1192 lines
37 KiB
ReStructuredText
1192 lines
37 KiB
ReStructuredText
##############
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DFHack Lua API
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##############
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.. contents::
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====================
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DF structure wrapper
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====================
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DF structures described by the xml files in library/xml are exported
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to lua code as a tree of objects and functions under the ``df`` global,
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which broadly maps to the ``df`` namespace in C++.
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**WARNING**: The wrapper provides almost raw access to the memory
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of the game, so mistakes in manipulating objects are as likely to
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crash the game as equivalent plain C++ code would be. E.g. NULL
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pointer access is safely detected, but dangling pointers aren't.
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Objects managed by the wrapper can be broadly classified into the following groups:
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1. Typed object pointers (references).
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References represent objects in DF memory with a known type.
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In addition to fields and methods defined by the wrapped type,
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every reference has some built-in properties and methods.
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2. Untyped pointers
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Represented as lightuserdata.
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In assignment to a pointer NULL can be represented either as
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``nil``, or a NULL lightuserdata; reading a NULL pointer field
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returns ``nil``.
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3. Named types
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Objects in the ``df`` tree that represent identity of struct, class,
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enum and bitfield types. They host nested named types, static
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methods, builtin properties & methods, and, for enums and bitfields,
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the bi-directional mapping between key names and values.
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4. The ``global`` object
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``df.global`` corresponds to the ``df::global`` namespace, and
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behaves as a mix between a named type and a reference, containing
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both nested types and fields corresponding to global symbols.
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In addition to the ``global`` object and top-level types the ``df``
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global also contains a few global builtin utility functions.
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Typed object references
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=======================
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The underlying primitive lua object is userdata with a metatable.
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Every structured field access produces a new userdata instance.
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All typed objects have the following built-in features:
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* ``ref1 == ref2``, ``tostring(ref)``
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References implement equality by type & pointer value, and string conversion.
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* ``pairs(ref)``
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Returns an iterator for the sequence of actual C++ field names
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and values. Fields are enumerated in memory order. Methods and
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lua wrapper properties are not included in the iteration.
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**WARNING**: a few of the data structures (like ui_look_list)
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contain unions with pointers to different types with vtables.
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Using pairs on such structs is an almost sure way to crash with
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an access violation.
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* ``ref._kind``
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Returns one of: ``primitive``, ``struct``, ``container``,
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or ``bitfield``, as appropriate for the referenced object.
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* ``ref._type``
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Returns the named type object or a string that represents
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the referenced object type.
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* ``ref:sizeof()``
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Returns *size, address*
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* ``ref:new()``
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Allocates a new instance of the same type, and copies data
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from the current object.
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* ``ref:delete()``
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Destroys the object with the C++ ``delete`` operator.
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If destructor is not available, returns *false*.
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**WARNING**: the lua reference object remains as a dangling
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pointer, like a raw C++ pointer would.
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* ``ref:assign(object)``
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Assigns data from object to ref. Object must either be another
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ref of a compatible type, or a lua table; in the latter case
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special recursive assignment rules are applied.
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* ``ref:_displace(index[,step])``
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Returns a new reference with the pointer adjusted by index*step.
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Step defaults to the natural object size.
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Primitive references
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--------------------
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References of the *_kind* ``'primitive'`` are used for objects
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that don't fit any of the other reference types. Such
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references can only appear as a value of a pointer field,
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or as a result of calling the ``_field()`` method.
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They behave as structs with one field ``value`` of the right type.
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Struct references
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-----------------
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Struct references are used for class and struct objects.
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They implement the following features:
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* ``ref.field``, ``ref.field = value``
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Valid fields of the structure may be accessed by subscript.
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Primitive typed fields, i.e. numbers & strings, are converted
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to/from matching lua values. The value of a pointer is a reference
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to the target, or nil/NULL. Complex types are represented by
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a reference to the field within the structure; unless recursive
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lua table assignment is used, such fields can only be read.
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**NOTE:** In case of inheritance, *superclass* fields have precedence
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over the subclass, but fields shadowed in this way can still
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be accessed as ``ref['subclasstype.field']``.
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This shadowing order is necessary because vtable-based classes
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are automatically exposed in their exact type, and the reverse
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rule would make access to superclass fields unreliable.
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* ``ref._field(field)``
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Returns a reference to a valid field. That is, unlike regular
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subscript, it returns a reference to the field within the structure
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even for primitive typed fields and pointers.
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* ``ref:vmethod(args...)``
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Named virtual methods are also exposed, subject to the same
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shadowing rules.
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* ``pairs(ref)``
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Enumerates all real fields (but not methods) in memory
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(= declaration) order.
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Container references
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--------------------
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Containers represent vectors and arrays, possibly resizable.
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A container field can associate an enum to the container
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reference, which allows accessing elements using string keys
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instead of numerical indices.
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Implemented features:
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* ``ref._enum``
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If the container has an associated enum, returns the matching
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named type object.
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* ``#ref``
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Returns the *length* of the container.
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* ``ref[index]``
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Accesses the container element, using either a *0-based* numerical
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index, or, if an enum is associated, a valid enum key string.
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Accessing an invalid index is an error, but some container types
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may return a default value, or auto-resize instead for convenience.
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Currently this relaxed mode is implemented by df-flagarray aka BitArray.
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* ``ref._field(index)``
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Like with structs, returns a pointer to the array element, if possible.
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Flag and bit arrays cannot return such pointer, so it fails with an error.
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* ``pairs(ref)``, ``ipairs(ref)``
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If the container has no associated enum, both behave identically,
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iterating over numerical indices in order. Otherwise, ipairs still
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uses numbers, while pairs tries to substitute enum keys whenever
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possible.
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* ``ref:resize(new_size)``
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Resizes the container if supported, or fails with an error.
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* ``ref:insert(index,item)``
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Inserts a new item at the specified index. To add at the end,
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use ``#ref``, or just ``'#'`` as index.
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* ``ref:erase(index)``
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Removes the element at the given valid index.
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Bitfield references
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-------------------
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Bitfields behave like special fixed-size containers.
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The ``_enum`` property points to the bitfield type.
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Numerical indices correspond to the shift value,
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and if a subfield occupies multiple bits, the
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``ipairs`` order would have a gap.
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Named types
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===========
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Named types are exposed in the ``df`` tree with names identical
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to the C++ version, except for the ``::`` vs ``.`` difference.
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All types and the global object have the following features:
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* ``type._kind``
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Evaluates to one of ``struct-type``, ``class-type``, ``enum-type``,
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``bitfield-type`` or ``global``.
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* ``type._identity``
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Contains a lightuserdata pointing to the underlying
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DFHack::type_instance object.
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Types excluding the global object also support:
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* ``type:sizeof()``
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Returns the size of an object of the type.
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* ``type:new()``
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Creates a new instance of an object of the type.
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* ``type:is_instance(object)``
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Returns true if object is same or subclass type, or a reference
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to an object of same or subclass type. It is permissible to pass
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nil, NULL or non-wrapper value as object; in this case the
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method returns nil.
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In addition to this, enum and bitfield types contain a
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bi-directional mapping between key strings and values, and
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also map ``_first_item`` and ``_last_item`` to the min and
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max values.
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Struct and class types with instance-vector attribute in the
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xml have a ``type.find(key)`` function that wraps the find
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method provided in C++.
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Global functions
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================
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The ``df`` table itself contains the following functions and values:
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* ``NULL``, ``df.NULL``
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Contains the NULL lightuserdata.
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* ``df.isnull(obj)``
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Evaluates to true if obj is nil or NULL; false otherwise.
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* ``df.isvalid(obj[,allow_null])``
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For supported objects returns one of ``type``, ``voidptr``, ``ref``.
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If *allow_null* is true, and obj is nil or NULL, returns ``null``.
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Otherwise returns *nil*.
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* ``df.sizeof(obj)``
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For types and refs identical to ``obj:sizeof()``.
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For lightuserdata returns *nil, address*
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* ``df.new(obj)``, ``df.delete(obj)``, ``df.assign(obj, obj2)``
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Equivalent to using the matching methods of obj.
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* ``df._displace(obj,index[,step])``
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For refs equivalent to the method, but also works with
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lightuserdata (step is mandatory then).
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* ``df.is_instance(type,obj)``
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Equivalent to the method, but also allows a reference as proxy for its type.
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Recursive table assignment
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==========================
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Recursive assignment is invoked when a lua table is assigned
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to a C++ object or field, i.e. one of:
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* ``ref:assign{...}``
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* ``ref.field = {...}``
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The general mode of operation is that all fields of the table
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are assigned to the fields of the target structure, roughly
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emulating the following code::
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function rec_assign(ref,table)
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for key,value in pairs(table) do
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ref[key] = value
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end
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end
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Since assigning a table to a field using = invokes the same
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process, it is recursive.
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There are however some variations to this process depending
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on the type of the field being assigned to:
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1. If the table contains an ``assign`` field, it is
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applied first, using the ``ref:assign(value)`` method.
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It is never assigned as a usual field.
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2. When a table is assigned to a non-NULL pointer field
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using the ``ref.field = {...}`` syntax, it is applied
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to the target of the pointer instead.
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If the pointer is NULL, the table is checked for a ``new`` field:
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a. If it is *nil* or *false*, assignment fails with an error.
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b. If it is *true*, the pointer is initialized with a newly
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allocated object of the declared target type of the pointer.
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c. Otherwise, ``table.new`` must be a named type, or an
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object of a type compatible with the pointer. The pointer
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is initialized with the result of calling ``table.new:new()``.
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After this auto-vivification process, assignment proceeds
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as if the pointer wasn't NULL.
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Obviously, the ``new`` field inside the table is always skipped
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during the actual per-field assignment processing.
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3. If the target of the assignment is a container, a separate
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rule set is used:
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a. If the table contains neither ``assign`` nor ``resize``
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fields, it is interpreted as an ordinary *1-based* lua
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array. The container is resized to the #-size of the
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table, and elements are assigned in numeric order::
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ref:resize(#table);
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for i=1,#table do ref[i-1] = table[i] end
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b. Otherwise, ``resize`` must be *true*, *false*, or
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an explicit number. If it is not false, the container
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is resized. After that the usual struct-like 'pairs'
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assignment is performed.
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In case ``resize`` is *true*, the size is computed
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by scanning the table for the largest numeric key.
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This means that in order to reassign only one element of
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a container using this system, it is necessary to use::
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{ resize=false, [idx]=value }
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Since nil inside a table is indistinguishable from missing key,
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it is necessary to use ``df.NULL`` as a null pointer value.
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This system is intended as a way to define a nested object
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tree using pure lua data structures, and then materialize it in
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C++ memory in one go. Note that if pointer auto-vivification
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is used, an error in the middle of the recursive walk would
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not destroy any objects allocated in this way, so the user
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should be prepared to catch the error and do the necessary
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cleanup.
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================
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DFHack utilities
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================
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DFHack utility functions are placed in the ``dfhack`` global tree.
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Currently it defines the following features:
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* ``dfhack.print(args...)``
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Output tab-separated args as standard lua print would do,
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but without a newline.
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* ``print(args...)``, ``dfhack.println(args...)``
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A replacement of the standard library print function that
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works with DFHack output infrastructure.
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* ``dfhack.printerr(args...)``
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Same as println; intended for errors. Uses red color and logs to stderr.log.
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* ``dfhack.color([color])``
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Sets the current output color. If color is *nil* or *-1*, resets to default.
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* ``dfhack.is_interactive()``
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Checks if the thread can access the interactive console and returns *true* or *false*.
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* ``dfhack.lineedit([prompt[,history_filename]])``
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If the thread owns the interactive console, shows a prompt
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and returns the entered string. Otherwise returns *nil, error*.
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Depending on the context, this function may actually yield the
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running coroutine and let the C++ code release the core suspend
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lock. Using an explicit ``dfhack.with_suspend`` will prevent
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this, forcing the function to block on input with lock held.
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* ``dfhack.interpreter([prompt[,env[,history_filename]]])``
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Starts an interactive lua interpreter, using the specified prompt
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string, global environment and command-line history file.
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If the interactive console is not accessible, returns *nil, error*.
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* ``dfhack.pcall(f[,args...])``
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Invokes f via xpcall, using an error function that attaches
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a stack trace to the error. The same function is used by SafeCall
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in C++, and dfhack.safecall.
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The returned error is a table with separate ``message`` and
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``stacktrace`` string fields; it implements ``__tostring``.
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* ``safecall(f[,args...])``, ``dfhack.safecall(f[,args...])``
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Just like pcall, but also prints the error using printerr before
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returning. Intended as a convenience function.
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* ``dfhack.saferesume(coroutine[,args...])``
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Compares to coroutine.resume like dfhack.safecall vs pcall.
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* ``dfhack.with_suspend(f[,args...])``
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Calls ``f`` with arguments after grabbing the DF core suspend lock.
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Suspending is necessary for accessing a consistent state of DF memory.
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Returned values and errors are propagated through after releasing
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the lock. It is safe to nest suspends.
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Every thread is allowed only one suspend per DF frame, so it is best
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to group operations together in one big critical section. A plugin
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can choose to run all lua code inside a C++-side suspend lock.
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* ``dfhack.call_with_finalizer(num_cleanup_args,always,cleanup_fn[,cleanup_args...],fn[,args...])``
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Invokes ``fn`` with ``args``, and after it returns or throws an
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error calls ``cleanup_fn`` with ``cleanup_args``. Any return values from
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``fn`` are propagated, and errors are re-thrown.
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The ``num_cleanup_args`` integer specifies the number of ``cleanup_args``,
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and the ``always`` boolean specifies if cleanup should be called in any case,
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or only in case of an error.
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* ``dfhack.with_finalize(cleanup_fn,fn[,args...])``
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Calls ``fn`` with arguments, then finalizes with ``cleanup_fn``.
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Implemented using ``call_with_finalizer(0,true,...)``.
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* ``dfhack.with_onerror(cleanup_fn,fn[,args...])``
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Calls ``fn`` with arguments, then finalizes with ``cleanup_fn`` on any thrown error.
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Implemented using ``call_with_finalizer(0,false,...)``.
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* ``dfhack.with_temp_object(obj,fn[,args...])``
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Calls ``fn(obj,args...)``, then finalizes with ``obj:delete()``.
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Persistent configuration storage
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================================
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This api is intended for storing configuration options in the world itself.
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It probably should be restricted to data that is world-dependent.
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Entries are identified by a string ``key``, but it is also possible to manage
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multiple entries with the same key; their identity is determined by ``entry_id``.
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Every entry has a mutable string ``value``, and an array of 7 mutable ``ints``.
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* ``dfhack.persistent.get(key)``, ``entry:get()``
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Retrieves a persistent config record with the given string key,
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or refreshes an already retrieved entry. If there are multiple
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entries with the same key, it is undefined which one is retrieved
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by the first version of the call.
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Returns entry, or *nil* if not found.
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* ``dfhack.persistent.delete(key)``, ``entry:delete()``
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Removes an existing entry. Returns *true* if succeeded.
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* ``dfhack.persistent.get_all(key[,match_prefix])``
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Retrieves all entries with the same key, or starting with key..'/'.
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Calling ``get_all('',true)`` will match all entries.
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If none found, returns nil; otherwise returns an array of entries.
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* ``dfhack.persistent.save({key=str1, ...}[,new])``, ``entry:save([new])``
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Saves changes in an entry, or creates a new one. Passing true as
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new forces creation of a new entry even if one already exists;
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otherwise the existing one is simply updated.
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Returns *entry, did_create_new*
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Since the data is hidden in data structures owned by the DF world,
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and automatically stored in the save game, these save and retrieval
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functions can just copy values in memory without doing any actual I/O.
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However, currently every entry has a 180+-byte dead-weight overhead.
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Material info lookup
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====================
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A material info record has fields:
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* ``type``, ``index``, ``material``
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DF material code pair, and a reference to the material object.
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* ``mode``
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One of ``'builtin'``, ``'inorganic'``, ``'plant'``, ``'creature'``.
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* ``inorganic``, ``plant``, ``creature``
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|
|
If the material is of the matching type, contains a reference to the raw object.
|
|
|
|
* ``figure``
|
|
|
|
For a specific creature material contains a ref to the historical figure.
|
|
|
|
Functions:
|
|
|
|
* ``dfhack.matinfo.decode(type,index)``
|
|
|
|
Looks up material info for the given number pair; if not found, returs *nil*.
|
|
|
|
* ``....decode(matinfo)``, ``....decode(item)``, ``....decode(obj)``
|
|
|
|
Uses ``matinfo.type``/``matinfo.index``, item getter vmethods,
|
|
or ``obj.mat_type``/``obj.mat_index`` to get the code pair.
|
|
|
|
* ``dfhack.matinfo.find(token[,token...])``
|
|
|
|
Looks up material by a token string, or a pre-split string token sequence.
|
|
|
|
* ``dfhack.matinfo.getToken(...)``, ``info:getToken()``
|
|
|
|
Applies ``decode`` and constructs a string token.
|
|
|
|
* ``info:toString([temperature[,named]])``
|
|
|
|
Returns the human-readable name at the given temperature.
|
|
|
|
* ``info:getCraftClass()``
|
|
|
|
Returns the classification used for craft skills.
|
|
|
|
* ``info:matches(obj)``
|
|
|
|
Checks if the material matches job_material_category or job_item.
|
|
Accept dfhack_material_category auto-assign table.
|
|
|
|
C++ function wrappers
|
|
=====================
|
|
|
|
Thin wrappers around C++ functions, similar to the ones for virtual methods.
|
|
One notable difference is that these explicit wrappers allow argument count
|
|
adjustment according to the usual lua rules, so trailing false/nil arguments
|
|
can be omitted.
|
|
|
|
* ``dfhack.isWorldLoaded()``
|
|
|
|
Checks if the world is loaded.
|
|
|
|
* ``dfhack.isMapLoaded()``
|
|
|
|
Checks if the world and map are loaded.
|
|
|
|
* ``dfhack.TranslateName(name[,in_english,only_last_name])``
|
|
|
|
Convert a language_name or only the last name part to string.
|
|
|
|
Gui module
|
|
----------
|
|
|
|
* ``dfhack.gui.getSelectedWorkshopJob([silent])``
|
|
|
|
When a job is selected in *'q'* mode, returns the job, else
|
|
prints error unless silent and returns *nil*.
|
|
|
|
* ``dfhack.gui.getSelectedJob([silent])``
|
|
|
|
Returns the job selected in a workshop or unit/jobs screen.
|
|
|
|
* ``dfhack.gui.getSelectedUnit([silent])``
|
|
|
|
Returns the unit selected via *'v'*, *'k'*, unit/jobs, or
|
|
a full-screen item view of a cage or suchlike.
|
|
|
|
* ``dfhack.gui.getSelectedItem([silent])``
|
|
|
|
Returns the item selected via *'v'* ->inventory, *'k'*, *'t'*, or
|
|
a full-screen item view of a container. Note that in the
|
|
last case, the highlighted *contained item* is returned, not
|
|
the container itself.
|
|
|
|
* ``dfhack.gui.showAnnouncement(text,color[,is_bright])``
|
|
|
|
Adds a regular announcement with given text, color, and brightness.
|
|
The is_bright boolean actually seems to invert the brightness.
|
|
|
|
* ``dfhack.gui.showPopupAnnouncement(text,color[,is_bright])``
|
|
|
|
Pops up a titan-style modal announcement window.
|
|
|
|
Job module
|
|
----------
|
|
|
|
* ``dfhack.job.cloneJobStruct(job)``
|
|
|
|
Creates a deep copy of the given job.
|
|
|
|
* ``dfhack.job.printJobDetails(job)``
|
|
|
|
Prints info about the job.
|
|
|
|
* ``dfhack.job.printItemDetails(jobitem,idx)``
|
|
|
|
Prints info about the job item.
|
|
|
|
* ``dfhack.job.getHolder(job)``
|
|
|
|
Returns the building holding the job.
|
|
|
|
* ``dfhack.job.getWorker(job)``
|
|
|
|
Returns the unit performing the job.
|
|
|
|
* ``dfhack.job.checkBuildingsNow()``
|
|
|
|
Instructs the game to check buildings for jobs next frame and assign workers.
|
|
|
|
* ``dfhack.job.checkDesignationsNow()``
|
|
|
|
Instructs the game to check designations for jobs next frame and assign workers.
|
|
|
|
* ``dfhack.job.is_equal(job1,job2)``
|
|
|
|
Compares important fields in the job and nested item structures.
|
|
|
|
* ``dfhack.job.is_item_equal(job_item1,job_item2)``
|
|
|
|
Compares important fields in the job item structures.
|
|
|
|
* ``dfhack.job.listNewlyCreated(first_id)``
|
|
|
|
Returns the current value of ``df.global.job_next_id``, and
|
|
if there are any jobs with ``first_id <= id < job_next_id``,
|
|
a lua list containing them.
|
|
|
|
Units module
|
|
------------
|
|
|
|
* ``dfhack.units.getPosition(unit)``
|
|
|
|
Returns true *x,y,z* of the unit, or *nil* if invalid; may be not equal to unit.pos if caged.
|
|
|
|
* ``dfhack.units.getContainer(unit)``
|
|
|
|
Returns the container (cage) item or *nil*.
|
|
|
|
* ``dfhack.units.setNickname(unit,nick)``
|
|
|
|
Sets the unit's nickname properly.
|
|
|
|
* ``dfhack.units.getVisibleName(unit)``
|
|
|
|
Returns the language_name object visible in game, accounting for false identities.
|
|
|
|
* ``dfhack.units.getIdentity(unit)``
|
|
|
|
Returns the false identity of the unit if it has one, or *nil*.
|
|
|
|
* ``dfhack.units.getNemesis(unit)``
|
|
|
|
Returns the nemesis record of the unit if it has one, or *nil*.
|
|
|
|
* ``dfhack.units.isDead(unit)``
|
|
|
|
The unit is completely dead and passive.
|
|
|
|
* ``dfhack.units.isAlive(unit)``
|
|
|
|
The unit isn't dead or undead.
|
|
|
|
* ``dfhack.units.isSane(unit)``
|
|
|
|
The unit is capable of rational action, i.e. not dead, insane or zombie.
|
|
|
|
* ``dfhack.units.getAge(unit[,true_age])``
|
|
|
|
Returns the age of the unit in years as a floating-point value.
|
|
If ``true_age`` is true, ignores false identities.
|
|
|
|
* ``dfhack.units.getNoblePositions(unit)``
|
|
|
|
Returns a list of tables describing noble position assignments, or *nil*.
|
|
Every table has fields ``entity``, ``assignment`` and ``position``.
|
|
|
|
* ``dfhack.units.getProfessionName(unit[,ignore_noble,plural])``
|
|
|
|
Retrieves the profession name using custom profession, noble assignments
|
|
or raws. The ``ignore_noble`` boolean disables the use of noble positions.
|
|
|
|
* ``dfhack.units.getCasteProfessionName(race,caste,prof_id[,plural])``
|
|
|
|
Retrieves the profession name for the given race/caste using raws.
|
|
|
|
|
|
Items module
|
|
------------
|
|
|
|
* ``dfhack.items.getPosition(item)``
|
|
|
|
Returns true *x,y,z* of the item, or *nil* if invalid; may be not equal to item.pos if in inventory.
|
|
|
|
* ``dfhack.items.getGeneralRef(item, type)``
|
|
|
|
Searches for a general_ref with the given type.
|
|
|
|
* ``dfhack.items.getSpecificRef(item, type)``
|
|
|
|
Searches for a specific_ref with the given type.
|
|
|
|
* ``dfhack.items.getOwner(item)``
|
|
|
|
Returns the owner unit or *nil*.
|
|
|
|
* ``dfhack.items.setOwner(item,unit)``
|
|
|
|
Replaces the owner of the item. If unit is *nil*, removes ownership.
|
|
Returns *false* in case of error.
|
|
|
|
* ``dfhack.items.getContainer(item)``
|
|
|
|
Returns the container item or *nil*.
|
|
|
|
* ``dfhack.items.getContainedItems(item)``
|
|
|
|
Returns a list of items contained in this one.
|
|
|
|
* ``dfhack.items.moveToGround(item,pos)``
|
|
|
|
Move the item to the ground at position. Returns *false* if impossible.
|
|
|
|
* ``dfhack.items.moveToContainer(item,container)``
|
|
|
|
Move the item to the container. Returns *false* if impossible.
|
|
|
|
|
|
Maps module
|
|
-----------
|
|
|
|
* ``dfhack.maps.getSize()``
|
|
|
|
Returns map size in blocks: *x, y, z*
|
|
|
|
* ``dfhack.maps.getTileSize()``
|
|
|
|
Returns map size in tiles: *x, y, z*
|
|
|
|
* ``dfhack.maps.getBlock(x,y,z)``
|
|
|
|
Returns a map block object for given x,y,z in local block coordinates.
|
|
|
|
* ``dfhack.maps.getTileBlock(coords)``, or ``getTileBlock(x,y,z)``
|
|
|
|
Returns a map block object for given df::coord or x,y,z in local tile coordinates.
|
|
|
|
* ``dfhack.maps.getRegionBiome(region_coord2d)``, or ``getRegionBiome(x,y)``
|
|
|
|
Returns the biome info struct for the given global map region.
|
|
|
|
* ``dfhack.maps.enableBlockUpdates(block[,flow,temperature])``
|
|
|
|
Enables updates for liquid flow or temperature, unless already active.
|
|
|
|
* ``dfhack.maps.getGlobalInitFeature(index)``
|
|
|
|
Returns the global feature object with the given index.
|
|
|
|
* ``dfhack.maps.getLocalInitFeature(region_coord2d,index)``
|
|
|
|
Returns the local feature object with the given region coords and index.
|
|
|
|
* ``dfhack.maps.getTileBiomeRgn(coords)``, or ``getTileBiomeRgn(x,y,z)``
|
|
|
|
Returns *x, y* for use with ``getRegionBiome``.
|
|
|
|
* ``dfhack.maps.canWalkBetween(pos1, pos2)``
|
|
|
|
Checks if a dwarf may be able to walk between the two tiles,
|
|
using a pathfinding cache maintained by the game. Note that
|
|
this cache is only updated when the game is unpaused, and thus
|
|
can get out of date if doors are forbidden or unforbidden, or
|
|
tools like liquids or tiletypes are used. It also cannot possibly
|
|
take into account anything that depends on the actual units, like
|
|
burrows, or the presence of invaders.
|
|
|
|
|
|
Burrows module
|
|
--------------
|
|
|
|
* ``dfhack.burrows.findByName(name)``
|
|
|
|
Returns the burrow pointer or *nil*.
|
|
|
|
* ``dfhack.burrows.clearUnits(burrow)``
|
|
|
|
Removes all units from the burrow.
|
|
|
|
* ``dfhack.burrows.isAssignedUnit(burrow,unit)``
|
|
|
|
Checks if the unit is in the burrow.
|
|
|
|
* ``dfhack.burrows.setAssignedUnit(burrow,unit,enable)``
|
|
|
|
Adds or removes the unit from the burrow.
|
|
|
|
* ``dfhack.burrows.clearTiles(burrow)``
|
|
|
|
Removes all tiles from the burrow.
|
|
|
|
* ``dfhack.burrows.listBlocks(burrow)``
|
|
|
|
Returns a table of map block pointers.
|
|
|
|
* ``dfhack.burrows.isAssignedTile(burrow,tile_coord)``
|
|
|
|
Checks if the tile is in burrow.
|
|
|
|
* ``dfhack.burrows.setAssignedTile(burrow,tile_coord,enable)``
|
|
|
|
Adds or removes the tile from the burrow. Returns *false* if invalid coords.
|
|
|
|
* ``dfhack.burrows.isAssignedBlockTile(burrow,block,x,y)``
|
|
|
|
Checks if the tile within the block is in burrow.
|
|
|
|
* ``dfhack.burrows.setAssignedBlockTile(burrow,block,x,y,enable)``
|
|
|
|
Adds or removes the tile from the burrow. Returns *false* if invalid coords.
|
|
|
|
|
|
Buildings module
|
|
----------------
|
|
|
|
* ``dfhack.buildings.getSize(building)``
|
|
|
|
Returns *width, height, centerx, centery*.
|
|
|
|
* ``dfhack.buildings.findAtTile(pos)``, or ``findAtTile(x,y,z)``
|
|
|
|
Scans the buildings for the one located at the given tile.
|
|
Does not work on civzones. Warning: linear scan if the map
|
|
tile indicates there are buildings at it.
|
|
|
|
* ``dfhack.buildings.findCivzonesAt(pos)``, or ``findCivzonesAt(x,y,z)``
|
|
|
|
Scans civzones, and returns a lua sequence of those that touch
|
|
the given tile, or *nil* if none.
|
|
|
|
* ``dfhack.buildings.getCorrectSize(width, height, type, subtype, custom, direction)``
|
|
|
|
Computes correct dimensions for the specified building type and orientation,
|
|
using width and height for flexible dimensions.
|
|
Returns *is_flexible, width, height, center_x, center_y*.
|
|
|
|
* ``dfhack.buildings.checkFreeTiles(pos,size[,extents,change_extents,allow_occupied])``
|
|
|
|
Checks if the rectangle defined by ``pos`` and ``size``, and possibly extents,
|
|
can be used for placing a building. If ``change_extents`` is true, bad tiles
|
|
are removed from extents. If ``allow_occupied``, the occupancy test is skipped.
|
|
|
|
* ``dfhack.buildings.countExtentTiles(extents,defval)``
|
|
|
|
Returns the number of tiles included by extents, or defval.
|
|
|
|
* ``dfhack.buildings.containsTile(building, x, y[, room])``
|
|
|
|
Checks if the building contains the specified tile, either directly, or as room.
|
|
|
|
* ``dfhack.buildings.hasSupport(pos,size)``
|
|
|
|
Checks if a bridge constructed at specified position would have
|
|
support from terrain, and thus won't collapse if retracted.
|
|
|
|
Low-level building creation functions;
|
|
|
|
* ``dfhack.buildings.allocInstance(pos, type, subtype, custom)``
|
|
|
|
Creates a new building instance of given type, subtype and custom type,
|
|
at specified position. Returns the object, or *nil* in case of an error.
|
|
|
|
* ``dfhack.buildings.setSize(building, width, height, direction)``
|
|
|
|
Configures an object returned by ``allocInstance``, using specified
|
|
parameters wherever appropriate. If the building has fixed size along
|
|
any dimension, the corresponding input parameter will be ignored.
|
|
Returns *false* if the building cannot be placed, or *true, width,
|
|
height, rect_area, true_area*. Returned width and height are the
|
|
final values used by the building; true_area is less than rect_area
|
|
if any tiles were removed from designation.
|
|
|
|
* ``dfhack.buildings.constructAbstract(building)``
|
|
|
|
Links a fully configured object created by ``allocInstance`` into the
|
|
world. The object must be an abstract building, i.e. a stockpile or civzone.
|
|
Returns *true*, or *false* if impossible.
|
|
|
|
* ``dfhack.buildings.constructWithItems(building, items)``
|
|
|
|
Links a fully configured object created by ``allocInstance`` into the
|
|
world for construction, using a list of specific items as material.
|
|
Returns *true*, or *false* if impossible.
|
|
|
|
* ``dfhack.buildings.constructWithFilters(building, job_items)``
|
|
|
|
Links a fully configured object created by ``allocInstance`` into the
|
|
world for construction, using a list of job_item filters as inputs.
|
|
Returns *true*, or *false* if impossible. Filter objects are claimed
|
|
and possibly destroyed in any case.
|
|
Use a negative ``quantity`` field value to auto-compute the amount
|
|
from the size of the building.
|
|
|
|
* ``dfhack.buildings.deconstruct(building)``
|
|
|
|
Destroys the building, or queues a deconstruction job.
|
|
Returns *true* if the building was destroyed and deallocated immediately.
|
|
|
|
More high-level functions are implemented in lua and can be loaded by
|
|
``require('dfhack.buildings')``. See ``hack/lua/dfhack/buildings.lua``.
|
|
|
|
Among them are:
|
|
|
|
* ``dfhack.buildings.getFiltersByType(argtable,type,subtype,custom)``
|
|
|
|
Returns a sequence of lua structures, describing input item filters
|
|
suitable for the specified building type, or *nil* if unknown or invalid.
|
|
The returned sequence is suitable for use as the ``job_items`` argument
|
|
of ``constructWithFilters``.
|
|
Uses tables defined in ``buildings.lua``.
|
|
|
|
Argtable members ``material`` (the default name), ``bucket``, ``barrel``,
|
|
``chain``, ``mechanism``, ``screw``, ``pipe``, ``anvil``, ``weapon`` are used to
|
|
augment the basic attributes with more detailed information if the
|
|
building has input items with the matching name (see the tables for naming details).
|
|
Note that it is impossible to *override* any properties this way, only supply those that
|
|
are not mentioned otherwise; one exception is that flags2.non_economic
|
|
is automatically cleared if an explicit material is specified.
|
|
|
|
* ``dfhack.buildings.constructBuilding{...}``
|
|
|
|
Creates a building in one call, using options contained
|
|
in the argument table. Returns the building, or *nil, error*.
|
|
|
|
**NOTE:** Despite the name, unless the building is abstract,
|
|
the function creates it in an 'unconstructed' stage, with
|
|
a queued in-game job that will actually construct it. I.e.
|
|
the function replicates programmatically what can be done
|
|
through the construct building menu in the game ui, except
|
|
that it does less environment constraint checking.
|
|
|
|
The following options can be used:
|
|
|
|
- ``pos = coordinates``, or ``x = ..., y = ..., z = ...``
|
|
|
|
Mandatory. Specifies the left upper corner of the building.
|
|
|
|
- ``type = df.building_type.FOO, subtype = ..., custom = ...``
|
|
|
|
Mandatory. Specifies the type of the building. Obviously, subtype
|
|
and custom are only expected if the type requires them.
|
|
|
|
- ``fields = { ... }``
|
|
|
|
Initializes fields of the building object after creation with ``df.assign``.
|
|
|
|
- ``width = ..., height = ..., direction = ...``
|
|
|
|
Sets size and orientation of the building. If it is
|
|
fixed-size, specified dimensions are ignored.
|
|
|
|
- ``full_rectangle = true``
|
|
|
|
For buildings like stockpiles or farm plots that can normally
|
|
accomodate individual tile exclusion, forces an error if any
|
|
tiles within the specified width*height are obstructed.
|
|
|
|
- ``items = { item, item ... }``, or ``filters = { {...}, {...}... }``
|
|
|
|
Specifies explicit items or item filters to use in construction.
|
|
It is the job of the user to ensure they are correct for the building type.
|
|
|
|
- ``abstract = true``
|
|
|
|
Specifies that the building is abstract and does not require construction.
|
|
Required for stockpiles and civzones; an error otherwise.
|
|
|
|
- ``material = {...}, mechanism = {...}, ...``
|
|
|
|
If none of ``items``, ``filter``, or ``abstract`` is used,
|
|
the function uses ``getFiltersByType`` to compute the input
|
|
item filters, and passes the argument table through. If no filters
|
|
can be determined this way, ``constructBuilding`` throws an error.
|
|
|
|
|
|
Constructions module
|
|
--------------------
|
|
|
|
* ``dfhack.constructions.designateNew(pos,type,item_type,mat_index)``
|
|
|
|
Designates a new construction at given position. If there already is
|
|
a planned but not completed construction there, changes its type.
|
|
Returns *true*, or *false* if obstructed.
|
|
Note that designated constructions are technically buildings.
|
|
|
|
* ``dfhack.constructions.designateRemove(pos)``, or ``designateRemove(x,y,z)``
|
|
|
|
If there is a construction or a planned construction at the specified
|
|
coordinates, designates it for removal, or instantly cancels the planned one.
|
|
Returns *true, was_only_planned* if removed; or *false* if none found.
|
|
|
|
|
|
Core interpreter context
|
|
========================
|
|
|
|
While plugins can create any number of interpreter instances,
|
|
there is one special context managed by dfhack core. It is the
|
|
only context that can receive events from DF and plugins.
|
|
|
|
Core context specific functions:
|
|
|
|
* ``dfhack.is_core_context``
|
|
|
|
Boolean value; *true* in the core context.
|
|
|
|
* ``dfhack.timeout(time,mode,callback)``
|
|
|
|
Arranges for the callback to be called once the specified
|
|
period of time passes. The ``mode`` argument specifies the
|
|
unit of time used, and may be one of ``'frames'`` (raw FPS),
|
|
``'ticks'`` (unpaused FPS), ``'days'``, ``'months'``,
|
|
``'years'`` (in-game time). All timers other than
|
|
``'frames'`` are cancelled when the world is unloaded,
|
|
and cannot be queued until it is loaded again.
|
|
Returns the timer id, or *nil* if unsuccessful due to
|
|
world being unloaded.
|
|
|
|
* ``dfhack.timeout_active(id[,new_callback])``
|
|
|
|
Returns the active callback with the given id, or *nil*
|
|
if inactive or nil id. If called with 2 arguments, replaces
|
|
the current callback with the given value, if still active.
|
|
Using ``timeout_active(id,nil)`` cancels the timer.
|
|
|
|
* ``dfhack.onStateChange.foo = function(code)``
|
|
|
|
Event. Receives the same codes as plugin_onstatechange in C++.
|
|
|
|
|
|
Event type
|
|
----------
|
|
|
|
An event is just a lua table with a predefined metatable that
|
|
contains a __call metamethod. When it is invoked, it loops
|
|
through the table with next and calls all contained values.
|
|
This is intended as an extensible way to add listeners.
|
|
|
|
This type itself is available in any context, but only the
|
|
core context has the actual events defined by C++ code.
|
|
|
|
Features:
|
|
|
|
* ``dfhack.event.new()``
|
|
|
|
Creates a new instance of an event.
|
|
|
|
* ``event[key] = function``
|
|
|
|
Sets the function as one of the listeners.
|
|
|
|
**NOTE**: The ``df.NULL`` key is reserved for the use by
|
|
the C++ owner of the event, and has some special semantics.
|
|
|
|
* ``event(args...)``
|
|
|
|
Invokes all listeners contained in the event in an arbitrary
|
|
order using ``dfhack.safecall``.
|
|
|
|
=======
|
|
Plugins
|
|
=======
|
|
|
|
DFHack plugins may export native functions and events
|
|
to lua contexts. They are automatically imported by
|
|
``mkmodule('plugins.<name>')``; this means that a lua
|
|
module file is still necessary for ``require`` to read.
|
|
|
|
The following plugins have lua support.
|
|
|
|
burrows
|
|
=======
|
|
|
|
Implements extended burrow manipulations.
|
|
|
|
Events:
|
|
|
|
* ``onBurrowRename.foo = function(burrow)``
|
|
|
|
Emitted when a burrow might have been renamed either through
|
|
the game UI, or ``renameBurrow()``.
|
|
|
|
* ``onDigComplete.foo = function(job_type,pos,old_tiletype,new_tiletype,worker)``
|
|
|
|
Emitted when a tile might have been dug out. Only tracked if the
|
|
auto-growing burrows feature is enabled.
|
|
|
|
Native functions:
|
|
|
|
* ``renameBurrow(burrow,name)``
|
|
|
|
Renames the burrow, emitting ``onBurrowRename`` and updating auto-grow state properly.
|
|
|
|
* ``findByName(burrow,name)``
|
|
|
|
Finds a burrow by name, using the same rules as the plugin command line interface.
|
|
Namely, trailing ``'+'`` characters marking auto-grow burrows are ignored.
|
|
|
|
* ``copyUnits(target,source,enable)``
|
|
|
|
Applies units from ``source`` burrow to ``target``. The ``enable``
|
|
parameter specifies if they are to be added or removed.
|
|
|
|
* ``copyTiles(target,source,enable)``
|
|
|
|
Applies tiles from ``source`` burrow to ``target``. The ``enable``
|
|
parameter specifies if they are to be added or removed.
|
|
|
|
* ``setTilesByKeyword(target,keyword,enable)``
|
|
|
|
Adds or removes tiles matching a predefined keyword. The keyword
|
|
set is the same as used by the command line.
|
|
|
|
The lua module file also re-exports functions from ``dfhack.burrows``.
|
|
|
|
sort
|
|
====
|
|
|
|
Does not export any native functions as of now. Instead, it
|
|
calls lua code to perform the actual ordering of list items.
|