462 lines
18 KiB
ReStructuredText
462 lines
18 KiB
ReStructuredText
.. _modding-guide:
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DFHack modding guide
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====================
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What is the difference between a script and a mod?
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--------------------------------------------------
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A script is a single file that can be run as a command in DFHack, like something
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that modifies or displays game data on request. A mod is something you install
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to get persistent behavioural changes in the game and/or add new content. Mods
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can contain and use scripts in addition to (or instead of) modifications to the
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DF game raws.
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DFHack scripts are written in Lua. If you don't already know Lua, there's a
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great primer at `lua.org <https://www.lua.org/pil/contents.html>`__.
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Why not just mod the raws?
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--------------------------
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It depends on what you want to do. Some mods *are* better to do in just the raws.
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You don't need DFHack to add a new race or modify attributes, for example. However,
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DFHack scripts can do many things that you just can't do in the raws, like make a
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creature that trails smoke. Some things *could* be done in the raws, but writing a
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script is less hacky, easier to maintain, easier to extend, and is not prone to
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side-effects. A great example is adding a syndrome when a reaction is performed.
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If done in the raws, you have to create an exploding boulder to effect the syndrome.
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DFHack scripts can add the syndrome directly and with much more flexibility. In the
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end, complex mods will likely require a mix of raw modding and DFHack scripting.
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A mod-maker's development environment
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-------------------------------------
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While you're writing your mod, you need a place to store your in-development scripts
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that will:
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- be directly runnable by DFHack
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- not get lost when you upgrade DFHack
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The recommended approach is to create a directory somewhere outside of your DF
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installation (let's call it "/path/to/own-scripts") and do all your script
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development in there.
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Inside your DF installation folder, there is a file named
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:file:`dfhack-config/script-paths.txt`. If you add a line like this to that file::
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+/path/to/own-scripts
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Then that directory will be searched when you run DFHack commands from inside the
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game. The ``+`` at the front of the path means to search that directory first,
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before any other script directory (like :file:`hack/scripts` or
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:file:`raw/scripts`). That way, your latest changes will always be used instead of
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older copies that you may have installed in a DF directory.
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For scripts with the same name, the `order of precedence <script-paths>` will be:
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1. ``own-scripts/``
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2. ``data/save/*/raw/scripts/``
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3. ``raw/scripts/``
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4. ``hack/scripts/``
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The structure of the game
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-------------------------
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"The game" is in the global variable `df <lua-df>`. The game's memory can be
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found in ``df.global``, containing things like the list of all items, whether to
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reindex pathfinding, et cetera. Also relevant to us in ``df`` are the various
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types found in the game, e.g. ``df.pronoun_type`` which we will be using in this
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guide. We'll explore more of the game structures below.
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Your first script
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-----------------
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So! It's time to write your first script. This section will walk you through how
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to make a script that will get the pronoun type of the currently selected unit.
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First line, we get the unit::
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local unit = dfhack.gui.getSelectedUnit()
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If no unit is selected, an error message will be printed (which can be silenced
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by passing ``true`` to ``getSelectedUnit``) and ``unit`` will be ``nil``.
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If ``unit`` is ``nil``, we don't want the script to run anymore::
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if not unit then
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return
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end
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Now, the field ``sex`` in a unit is an integer, but each integer corresponds to
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a string value ("it", "she", or "he"). We get this value by indexing the bidirectional
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map ``df.pronoun_type``. Indexing the other way, incidentally, with one of the strings,
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will yield its corresponding number. So::
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local pronounTypeString = df.pronoun_type[unit.sex]
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print(pronounTypeString)
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Simple. Save this as a Lua file in your own scripts directory and run it as
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shown before when a unit is selected in the Dwarf Fortress UI.
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Exploring DF structures
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-----------------------
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So how could you have known about the field and type we just used? Well, there
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are two main tools for discovering the various fields in the game's data
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structures. The first is the ``df-structures``
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`repository <https://github.com/DFHack/df-structures>`__ that contains XML files
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describing the contents of the game's structures. These are complete, but difficult
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to read (for a human). The second option is the `gui/gm-editor` script, an
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interactive data explorer. You can run the script while entities like units are
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selected to view the data within them. You can also run ``gui/gm-editor scr`` to
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view the data for the current screen. Press :kbd:`?` while the script is active to
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view help.
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Familiarising yourself with the many structs of the game will help with ideas
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immensely, and you can always ask for help in the `right places <support>`.
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Detecting triggers
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------------------
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The common method for injecting new behaviour into the game is to define a
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callback function and get it called when something interesting happens. DFHack
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provides two libraries for this, ``repeat-util`` and `eventful <eventful-api>`.
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``repeat-util`` is used to run a function once per a configurable number of frames
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(paused or unpaused), ticks (unpaused), in-game days, months, or years. If you
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need to be aware the instant something happens, you'll need to run a check once a
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tick. Be careful not to do this gratuitiously, though, since running that often can
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slow down the game!
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``eventful``, on the other hand, is much more performance-friendly since it will
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only call your callback when a relevant event happens, like a reaction or job being
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completed or a projectile moving.
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To get something to run once per tick, we can call ``repeat-util.scheduleEvery()``.
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First, we load the module::
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local repeatUtil = require('repeat-util')
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Both ``repeat-util`` and ``eventful`` require keys for registered callbacks.
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You should use something unique, like your mod name, perhaps with a suffix if you
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are registering multiple keys::
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local modId = "callback-example-mod"
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Then, we pass the key, amount of time units between function calls, what the
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time units are, and finally the callback function itself::
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repeatUtil.scheduleEvery(modId, 1, "ticks", function()
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-- Do something like iterating over all active units and check
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-- for something interesting
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for _, unit in ipairs(df.global.world.units.active) do
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...
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end
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end)
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``eventful`` is slightly more involved. First get the module::
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local eventful = require('plugins.eventful')
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``eventful`` contains a table for each event which you populate with functions.
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Each function in the table is then called with the appropriate arguments when
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the event occurs. So, for example, to print the position of a moving (item)
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projectile::
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eventful.onProjItemCheckMovement[modId] = function(projectile)
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print(projectile.cur_pos.x, projectile.cur_pos.y, projectile.cur_pos.z)
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end
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Check out the `full list of supported events <eventful-api>` to see what else
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you can react to with ``eventful``.
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Custom raw tokens
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-----------------
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In this section, we are going to use `custom raw tokens <custom-raw-tokens>`
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applied to a reaction to transfer the material of a reagent to a product as a
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handle improvement (like on artifact buckets), and then we are going to see how
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you could make boots that make units go faster when worn.
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First, let's define a custom crossbow with its own custom reaction. The
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crossbow::
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[ITEM_WEAPON:ITEM_WEAPON_CROSSBOW_SIEGE]
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[NAME:crossbow:crossbows]
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[SIZE:600]
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[SKILL:HAMMER]
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[RANGED:CROSSBOW:BOLT]
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[SHOOT_FORCE:4000]
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[SHOOT_MAXVEL:800]
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[TWO_HANDED:0]
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[MINIMUM_SIZE:17500]
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[MATERIAL_SIZE:4]
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[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
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[ATTACK_PREPARE_AND_RECOVER:3:3]
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[SIEGE_CROSSBOW_MOD_FIRE_RATE_MULTIPLIER:2] custom token (you'll see)
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The reaction to make it (you would add the reaction and not the weapon to an
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entity raw)::
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[REACTION:MAKE_SIEGE_CROSSBOW]
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[NAME:make siege crossbow]
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[BUILDING:BOWYER:NONE]
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[SKILL:BOWYER]
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[REAGENT:mechanism 1:2:TRAPPARTS:NONE:NONE:NONE]
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[REAGENT:bar:150:BAR:NONE:NONE:NONE]
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[METAL_ITEM_MATERIAL]
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[REAGENT:handle 1:1:BLOCKS:NONE:NONE:NONE] wooden handles
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[ANY_PLANT_MATERIAL]
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[REAGENT:handle 2:1:BLOCKS:NONE:NONE:NONE]
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[ANY_PLANT_MATERIAL]
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[SIEGE_CROSSBOW_MOD_TRANSFER_HANDLE_MATERIAL_TO_PRODUCT_IMPROVEMENT:1]
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another custom token
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[PRODUCT:100:1:WEAPON:ITEM_WEAPON_CROSSBOW_SIEGE:GET_MATERIAL_FROM_REAGENT:bar:NONE]
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So, we are going to use the ``eventful`` module to make it so that (after the
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script is run) when this crossbow is crafted, it will have two handles, each
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with the material given by the block reagents.
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First, require the modules we are going to use::
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local eventful = require("plugins.eventful")
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local customRawTokens = require("custom-raw-tokens")
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Now, let's make a callback (we'll be defining the body of this function soon)::
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local modId = "siege-crossbow-mod"
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eventful.onReactionComplete[modId] = function(reaction, reactionProduct,
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unit, inputItems, inputReagents, outputItems)
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First, we check to see if it the reaction that just happened is relevant to this
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callback::
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if not customRawTokens.getToken(reaction,
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"SIEGE_CROSSBOW_MOD_TRANSFER_HANDLE_MATERIAL_TO_PRODUCT_IMPROVEMENT")
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then
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return
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end
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Then, we get the product number listed. Next, for every reagent, if the reagent
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name starts with "handle" then we get the corresponding item, and...
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::
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for i, reagent in ipairs(inputReagents) do
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if reagent.code:startswith('handle') then
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-- Found handle reagent
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local item = inputItems[i]
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...We then add a handle improvement to the listed product within our loop::
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local new = df.itemimprovement_itemspecificst:new()
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new.mat_type, new.mat_index = item.mat_type, item.mat_index
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new.type = df.itemimprovement_specific_type.HANDLE
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outputItems[productNumber - 1].improvements:insert('#', new)
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This works well as long as you don't have multiple stacks filling up one
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reagent.
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Let's also make some code to modify the fire rate of our siege crossbow::
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eventful.onProjItemCheckMovement[modId] = function(projectile)
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if projectile.distance_flown > 0 then
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-- don't make this adjustment more than once
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return
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end
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local firer = projectile.firer
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if not firer then
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return
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end
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local weapon = df.item.find(projectile.bow_id)
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if not weapon then
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return
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end
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local multiplier = tonumber(customRawTokens.getToken(weapon.subtype, "SIEGE_CROSSBOW_MOD_FIRE_RATE_MULTIPLIER")) or 1
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firer.counters.think_counter = math.floor(firer.counters.think_counter *
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multiplier)
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end
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Now, let's see how we could make some "pegasus boots". First, let's define the
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item in the raws::
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[ITEM_SHOES:ITEM_SHOES_BOOTS_PEGASUS]
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[NAME:pegasus boot:pegasus boots]
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[ARMORLEVEL:1]
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[UPSTEP:1]
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[METAL_ARMOR_LEVELS]
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[LAYER:OVER]
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[COVERAGE:100]
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[LAYER_SIZE:25]
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[LAYER_PERMIT:15]
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[MATERIAL_SIZE:2]
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[METAL]
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[LEATHER]
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[HARD]
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[PEGASUS_BOOTS_MOD_MOVEMENT_TIMER_REDUCTION_PER_TICK:5] custom raw token
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(you don't have to comment the custom token every time, but it does clarify what it is)
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Then, let's make a ``repeat-util`` callback for once a tick::
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repeatUtil.scheduleEvery(modId, 1, "ticks", function()
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Let's iterate over every active unit, and for every unit, initialise a variable
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for how much we are going to take from their movement timer and iterate over all
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their worn items: ::
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for _, unit in ipairs(df.global.world.units.active) do
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local amount = 0
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for _, entry in ipairs(unit.inventory) do
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Now, we will add up the effect of all speed-increasing gear and apply it::
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if entry.mode == df.unit_inventory_item.T_mode.Worn then
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amount = amount + tonumber((customRawTokens.getToken(entry.item, "PEGASUS_BOOTS_MOD_MOVEMENT_TIMER_REDUCTION_PER_TICK")) or 0)
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end
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end
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-- Subtract amount from movement timer if currently moving
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dfhack.units.addMoveTimer(-amount)
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The structure of a full mod
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---------------------------
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Now, you may have noticed that you won't be able to run multiple functions on
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tick/as event callbacks with that ``modId`` key alone. To solve that we can
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just define all the functions we want and call them from a single function.
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Alternatively you can create multiple callbacks with your mod ID being a prefix,
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though this way there is no guarantee about the call order (if that is important
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to you). You will have to use your mod ID as a prefix if you register multiple
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``repeat-util`` callbacks, though.
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Create a folder for mod projects somewhere (e.g. ``hack/my-scripts/mods/``, or
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maybe somewhere outside your Dwarf Fortress installation) and use your mod ID
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(in hyphen-case) as the name for the mod folders within it. The structure of and
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environment for fully-functioning modular mods are as follows:
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* The main content of the mod would be in the ``raw`` folder:
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* A Lua file in ``raw/init.d/`` to initialise the mod by calling
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``your-mod-id/main/ enable``.
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* Raw content (potentially with custom raw tokens) in ``raw/objects/``.
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* A subfolder for your mod in ``raw/scripts/`` containing a ``main.lua`` file
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(an example of which we will see) and all the modules containing the functions
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used in callbacks to ``repeat-util`` and ``eventful``. Potentially a file
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containing constant definitions used by your mod (perhaps defined by the
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game, like the acceleration of parabolic projectiles due to gravity
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(``4900``)) too.
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* Using git within each mod folder is recommended, but not required.
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* A ``readme.md`` markdown file is also recommended.
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* An ``addToEntity.txt`` file containing lines to add to entity definitions for
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access to mod content would be needed if applicable.
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* Unless you want to merge your ``raw`` folder with your worlds every time you
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make a change to your scripts, you should add
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``path/to/your-mod/raw/scripts/`` to your script paths.
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Now, let's take a look at an example ``raw/scripts/main.lua`` file. ::
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local repeatUtil = require("repeat-util")
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local eventful = require("plugins.eventful")
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local modId = "example-mod"
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local args = {...}
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if args[1] == "enable" then
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-- The modules and what they link into the environment with
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-- Each module exports functions named the way they are to be used
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local moduleA = dfhack.reqscript("example-mod/module-a") -- on load,
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-- every tick
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local moduleB = dfhack.reqscript("example-mod/module-b") -- on load,
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-- on unload, onReactionComplete
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local moduleC = dfhack.reqscript("example-mod/module-c")
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-- onReactionComplete
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local moduleD = dfhack.reqscript("example-mod/module-d") -- every 100
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-- frames, onProjItemCheckMovement, onProjUnitCheckMovement
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-- Set up the modules
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-- Order: on load, repeat-util ticks (from smallest interval to
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-- largest), days, months, years, and frames, then eventful callbacks in
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-- the same order as the first modules to use them
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moduleA.onLoad()
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moduleB.onLoad()
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repeatUtil.scheduleEvery(modId .. " 1 ticks", 1, "ticks", function()
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moduleA.every1Tick()
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end)
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repeatUtil.scheduleEvery(modID .. " 100 frames", 1, "frames", function()
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moduleD.every100Frames()
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end
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eventful.onReactionComplete[modId] = function(...)
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-- Pass the event's parameters to the listeners, whatever they are
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moduleB.onReactionComplete(...)
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moduleC.onReactionComplete(...)
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end
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eventful.onProjItemCheckMovement[modId] = function(...)
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moduleD.onProjItemCheckMovement(...)
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end
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eventful.onProjUnitCheckMovement[modId] = function(...)
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moduleD.onProjUnitCheckMovement(...)
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end
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print("Example mod enabled")
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elseif args[1] == "disable" then
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-- Order: on unload, then cancel the callbacks in the same order as
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-- above
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moduleA.onUnload()
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repeatUtil.cancel(modId .. " 1 ticks")
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repeatUtil.cancel(modId .. " 100 frames")
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eventful.onReactionComplete[modId] = nil
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eventful.onProjItemCheckMovement[modId] = nil
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eventful.onProjUnitCheckMovement[modId] = nil
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print("Example mod disabled")
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elseif not args[1] then
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dfhack.printerr("No argument given to example-mod/main")
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else
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dfhack.printerr("Unknown argument \"" .. args[1] ..
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"\" to example-mod/main")
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end
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You can see there are four cases depending on arguments. Set up the callbacks
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and call on load functions if enabled, dismantle the callbacks and call on
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unload functions if disabled, no arguments given, and invalid argument(s) given.
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Here is an example of an ``raw/init.d/`` file: ::
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dfhack.run_command("example-mod/main enable") -- Very simple. Could be
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-- called "init-example-mod.lua"
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Here is what ``raw/scripts/module-a.lua`` would look like: ::
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--@ module = true
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-- The above line is required for dfhack.reqscript to work
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function onLoad() -- global variables are exported
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-- blah
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end
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local function usedByOnTick() -- local variables are not exported
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-- blah
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end
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function onTick() -- exported
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for blah in ipairs(blah) do
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usedByOnTick()
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end
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end
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It is recommended to check `reqscript <reqscript>`'s documentation.
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``reqscript`` caches scripts but will reload scripts that have changed (it
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checks the file's last modification date) so you can do live editing *and* have
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common tables et cetera between scripts that require the same module.
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