_save_data is called when the game might be about to save the world,
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// and plugin_load_data is called whenever a new world is loaded. If the plugin
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// and plugin_load_data is called whenever a new world is loaded. If the plugin
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// is loaded or unloaded while a world is active, plugin_save_data or
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// is loaded or unloaded while a world is active, plugin_save_data or
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// plugin_load_data will be called immediately.
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// plugin_load_data will be called immediately.
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/*
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DFhackCExport command_result plugin_save_data (color_ostream &out)
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DFhackCExport command_result plugin_save_data (color_ostream &out)
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{
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{
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// Call functions in the Persistence module here.
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// Call functions in the Persistence module here.
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@ -118,26 +138,33 @@ DFhackCExport command_result plugin_load_data (color_ostream &out)
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// Call functions in the Persistence module here.
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// Call functions in the Persistence module here.
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return CR_OK;
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return CR_OK;
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}
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}
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*/
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* OPTIONAL */
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// A command! It sits around and looks pretty. And it's nice and friendly.
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// A command! It sits around and looks pretty. And it's nice and friendly.
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command_result skeleton (color_ostream &out, std::vector <std::string> & parameters)
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command_result command_callback1(color_ostream &out, std::vector<std::string> ¶meters) {
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{
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// It's nice to print a help message you get invalid options
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// It's nice to print a help message you get invalid options
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// from the user instead of just acting strange.
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// from the user instead of just acting strange.
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// This can be achieved by adding the extended help string to the
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// This can be achieved by adding the extended help string to the
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// PluginCommand registration as show above, and then returning
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// PluginCommand registration as show above, and then returning
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// CR_WRONG_USAGE from the function. The same string will also
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// CR_WRONG_USAGE from the function. The same string will also
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// be used by 'help your-command'.
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// be used by 'help your-command'.
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if (!parameters.empty())
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if (!parameters.empty()) {
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return CR_WRONG_USAGE;
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return CR_WRONG_USAGE; //or maybe you want it to do something else
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}
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// Commands are called from threads other than the DF one.
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// Commands are called from threads other than the DF one.
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// Suspend this thread until DF has time for us. If you
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// Suspend this thread until DF has time for us.
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// use CoreSuspender, it'll automatically resume DF when
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// **If you use CoreSuspender** it'll automatically resume DF when
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// execution leaves the current scope.
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// execution leaves the current scope.
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CoreSuspender suspend;
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CoreSuspender suspend;
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// Actually do something here. Yay.
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// Actually do something here. Yay.
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out.print("Hello! I do nothing, remember?\n");
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// process parameters
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if (parameters.size() == 1 && parameters[0] == "option1") {
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// stuff
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} else {
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return CR_FAILURE;
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}
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// Give control back to DF.
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// Give control back to DF.
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return CR_OK;
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return CR_OK;
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}
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}
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