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@ -336,7 +336,7 @@ structure that looks like this::
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raw/init.d/example-mod.lua
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raw/objects/...
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raw/scripts/example-mod/main.lua
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raw/scripts/example-mod.lua
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raw/scripts/example-mod/...
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README.md
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@ -346,9 +346,9 @@ Let's go through that line by line.
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loaded.
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* Modifications to the game raws (potentially with custom raw tokens) go in
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``raw/objects/``.
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* A subfolder for your mod under ``raw/scripts/`` will contain all the scripts used by
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your mod, including the main initialization code in ``main.lua`` which registers all
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your timer and event callbacks.
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* A control script in ``raw/scripts/`` that handles enabling and disabling your mod.
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* A subfolder for your mod under ``raw/scripts/`` will contain all the internal scripts
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used by your mod.
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It is a good idea to use a version control system to organize changes to your mod code.
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You can create a separate Git repository for each of your mods. The ``README.md`` file
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@ -361,107 +361,99 @@ script paths in ``dfhack-config/script-paths.txt``::
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+/path/to/mymods/example-mod/raw/scripts
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Ok, you're all set up! Now, let's take a look at an example
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``raw/scripts/example-mod/main.lua`` file::
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``raw/scripts/example-mod.lua`` file::
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-- main setup and teardown for example-mod
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-- this next line indicates that the script supports the "enable" API so you can start
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-- it by running "enable example-mod" and stop it by running "disable example-mod"
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--@ enable = true
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local usage = [[
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Usage
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-----
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enable example-mod
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disable example-mod
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]]
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local repeatUtil = require('repeat-util')
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local eventful = require('plugins.eventful')
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local modId = 'example-mod'
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local args = {...}
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if args[1] == "enable" then
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-- The modules and what they link into the environment with
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-- Each module exports functions named the way they are to be used
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local moduleA = dfhack.reqscript("example-mod/module-a") -- on load,
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-- every tick
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local moduleB = dfhack.reqscript("example-mod/module-b") -- on load,
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-- on unload, onReactionComplete
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local moduleC = dfhack.reqscript("example-mod/module-c")
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-- onReactionComplete
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local moduleD = dfhack.reqscript("example-mod/module-d") -- every 100
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-- frames, onProjItemCheckMovement, onProjUnitCheckMovement
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-- Set up the modules
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-- Order: on load, repeat-util ticks (from smallest interval to
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-- largest), days, months, years, and frames, then eventful callbacks in
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-- the same order as the first modules to use them
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moduleA.onLoad()
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moduleB.onLoad()
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-- you can reference global values or functions declared in any of your internal scripts
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local moduleA = reqscript('example-mod/module-a')
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local moduleB = reqscript('example-mod/module-b')
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local moduleC = reqscript('example-mod/module-c')
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local moduleD = reqscript('example-mod/module-d')
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repeatUtil.scheduleEvery(modId .. " 1 ticks", 1, "ticks", function()
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moduleA.every1Tick()
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end)
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enabled = enabled or false
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local modId = 'example-mod'
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repeatUtil.scheduleEvery(modID .. " 100 frames", 1, "frames", function()
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moduleD.every100Frames()
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if not dfhack_flags.enable then
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print(usage)
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print()
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print(('Example mod is currently '):format(enabled and 'enabled' or 'disabled'))
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return
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end
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eventful.onReactionComplete[modId] = function(...)
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-- Pass the event's parameters to the listeners, whatever they are
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moduleB.onReactionComplete(...)
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moduleC.onReactionComplete(...)
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end
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if dfhack_flags.enable_state then
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-- do any initialization your internal scripts might require
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moduleA.onLoad()
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moduleB.onLoad()
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eventful.onProjItemCheckMovement[modId] = function(...)
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moduleD.onProjItemCheckMovement(...)
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end
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-- register your callbacks
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repeatUtil.scheduleEvery(modId .. ' every tick', 1, 'ticks', moduleA.every1Tick)
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repeatUtil.scheduleEvery(modId .. ' 100 frames', 1, 'frames', moduleD.every100Frames)
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eventful.onProjUnitCheckMovement[modId] = function(...)
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moduleD.onProjUnitCheckMovement(...)
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eventful.onReactionComplete[modId] = function(reaction, reaction_product, unit, input_items, input_reagents, output_items)
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-- pass the event's parameters to the listeners
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moduleB.onReactionComplete(reaction, reaction_product, unit, input_items, input_reagents, output_items)
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moduleC.onReactionComplete(reaction, reaction_product, unit, input_items, input_reagents, output_items)
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end
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print("Example mod enabled")
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elseif args[1] == "disable" then
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-- Order: on unload, then cancel the callbacks in the same order as
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-- above
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eventful.onProjItemCheckMovement[modId] = moduleD.onProjItemCheckMovement
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eventful.onProjUnitCheckMovement[modId] = moduleD.onProjUnitCheckMovement
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print('Example mod enabled')
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enabled = true
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else
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-- call any shutdown functions your internal scripts might require
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moduleA.onUnload()
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repeatUtil.cancel(modId .. " 1 ticks")
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repeatUtil.cancel(modId .. " 100 frames")
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repeatUtil.cancel(modId .. ' every ticks')
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repeatUtil.cancel(modId .. ' 100 frames')
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eventful.onReactionComplete[modId] = nil
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eventful.onProjItemCheckMovement[modId] = nil
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eventful.onProjUnitCheckMovement[modId] = nil
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print("Example mod disabled")
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elseif not args[1] then
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dfhack.printerr("No argument given to example-mod/main")
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else
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dfhack.printerr("Unknown argument \"" .. args[1] ..
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"\" to example-mod/main")
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print('Example mod disabled')
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enabled = false
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end
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You can see there are four cases depending on arguments. Set up the callbacks
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and call on load functions if enabled, dismantle the callbacks and call on
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unload functions if disabled, no arguments given, and invalid argument(s) given.
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Here is an example of an ``raw/init.d/`` file: ::
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You can call ``enable example-mod`` and ``disable example-mod`` yourself while
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developing, but for end users you can start your mod automatically from
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``raw/init.d/example-mod.lua``::
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dfhack.run_command("example-mod/main enable") -- Very simple. Could be
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-- called "init-example-mod.lua"
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dfhack.run_command('enable example-mod')
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Here is what ``raw/scripts/module-a.lua`` would look like: ::
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Inside ``raw/scripts/example-mod/module-a.lua`` you could have code like this::
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--@ module = true
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-- The above line is required for dfhack.reqscript to work
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-- The above line is required for reqscript to work
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function onLoad() -- global variables are exported
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-- blah
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-- do initialization here
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end
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local function usedByOnTick() -- local variables are not exported
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-- blah
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local function usedByOnTick(unit) -- local variables are not exported
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-- this is an internal function: local functions/variables are not exported
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end
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function onTick() -- exported
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for blah in ipairs(blah) do
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usedByOnTick()
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for _,unit in ipairs(df.global.world.units.all) do
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usedByOnTick(unit)
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end
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end
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It is recommended to check `reqscript <reqscript>`'s documentation.
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``reqscript`` caches scripts but will reload scripts that have changed (it
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checks the file's last modification date) so you can do live editing *and* have
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common tables et cetera between scripts that require the same module.
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The `reqscript` function reloads scripts that have changed, so you can modify your
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scripts while DF is running and just disable/enable your mod to load the changes into
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your ongoing game!
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