Add filesystem module to Lua API.rst

develop
lethosor 2015-01-30 19:06:39 -05:00
parent d93db31a0a
commit bce2b2d0ea
1 changed files with 71 additions and 11 deletions

@ -1765,6 +1765,66 @@ Supported callbacks and fields are:
``dfhack.gui.getSelected...`` function.
Filesystem module
-----------------
Most of these functions return ``true`` on success and ``false`` on failure,
unless otherwise noted.
* ``dfhack.filesystem.exists(path)``
Returns ``true`` if ``path`` exists.
* ``dfhack.filesystem.isfile(path)``
Returns ``true`` if ``path`` exists and is a file.
* ``dfhack.filesystem.isdir(path)``
Returns ``true`` if ``path`` exists and is a directory.
* ``dfhack.filesystem.getcwd()``
Returns the current working directory. To retrieve the DF path, use ``dfhack.getDFPath()`` instead.
* ``dfhack.filesystem.chdir(path)``
Changes the current directory to ``path``. Use with caution.
* ``dfhack.filesystem.mkdir(path)``
Creates a new directory. Returns ``false`` if unsuccessful, including if ``path`` already exists.
* ``dfhack.filesystem.rmdir(path)``
Removes a directory. Only works if the directory is already empty.
* ``dfhack.filesystem.mtime(path)``
Returns the modification time (in seconds) of the file or directory specified by ``path``,
or -1 if ``path`` does not exist. This depends on the system clock and should only be used locally.
* ``dfhack.filesystem.atime(path)``
* ``dfhack.filesystem.ctime(path)``
Return values vary across operating systems - return the ``st_atime`` and ``st_ctime``
fields of a C++ stat struct, respectively.
* ``dfhack.filesystem.listdir(path)``
Lists files/directories in a directory. Returns ``{}`` if ``path`` does not exist.
* ``dfhack.filesystem.listdir_recursive(path [, depth = 10])``
Lists all files/directories in a directory and its subdirectories. All directories
are listed before their contents. Returns a table with subtables of the format::
{path: 'path to file', isdir: true|false}
Note that ``listdir()`` returns only the base name of each directory entry, while
``listdir_recursive()`` returns the initial path and all components following it
for each entry.
Internal API
------------
@ -1846,8 +1906,8 @@ and are only documented here for completeness:
* ``dfhack.internal.getDir(path)``
List files in a directory.
Returns: *file_names* or empty table if not found.
Lists files/directories in a directory.
Returns: *file_names* or empty table if not found. Identical to ``dfhack.filesystem.listdir(path)``.
Core interpreter context
========================
@ -3181,7 +3241,7 @@ These events are straight from EventManager module. Each of them first needs to
9. ``onInventoryChange(unit_id,item_id,old_equip,new_equip)``
Gets called when someone picks up an item, puts one down, or changes the way they are holding it. If an item is picked up, old_equip will be null. If an item is dropped, new_equip will be null. If an item is re-equipped in a new way, then neither will be null. You absolutely must NOT alter either old_equip or new_equip or you might break other plugins.
Gets called when someone picks up an item, puts one down, or changes the way they are holding it. If an item is picked up, old_equip will be null. If an item is dropped, new_equip will be null. If an item is re-equipped in a new way, then neither will be null. You absolutely must NOT alter either old_equip or new_equip or you might break other plugins.
10. ``onReport(reportId)``
@ -3220,9 +3280,9 @@ Functions
5. ``registerSidebar(shop_name,callback)``
Enable callback when sidebar for ``shop_name`` is drawn. Usefull for custom workshop views e.g. using gui.dwarfmode lib. Also accepts a ``class`` instead of function
Enable callback when sidebar for ``shop_name`` is drawn. Usefull for custom workshop views e.g. using gui.dwarfmode lib. Also accepts a ``class`` instead of function
as callback. Best used with ``gui.dwarfmode`` class ``WorkshopOverlay``.
Examples
--------
Spawn dragon breath on each item attempt to contaminate wound::
@ -3249,14 +3309,14 @@ Grenade example::
b=require "plugins.eventful"
b.onProjItemCheckImpact.one=function(projectile)
-- you can check if projectile.item e.g. has correct material
dfhack.maps.spawnFlow(projectile.cur_pos,6,0,0,50000)
dfhack.maps.spawnFlow(projectile.cur_pos,6,0,0,50000)
end
Integrated tannery::
b=require "plugins.eventful"
b.addReactionToShop("TAN_A_HIDE","LEATHERWORKS")
Building-hacks
==============
@ -3270,7 +3330,7 @@ Functions
1. name -- custom workshop id e.g. ``SOAPMAKER``
2. fix_impassible -- if true make impassible tiles impassible to liquids too
3. consume -- how much machine power is needed to work. Disables reactions if not supplied enough
4. produce -- how much machine power is produced. Use discouraged as there is no way to change this at runtime
4. produce -- how much machine power is produced. Use discouraged as there is no way to change this at runtime
5. gears -- a table or ``{x=?,y=?}`` of connection points for machines
6. action -- a table of number (how much ticks to skip) and a function which gets called on shop update
7. animate -- a table of frames which can be a table of:
@ -3279,7 +3339,7 @@ Functions
b. empty table (tile not modified) OR
c. ``{x=<number> y=<number> + 4 numbers like in first case}``, this generates full frame useful for animations that change little (1-2 tiles)
8. canBeRoomSubset -- a flag if this building can be counted in room. 1 means it can, 0 means it can't and -1 default building behaviour
Animate table also might contain:
1. frameLenght -- how many ticks does one frame take OR
2. isMechanical -- a bool that says to try to match to mechanical system (i.e. how gears are turning)
@ -3288,13 +3348,13 @@ Examples
--------
Simple mechanical workshop::
require('plugins.building-hacks').registerBuilding{name="BONE_GRINDER",
consume=15,
gears={x=0,y=0}, --connection point
animate={
isMechanical=true, --animate the same connection point as vanilla gear
frames={
frames={
{{x=0,y=0,42,7,0,0}}, --first frame, 1 changed tile
{{x=0,y=0,15,7,0,0}} -- second frame, same
}