Autogen script links, table of contents, and demo!

Automatically generating the link target for each script saves a lot of
time and potential for errors.

Each kind-of-script page now includes a link target for that page, and
also a table of contents.

In-script markers to delimit text for Sphinx extraction now use native
docstring markers from Ruby, which is a lot more elegant in .rb scripts
- and robust, as long as the fisrt docstring is valid .rst!
develop
PeridexisErrant 2015-10-24 00:33:35 +11:00
parent d98ee535a1
commit 5e02e00e2c
9 changed files with 114 additions and 109 deletions

@ -128,9 +128,29 @@ there are a few important standards for completeness and consistent style. Trea
this section as a guide rather than iron law, match the surrounding text, and you'll
be fine.
Every script, plugin, or command should be documented. This is an active project,
and the best place to put this documentation might change. For now, it's usually
either ``docs/Scripts.rst`` or ``docs/Plugins.rst``.
Everything should be documented! For plugins, it's a work in progress - use
``docs/Plugins.rst`` for now. Core functions and general explanations should
go in the documents for that component; if it's not clear add a new section
as some may be missing.
Scripts can use a custom autodoc function, based on the Sphinx ``include``
directive and Ruby docstring conventions - any lines between ``=begin`` and
``=end`` are copied into the appropriate scripts documentation page.
They **must** have a heading which exactly matches the command, underlined
with ``=====`` to the same length. For example, a lua file would have::
--[[=begin
add-thought
===========
Adds a thought or emotion to the selected unit. Can be used by other scripts,
or the gui invoked by running ``add-thought gui`` with a unit selected.
=end]]
Ruby scripts use the same syntax, but obviously omit the leading ``--[[`` and
trailing ``]]`` which denote a multiline comment in lua.
``=begin`` and ``=end`` are native syntax (and matched in lua for convenience).
Where the heading for a section is also the name of a command, the spelling
and case should exactly match the command to enter in the DFHack command line.
@ -141,7 +161,7 @@ Sphinx (our documentation system) will make sure paragraphs flow.
If there aren't many options or examples to show, they can go in a paragraph of
text. Use double-backticks to put commands in monospaced font, like this::
You can use ``cleanall scattered x`` to dump tattered or abandoned items.
You can use ``cleanowned scattered x`` to dump tattered or abandoned items.
If the command takes more than three arguments, format the list as a table
called Options. The table *only* lists arguments, not full commands.
@ -174,6 +194,8 @@ section like this::
=========
Add link targets if you need them, but otherwise plain headings are preferred.
Scripts using the in-source docs option, which should be all of them, have
link targets created automatically.
Other ways to help
==================

@ -15,12 +15,37 @@ or from the init file.
only be interrupted every 256 instructions. Use ``kill-lua force`` to interrupt
the next instruction.
Here's the contents page for this document:
.. contents::
The following pages document all the standard DFHack scripts.
* Basic scripts are not stored in any subdirectory, and can be invoked directly.
They are generally useful tools for any player.
* ``devel/*`` scripts are intended for developers, or still substantially unfinished.
If you don't already know what they do, best to leave them alone.
* ``fix/*`` scripts fix various bugs and issues, some of them obscure.
* ``gui/*`` scripts implement dialogs in the main game window.
In order to avoid user confusion, as a matter of policy all these tools
display the word "DFHack" on the screen somewhere while active.
When that is not appropriate because they merely add keybinding hints to
existing DF screens, they deliberately use red instead of green for the key.
* ``modtools/*`` scripts provide tools for modders, often with changes
to the raw files, and are not intended to be called manually by end-users.
These scripts are mostly useful for raw modders and scripters. They all have
standard arguments: arguments are of the form ``tool -argName1 argVal1
-argName2 argVal2``. This is equivalent to ``tool -argName2 argVal2 -argName1
argVal1``. It is not necessary to provide a value to an argument name: ``tool
-argName3`` is fine. Supplying the same argument name multiple times will
result in an error. Argument names are preceded with a dash. The ``-help``
argument will print a descriptive usage string describing the nature of the
arguments. For multiple word argument values, brackets must be used: ``tool
-argName4 [ sadf1 sadf2 sadf3 ]``. In order to allow passing literal braces as
part of the argument, backslashes are used: ``tool -argName4 [ \] asdf \foo ]``
sets ``argName4`` to ``\] asdf foo``. The ``*-trigger`` scripts have a similar
policy with backslashes.
The following pages document all the standard DFHack scripts.
.. toctree::
:glob:
@ -44,16 +69,8 @@ The following pages document all the standard DFHack scripts.
/scripts/3rdparty/*/*
=======
devel/*
=======
Scripts in this subdirectory are intended for developers, or still substantially
under development. If you don't already know what they do, best to leave them alone.
================================================
fix/* - scripts that fix bugs or common problems
================================================
Scripts in this subdirectory fix various bugs and issues, some of them obscure.
fix/blood-del
=============
@ -112,20 +129,6 @@ fix/stuckdoors
Fix doors that are stuck open due to incorrect map occupancy flags, eg due to
incorrect use of teleport.
========================================
gui/* - scripts with an ingame interface
========================================
Scripts that implement dialogs inserted into the main game window are put in this
directory.
.. note::
In order to avoid user confusion, as a matter of policy all these tools
display the word "DFHack" on the screen somewhere while active.
When that is not appropriate because they merely add keybinding hints to
existing DF screens, they deliberately use red instead of green for the key.
.. _gui/advfort:
@ -503,27 +506,6 @@ material is matched against the barrel itself. Then, if you select, say, iron,
and then try to change the input item type, now it won't let you select *plant*;
you have to unset the material first.
.. _modtools:
========================
modtools/* - for modders
========================
Scripts which provide tools for modders, often with changes to the raw files.
Not intended to be called manually by end-users.
These scripts are mostly useful for raw modders and scripters. They all have
standard arguments: arguments are of the form ``tool -argName1 argVal1
-argName2 argVal2``. This is equivalent to ``tool -argName2 argVal2 -argName1
argVal1``. It is not necessary to provide a value to an argument name: ``tool
-argName3`` is fine. Supplying the same argument name multiple times will
result in an error. Argument names are preceded with a dash. The ``-help``
argument will print a descriptive usage string describing the nature of the
arguments. For multiple word argument values, brackets must be used: ``tool
-argName4 [ sadf1 sadf2 sadf3 ]``. In order to allow passing literal braces as
part of the argument, backslashes are used: ``tool -argName4 [ \] asdf \foo ]``
sets ``argName4`` to ``\] asdf foo``. The ``*-trigger`` scripts have a similar
policy with backslashes.
.. _modtools/add-syndrome:
modtools/add-syndrome
@ -641,53 +623,6 @@ Transforms a unit into another unit type, possibly permanently.
=============
Other Scripts
=============
These scripts are not stored in any subdirectory, and can be invoked directly.
add-thought
===========
Adds a thought or emotion to the selected unit. Can be used by other scripts,
or the gui invoked by running ``add-thought gui`` with a unit selected.
.. _adaptation:
adaptation
==========
View or set level of cavern adaptation for the selected unit or the whole fort.
Usage: ``adaptation <show|set> <him|all> [value]``. The ``value`` must be
between 0 and 800,000 inclusive.
armoks-blessing
===============
Runs the equivalent of `rejuvenate`, `elevate-physical`,
`elevate-mental`, and `brainwash`
on all dwarves currently on the map. This is an extreme change, which sets every
stat to an ideal - legendary skills, great traits, and easy-to-satisfy preferences.
Use in moderation; it's as 'cheaty' as DFHack gets.
autofarm
========
Automatically handle crop selection in farm plots based on current plant stocks.
Selects a crop for planting if current stock is below a threshold.
Selected crops are dispatched on all farmplots.
Usage::
autofarm start
autofarm default 30
autofarm threshold 150 helmet_plump tail_pig
.. _autolabor-artisans:
autolabor-artisans
==================
Runs `autolabor`, with settings tuned for small but highly skilled workforces.
.. _autounsuspend:
autounsuspend
=============
Automatically unsuspend jobs in workshops, on a recurring basis.
See `unsuspend` for one-off use, or `resume` ``all``.
ban-cooking
===========

@ -58,11 +58,13 @@ def document_scripts():
kinds['base'].append(s)
else:
kinds.get(k_fname[0], []).append(s)
template = ('.. include:: /{}\n :start-after: BEGIN_DOCS\n'
' :end-before: END_DOCS')
template = ('.. _{}:\n\n'
'.. include:: /{}\n'
' :start-after: =begin\n'
' :end-before: =end\n')
for key, value in kinds.items():
kinds[key] = [
template.format(x[1]) for x in sorted(value, key=lambda x: x[0])]
kinds[key] = [template.format(x[0], x[1])
for x in sorted(value, key=lambda x: x[0])]
# Finally, we write our _auto/* files for each kind of script
if not os.path.isdir('_auto'):
os.mkdir('_auto')
@ -73,7 +75,8 @@ def document_scripts():
'gui': 'GUI Scripts',
'modtools': 'Scripts for Modders'}
for k in head:
title = '{l}\n{t}\n{l}\n\n'.format(t=head[k], l=len(head[k])*'#')
title = '.. _{k}:\n\n{l}\n{t}\n{l}\n\n.. contents::\n\n'.format(
k=k, t=head[k], l=len(head[k])*'#')
mode = 'w' if sys.version_info.major > 2 else 'wb'
with open('_auto/{}.rst'.format(k), mode) as outfile:
outfile.write(title)

@ -1,5 +1,14 @@
# View or set level of cavern adaptation for the selected unit or the whole fort
# based on removebadthoughts.rb
=begin
adaptation
==========
View or set level of cavern adaptation for the selected unit or the whole fort.
Usage: ``adaptation <show|set> <him|all> [value]``. The ``value`` must be
between 0 and 800,000 inclusive.
=end
# Color constants, values mapped to color_value enum in include/ColorText.h
COLOR_GREEN = 2

@ -1,18 +1,14 @@
-- Adds emotions to creatures.
--@ module = true
--[[
BEGIN_DOCS
.. _add-thought:
--[[=begin
add-thought
===========
Adds a thought or emotion to the selected unit. Can be used by other scripts,
or the gui invoked by running ``add-thought gui`` with a unit selected.
END_DOCS
]]
=end]]
local utils=require('utils')

@ -3,7 +3,16 @@
-- arguments allow for skills to be adjusted as well
-- WARNING: USING THIS SCRIPT WILL ADJUST ALL DWARVES IN PLAY!
-- by vjek
--[[=begin
armoks-blessing
===============
Runs the equivalent of `rejuvenate`, `elevate-physical`, `elevate-mental`, and
`brainwash` on all dwarves currently on the map. This is an extreme change,
which sets every stat to an ideal - legendary skills, great traits, and
easy-to-satisfy preferences.
=end]]
function rejuvenate(unit)
if unit==nil then
print ("No unit available! Aborting with extreme prejudice.")

@ -1,3 +1,19 @@
=begin
autofarm
========
Automatically handle crop selection in farm plots based on current plant stocks.
Selects a crop for planting if current stock is below a threshold.
Selected crops are dispatched on all farmplots.
Usage::
autofarm start
autofarm default 30
autofarm threshold 150 helmet_plump tail_pig
=end
class AutoFarm
def initialize

@ -1,5 +1,12 @@
-- Executes an autolabor command for each labor where skill level influences output quality.
--[[=begin
autolabor-artisans
==================
Runs `autolabor`, with settings tuned for small but highly skilled workforces.
=end]]
local artisan_labors = {
"CARPENTER",
"DETAIL",

@ -1,4 +1,12 @@
# un-suspend construction jobs, on a recurring basis
=begin
autounsuspend
=============
Automatically unsuspend jobs in workshops, on a recurring basis.
See `unsuspend` for one-off use, or `resume` ``all``.
=end
class AutoUnsuspend
attr_accessor :running