229 lines
9.5 KiB
ReStructuredText
229 lines
9.5 KiB
ReStructuredText
###########################
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How to contribute to DFHack
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###########################
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.. contents::
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.. _contributing-code:
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Contributing Code
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=================
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Several things should be kept in mind when contributing code to DFHack.
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Code Format
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-----------
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* Four space indents for C++. Never use tabs for indentation in any language.
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* LF (Unix style) line terminators
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* Avoid trailing whitespace
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* UTF-8 encoding
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* For C++:
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* Opening and closing braces on their own lines or opening brace at the end of the previous line
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* Braces placed at original indent level if on their own lines
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* #includes should be sorted. C++ libraries first, then dfhack modules, then df structures,
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then local includes. Within each category they should be sorted alphabetically.
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How to get new code into DFHack
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-------------------------------
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* Submit pull requests to the ``develop`` branch, not the ``master`` branch.
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(The ``master`` branch always points at the most recent release)
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* Use a new branch for each feature or bugfix so that your changes can be merged independently
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(i.e. not the master or develop branch of your fork).
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* If possible, compile on multiple platforms when changing anything that compiles
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* It must pass CI - run ``python travis/all.py`` to check this.
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* Update ``NEWS.rst`` and ``docs/Authors.rst`` when applicable.
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* Create a GitHub pull request once finished
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* Submit ideas and bug reports as :issue:`issues on GitHub <>`.
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Posts in the forum thread can easily get missed or forgotten.
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* Work on :issue:`reported problems <?q=is:open+-label:idea>`
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will take priority over ideas or suggestions.
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.. _contributing-memory-research:
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Memory research
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---------------
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If you want to do memory research, you'll need some tools and some knowledge.
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In general, you'll need a good memory viewer and optionally something
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to look at machine code without getting crazy :)
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Using publicly known information and analyzing the game's data is preferred.
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Good windows tools include:
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* Cheat Engine
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* IDA Pro 5.0 (freely available for non-commercial use)
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Good linux tools:
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* angavrilov's df-structures gui (visit us on IRC for details).
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* edb (Evan's Debugger)
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* IDA Pro 5.0 running under Wine
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* Some of the tools residing in the ``legacy`` dfhack branch.
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Using the library as a developer
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================================
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Currently, the most direct way to use the library is to write a script or plugin that can be loaded by it.
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All the plugins can be found in the 'plugins' folder. There's no in-depth documentation
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on how to write one yet, but it should be easy enough to copy one and just follow the pattern.
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``plugins/skeleton/skeleton.cpp`` is provided for this purpose.
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Other than through plugins, it is possible to use DFHack via remote access interface,
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or by writing scripts in Lua or Ruby. There are plenty of examples in the scripts folder.
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The `lua-api` is quite well documented.
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The most important parts of DFHack are the Core, Console, Modules and Plugins.
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* Core acts as the centerpiece of DFHack - it acts as a filter between DF and
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SDL and synchronizes the various plugins with DF.
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* Console is a thread-safe console that can be used to invoke commands exported by Plugins.
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* Modules actually describe the way to access information in DF's memory. You
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can get them from the Core. Most modules are split into two parts: high-level
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and low-level. High-level is mostly method calls, low-level publicly visible
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pointers to DF's data structures.
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* Plugins are the tools that use all the other stuff to make things happen.
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A plugin can have a list of commands that it exports and an onupdate function
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that will be called each DF game tick.
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Rudimentary API documentation can be built using doxygen (see build options
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in ``CMakeCache.txt`` or with ``ccmake`` or ``cmake-gui``). The full DFHack
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documentation is built with Sphinx_, which runs automatically at compile time.
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.. _Sphinx: http://www.sphinx-doc.org
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DFHack consists of variously licensed code, but invariably weak copyleft.
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The main license is zlib/libpng, some bits are MIT licensed, and some are
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BSD licensed. See the `license` for more information.
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Feel free to add your own extensions and plugins. Contributing back to
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the DFHack repository is welcome and the right thing to do :)
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DF data structure definitions
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-----------------------------
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DFHack uses information about the game data structures, represented via xml files
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in the ``library/xml/`` submodule.
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See https://github.com/DFHack/df-structures, and the documentation linked in the index.
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Data structure layouts are described in files following the ``df.*.xml`` name pattern.
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This information is transformed by a perl script into C++ headers describing the
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structures, and associated metadata for the Lua wrapper. These headers and data
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are then compiled into the DFHack libraries, thus necessitating a compatibility
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break every time layouts change; in return it significantly boosts the efficiency
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and capabilities of DFHack code.
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Global object addresses are stored in :file:`symbols.xml`, which is copied to the dfhack
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release package and loaded as data at runtime.
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Remote access interface
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-----------------------
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DFHack supports remote access by exchanging Google protobuf messages via a TCP
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socket. Both the core and plugins can define remotely accessible methods. The
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``dfhack-run`` command uses this interface to invoke ordinary console commands.
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Currently the supported set of requests is limited, because the developers don't
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know what exactly is most useful. `remotefortressreader` provides a fairly
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comprehensive interface for visualisers such as :forums:`Armok Vision <146473>`.
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Documentation Standards
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=======================
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DFHack documentation is built with Sphinx_, and configured automatically
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through CMake. If you want to build the docs *only*, use this command::
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sphinx-build . docs/html
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Whether you're adding new code or just fixing old documentation (and there's plenty),
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there are a few important standards for completeness and consistent style. Treat
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this section as a guide rather than iron law, match the surrounding text, and you'll
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be fine.
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Each command should have a short (~54 character) help string, which is shown
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by the `ls` command. For scripts, this is a comment on the first line
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(the comment marker and whitespace is stripped). For plugins it's the second
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argument to ``PluginCommand``. Please make this brief but descriptive!
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Everything should be documented! If it's not clear *where* a particular
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thing should be documented, ask on IRC or in the DFHack thread on Bay12 -
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as well as getting help, you'll be providing valuable feedback that
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makes it easier for future readers!
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Scripts can use a custom autodoc function, based on the Sphinx ``include``
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directive - anything between the tokens is copied into the appropriate scripts
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documentation page. For Ruby, we follow the built-in docstring convention
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(``=begin`` and ``=end``). For Lua, the tokens are ``[====[`` and ``]====]``
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- ordinary multi-line strings. It is highly encouraged to reuse this string
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as the in-console documentation by (eg.) printing it when a ``-help`` argument
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is given.
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The docs **must** have a heading which exactly matches the command, underlined
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with ``=====`` to the same length. For example, a lua file would have::
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local helpstr = [====[
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add-thought
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===========
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Adds a thought or emotion to the selected unit. Can be used by other scripts,
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or the gui invoked by running ``add-thought gui`` with a unit selected.
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]====]
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Where the heading for a section is also the name of a command, the spelling
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and case should exactly match the command to enter in the DFHack command line.
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Try to keep lines within 80-100 characters, so it's readable in plain text
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in the terminal - Sphinx (our documentation system) will make sure
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paragraphs flow.
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If there aren't many options or examples to show, they can go in a paragraph of
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text. Use double-backticks to put commands in monospaced font, like this::
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You can use ``cleanowned scattered x`` to dump tattered or abandoned items.
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If the command takes more than three arguments, format the list as a table
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called Usage. The table *only* lists arguments, not full commands.
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Input values are specified in angle brackets. Example::
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Usage:
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:arg1: A simple argument.
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:arg2 <input>: Does something based on the input value.
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:Very long argument:
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Is very specific.
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To demonstrate usage - useful mainly when the syntax is complicated, list the
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full command with arguments in monospaced font, then indent the next line and
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describe the effect::
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``resume all``
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Resumes all suspended constructions.
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If it would be helpful to mention another DFHack command, don't just type the
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name - add a hyperlink! Specify the link target in backticks, and it will be
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replaced with the corresponding title and linked: eg ```autolabor```
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=> `autolabor`. Link targets should be equivalent to the command
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described (without file extension), and placed above the heading of that
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section like this::
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.. _autolabor:
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autolabor
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=========
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Add link targets if you need them, but otherwise plain headings are preferred.
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Scripts have link targets created automatically.
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Other ways to help
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==================
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DFHack is a software project, but there's a lot more to it than programming.
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If you're not comfortable programming, you can help by:
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* reporting bugs and incomplete documentation
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* improving the documentation
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* finding third-party scripts to add
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* writing tutorials for newbies
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All those things are crucial, and often under-represented. So if that's
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your thing, go get started!
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