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@ -5,7 +5,13 @@
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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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// DF data structure definition headers
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#include "DataDefs.h"
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//#include "df/world.h"
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using namespace DFHack;
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using namespace df::enums;
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// our own, empty header.
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#include "skeleton.h"
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@ -13,7 +19,7 @@ using namespace DFHack;
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// Here go all the command declarations...
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// mostly to allow having the mandatory stuff on top of the file and commands on the bottom
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DFhackCExport command_result skeleton (Core * c, std::vector <std::string> & parameters);
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command_result skeleton (Core * c, std::vector <std::string> & parameters);
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// A plugins must be able to return its name. This must correspond to the filename - skeleton.plug.so or skeleton.plug.dll
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DFhackCExport const char * plugin_name ( void )
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@ -26,10 +32,15 @@ DFhackCExport command_result plugin_init ( Core * c, std::vector <PluginCommand>
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{
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// Fill the command list with your commands.
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commands.clear();
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commands.push_back(PluginCommand("skeleton",
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"Do nothing, look pretty.",
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skeleton /*,
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true or false - true means that the command can't be used from non-interactive user interface'*/));
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commands.push_back(PluginCommand(
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"skeleton", "Do nothing, look pretty.",
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skeleton, false, /* true means that the command can't be used from non-interactive user interface */
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// Extended help string. Used by CR_WRONG_USAGE and the help command:
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" This command does nothing at all.\n"
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"Example:\n"
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" skeleton\n"
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" Does nothing.\n"
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));
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return CR_OK;
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}
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@ -42,6 +53,26 @@ DFhackCExport command_result plugin_shutdown ( Core * c )
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return CR_OK;
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}
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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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/*
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DFhackCExport command_result plugin_onstatechange(Core* c, state_change_event event)
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{
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switch (event) {
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case SC_GAME_LOADED:
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// initialize from the world just loaded
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break;
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case SC_GAME_UNLOADED:
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// cleanup
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break;
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default:
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break;
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}
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return CR_OK;
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}
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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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// It's optional, so you can just comment it out like this if you don't need it.
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/*
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@ -53,26 +84,23 @@ DFhackCExport command_result plugin_onupdate ( Core * c )
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*/
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// A command! It sits around and looks pretty. And it's nice and friendly.
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DFhackCExport command_result skeleton (Core * c, std::vector <std::string> & parameters)
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{
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// It's nice to provide a 'help' option for your command.
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// It's also nice to print the same help if you get invalid options from the user instead of just acting strange
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for(int i = 0; i < parameters.size();i++)
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{
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if(parameters[i] == "help" || parameters[i] == "?")
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command_result skeleton (Core * c, std::vector <std::string> & parameters)
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{
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// Core has a handle to the console. The console is thread-safe.
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// Only one thing can read from it at a time though...
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c->con.print("This command does nothing!\n");
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return CR_OK;
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}
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}
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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;
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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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c->Suspend();
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// Suspend this thread until DF has time for us. If you
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// use CoreSuspender, it'll automatically resume DF when
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// execution leaves the current scope.
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CoreSuspender suspend(c);
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// Actually do something here. Yay.
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c->con.print("Hello! I do nothing, remember?\n");
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// Give control back to DF.
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c->Resume();
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return CR_OK;
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}
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