.. _dfhack-core: ########### DFHack Core ########### .. contents:: :depth: 2 Command Implementation ====================== DFHack commands can be implemented in three ways, all of which are used in the same way: :builtin: commands are implemented by the core of DFHack. They manage other DFhack tools, interpret commands, and control basic aspects of DF (force pause or quit). :plugins: are stored in ``hack/plugins/`` and must be compiled with the same version of DFHack. They are less flexible than scripts, but used for complex or ongoing tasks becasue they run faster. :scripts: are Ruby or Lua scripts stored in ``hack/scripts/``. Because they don't need to be compiled, scripts are more flexible about versions, and easier to distribute. Most third-party DFHack addons are scripts. Using DFHack Commands ===================== DFHack commands can be executed in a number of ways: #. Typing the command into the DFHack console (see below) #. From the OS terminal (see below) #. Pressing a key combination set up with `keybinding` #. From one of several `init-files`, automatically #. Using `script` to run a batch of commands from a file The DFHack Console ------------------ The command line has some nice line editing capabilities, including history that's preserved between different runs of DF - use :kbd:`↑` and :kbd:`↓` to go through the history. To include whitespace in the argument/s to some command, quote it in double quotes. To include a double quote character, use ``\"``. If the first non-whitespace character is ``:``, the command is parsed in an alternative mode. The non-whitespace characters following the ``:`` are the command name, and the remaining part of the line is used verbatim as the first argument. This is very useful for the `lua` and `rb` commands. As an example, the following two command lines are exactly equivalent:: :foo a b "c d" e f foo "a b \"c d\" e f" Using an OS terminal -------------------- DFHack commands can be run from an OS terminal at startup, using '+ args', or at any other time using the ``dfhack-run`` executable. If DF/DFHack is started with arguments beginning with ``+``, the remaining text is treated as a command in the DFHack console. It is possible to use multiple such commands, which are split on ``+``. For example:: ./dfhack +load-save region1 "Dwarf Fortress.exe" +devel/print-args Hello! +enable workflow The first example (\*nix), `load-save`, skips the main menu and loads ``region1`` immediately. The second (Windows) example prints :guilabel:`Hello!` in the DFHack console, and `enables ` `workflow`. Note that the ``:foo`` syntax for whitespace in arguments is not compatible \ with '+ args'. If DF and DFHack are already running, calling ``dfhack-run my command`` in an external terminal is equivalent to calling ``my command`` in the DFHack console. Direct use of the DFhack console is generally easier, but ``dfhack-run`` can be useful in a variety of circumstances: - if the console is unavailable - with the init setting ``PRINT_MODE:TEXT`` - while running an interactive command (eg. `liquids` or `tiletypes`) - from external programs or scripts - if DF or DFHack are not responding Examples:: ./dfhack-run cursecheck dfhack-run multicmd kill-lua; die The first (\*nix) example `checks for vampires `; the second (Windows) example uses `kill-lua` to cancel a script and exits. Built-in Commands ================= The following commands are provided by the 'core' components of DFhack, rather than plugins or scripts. .. contents:: :local: .. _cls: alias ----- The ``alias`` command allows configuring aliases to other DFHack commands. Aliases are resolved immediately after built-in commands, which means that an alias cannot override a built-in command, but can override a command implemented by a plugin or script. Usage: :``alias list``: lists all configured aliases :``alias add [arguments...]``: adds an alias :``alias replace [arguments...]``: replaces an existing alias with a new command, or adds the alias if it does not already exist :``alias delete ``: removes the specified alias Aliases can be given additional arguments when created and invoked, which will be passed to the underlying command in order. An example with `devel/print-args`:: [DFHack]# alias add pargs devel/print-args example [DFHack]# pargs text example text cls --- Clear the terminal. Does not delete command history. .. _die: die --- Instantly kills DF without saving. .. _disable: .. _enable: enable ------ Many plugins can be in a distinct enabled or disabled state. Some of them activate and deactivate automatically depending on the contents of the world raws. Others store their state in world data. However a number of them have to be enabled globally, and the init file is the right place to do it. Most such plugins or scripts support the built-in ``enable`` and ``disable`` commands. Calling them at any time without arguments prints a list of enabled and disabled plugins, and shows whether that can be changed through the same commands. To enable or disable plugins that support this, use their names as arguments for the command:: enable manipulator search .. _fpause: fpause ------ Forces DF to pause. This is useful when your FPS drops below 1 and you lose control of the game. .. _help: help ---- Most commands support using the ``help `` built-in command to retrieve further help without having to look at this document. ``? `` and ``man `` are aliases. Some commands (including many scripts) instead take ``help`` or ``?`` as an option on their command line - ie `` help``. .. _hide: hide ---- Hides the DFHack terminal window. Only available on Windows. .. _keybinding: keybinding ---------- To set keybindings, use the built-in ``keybinding`` command. Like any other command it can be used at any time from the console, but bindings are not remembered between runs of the game unless re-created in `dfhack.init`. Currently, any combinations of Ctrl/Alt/Shift with A-Z, 0-9, or F1-F12 are supported. Possible ways to call the command: ``keybinding list `` List bindings active for the key combination. ``keybinding clear ...`` Remove bindings for the specified keys. ``keybinding add "cmdline" "cmdline"...`` Add bindings for the specified key. ``keybinding set "cmdline" "cmdline"...`` Clear, and then add bindings for the specified key. The ```` parameter above has the following *case-sensitive* syntax:: [Ctrl-][Alt-][Shift-]KEY[@context[|context...]] where the *KEY* part can be any recognized key and [] denote optional parts. When multiple commands are bound to the same key combination, DFHack selects the first applicable one. Later ``add`` commands, and earlier entries within one ``add`` command have priority. Commands that are not specifically intended for use as a hotkey are always considered applicable. The ``context`` part in the key specifier above can be used to explicitly restrict the UI state where the binding would be applicable. If called without parameters, the ``keybinding`` command among other things prints the current context string. Only bindings with a ``context`` tag that either matches the current context fully, or is a prefix ending at a ``/`` boundary would be considered for execution, i.e. when in context ``foo/bar/baz``, keybindings restricted to any of ``@foo/bar/baz``, ``@foo/bar``, ``@foo`` or none will be active. Multiple contexts can be specified by separating them with a pipe (``|``) - for example, ``@foo|bar|baz/foo`` would match anything under ``@foo``, ``@bar``, or ``@baz/foo``. Interactive commands like `liquids` cannot be used as hotkeys. .. _kill-lua: kill-lua -------- Stops any currently-running Lua scripts. By default, scripts can only be interrupted every 256 instructions. Use ``kill-lua force`` to interrupt the next instruction. .. _load: .. _unload: .. _reload: load ---- ``load``, ``unload``, and ``reload`` control whether a plugin is loaded into memory - note that plugins are loaded but disabled unless you do something. Usage:: load|unload|reload PLUGIN|(-a|--all) Allows dealing with plugins individually by name, or all at once. .. _ls: ls -- ``ls`` does not list files like the Unix command, but rather available commands - first built in commands, then plugins, and scripts at the end. Usage: :ls -a: Also list scripts in subdirectories of ``hack/scripts/``, which are generally not intended for direct use. :ls : List subcommands for the given plugin. .. _plug: plug ---- Lists available plugins, including their state and detailed description. ``plug`` Lists available plugins (*not* commands implemented by plugins) ``plug [PLUGIN] [PLUGIN] ...`` List state and detailed description of the given plugins, including commands implemented by the plugin. .. _sc-script: sc-script --------- Allows additional scripts to be run when certain events occur (similar to onLoad*.init scripts) .. _script: script ------ Reads a text file, and runs each line as a DFHack command as if it had been typed in by the user - treating the input like `an init file `. Some other tools, such as `autobutcher` and `workflow`, export their settings as the commands to create them - which are later loaded with ``script`` .. _show: show ---- Shows the terminal window after it has been `hidden `. Only available on Windows. You'll need to use it from a `keybinding` set beforehand, or the in-game `command-prompt`. .. _type: type ---- ``type command`` shows where ``command`` is implemented. Other Commands -------------- The following commands are *not* built-in, but offer similarly useful functions. * `command-prompt` * `hotkeys` * `lua` * `multicmd` * `nopause` * `quicksave` * `rb` * `repeat` .. _init-files: Init Files ========== .. contents:: :local: DFHack allows users to automatically run commonly-used DFHack commands when DF is first loaded, when a game is loaded, and when a game is unloaded. Init scripts function the same way they would if the user manually typed in their contents, but are much more convenient. In order to facilitate savegave portability, mod merging, and general organization of init files, DFHack supports multiple init files both in the main DF directory and save-specific init files in the save folders. DFHack looks for init files in three places each time they could be run: #. The main DF directory #. :file:`data/save/{world}/raw`, where ``world`` is the current save, and #. :file:`data/save/{world}/raw/objects` When reading commands from dfhack.init or with the `script` command, if the final character on a line is a backslash then the next uncommented line is considered a continuation of that line, with the backslash deleted. Commented lines are skipped, so it is possible to comment out parts of a command with the ``#`` character. .. _dfhack.init: dfhack*.init ------------ If your DF folder contains at least one file named ``dfhack*.init`` (where ``*`` is a placeholder for any string), then all such files are executed in alphabetical order when DF is first started. DFHack is distributed with :download:`/dfhack.init-example` as an example with an up-to-date collection of basic commands; mostly setting standard keybindings and `enabling ` plugins. You are encouraged to look through this file to learn which features it makes available under which key combinations. You may also customise it and rename it to ``dfhack.init``. If your DF folder does not contain any ``dfhack*.init`` files, the example will be run as a fallback. These files are best used for keybindings and enabling persistent plugins which do not require a world to be loaded. .. _onLoad.init: onLoad*.init ------------ When a world is loaded, DFHack looks for files of the form ``onLoad*.init``, where ``*`` can be any string, including the empty string. All matching init files will be executed in alphebetical order. A world being loaded can mean a fortress, an adventurer, or legends mode. These files are best used for non-persistent commands, such as setting a `fix ` script to run on `repeat`. .. _onUnload.init: onUnload*.init -------------- When a world is unloaded, DFHack looks for files of the form ``onUnload*.init``. Again, these files may be in any of the above three places. All matching init files will be executed in alphebetical order. Modders often use such scripts to disable tools which should not affect an unmodded save. .. _other_init_files: Other init files ---------------- * ``onMapLoad*.init`` and ``onMapUnload*.init`` are run when a map, distinct from a world, is loaded. This is good for map-affecting commands (eg `clean`), or avoiding issues in Legends mode. * Any lua script named ``raw/init.d/*.lua``, in the save or main DF directory, will be run when any world or that save is loaded. Miscellaneous Notes =================== This section is for odd but important notes that don't fit anywhere else. * If a DF :kbd:`H` hotkey is named with a DFHack command, pressing the corresponding :kbd:`Fx` button will run that command, instead of zooming to the set location. *This feature will be removed in a future version.* (see :issue:`731`) * The binaries for 0.40.15-r1 to 0.34.11-r4 are on DFFD_. Older versions are available here_. *These files will eventually be migrated to GitHub.* (see :issue:`473`) .. _DFFD: http://dffd.bay12games.com/search.php?string=DFHack&id=15&limit=1000 .. _here: http://dethware.org/dfhack/download