// This is a generic plugin that does nothing useful apart from acting as an example... of a plugin that does nothing :D // some headers required for a plugin. Nothing special, just the basics. #include "Core.h" #include <Console.h> #include <Export.h> #include <PluginManager.h> #include <modules/EventManager.h> // If you need to save data per-world: //#include "modules/Persistence.h" // DF data structure definition headers #include "DataDefs.h" //#include "df/world.h" // our own, empty header. #include "skeleton.h" using namespace DFHack; using namespace df::enums; // Expose the plugin name to the DFHack core, as well as metadata like the DFHack version. // The name string provided must correspond to the filename - // skeleton.plug.so, skeleton.plug.dylib, or skeleton.plug.dll in this case DFHACK_PLUGIN("skeleton"); // The identifier declared with this macro (ie. enabled) can be specified by the user // and subsequently used to manage the plugin's operations. // This will also be tracked by `plug`; when true the plugin will be shown as enabled. DFHACK_PLUGIN_IS_ENABLED(enabled); // Any globals a plugin requires (e.g. world) should be listed here. // For example, this line expands to "using df::global::world" and prevents the // plugin from being loaded if df::global::world is null (i.e. missing from symbols.xml): // REQUIRE_GLOBAL(world); // You may want some compile time debugging options // one easy system just requires you to cache the color_ostream &out into a global debug variable //#define P_DEBUG 1 //uint16_t maxTickFreq = 1200; //maybe you want to use some events command_result command_callback1(color_ostream &out, std::vector<std::string> ¶meters); DFhackCExport command_result plugin_init(color_ostream &out, std::vector<PluginCommand> &commands) { commands.push_back(PluginCommand("skeleton", "~54 character description of plugin", //to use one line in the ``[DFHack]# ls`` output command_callback1, false, "example usage" " skeleton <option> <args>\n" " explanation of plugin/command\n" "\n" " skeleton\n" " what happens when using the command\n" "\n" " skeleton option1\n" " what happens when using the command with option1\n" "\n")); return CR_OK; } DFhackCExport command_result plugin_shutdown(color_ostream &out) { // You *MUST* kill all threads you created before this returns. // If everything fails, just return CR_FAILURE. Your plugin will be // in a zombie state, but things won't crash. return CR_OK; } DFhackCExport command_result plugin_enable(color_ostream &out, bool enable) { namespace EM = EventManager; if (enable && !enabled) { //using namespace EM::EventType; //EM::EventHandler eventHandler(onNewEvent, maxTickFreq); //EM::registerListener(EventType::JOB_COMPLETED, eventHandler, plugin_self); //out.print("plugin enabled!\n"); } else if (!enable && enabled) { EM::unregisterAll(plugin_self); //out.print("plugin disabled!\n"); } enabled = enable; return CR_OK; } /* OPTIONAL * // Called to notify the plugin about important state changes. // 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) { if (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; } } return CR_OK; } // Whatever you put here will be done in each game step. Don't abuse it. DFhackCExport command_result plugin_onupdate ( color_ostream &out ) { // whetever. You don't need to suspend DF execution here. return CR_OK; } // If you need to save or load world-specific data, define these functions. // plugin_save_data is called when the game might be about to save the world, // and plugin_load_data is called whenever a new world is loaded. If the plugin // is loaded or unloaded while a world is active, plugin_save_data or // plugin_load_data will be called immediately. DFhackCExport command_result plugin_save_data (color_ostream &out) { // Call functions in the Persistence module here. return CR_OK; } DFhackCExport command_result plugin_load_data (color_ostream &out) { // Call functions in the Persistence module here. return CR_OK; } * OPTIONAL */ // A command! It sits around and looks pretty. And it's nice and friendly. command_result command_callback1(color_ostream &out, std::vector<std::string> ¶meters) { // It's nice to print a help message you get invalid options // from the user instead of just acting strange. // This can be achieved by adding the extended help string to the // PluginCommand registration as show above, and then returning // CR_WRONG_USAGE from the function. The same string will also // be used by 'help your-command'. if (!parameters.empty()) { return CR_WRONG_USAGE; //or maybe you want it to do something else } // Commands are called from threads other than the DF one. // Suspend this thread until DF has time for us. // **If you use CoreSuspender** it'll automatically resume DF when // execution leaves the current scope. CoreSuspender suspend; // Actually do something here. Yay. // process parameters if (parameters.size() == 1 && parameters[0] == "option1") { // stuff } else { return CR_FAILURE; } // Give control back to DF. return CR_OK; }