146 lines
4.6 KiB
C++
146 lines
4.6 KiB
C++
// This is a generic plugin that does nothing useful apart from acting as an example... of a plugin that does nothing :D
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// some headers required for a plugin. Nothing special, just the basics.
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#include "Core.h"
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#include <Console.h>
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#include <Export.h>
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#include <PluginManager.h>
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// DF data structure definition headers
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#include "DataDefs.h"
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#include "modules/Maps.h"
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#include "modules/Units.h"
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#include "modules/World.h"
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#include "df/manager_order.h"
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#include "df/world.h"
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using namespace DFHack;
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using namespace DFHack::Units;
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using namespace df::enums;
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// A plugin must be able to return its name and version.
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// The name string provided must correspond to the filename -
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// skeleton.plug.so, skeleton.plug.dylib, or skeleton.plug.dll in this case
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DFHACK_PLUGIN("autoclothing");
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// Any globals a plugin requires (e.g. world) should be listed here.
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// For example, this line expands to "using df::global::world" and prevents the
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// plugin from being loaded if df::global::world is null (i.e. missing from symbols.xml):
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//
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REQUIRE_GLOBAL(world);
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// Only run if this is enabled
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DFHACK_PLUGIN_IS_ENABLED(autoclothing_enabled);
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// Here go all the command declarations...
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// mostly to allow having the mandatory stuff on top of the file and commands on the bottom
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command_result autoclothing(color_ostream &out, std::vector <std::string> & parameters);
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static void do_autoclothing();
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// Mandatory init function. If you have some global state, create it here.
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DFhackCExport command_result plugin_init(color_ostream &out, std::vector <PluginCommand> &commands)
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{
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// Fill the command list with your commands.
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commands.push_back(PluginCommand(
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"autoclothing", "Automatically manage clothing work orders",
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autoclothing, false, /* true means that the command can't be used from non-interactive user interface */
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// Extended help string. Used by CR_WRONG_USAGE and the help command:
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" This command does nothing at all.\n"
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"Example:\n"
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" skeleton\n"
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" Does nothing.\n"
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));
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return CR_OK;
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}
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// This is called right before the plugin library is removed from memory.
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DFhackCExport command_result plugin_shutdown(color_ostream &out)
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{
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// You *MUST* kill all threads you created before this returns.
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// If everything fails, just return CR_FAILURE. Your plugin will be
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// in a zombie state, but things won't crash.
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return CR_OK;
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}
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// Called to notify the plugin about important state changes.
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// Invoked with DF suspended, and always before the matching plugin_onupdate.
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// More event codes may be added in the future.
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DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event)
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{
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switch (event) {
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case SC_WORLD_LOADED:
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// initialize from the world just loaded
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break;
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case SC_WORLD_UNLOADED:
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// cleanup
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break;
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default:
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break;
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}
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return CR_OK;
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}
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// Whatever you put here will be done in each game step. Don't abuse it.
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// It's optional, so you can just comment it out like this if you don't need it.
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DFhackCExport command_result plugin_onupdate ( color_ostream &out )
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{
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if (!autoclothing_enabled)
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return CR_OK;
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if (!Maps::IsValid())
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return CR_OK;
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if (DFHack::World::ReadPauseState())
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return CR_OK;
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if ((world->frame_counter + 500) % 1200 != 0) // Check every day, but not the same day as other things
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return CR_OK;
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do_autoclothing();
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return CR_OK;
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}
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// A command! It sits around and looks pretty. And it's nice and friendly.
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command_result autoclothing(color_ostream &out, std::vector <std::string> & parameters)
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{
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// It's nice to print a help message you get invalid options
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// from the user instead of just acting strange.
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// This can be achieved by adding the extended help string to the
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// PluginCommand registration as show above, and then returning
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// CR_WRONG_USAGE from the function. The same string will also
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// be used by 'help your-command'.
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if (!parameters.empty())
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return CR_WRONG_USAGE;
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// Commands are called from threads other than the DF one.
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// Suspend this thread until DF has time for us. If you
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// use CoreSuspender, it'll automatically resume DF when
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// execution leaves the current scope.
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CoreSuspender suspend;
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// Actually do something here. Yay.
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out.print("Hello! I do nothing, remember?\n");
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// Give control back to DF.
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return CR_OK;
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}
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static void do_autoclothing()
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{
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for (auto&& unit : world->units.active)
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{
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if (!isCitizen(unit))
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continue;
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for (auto&& ownedItem : unit->owned_items)
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{
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}
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}
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}
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