545 lines
22 KiB
ReStructuredText
545 lines
22 KiB
ReStructuredText
.. _documentation:
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###########################
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DFHack documentation system
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###########################
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DFHack documentation, like the file you are reading now, is created as a set of
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``.rst`` files in `reStructuredText (reST) <https://www.sphinx-doc.org/rest.html>`_
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format. This is a documentation format common in the Python community. It is very
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similar in concept -- and in syntax -- to Markdown, as found on GitHub and many other
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places. However it is more advanced than Markdown, with more features available when
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compiled to HTML, such as automatic tables of contents, cross-linking, special
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external links (forum, wiki, etc) and more. The documentation is compiled by a
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Python tool named `Sphinx <https://www.sphinx-doc.org>`_.
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The DFHack build process will compile and install the documentation so it can be
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displayed in-game by the `help` and `ls` commands (and any other command or GUI that
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displays help text), but documentation compilation is disabled by default due to the
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additional Python and Sphinx requirements. If you already have a version of the docs
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installed (say from a downloaded release binary), then you only need to build the docs
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if you're changing them and want to see the changes reflected in your game.
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You can also build the docs if you just want a local HTML- or text-rendered copy, though
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you can always read the `online version <https://dfhack.readthedocs.org>`_ too.
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The active development version of the documentation is tagged with ``latest`` and
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is available `here <https://docs.dfhack.org/en/latest/index.html>`_
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Note that even if you do want a local copy, it is certainly not necessary to
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compile the documentation in order to read it. Like Markdown, reST documents are
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designed to be just as readable in a plain-text editor as they are in HTML format.
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The main thing you lose in plain text format is hyperlinking.
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.. contents:: Contents
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:local:
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Concepts and general guidance
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=============================
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The source ``.rst`` files are compiled to HTML for viewing in a browser and to text
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format for viewing in-game. For in-game help, the help text is read from its installed
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location in ``hack/docs`` under the DF directory.
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When writing documentation, remember that everything should be documented! If it's not
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clear *where* a particular thing should be documented, ask on Discord or in the DFHack
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thread on Bay12 -- you'll not only be getting help, you'll also be providing valuable
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feedback that makes it easier for future contributors to find documentation on how to
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write the documentation!
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Try to keep lines within 80-100 characters so it's readable in plain text in the
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terminal - Sphinx (our documentation system) will make sure paragraphs flow.
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Short descriptions
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------------------
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Each command that a user can run -- as well as every plugin -- needs to have a
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short (~54 character) descriptive string associated with it. This description text is:
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- used in-game by the `ls` command and DFHack UI screens that list commands
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- used in the generated index entries in the HTML docs
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Tags
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----
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To make it easier for players to find related commands, all plugins and commands are marked
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with relevant tags. These are used to compile indices and generate cross-links between the
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commands, both in the HTML documents and in-game. See the list of available `tag-list` and
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think about which categories your new tool belongs in.
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Links
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-----
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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: e.g. ```autolabor```
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=> `autolabor`. Scripts and plugins have link targets that match their names
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created for you automatically.
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If you want to link to a heading in your own page, you can specify it like this::
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`Heading text exactly as written`_
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Note that the DFHack documentation is configured so that single backticks (with
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no prefix or suffix) produce links to internal link targets, such as the
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``autolabor`` target shown above. This is different from the reStructuredText
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default behavior of rendering such text in italics (as a reference to a title).
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For alternative link behaviors, see:
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- `The reStructuredText documentation on roles <https://docutils.sourceforge.io/docs/ref/rst/roles.html>`__
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- `The reStructuredText documentation on external links <https://docutils.sourceforge.io/docs/ref/rst/restructuredtext.html#hyperlink-targets>`__
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- `The Sphinx documentation on roles <https://www.sphinx-doc.org/en/master/usage/restructuredtext/roles.html>`__
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- ``:doc:`` is useful for linking to another document outside of DFHack.
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.. _docs-standards:
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Documentation standards
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=======================
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.. highlight:: rst
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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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Where do I add the help text?
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-----------------------------
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For scripts and plugins that are distributed as part of DFHack, documentation files
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should be added to the :source-scripts:`scripts/docs <docs>` and :source:`docs/plugins` directories,
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respectively, in a file named after the script or plugin. For example, a script named
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``gui/foobar.lua`` (which provides the ``gui/foobar`` command) should be documented
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in a file named ``docs/gui/foobar.rst`` in the scripts repo. Similarly, a plugin named
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``foobaz`` should be documented in a file named ``docs/plugins/foobaz.rst`` in the dfhack repo.
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For plugins, all commands provided by that plugin should be documented in that same file.
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Short descriptions (the ~54 character short help) for scripts and plugins are taken from
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the ``summary`` attribute of the ``dfhack-tool`` directive that each tool help document must
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have (see the `Header format`_ section below). Please make this brief but descriptive!
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Short descriptions for commands provided by plugins are taken from the ``description``
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parameter passed to the ``PluginCommand`` constructor used when the command is registered
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in the plugin source file.
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Header format
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-------------
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The docs **must** begin with a heading which exactly matches the script or plugin name, underlined
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with ``=====`` to the same length. This must be followed by a ``.. dfhack-tool:`` directive with
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at least the following parameters:
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* ``:summary:`` - a short, single-sentence description of the tool
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* ``:tags:`` - a space-separated list of `tags <tag-list>` that apply to the tool
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By default, ``dfhack-tool`` generates both a description of a tool and a command
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with the same name. For tools (specifically plugins) that do not provide exactly
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1 command with the same name as the tool, pass the ``:no-command:`` parameter (with
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no content after it) to prevent the command block from being generated.
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For tools that provide multiple commands, or a command by the same name but with
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significantly different functionality (e.g. a plugin that can be both enabled
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and invoked as a command for different results), use the ``.. dfhack-command:``
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directive for each command. This takes only a ``:summary:`` argument, with the
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same meaning as above.
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For example, documentation for the ``build-now`` script might look like::
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build-now
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=========
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.. dfhack-tool::
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:summary: Instantly completes unsuspended building construction jobs.
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:tags: fort armok buildings
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By default, all buildings on the map are completed, but the area of effect is configurable.
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And documentation for the ``autodump`` plugin might look like::
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autodump
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========
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.. dfhack-tool::
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:summary: Automatically set items in a stockpile to be dumped.
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:tags: fort armok fps productivity items stockpiles
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:no-command:
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.. dfhack-command:: autodump
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:summary: Teleports items marked for dumping to the cursor position.
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.. dfhack-command:: autodump-destroy-here
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:summary: Destroy items marked for dumping under the cursor.
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.. dfhack-command:: autodump-destroy-item
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:summary: Destroys the selected item.
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When `enabled <enable>`, this plugin adds an option to the :kbd:`q` menu for
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stockpiles.
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When invoked as a command, it can instantly move all unforbidden items marked
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for dumping to the tile under the cursor.
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Usage help
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----------
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The first section after the header and introductory text should be the usage section. You can
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choose between two formats, based on whatever is cleaner or clearer for your syntax. The first
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option is to show usage formats together, with an explanation following the block::
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Usage
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-----
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::
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build-now [<options>]
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build-now here [<options>]
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build-now [<pos> [<pos>]] [<options>]
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Where the optional ``<pos>`` pair can be used to specify the
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coordinate bounds within which ``build-now`` will operate. If
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they are not specified, ``build-now`` will scan the entire map.
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If only one ``<pos>`` is specified, only the building at that
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coordinate is built.
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The ``<pos>`` parameters can either be an ``<x>,<y>,<z>`` triple
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(e.g. ``35,12,150``) or the string ``here``, which means the
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position of the active game cursor.
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The second option is to arrange the usage options in a list, with the full command
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and arguments in monospaced font. Then indent the next line and describe the effect::
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Usage
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-----
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``build-now [<options>]``
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Scan the entire map and build all unsuspended constructions
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and buildings.
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``build-now here [<options>]``
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Build the unsuspended construction or building under the
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cursor.
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``build-now [<pos> [<pos>]] [<options>]``
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Build all unsuspended constructions within the specified
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coordinate box.
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The ``<pos>`` parameters are specified as...
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Note that in both options, the entire commandline syntax is written, including the command itself.
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Literal text is written as-is (e.g. the word ``here`` in the above example), and text that
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describes the kind of parameter that is being passed (e.g. ``pos`` or ``options``) is enclosed in
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angle brackets (``<`` and ``>``). Optional elements are enclosed in square brackets (``[`` and ``]``).
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If the command takes an arbitrary number of elements, use ``...``, for example::
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prioritize [<options>] <job type> [<job type> ...]
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quickfort <command>[,<command>...] <list_id>[,<list_id>...] [<options>]
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Examples
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--------
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If the only way to run the command is to type the command itself, then this section is not necessary.
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Otherwise, please consider adding a section that shows some real, practical usage examples. For
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many users, this will be the **only** section they will read. It is so important that it is a good
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idea to include the ``Examples`` section **before** you describe any extended options your command
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might take. Write examples for what you expect the popular use cases will be. Also be sure to write
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examples showing specific, practical values being used for any parameter that takes a value or has
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tricky formatting.
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Examples should go in their own subheading. The examples themselves should be organized as in
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option 2 for Usage above. Here is an example ``Examples`` section::
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Examples
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--------
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``build-now``
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Completes all unsuspended construction jobs on the map.
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``build-now 37,20,154 here``
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Builds the unsuspended, unconstructed buildings in the box
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bounded by the coordinate x=37,y=20,z=154 and the cursor.
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Options
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-------
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The options header should follow the examples, with each option in the same format as the
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examples::
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Options
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-------
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``-h``, ``--help``
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Show help text.
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``-l``, ``--quality <level>``
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Set the quality of the architecture for built architected
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builtings.
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``-q``, ``--quiet``
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Suppress informational output (error messages are still
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printed).
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Note that for parameters that have both short and long forms, any values that those options
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take only need to be specified once (e.g. ``<level>``).
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External scripts and plugins
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============================
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Scripts and plugins distributed separately from DFHack's release packages don't have the
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opportunity to add their documentation to the rendered HTML or text output. However, these
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scripts and plugins can use a different mechanism to at least make their help text available
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in-game.
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Note that since help text for external scripts and plugins is not rendered by Sphinx,
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it should be written in plain text. Any reStructuredText markup will not be processed and,
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if present, will be shown verbatim to the player (which is probably not what you want).
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For external scripts, the short description comes from a comment on the first line
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(the comment marker and extra whitespace is stripped):
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.. code-block:: lua
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-- A short description of my cool script.
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The main help text for an external script needs to appear between two markers -- ``[====[``
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and ``]====]``. The documentation standards above still apply to external tools, but there is
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no need to include backticks for links or monospaced fonts. Here is an example for an
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entire script header::
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-- Inventory management for adventurers.
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-- [====[
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gui/adv-inventory
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=================
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Tags: adventure | items
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Allows you to quickly move items between containers. This
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includes yourself and any followers you have.
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Usage
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-----
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gui/adv-inventory [<options>]
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Examples
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--------
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gui/adv-inventory
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Opens the GUI with nothing preselected
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gui/adv-inventory take-all
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Opens the GUI with all container items already selected and
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ready to move into the adventurer's inventory.
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Options
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-------
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take-all
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Starts the GUI with container items pre-selected
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give-all
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Starts the GUI with your own items pre-selected
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]====]
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For external plugins, help text for provided commands can be passed as the ``usage``
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parameter when registering the commands with the ``PluginCommand`` constructor. There
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is currently no way for associating help text with the plugin itself, so any
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information about what the plugin does when enabled should be combined into the command
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help.
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Required dependencies
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=====================
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.. highlight:: shell
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In order to build the documentation, you must have Python with Sphinx
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version |sphinx_min_version| or later and Python 3.
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When installing Sphinx from OS package managers, be aware that there is
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another program called "Sphinx", completely unrelated to documentation management.
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Be sure you are installing the right Sphinx; it may be called ``python-sphinx``,
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for example. To avoid doubt, ``pip`` can be used instead as detailed below.
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Once you have installed Sphinx, ``sphinx-build --version`` should report the
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version of Sphinx that you have installed. If this works, CMake should also be
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able to find Sphinx.
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For more detailed platform-specific instructions, see the sections below:
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.. contents::
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:local:
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:backlinks: none
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Linux
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-----
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Most Linux distributions will include Python by default. If not, start by
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installing Python 3. On Debian-based distros::
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sudo apt install python3
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Check your package manager to see if Sphinx |sphinx_min_version| or later is
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available. On Debian-based distros, this package is named ``python3-sphinx``.
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If this package is new enough, you can install it directly. If not, or if you
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want to use a newer Sphinx version (which may result in faster builds), you
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can install Sphinx through the ``pip`` package manager instead. On Debian-based
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distros, you can install pip with::
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sudo apt install python3-pip
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Once pip is available, you can then install Sphinx with::
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pip3 install sphinx
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If you run this as an unprivileged user, it may install a local copy of Sphinx
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for your user only. The ``sphinx-build`` executable will typically end up in
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``~/.local/bin/`` in this case. Alternatively, you can install Sphinx
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system-wide by running pip with ``sudo``. In any case, you will need the folder
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containing ``sphinx-build`` to be in your ``$PATH``.
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macOS
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-----
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macOS has Python 2.7 installed by default, but it does not have the pip package manager.
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You can install Homebrew's Python 3, which includes pip, and then install the
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latest Sphinx using pip::
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brew install python3
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pip3 install sphinx
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Windows
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-------
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Python for Windows can be downloaded `from python.org <https://www.python.org/downloads/>`_.
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The latest version of Python 3 includes pip already.
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You can also install Python and pip through the Chocolatey package manager.
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After installing Chocolatey as outlined in the `Windows compilation instructions <compile-windows>`,
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run the following command from an elevated (admin) command prompt (e.g. ``cmd.exe``)::
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choco install python pip -y
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Once you have pip available, you can install Sphinx with the following command::
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pip install sphinx
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Note that this may require opening a new (admin) command prompt if you just
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installed pip from the same command prompt.
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Building the documentation
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==========================
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Once the required dependencies are installed, there are multiple ways to run
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Sphinx to build the docs:
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Using CMake
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-----------
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See our page on `build options <building-documentation>`
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Running Sphinx manually
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-----------------------
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You can also build the documentation without running CMake - this is faster if
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you only want to rebuild the documentation regardless of any code changes. The
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``docs/build.py`` script will build the documentation in any specified formats
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(HTML only by default) using the same command that CMake runs when building the
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docs. Run the script with ``--help`` to see additional options.
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Examples:
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* ``docs/build.py``
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Build just the HTML docs
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* ``docs/build.py html text``
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Build both the HTML and text docs
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* ``docs/build.py --clean``
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Build HTML and force a clean build (all source files are re-read)
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The resulting documentation will be stored in ``docs/html`` and/or ``docs/text``.
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Alternatively, you can run Sphinx manually with::
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sphinx-build . docs/html
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or, to build plain-text output::
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sphinx-build -b text . docs/text
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Sphinx has many options to enable clean builds, parallel builds, logging, and
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more - run ``sphinx-build --help`` for details. If you specify a different
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output path, be warned that Sphinx may overwrite existing files in the output
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folder. Also be aware that when running ``sphinx-build`` directly, the
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``docs/html`` folder may be polluted with intermediate build files that normally
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get written in the cmake ``build`` directory.
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Building a PDF version
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----------------------
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ReadTheDocs automatically builds a PDF version of the documentation (available
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under the "Downloads" section when clicking on the release selector). If you
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want to build a PDF version locally, you will need ``pdflatex``, which is part
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of a TeX distribution. The following command will then build a PDF, located in
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``docs/pdf/latex/DFHack.pdf``, with default options::
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docs/build.py pdf
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Alternatively, you can run Sphinx manually with::
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sphinx-build -M latexpdf . docs/pdf
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.. _build-changelog:
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Building the changelogs
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=======================
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If you have Python installed, you can build just the changelogs without building
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the rest of the documentation by running the ``docs/gen_changelog.py`` script.
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This script provides additional options, including one to build individual
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changelogs for all DFHack versions - run ``python docs/gen_changelog.py --help``
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for details.
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Changelog entries are obtained from ``changelog.txt`` files in multiple repos.
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This allows changes to be listed in the same repo where they were made. These
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changelogs are combined as part of the changelog build process:
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* ``docs/changelog.txt`` for changes in the main ``dfhack`` repo
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* ``scripts/changelog.txt`` for changes made to scripts in the ``scripts`` repo
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* ``library/xml/changelog.txt`` for changes made in the ``df-structures`` repo
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Building the changelogs generates two files: ``docs/changelogs/news.rst`` and
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``docs/changelogs/news-dev.rst``. These correspond to `changelog` and
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`dev-changelog` and contain changes organized by stable and development DFHack
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|
releases, respectively. For example, an entry listed under "0.44.05-alpha1" in
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changelog.txt will be listed under that version in the development changelog as
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well, but under "0.44.05-r1" in the stable changelog (assuming that is the
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closest stable release after 0.44.05-alpha1). An entry listed under a stable
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release like "0.44.05-r1" in changelog.txt will be listed under that release in
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both the stable changelog and the development changelog.
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Changelog syntax
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----------------
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.. include:: /docs/changelog.txt
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:start-after: ===help
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:end-before: ===end
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.. _docs-ci:
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GitHub Actions
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==============
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|
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Documentation is built automatically with GitHub Actions (a GitHub-provided
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continuous integration service) for all pull requests and commits in the
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"dfhack" and "scripts" repositories. These builds run with strict settings, i.e.
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warnings are treated as errors. If a build fails, you will see a red "x" next to
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|
the relevant commit or pull request. You can view detailed output from Sphinx in
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|
a few ways:
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|
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* Click on the red "x" (or green checkmark), then click "Details" next to
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the "Build / docs" entry
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* For pull requests only: navigate to the "Checks" tab, then click on "Build" in
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the sidebar to expand it, then "docs" under it
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|
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Sphinx output will be visible under the step named "Build docs". If a different
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|
step failed, or you aren't sure how to interpret the output, leave a comment
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|
on the pull request (or commit).
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|
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You can also download the "docs" artifact from the summary page (typically
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|
accessible by clicking "Build") if the build succeeded. This is a way to
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visually inspect what the documentation looks like when built without installing
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Sphinx locally, although we recommend installing Sphinx if you are planning to
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|
do any significant work on the documentation.
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