415 lines
15 KiB
ReStructuredText
415 lines
15 KiB
ReStructuredText
.. _dfhack-core:
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###########
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DFHack Core
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###########
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.. contents:: Contents
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:local:
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:depth: 2
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Command implementation
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======================
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DFHack commands can be implemented in any of three ways:
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:builtin: commands are implemented by the core of DFHack. They manage
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other DFHack tools, interpret commands, and control basic
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aspects of DF (force pause or quit).
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:plugins: are stored in ``hack/plugins/`` and must be compiled with the
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same version of DFHack. They are less flexible than scripts,
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but used for complex or ongoing tasks because they run faster.
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:scripts: are Lua scripts stored in ``hack/scripts/`` or other
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directories in the `script-paths`. Because they don't need to
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be compiled, scripts are more flexible about versions, and
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they are easier to distribute. Most third-party DFHack addons
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are scripts.
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All tools distributed with DFHack are documented `here <tools>`.
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Using DFHack commands
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=====================
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DFHack commands can be executed in a number of ways:
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#. Typing the command into the DFHack console (see below)
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#. From the OS terminal (see below)
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#. Pressing a key combination set up with `keybinding`
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#. From one of several `init-files`, automatically
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#. Using `script` to run a batch of commands from a file
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#. From an in-game command launcher interface like `gui/launcher`, the
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`hotkeys` overlay widget, or `gui/quickcmd`.
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The DFHack console
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------------------
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The command line has some nice line editing capabilities, including history
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that's preserved between different runs of DF - use :kbd:`↑` and :kbd:`↓`
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to go through the history.
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To include whitespace in the argument/s to some command, quote it in
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double quotes. To include a double quote character, use ``\"``.
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If the first non-whitespace character is ``:``, the command is parsed in
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an alternative mode. The non-whitespace characters following the ``:`` are
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the command name, and the remaining part of the line is used verbatim as
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the first argument. This is very useful for the `lua` command.
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As an example, the following two command lines are exactly equivalent::
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:foo a b "c d" e f
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foo "a b \"c d\" e f"
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Using an OS terminal
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--------------------
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DFHack commands can be run from an OS terminal at startup, using '+ args',
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or at any other time using the ``dfhack-run`` executable.
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If DF/DFHack is started with arguments beginning with ``+``, the remaining
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text is treated as a command in the DFHack console. It is possible to use
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multiple such commands, which are split on ``+``. For example:
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.. code-block:: shell
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./dfhack +load-save region1
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"Dwarf Fortress.exe" +devel/print-args Hello! +enable workflow
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The first example (\*nix), `load-save`, skips the main menu and loads
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``region1`` immediately. The second (Windows) example prints
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:guilabel:`Hello!` in the DFHack console, and `enables <enable>` `workflow`.
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Note that the ``:foo`` syntax for whitespace in arguments is not compatible \
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with '+ args'.
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.. _dfhack-run:
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dfhack-run
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..........
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If DF and DFHack are already running, calling ``dfhack-run my command``
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in an external terminal is equivalent to calling ``my command`` in the
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DFHack console. Direct use of the DFHack console is generally easier,
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but ``dfhack-run`` can be useful in a variety of circumstances:
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- if the console is unavailable
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- with the init setting ``PRINT_MODE:TEXT``
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- while running an interactive command (e.g. `liquids` or `tiletypes`)
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- from external programs or scripts
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- if DF or DFHack are not responding
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Examples:
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.. code-block:: shell
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./dfhack-run cursecheck
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dfhack-run kill-lua
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The first (\*nix) example `checks for vampires <cursecheck>`; the
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second (Windows) example uses `kill-lua` to stop a Lua script.
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.. note::
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``dfhack-run`` attempts to connect to a server on TCP port 5000. If DFHack
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was unable to start this server, ``dfhack-run`` will not be able to connect.
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This could happen if you have other software listening on port 5000, or if
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you have multiple copies of DF running simultaneously. To assign a different
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port, see `remote-server-config`.
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.. _dfhack-config:
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Configuration files
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===================
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Most DFHack settings can be changed by modifying files in the ``dfhack-config``
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folder (which is in the DF folder). The default versions of these files, if they
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exist, are in ``dfhack-config/default`` and are installed when DFHack starts if
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necessary.
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.. _init-files:
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Init files
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----------
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.. contents::
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:local:
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DFHack allows users to automatically run commonly-used DFHack commands
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when DF is first loaded, when a world is loaded, when a map is loaded, when a
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map is unloaded, and when a world is unloaded.
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Init scripts function the same way they would if the user manually typed
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in their contents, but are much more convenient. In order to facilitate
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savegave portability, mod merging, and general organization of init files,
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DFHack supports multiple init files both in the main DF directory and
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save-specific init files in the save folders.
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DFHack looks for init files in two places each time they could be run:
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#. The :file:`dfhack-config/init` subdirectory in the main DF directory and
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#. :file:`save/{world}/init`, where ``{world}`` is the current save
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For each of those directories, all matching init files will be executed in
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alphabetical order.
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Before running matched init scripts in any of those locations, the
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:file:`dfhack-config/init/default.*` file that matches the event will be run to
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load DFHack defaults. Only the :file:`dfhack-config/init` directory is checked
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for this file, not any :file:`save` directories. If you want DFHack to load
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without running any of its default configuration commands, edit the
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:file:`dfhack-config/init/default.*` files and comment out the commands you see
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there.
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When reading commands from the init files or with the `script` command, if the
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final character on a line is a backslash then the next uncommented line is
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considered a continuation of that line, with the backslash deleted. Commented
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lines are skipped, so it is possible to comment out parts of a command with the
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``#`` character.
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.. _dfhack.init:
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dfhack\*.init
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.............
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On startup, DFHack looks for files of the form ``dfhack*.init`` (where ``*`` is
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a placeholder for any string, including the empty string).
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These files are best used for keybindings and enabling persistent tools
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which do not require a world to be loaded.
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.. _onLoad.init:
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onLoad\*.init
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.............
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When a world is loaded, DFHack looks for files of the form ``onLoad*.init``,
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where ``*`` can be any string, including the empty string.
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A world being loaded can mean a fortress, an adventurer, or legends mode.
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These files are best used for non-persistent commands, such as setting
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a `bugfix-tag-index` script to run on `repeat`.
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.. _onMapLoad.init:
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onMapLoad\*.init
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................
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When a map is loaded, either in adventure or fort mode, DFHack looks for files
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of the form ``onMapLoad*.init``, where ``*`` can be any string, including the
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empty string.
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These files are best used for commands that are only relevant once there is a
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game map loaded.
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.. _onMapUnload.init:
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.. _onUnload.init:
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onMapUnload\*.init and onUnload\*.init
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......................................
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When a map or world is unloaded, DFHack looks for files of the form
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``onMapUnload*.init`` or ``onUnload*.init``, respectively.
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Modders often use unload init scripts to disable tools which should not run
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after a modded save is unloaded.
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.. _other_init_files:
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init.d/\*.lua
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.............
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Any lua script named ``init.d/*.lua``, in the save or main DF directory,
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will be run when any world or that save is loaded.
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.. _script-paths:
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Script paths
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------------
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Script paths are folders that DFHack searches to find a script when a command is
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run. By default, the following folders are searched, in order (relative to the
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root DF folder):
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#. :file:`dfhack-config/scripts`
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#. :file:`save/{world}/scripts` (only if a save is loaded)
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#. :file:`hack/scripts`
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#. :file:`data/installed_mods/...` (see below)
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For example, if ``teleport`` is run, these folders are searched in order for
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``teleport.lua``, and the first matching file is run.
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Scripts in installed mods
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.........................
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Scripts in mods are automatically added to the script path. The following
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directories are searched for mods::
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../../workshop/content/975370/ (the DF Steam workshop directory)
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mods/
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data/installed_mods/
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Each mod can have two directories that contain scripts:
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- ``scripts_modactive/`` is added to the script path if and only if the mod is
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active in the loaded world.
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- ``scripts_modinstalled/`` is added to the script path as long as the mod is
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installed in one of the searched mod directories.
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Multiple versions of a mod may be installed at the same time. If a mod is
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active in a loaded world, then the scripts for the version of the mod that is
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active will be added to the script path. Otherwise, the latest version of each
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mod is added to the script path.
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Scripts for active mods take precedence according to their load order when you
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generated the current world.
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Scripts for non-active mods are ordered by their containing mod's ID.
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For example, the search paths for mods might look like this::
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activemod_last_in_load_order/scripts_modactive
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activemod_last_in_load_order/scripts_modinstalled
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activemod_second_to_last_in_load_order/scripts_modactive
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activemod_second_to_last_in_load_order/scripts_modinstalled
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...
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inactivemod1/scripts_modinstalled
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inactivemod2/scripts_modinstalled
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...
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Not all mods will have script directories, of course, and those mods will not be
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added to the script search path. Mods are re-scanned whenever a world is loaded
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or unloaded. For more information on scripts and mods, check out the
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`modding-guide`.
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Custom script paths
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...................
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Script paths can be added by modifying :file:`dfhack-config/script-paths.txt`.
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Each line should start with one of these characters:
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- ``+``: adds a script path that is searched *before* the default paths (above)
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- ``-``: adds a script path that is searched *after* the default paths
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- ``#``: a comment (the line is ignored)
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Paths can be absolute or relative - relative paths are interpreted relative to
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the root DF folder.
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.. admonition:: Tip
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When developing scripts in the :source-scripts:`dfhack/scripts repo <>`,
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it may be useful to add the path to your local copy of the repo with ``+``.
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This will allow you to make changes in the repo and have them take effect
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immediately, without needing to re-install or copy scripts over manually.
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Note that ``script-paths.txt`` is only read at startup, but the paths can also be
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modified programmatically at any time through the `Lua API <lua-api-internal>`.
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Commandline options
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===================
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In addition to `Using an OS terminal`_ to execute commands on startup, DFHack
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also recognizes a single commandline option that can be specified on the
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commandline:
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- ``--disable-dfhack``: If this option is passed on the Dwarf Fortress
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commandline, then DFHack will be disabled for the session. You will have to
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restart Dwarf Fortress without specifying this option in order to use DFHack.
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If you are launching Dwarf Fortress from Steam, you can enter the option in
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the "Launch Options" text box in the properties for the Dwarf Fortress app.
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Note that if you do this, DFHack will be disabled regardless of whether you
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run Dwarf Fortress from its own app or DFHack's. You will have to clear the
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DF Launch Options in order to use DFHack again. Note that even if DFHack is
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disabled, :file:`stdout.txt` and :file:`stderr.txt` will still be redirected
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to :file:`stdout.log` and :file:`stderr.log`, respectively.
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.. _env-vars:
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Environment variables
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=====================
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DFHack's behavior can be adjusted with some environment variables. For example,
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on UNIX-like systems:
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.. code-block:: shell
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DFHACK_SOME_VAR=1 ./dfhack
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- ``DFHACK_DISABLE``: if set, DFHack will not initialize, not even to redirect
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standard output or standard error. This is provided as an alternative
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to the ``--disable-dfhack`` commandline parameter above for when environment
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variables are more convenient.
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- ``DFHACK_PORT``: the port to use for the RPC server (used by ``dfhack-run``
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and `remotefortressreader` among others) instead of the default ``5000``. As
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with the default, if this port cannot be used, the server is not started.
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See `remote` for more details.
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- ``DFHACK_DISABLE_CONSOLE``: if set, the DFHack console is not set up. This is
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the default behavior if ``PRINT_MODE:TEXT`` is set in ``data/init/init.txt``.
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Intended for situations where DFHack cannot run in a terminal window.
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- ``DFHACK_HEADLESS``: if set, and ``PRINT_MODE:TEXT`` is set, DF's display will
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be hidden, and the console will be started unless ``DFHACK_DISABLE_CONSOLE``
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is also set. Intended for non-interactive gameplay only.
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- ``DFHACK_NO_GLOBALS``, ``DFHACK_NO_VTABLES``: ignores all global or vtable
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addresses in ``symbols.xml``, respectively. Intended for development use -
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e.g. to make sure tools do not crash when these addresses are missing.
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- ``DFHACK_NO_DEV_PLUGINS``: if set, any plugins from the plugins/devel folder
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that are built and installed will not be loaded on startup.
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- ``DFHACK_LOG_MEM_RANGES`` (macOS only): if set, logs memory ranges to
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``stderr.log``. Note that `devel/lsmem` can also do this.
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- ``DFHACK_ENABLE_LUACOV``: if set, enables coverage analysis of Lua scripts.
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Use the `devel/luacov` script to generate coverage reports from the collected
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metrics.
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Other (non-DFHack-specific) variables that affect DFHack:
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- ``TERM``: if this is set to ``dumb`` or ``cons25`` on \*nix, the console will
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not support any escape sequences (arrow keys, etc.).
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- ``LANG``, ``LC_CTYPE``: if either of these contain "UTF8" or "UTF-8" (not case
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sensitive), ``DF2CONSOLE()`` will produce UTF-8-encoded text. Note that this
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should be the case in most UTF-8-capable \*nix terminal emulators already.
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Core preferences
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================
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There are a few settings that can be changed dynamically via
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`gui/control-panel` to affect runtime behavior. You can also toggle these from
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the commandline using the `lua` command, e.g.
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``lua dfhack.HIDE_ARMOK_TOOLS=true`` or by editing the generated
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``dfhack-config/init/dfhack.control-panel-preferences.init`` file and
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restarting DF.
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- ``dfhack.HIDE_CONSOLE_ON_STARTUP``: Whether to hide the external DFHack
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terminal window on startup. This, of course, is not useful to change
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dynamically. You'll have to use `gui/control-panel` or edit the init file
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directly and restart DF for it to have an effect.
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- ``dfhack.HIDE_ARMOK_TOOLS``: Whether to hide "armok" tools in command lists.
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- ``dfhack.SUPPRESS_DUPLICATE_KEYBOARD_EVENTS``: Whether to prevent DFHack
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keybindings from producing DF key events.
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Miscellaneous notes
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===================
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This section is for odd but important notes that don't fit anywhere else.
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* If a DF :kbd:`H` hotkey is named with a DFHack command, pressing
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the corresponding :kbd:`Fx` button will run that command, instead of
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zooming to the set location.
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*This feature will be removed in a future version.* (see :issue:`731`)
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* The binaries for 0.40.15-r1 to 0.34.11-r4 are on DFFD_.
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Older versions are available here_.
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*These files will eventually be migrated to GitHub.* (see :issue:`473`)
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.. _DFFD: https://dffd.bay12games.com/search.php?string=DFHack&id=15&limit=1000
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.. _here: https://dethware.org/dfhack/download
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