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@ -1,65 +1,71 @@
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// This is a generic plugin that does nothing useful apart from acting as an example... of a plugin that does nothing :D
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// This is an example plugin that just documents and implements all the plugin
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// callbacks and features. You can compile it, load it, run it, and see the
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// debug messages get printed to the console.
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//
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// See the other example plugins in this directory for plugins that are
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// configured for specific use cases (but don't come with as many comments as
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// this one does).
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#include <string>
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#include <vector>
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#include "df/world.h"
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// some headers required for a plugin. Nothing special, just the basics.
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#include "Core.h"
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#include <Console.h>
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#include <Export.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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//#include "modules/Persistence.h"
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#include "Debug.h"
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#include "LuaTools.h"
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#include "PluginManager.h"
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// DF data structure definition headers
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#include "DataDefs.h"
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//#include "df/world.h"
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#include "modules/Persistence.h"
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#include "modules/World.h"
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// our own, empty header.
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#include "skeleton.h"
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using std::string;
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using std::vector;
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using namespace DFHack;
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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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// The name string provided must correspond to the filename -
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// Expose the plugin name to the DFHack core, as well as metadata like the
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// DFHack version that this plugin was compiled with. This macro provides a
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// variable for the plugin name as const char * plugin_name.
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// The name 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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DFHACK_PLUGIN("skeleton");
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// The identifier declared with this macro (ie. enabled) can be specified by the user
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// and subsequently used to manage the plugin's operations.
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// This will also be tracked by `plug`; when true the plugin will be shown as enabled.
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DFHACK_PLUGIN_IS_ENABLED(enabled);
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// The identifier declared with this macro (i.e. is_enabled) is used to track
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// whether the plugin is in an "enabled" state. If you don't need enablement
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// for your plugin, you don't need this line. This variable will also be read
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// by the `plug` builtin command; when true the plugin will be shown as enabled.
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DFHACK_PLUGIN_IS_ENABLED(is_enabled);
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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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// plugin from being loaded if df::global::world is null (i.e. missing from symbols.xml):
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//
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// plugin from being loaded if df::global::world is null (i.e. missing from
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// symbols.xml).
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REQUIRE_GLOBAL(world);
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// You may want some compile time debugging options
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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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//#define P_DEBUG 1
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//uint16_t maxTickFreq = 1200; //maybe you want to use some events
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// logging levels can be dynamically controlled with the `debugfilter` command.
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namespace DFHack {
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// for configuration-related logging
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DBG_DECLARE(skeleton, status, DebugCategory::LINFO);
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// for logging during the periodic scan
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DBG_DECLARE(skeleton, cycle, DebugCategory::LINFO);
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}
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command_result command_callback1(color_ostream &out, std::vector<std::string> ¶meters);
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command_result command_callback1(color_ostream &out, vector<string> ¶meters);
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// run when the plugin is loaded
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DFhackCExport command_result plugin_init(color_ostream &out, std::vector<PluginCommand> &commands) {
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commands.push_back(PluginCommand("skeleton",
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"~54 character description of plugin", //to use one line in the ``[DFHack]# ls`` output
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command_callback1,
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false,
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"example usage"
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" skeleton <option> <args>\n"
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" explanation of plugin/command\n"
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"\n"
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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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// For in-tree plugins, don't use the "usage" parameter of PluginCommand.
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// Instead, add an .rst file with the same name as the plugin to the
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// docs/plugins/ directory.
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commands.push_back(PluginCommand(
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"skeleton",
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"Short (~54 character) description of command.", // to use one line in the ``[DFHack]# ls`` output
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command_callback1));
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return CR_OK;
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}
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// run when the plugin is unloaded
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DFhackCExport command_result plugin_shutdown(color_ostream &out) {
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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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@ -68,28 +74,20 @@ DFhackCExport command_result plugin_shutdown(color_ostream &out) {
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}
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// run when the `enable` or `disable` command is run with this plugin name as
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// an argument
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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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// you have to maintain the state of the is_enabled variable yourself. it
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// doesn't happen automatically.
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is_enabled = enable;
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return CR_OK;
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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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// 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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DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event) {
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if (enabled) {
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if (is_enabled) {
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switch (event) {
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case SC_UNKNOWN:
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break;
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@ -116,9 +114,8 @@ DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_chan
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return CR_OK;
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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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DFhackCExport command_result plugin_onupdate ( color_ostream &out )
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{
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// Whatever you put here will be done in each game frame refresh. Don't abuse it.
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DFhackCExport command_result plugin_onupdate (color_ostream &out) {
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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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}
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@ -128,44 +125,94 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
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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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// plugin_load_data will be called immediately.
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DFhackCExport command_result plugin_save_data (color_ostream &out)
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{
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DFhackCExport command_result plugin_save_data (color_ostream &out) {
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// Call functions in the Persistence module here.
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return CR_OK;
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}
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DFhackCExport command_result plugin_load_data (color_ostream &out)
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{
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DFhackCExport command_result plugin_load_data (color_ostream &out) {
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// Call functions in the Persistence module here.
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return CR_OK;
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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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command_result command_callback1(color_ostream &out, std::vector<std::string> ¶meters) {
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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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// 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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// 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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if (!parameters.empty()) {
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return CR_WRONG_USAGE; //or maybe you want it to do something else
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// define the structure that will represent the possible commandline options
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struct command_options {
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// whether to display help
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bool help = false;
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// whether to run a cycle right now
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bool now = false;
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// how many ticks to wait between cycles when enabled, -1 means unset
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int32_t ticks = -1;
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// example params of different types
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df::coord start;
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string format;
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vector<string*> list; // note this must be a vector of pointers, not objects
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static struct_identity _identity;
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};
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static const struct_field_info command_options_fields[] = {
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{ struct_field_info::PRIMITIVE, "help", offsetof(command_options, help), &df::identity_traits<bool>::identity, 0, 0 },
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{ struct_field_info::PRIMITIVE, "now", offsetof(command_options, now), &df::identity_traits<bool>::identity, 0, 0 },
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{ struct_field_info::PRIMITIVE, "ticks", offsetof(command_options, ticks), &df::identity_traits<int32_t>::identity, 0, 0 },
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{ struct_field_info::SUBSTRUCT, "start", offsetof(command_options, start), &df::coord::_identity, 0, 0 },
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{ struct_field_info::PRIMITIVE, "format", offsetof(command_options, format), df::identity_traits<string>::get(), 0, 0 },
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{ struct_field_info::STL_VECTOR_PTR, "list", offsetof(command_options, list), df::identity_traits<string>::get(), 0, 0 },
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{ struct_field_info::END }
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};
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struct_identity command_options::_identity(sizeof(command_options), &df::allocator_fn<command_options>, NULL, "command_options", NULL, command_options_fields);
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// load the lua module associated with the plugin and parse the commandline
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// in lua (which has better facilities than C++ for string parsing). You should
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// create a file named after your plugin in the plugins/lua directory. This
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// example expects you to define a global function in that file named
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// "parse_commandline" that takes the options struct defined above along with
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// the commandline parameters. It should parse the parameters and set data in
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// the options structure. See plugins/lua/skeleton.lua for an example.
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static bool get_options(color_ostream &out,
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command_options &opts,
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const vector<string> ¶meters)
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{
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auto L = Lua::Core::State;
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Lua::StackUnwinder top(L);
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if (!lua_checkstack(L, parameters.size() + 2) ||
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!Lua::PushModulePublic(
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out, L, ("plugins." + string(plugin_name)).c_str(),
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"parse_commandline")) {
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out.printerr("Failed to load %s Lua code\n", plugin_name);
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return false;
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}
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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.
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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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Lua::Push(L, &opts);
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for (const string ¶m : parameters)
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Lua::Push(L, param);
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if (!Lua::SafeCall(out, L, parameters.size() + 1, 0))
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return false;
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return true;
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}
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// This is the callback we registered in plugin_init. Note that while plugin
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// callbacks are called with the core suspended, command callbacks are called
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// from a different thread and need to explicity suspend the core if they
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// interact with Lua or DF game state (most commands do at least one of these).
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static command_result command_callback1(color_ostream &out, vector<string> ¶meters) {
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// I'll say it again: always suspend the core in command callbacks unless
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// all your data is local.
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CoreSuspender suspend;
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// Actually do something here. Yay.
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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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// Return CR_WRONG_USAGE to print out your help text. The help text is
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// sourced from the associated rst file in docs/plugins/. The same help will
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// also be returned by 'help your-command'.
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command_options opts;
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if (!get_options(out, opts, parameters) || opts.help)
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return CR_WRONG_USAGE;
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// TODO: do something according to the flags set in the options struct
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return CR_OK;
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}
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