refine docs, logging, help text

develop
myk002 2022-08-03 16:18:22 -07:00 committed by Myk
parent 06f1f533ac
commit f400ee50f8
3 changed files with 38 additions and 29 deletions

@ -35,7 +35,7 @@ other commands).
Plugins can also register handlers to run on every tick, and can interface with
the built-in `enable` and `disable` commands. For the full plugin API, see the
example plugins or ``PluginManager.cpp``.
example ``skeleton`` plugin or ``PluginManager.cpp``.
Installed plugins live in the ``hack/plugins`` folder of a DFHack installation,
and the `load` family of commands can be used to load a recompiled plugin

@ -119,7 +119,7 @@ DFhackCExport command_result plugin_load_data (color_ostream &out) {
}
DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event) {
if (event == DFHack::SC_MAP_UNLOADED) {
if (event == DFHack::SC_WORLD_UNLOADED) {
if (is_enabled) {
DEBUG(status,out).print("world unloaded; disabling %s\n",
plugin_name);

@ -98,31 +98,37 @@ DFhackCExport command_result plugin_enable(color_ostream &out, bool enable) {
// Invoked with DF suspended, and always before the matching plugin_onupdate.
// More event codes may be added in the future.
DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event) {
DEBUG(status,out).print("game state changed: %d\n", event);
if (is_enabled) {
switch (event) {
case SC_UNKNOWN:
break;
case SC_WORLD_LOADED:
break;
case SC_WORLD_UNLOADED:
break;
case SC_MAP_LOADED:
break;
case SC_MAP_UNLOADED:
break;
case SC_VIEWSCREEN_CHANGED:
break;
case SC_CORE_INITIALIZED:
break;
case SC_BEGIN_UNLOAD:
break;
case SC_PAUSED:
break;
case SC_UNPAUSED:
break;
}
switch (event) {
case SC_UNKNOWN:
DEBUG(status,out).print("game state changed: SC_UNKNOWN\n");
break;
case SC_WORLD_LOADED:
DEBUG(status,out).print("game state changed: SC_WORLD_LOADED\n");
break;
case SC_WORLD_UNLOADED:
DEBUG(status,out).print("game state changed: SC_WORLD_UNLOADED\n");
break;
case SC_MAP_LOADED:
DEBUG(status,out).print("game state changed: SC_MAP_LOADED\n");
break;
case SC_MAP_UNLOADED:
DEBUG(status,out).print("game state changed: SC_MAP_UNLOADED\n");
break;
case SC_VIEWSCREEN_CHANGED:
DEBUG(status,out).print("game state changed: SC_VIEWSCREEN_CHANGED\n");
break;
case SC_CORE_INITIALIZED:
DEBUG(status,out).print("game state changed: SC_CORE_INITIALIZED\n");
break;
case SC_BEGIN_UNLOAD:
DEBUG(status,out).print("game state changed: SC_BEGIN_UNLOAD\n");
break;
case SC_PAUSED:
DEBUG(status,out).print("game state changed: SC_PAUSED\n");
break;
case SC_UNPAUSED:
DEBUG(status,out).print("game state changed: SC_UNPAUSED\n");
break;
}
return CR_OK;
@ -145,14 +151,17 @@ DFhackCExport command_result plugin_onupdate (color_ostream &out) {
DFhackCExport command_result plugin_save_data (color_ostream &out) {
DEBUG(status,out).print("save or unload is imminent; time to persist state\n");
// Call functions in the Persistence module here.
// Call functions in the Persistence module here. If your PersistantDataItem
// objects are already up to date, then they will get persisted with the
// save automatically and there is nothing extra you need to do here.
return CR_OK;
}
DFhackCExport command_result plugin_load_data (color_ostream &out) {
DEBUG(status,out).print("world is loading; time to load persisted state\n");
// Call functions in the Persistence module here.
// Call functions in the Persistence module here. See
// persistent_per_save_example.cpp for an example.
return CR_OK;
}