dfhack/plugins/skeleton/skeleton.cpp

171 lines
6.3 KiB
C++

// This is a generic plugin that does nothing useful apart from acting as an example... of a plugin that does nothing :D
// some headers required for a plugin. Nothing special, just the basics.
#include "Core.h"
#include <Console.h>
#include <Export.h>
#include <PluginManager.h>
#include <modules/EventManager.h>
// If you need to save data per-world:
//#include "modules/Persistence.h"
// DF data structure definition headers
#include "DataDefs.h"
//#include "df/world.h"
// our own, empty header.
#include "skeleton.h"
using namespace DFHack;
using namespace df::enums;
// Expose the plugin name to the DFHack core, as well as metadata like the DFHack version.
// The name string provided must correspond to the filename -
// skeleton.plug.so, skeleton.plug.dylib, or skeleton.plug.dll in this case
DFHACK_PLUGIN("skeleton");
// The identifier declared with this macro (ie. enabled) can be specified by the user
// and subsequently used to manage the plugin's operations.
// This will also be tracked by `plug`; when true the plugin will be shown as enabled.
DFHACK_PLUGIN_IS_ENABLED(enabled);
// Any globals a plugin requires (e.g. world) should be listed here.
// For example, this line expands to "using df::global::world" and prevents the
// plugin from being loaded if df::global::world is null (i.e. missing from symbols.xml):
//
REQUIRE_GLOBAL(world);
// You may want some compile time debugging options
// one easy system just requires you to cache the color_ostream &out into a global debug variable
//#define P_DEBUG 1
//uint16_t maxTickFreq = 1200; //maybe you want to use some events
command_result command_callback1(color_ostream &out, std::vector<std::string> &parameters);
DFhackCExport command_result plugin_init(color_ostream &out, std::vector<PluginCommand> &commands) {
commands.push_back(PluginCommand("skeleton",
"~54 character description of plugin", //to use one line in the ``[DFHack]# ls`` output
command_callback1,
false,
"example usage"
" skeleton <option> <args>\n"
" explanation of plugin/command\n"
"\n"
" skeleton\n"
" what happens when using the command\n"
"\n"
" skeleton option1\n"
" what happens when using the command with option1\n"
"\n"));
return CR_OK;
}
DFhackCExport command_result plugin_shutdown(color_ostream &out) {
// You *MUST* kill all threads you created before this returns.
// If everything fails, just return CR_FAILURE. Your plugin will be
// in a zombie state, but things won't crash.
return CR_OK;
}
DFhackCExport command_result plugin_enable(color_ostream &out, bool enable) {
namespace EM = EventManager;
if (enable && !enabled) {
//using namespace EM::EventType;
//EM::EventHandler eventHandler(onNewEvent, maxTickFreq);
//EM::registerListener(EventType::JOB_COMPLETED, eventHandler, plugin_self);
//out.print("plugin enabled!\n");
} else if (!enable && enabled) {
EM::unregisterAll(plugin_self);
//out.print("plugin disabled!\n");
}
enabled = enable;
return CR_OK;
}
/* OPTIONAL *
// Called to notify the plugin about important state changes.
// Invoked with DF suspended, and always before the matching plugin_onupdate.
// More event codes may be added in the future.
DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event) {
if (enabled) {
switch (event) {
case SC_UNKNOWN:
break;
case SC_WORLD_LOADED:
break;
case SC_WORLD_UNLOADED:
break;
case SC_MAP_LOADED:
break;
case SC_MAP_UNLOADED:
break;
case SC_VIEWSCREEN_CHANGED:
break;
case SC_CORE_INITIALIZED:
break;
case SC_BEGIN_UNLOAD:
break;
case SC_PAUSED:
break;
case SC_UNPAUSED:
break;
}
}
return CR_OK;
}
// Whatever you put here will be done in each game step. Don't abuse it.
DFhackCExport command_result plugin_onupdate ( color_ostream &out )
{
// whetever. You don't need to suspend DF execution here.
return CR_OK;
}
// If you need to save or load world-specific data, define these functions.
// plugin_save_data is called when the game might be about to save the world,
// and plugin_load_data is called whenever a new world is loaded. If the plugin
// is loaded or unloaded while a world is active, plugin_save_data or
// plugin_load_data will be called immediately.
DFhackCExport command_result plugin_save_data (color_ostream &out)
{
// Call functions in the Persistence module here.
return CR_OK;
}
DFhackCExport command_result plugin_load_data (color_ostream &out)
{
// Call functions in the Persistence module here.
return CR_OK;
}
* OPTIONAL */
// A command! It sits around and looks pretty. And it's nice and friendly.
command_result command_callback1(color_ostream &out, std::vector<std::string> &parameters) {
// It's nice to print a help message you get invalid options
// from the user instead of just acting strange.
// This can be achieved by adding the extended help string to the
// PluginCommand registration as show above, and then returning
// CR_WRONG_USAGE from the function. The same string will also
// be used by 'help your-command'.
if (!parameters.empty()) {
return CR_WRONG_USAGE; //or maybe you want it to do something else
}
// Commands are called from threads other than the DF one.
// Suspend this thread until DF has time for us.
// **If you use CoreSuspender** it'll automatically resume DF when
// execution leaves the current scope.
CoreSuspender suspend;
// Actually do something here. Yay.
// process parameters
if (parameters.size() == 1 && parameters[0] == "option1") {
// stuff
} else {
return CR_FAILURE;
}
// Give control back to DF.
return CR_OK;
}