559 lines
21 KiB
ReStructuredText
559 lines
21 KiB
ReStructuredText
.. _modding-guide:
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DFHack modding guide
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====================
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.. highlight:: lua
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What is the difference between a script and a mod?
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--------------------------------------------------
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Well, sometimes there is no difference. A mod is anything you add to the game,
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which can be graphics overrides, content in the raws, DFHack scripts, any, or
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all. There are already resources out there for
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`raws modding <https://dwarffortresswiki.org/index.php/Modding>`__, so this
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guide will focus more on scripts, both standalone and as an extension to
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raws-based mods.
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A DFHack script is a Lua file that can be run as a command in
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DFHack. Scripts can do pretty much anything, from displaying information to
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enforcing new game mechanics. If you don't already know Lua, there's a great
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primer at `lua.org <https://www.lua.org/pil/contents.html>`__.
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Why not just mod the raws?
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--------------------------
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It depends on what you want to do. Some mods *are* better to do in just the
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raws. You don't need DFHack to add a new race or modify attributes. However,
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DFHack scripts can do many things that you just can't do in the raws, like make
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a creature that trails smoke or launch a unit into the air when they are hit
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with a certain type of projectile. Some things *could* be done in the raws, but
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a script is better (e.g. easier to maintain, easier to extend, and/or not prone
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to side-effects). A great example is adding a syndrome when a reaction
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is performed. If done in the raws, you have to create an exploding boulder as
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an intermediary to apply the syndrome. DFHack scripts can add the syndrome
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directly and with much more flexibility. In the end, complex mods will likely
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require a mix of raw modding and DFHack scripting.
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The structure of a mod
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----------------------
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In the example below, we'll use a mod name of ``example-mod``. I'm sure your
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mods will have more creative names! Mods have a basic structure that looks like
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this::
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info.txt
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graphics/...
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objects/...
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scripts_modactive/example-mod.lua
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scripts_modactive/internal/example-mod/...
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scripts_modinstalled/...
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README.md (optional)
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Let's go through that line by line.
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- The :file:`info.txt` file contains metadata about your mod that DF will
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display in-game. You can read more about this file in the
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`Official DF Modding Guide <https://bay12games.com/dwarves/modding_guide.html>`__.
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- Modifications to the game raws (potentially with custom raw tokens) go in
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the :file:`graphics/` and :file:`objects/` folders. You can read more about
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the files that go in these directories on the :wiki:`Modding` wiki page.
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- A control script in :file:`scripts_modactive/` directory that handles
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system-level event hooks (e.g. reloading state when a world is loaded),
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registering `overlays <overlay-dev-guide>`, and
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`enabling/disabling <script-enable-api>` your mod. You can put other
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scripts in this directory as well if you want them to appear as runnable
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DFHack commands when your mod is active for the current world. Lua modules
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that your main scripts use, but which don't need to be directly runnable by
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the player, should go in a subdirectory under
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:file:`scripts_modactive/internal/` so they don't show up in the DFHack
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`launcher <gui/launcher>` command autocomplete lists.
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- Scripts that you want to be available before a world is loaded (i.e. on the
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DF title screen) or that you want to be runnable in any world, regardless
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of whether your mod is active, should go in the
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:file:`scripts_modinstalled/` folder. You can also have an :file:`internal/`
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subfolder in here for private modules if you like.
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- Finally, a :file:`README.md` file that has more information about your mod.
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If you develop your mod using version control (recommended!), that
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:file:`README.md` file can also serve as your git repository documentation.
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These files end up in a subdirectory under :file:`mods/` when players copy them
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in or install them from the
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`Steam Workshop <https://steamcommunity.com/app/975370/workshop/>`__, and in
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:file:`data/installed_mods/` when the mod is selected as "active" for the first
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time.
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What if I just want to distribute a simple script?
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--------------------------------------------------
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If your mod is just a script with no raws modifications, things get a bit
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simpler. All you need is::
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info.txt
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scripts_modinstalled/yourscript.lua
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README.md (optional)
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Adding your script to the :file:`scripts_modinstalled/` folder will allow
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DFHack to find it and add your mod to the `script-paths`. Your script will be
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runnable from the title screen and in any loaded world, regardless of whether
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your mod is explicitly "active".
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A mod-maker's development environment
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-------------------------------------
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Create a folder for development somewhere outside your Dwarf Fortress
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installation directory (e.g. ``/path/to/mymods/``). If you work on multiple
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mods, you might want to make a subdirectory for each mod.
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If you have changes to the raws, you'll have to copy them into DF's
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``data/installed_mods/`` folder to have them take effect, but you can set
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things up so that scripts are run directly from your dev directory. This way,
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you can edit your scripts and have the changes available in the game
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immediately: no copying, no restarting.
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How does this magic work? Just add a line like this to your
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``dfhack-config/script-paths.txt`` file::
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+/path/to/mymods/example-mod/scripts_modinstalled
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Then that directory will be searched when you run DFHack commands from inside
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the game. The ``+`` at the front of the path means to search that directory
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first, before any other script directory (like :file:`hack/scripts` or other
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versions of your mod in the DF mod folders).
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The structure of the game
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-------------------------
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"The game" is in the global variable `df <lua-df>`. Most of the information
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relevant to a script is found in ``df.global.world``, which contains things
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like the list of all items, whether to reindex pathfinding, et cetera. Also
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relevant to us are the various data types found in the game, e.g.
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``df.pronoun_type`` which we will be using in this guide. We'll explore more of
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the game structures below.
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Your first script
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-----------------
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So! It's time to write your first script. This section will walk you through how
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to make a script that will get the pronoun type of the currently selected unit.
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First line, we get the unit::
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local unit = dfhack.gui.getSelectedUnit()
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If no unit is selected, ``unit`` will be ``nil`` and an error message will be
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printed (which can be silenced by passing ``true`` to ``getSelectedUnit``).
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If ``unit`` is ``nil``, we don't want the script to run anymore::
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if not unit then
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return
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end
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Now, the field ``sex`` in a unit is an integer, but each integer corresponds to
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a string value ("it", "she", or "he"). We get this value by indexing the
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bidirectional map ``df.pronoun_type``. Indexing the other way, with one of the
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strings, will yield its corresponding number. So::
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local pronounTypeString = df.pronoun_type[unit.sex]
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print(pronounTypeString)
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Simple. Save this as a Lua file in your own scripts directory and run it from
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`gui/launcher` when a unit is selected in the Dwarf Fortress UI.
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Exploring DF state
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------------------
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So how could you have known about the field and type we just used? Well, there
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are two main tools for discovering the various fields in the game's data
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structures. The first is the ``df-structures``
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`repository <https://github.com/DFHack/df-structures>`__ that contains XML files
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describing the layouts of the game's structures. These are complete, but
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difficult to read (for a human). The second option is the `gui/gm-editor`
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interface, an interactive data explorer. You can run the script while objects
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like units are selected to view the data within them. Press :kbd:`?` while the
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script is active to view help.
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Familiarising yourself with the many structs of the game will help with ideas
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immensely, and you can always ask for help in the `right places <support>`.
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Reacting to events
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------------------
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The common method for injecting new behaviour into the game is to define a
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callback function and get it called when something interesting happens. DFHack
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provides two libraries for this, ``repeat-util`` and `eventful <eventful-api>`.
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``repeat-util`` is used to run a function once per a configurable number of
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frames (paused or unpaused), ticks (unpaused), in-game days, months, or years.
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If you need to be aware the instant something happens, you'll need to run a
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check once a tick. Be careful not to do this gratuitously, though, since
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running callbacks too often can slow down the game!
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``eventful``, on the other hand, is much more performance-friendly since it will
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only call your callback when a relevant event happens, like a reaction or job
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being completed or a projectile moving.
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To get something to run once per tick, we can call
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``repeat-util.scheduleEvery()``. First, we load the module::
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local repeatUtil = require('repeat-util')
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Both ``repeat-util`` and ``eventful`` require keys for registered callbacks. You
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should use something unique, like your mod name::
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local modId = "callback-example-mod"
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Then, we pass the key, amount of time units between function calls, what the
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time units are, and finally the callback function itself::
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repeatUtil.scheduleEvery(modId, 1, "ticks", function()
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-- Do something like iterating over all active units and
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-- check for something interesting
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for _, unit in ipairs(df.global.world.units.active) do
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...
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end
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end)
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``eventful`` is slightly more involved. First get the module::
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local eventful = require('plugins.eventful')
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``eventful`` contains a table for each event which you populate with functions.
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Each function in the table is then called with the appropriate arguments when
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the event occurs. So, for example, to print the position of a moving (item)
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projectile::
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eventful.onProjItemCheckMovement[modId] = function(projectile)
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print(projectile.cur_pos.x, projectile.cur_pos.y,
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projectile.cur_pos.z)
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end
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Check out the `full list of supported events <eventful-api>` to see what else
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you can react to with ``eventful``.
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Now, you may have noticed that you won't be able to register multiple callbacks
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with a single key named after your mod. You can, of course, call all the
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functions you want from a single registered callback. Alternately, you can
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create multiple callbacks using different keys, using your mod ID as a key name
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prefix. If you do register multiple callbacks, though, there are no guarantees
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about the call order.
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Custom raw tokens
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-----------------
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.. highlight:: none
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In this section, we are going to use `custom raw tokens <custom-raw-tokens>`
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applied to a reaction to transfer the material of a reagent to a product as a
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handle improvement (like on artifact buckets), and then we are going to see how
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you could make boots that make units go faster when worn.
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First, let's define a custom crossbow with its own custom reaction. The
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crossbow::
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[ITEM_WEAPON:ITEM_WEAPON_CROSSBOW_SIEGE]
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[NAME:crossbow:crossbows]
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[SIZE:600]
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[SKILL:HAMMER]
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[RANGED:CROSSBOW:BOLT]
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[SHOOT_FORCE:4000]
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[SHOOT_MAXVEL:800]
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[TWO_HANDED:0]
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[MINIMUM_SIZE:17500]
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[MATERIAL_SIZE:4]
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[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
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[ATTACK_PREPARE_AND_RECOVER:3:3]
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[SIEGE_CROSSBOW_MOD_FIRE_RATE_MULTIPLIER:2] custom token (you'll see)
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The reaction to make it (you would add the reaction and not the weapon to an
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entity raw)::
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[REACTION:MAKE_SIEGE_CROSSBOW]
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[NAME:make siege crossbow]
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[BUILDING:BOWYER:NONE]
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[SKILL:BOWYER]
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[REAGENT:mechanism 1:2:TRAPPARTS:NONE:NONE:NONE]
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[REAGENT:bar:150:BAR:NONE:NONE:NONE]
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[METAL_ITEM_MATERIAL]
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[REAGENT:handle 1:1:BLOCKS:NONE:NONE:NONE] wooden handles
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[ANY_PLANT_MATERIAL]
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[REAGENT:handle 2:1:BLOCKS:NONE:NONE:NONE]
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[ANY_PLANT_MATERIAL]
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[SIEGE_CROSSBOW_MOD_TRANSFER_HANDLE_MATERIAL_TO_PRODUCT_IMPROVEMENT:1]
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another custom token
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[PRODUCT:100:1:WEAPON:ITEM_WEAPON_CROSSBOW_SIEGE:GET_MATERIAL_FROM_REAGENT:bar:NONE]
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So, we are going to use the ``eventful`` module to make it so that (after the
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script is run) when this crossbow is crafted, it will have two handles, each
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with the material given by the block reagents.
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.. highlight:: lua
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First, require the modules we are going to use::
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local eventful = require("plugins.eventful")
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local customRawTokens = require("custom-raw-tokens")
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Now, let's make a callback (we'll be defining the body of this function soon)::
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local modId = "siege-crossbow-mod"
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eventful.onReactionComplete[modId] = function(reaction,
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reactionProduct, unit, inputItems, inputReagents,
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outputItems)
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First, we check to see if it the reaction that just happened is relevant to this
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callback::
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if not customRawTokens.getToken(reaction,
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"SIEGE_CROSSBOW_MOD_TRANSFER_HANDLE_MATERIAL_TO_PRODUCT_IMPROVEMENT")
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then
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return
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end
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Then, we get the product number listed. Next, for every reagent, if the reagent
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name starts with "handle" then we get the corresponding item, and...
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::
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for i, reagent in ipairs(inputReagents) do
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if reagent.code:startswith('handle') then
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-- Found handle reagent
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local item = inputItems[i]
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...We then add a handle improvement to the listed product within our loop::
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local new = df.itemimprovement_itemspecificst:new()
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new.mat_type, new.mat_index = item.mat_type, item.mat_index
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new.type = df.itemimprovement_specific_type.HANDLE
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outputItems[productNumber - 1].improvements:insert('#', new)
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This works well as long as you don't have multiple stacks filling up one
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reagent.
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Let's also make some code to modify the fire rate of our siege crossbow::
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eventful.onProjItemCheckMovement[modId] = function(projectile)
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if projectile.distance_flown > 0 then
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-- don't make this adjustment more than once
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return
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end
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local firer = projectile.firer
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if not firer then
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return
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end
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local weapon = df.item.find(projectile.bow_id)
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if not weapon then
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return
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end
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local multiplier = tonumber(customRawTokens.getToken(
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weapon.subtype,
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"SIEGE_CROSSBOW_MOD_FIRE_RATE_MULTIPLIER")) or 1
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firer.counters.think_counter = math.floor(
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firer.counters.think_counter * multiplier)
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end
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.. highlight:: none
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Now, let's see how we could make some "pegasus boots". First, let's define the
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item in the raws::
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[ITEM_SHOES:ITEM_SHOES_BOOTS_PEGASUS]
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[NAME:pegasus boot:pegasus boots]
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[ARMORLEVEL:1]
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[UPSTEP:1]
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[METAL_ARMOR_LEVELS]
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[LAYER:OVER]
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[COVERAGE:100]
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[LAYER_SIZE:25]
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[LAYER_PERMIT:15]
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[MATERIAL_SIZE:2]
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[METAL]
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[LEATHER]
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[HARD]
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[PEGASUS_BOOTS_MOD_FOOT_MOVEMENT_TIMER_REDUCTION_PER_TICK:2] custom raw token
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(you don't have to comment the custom token every time,
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but it does clarify what it is)
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.. highlight:: lua
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Then, let's make a ``repeat-util`` callback for once a tick::
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repeatUtil.scheduleEvery(modId, 1, "ticks", function()
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Let's iterate over every active unit, and for every unit, iterate over their
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worn items to calculate how much we are going to take from their on-foot
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movement timers::
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for _, unit in ipairs(df.global.world.units.active) do
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local amount = 0
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for _, entry in ipairs(unit.inventory) do
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if entry.mode == df.unit_inventory_item.T_mode.Worn then
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local reduction = customRawTokens.getToken(
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entry.item,
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'PEGASUS_BOOTS_MOD_FOOT_MOVEMENT_TIMER_REDUCTION_PER_TICK')
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amount = amount + (tonumber(reduction) or 0)
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end
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end
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-- Subtract amount from on-foot movement timers if not on ground
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if not unit.flags1.on_ground then
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dfhack.units.subtractActionTimers(unit, amount,
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df.unit_action_type_group.MovementFeet)
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end
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end
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Putting it all together
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-----------------------
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Ok, you're all set up! Now, let's take a look at an example
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``scripts_modinstalled/example-mod.lua`` file::
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-- main file for example-mod
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-- these lines indicate that the script supports the "enable"
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-- API so you can start it by running "enable example-mod" and
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-- stop it by running "disable example-mod"
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--@module = true
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--@enable = true
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-- this is the help text that will appear in `help` and
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-- `gui/launcher`. see possible tags here:
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-- https://docs.dfhack.org/en/latest/docs/Tags.html
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--[====[
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example-mod
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===========
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Tags: fort | gameplay
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Short one-sentence description ...
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Longer description ...
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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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-- you can reference global values or functions declared in any of
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-- your internal scripts
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local moduleA = reqscript('internal/example-mod/module-a')
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local moduleB = reqscript('internal/example-mod/module-b')
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local moduleC = reqscript('internal/example-mod/module-c')
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local moduleD = reqscript('internal/example-mod/module-d')
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local GLOBAL_KEY = 'example-mod'
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enabled = enabled or false
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function isEnabled()
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-- this function is for the enabled API, the script won't show up on the
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-- control panel without it
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return enabled
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end
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dfhack.onStateChange[GLOBAL_KEY] = function(sc)
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if sc == SC_MAP_UNLOADED then
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dfhack.run_command('disable', 'example-mod')
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return
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end
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if sc ~= SC_MAP_LOADED or df.global.gamemode ~= df.game_mode.DWARF then
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return
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end
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dfhack.run_command('enable', 'example-mod')
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end
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if dfhack_flags.module then
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return
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end
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if not dfhack_flags.enable then
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print(dfhack.script_help())
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print()
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print(('Example mod is currently '):format(
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enabled and 'enabled' or 'disabled'))
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return
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end
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|
|
|
if dfhack_flags.enable_state then
|
|
-- do any initialization your internal scripts might require
|
|
moduleA.onLoad()
|
|
moduleB.onLoad()
|
|
|
|
-- multiple functions in the same repeat callback
|
|
repeatUtil.scheduleEvery(modId .. ' every tick', 1, 'ticks', function()
|
|
moduleA.every1Tick()
|
|
moduleB.every1Tick()
|
|
end)
|
|
|
|
-- one function per repeat callback (you can put them in the
|
|
-- above format if you prefer)
|
|
repeatUtil.scheduleEvery(modId .. ' 100 frames', 1, 'frames',
|
|
moduleD.every100Frames)
|
|
|
|
-- multiple functions in the same eventful callback
|
|
eventful.onReactionComplete[modId] = function(reaction,
|
|
reaction_product, unit, input_items, input_reagents,
|
|
output_items)
|
|
-- pass the event's parameters to the listeners
|
|
moduleB.onReactionComplete(reaction, reaction_product,
|
|
unit, input_items, input_reagents, output_items)
|
|
moduleC.onReactionComplete(reaction, reaction_product,
|
|
unit, input_items, input_reagents, output_items)
|
|
end
|
|
|
|
-- one function per eventful callback (you can put them in the
|
|
-- above format if you prefer)
|
|
eventful.onProjItemCheckMovement[modId] = moduleD.onProjItemCheckMovement
|
|
eventful.onProjUnitCheckMovement[modId] = moduleD.onProjUnitCheckMovement
|
|
|
|
print('Example mod enabled')
|
|
enabled = true
|
|
else
|
|
-- call any shutdown functions your internal scripts might require
|
|
moduleA.onUnload()
|
|
|
|
repeatUtil.cancel(modId .. ' every ticks')
|
|
repeatUtil.cancel(modId .. ' 100 frames')
|
|
|
|
eventful.onReactionComplete[modId] = nil
|
|
eventful.onProjItemCheckMovement[modId] = nil
|
|
eventful.onProjUnitCheckMovement[modId] = nil
|
|
|
|
print('Example mod disabled')
|
|
enabled = false
|
|
end
|
|
|
|
Inside ``scripts_modinstalled/internal/example-mod/module-a.lua`` you could
|
|
have code like this::
|
|
|
|
--@ module = true
|
|
|
|
function onLoad() -- global variables are exported
|
|
-- do initialization here
|
|
end
|
|
|
|
-- this is a local function: local functions/variables
|
|
-- are not accessible to other scripts.
|
|
local function usedByOnTick(unit)
|
|
-- ...
|
|
end
|
|
|
|
function onTick() -- exported
|
|
for _,unit in ipairs(df.global.world.units.all) do
|
|
usedByOnTick(unit)
|
|
end
|
|
end
|
|
|
|
The `reqscript <reqscript>` function reloads scripts that have changed, so you
|
|
can modify your scripts while DF is running and just disable/enable your mod to
|
|
load the changes into your ongoing game!
|