Difference between revisions of "LuaWML"

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== The '''[lua]''' tag ==
 
== The '''[lua]''' tag ==
  
{{DevFeature}}
+
This tag is a part of [[ActionWML]], thus can be used inside [event] and at other places where [[ActionWML]] can be used. It makes it possible to write actions with the [http://www.lua.org Lua 5.4] language.
  
This tag is a subtag of the '''[event]'''. It makes it possible to write actions with the [http://www.lua.org Lua 5.1] language.
+
{{DevFeature1.13|?}} In addition to ActionWML, the '''[lua]''' tag may now be used in several other places. It can be placed at toplevel (outside of any tag) to make code that loads no matter what. ('''Note''': This should usually be avoided, unless you're making a [[CoreWML|custom core]].) It can be placed in any [[AddonsWML|addon module tag]], such as '''[scenario]''', '''[era]''', or '''[resource]''', to load code when the scenario boots up. Lua code placed in either of these places is executed even earlier than a '''preload''' event. And finally, it can now be used as [[ConditionalActionsWML#.5Blua.5D|ConditionalWML]]. In this case, the code must return either '''true''' or '''false''' to determine the outcome of the condition.
  
The tag supports only the '''code''' key, which is a string containing the Lua scripts. Since Lua makes usage of the quotes and the { and } symbols, it is certainly wise to enclose the script between stronger quotes, as they prevent the preprocessor from performing macro expansion and tokenization.
+
The '''[lua]''' tag can contain the following contents:
  
 +
* '''code''': A string containing the Lua script.
 +
* '''name''': An arbitrary string used to identify this tag in error messages.
 +
* '''[args]''': Arbitrary data that will be passed to the Lua script as its only argument. It can be accessed in the Lua code via the special variadic variable <code>...</code>.
 +
 +
Since Lua makes usage of double quotes and curly braces, it is recommended to enclose the script between [[SyntaxWML#macro-protected-string|stronger quotes]] (as shown in the below example), as they prevent the preprocessor from performing macro expansion and tokenization. This is not strictly required, however. Example:
 +
 +
<syntaxhighlight lang='wml'>
 
  [lua]
 
  [lua]
     code = << wesnoth.message "Hello World!" >>
+
     code = << wesnoth.interface.add_chat_message "Hello World!" >>
 
  [/lua]
 
  [/lua]
 +
</syntaxhighlight>
 +
 +
The '''[args]''' tag is useful if you need to pass WML variables or macro expansions into the code.
 +
 +
<syntaxhighlight lang='wml'>
 +
[lua]
 +
    code = << local t = ...; wesnoth.interface.add_chat_message(tostring(t.text)) >>
 +
    [args]
 +
        text = _ "Hello $unit.name!"
 +
    [/args]
 +
[/lua]
 +
</syntaxhighlight>
 +
 +
When code in a '''[lua]''' tag has errors, it's often hard to find the location of the error because the line numbers are not within the code string and not the entire file. To help with this, you can set the '''name''' key. When an error is reported, the value of '''name''' will be shown as if it were the filename, allowing you to more easily locate the tag that raised it.
 +
 +
== Testing out Lua in-game ==
 +
 +
The Lua kernel can also be accessed from [[CommandMode|command mode]]:
 +
 +
:lua local u = wesnoth.units.find_on_map{ id = "Konrad" }[1]; u.moves = 5
 +
 +
In addition, if you enable debug mode, you can access a <acronym title="Read, evaluate, print loop">REPL</acronym> console by pressing the Lua Console hotkey, which is bound to ~ by default. You can enable debug mode by using the <tt>:debug</tt> command, or by running Wesnoth with the <tt>--debug</tt> command-line argument. In the latter case, the Lua Console can even be summoned from the main menu screen.
 +
 +
You can use the Lua console to examine anything about the Lua environment and execute any Lua code you wish. It is recommended to use command mode to execute Lua that affects the map however, for example moving a unit. In the Lua Console you can use a special [[LuaAPI/wesnoth#wesnoth.print_attributes|dir()]] function to examine the contents of objects and modules. You can also access a special <tt>_</tt> variable which contains the result of the previous command executed in the console. Global variables assigned in the Lua console are not visible to scenario code, but remain between invocations of the console within a single game, as long as you don't reload. If you need to assign a global variable that is visible outside of the console, you can do so via the special variable <tt>_G</tt>.
 +
 +
== Global environment ==
 +
 +
All the Lua scripts of a scenario share the same global environment (aka Lua state). Unlike other parts of the configurable gamestate the Lua state is not stored in savefiles, thus [lua] tags in [scenario] are executed not only before the scenario starts but also each time the game is loaded. Functions defined in [lua] tags in [scenario] can be used in all [lua] tags in [event]s.
 +
 +
<syntaxhighlight lang='wml'>
 +
[scenario]
 +
    [lua]
 +
        code = <<
 +
            function narrator(t)
 +
                -- Behave like the [message] tag.
 +
                wml.fire("message",
 +
                  { speaker = "narrator", message = t.sentence })
 +
            end
 +
        >>
 +
    [/lua]
 +
    [event]
 +
        name = turn 1
 +
        [lua]
 +
            code = << narrator(...) >>
 +
            [args]
 +
                sentence = _ "Hello world!"
 +
            [/args]
 +
        [/lua]
 +
        [lua]
 +
            code = << narrator(...) >>
 +
            [args]
 +
                sentence = _ "How are you today?"
 +
            [/args]
 +
        [/lua]
 +
    [/event]
 +
    ...
 +
[/scenario]
 +
 +
</syntaxhighlight>
 +
 +
In the example above, the redundant structure could be hidden behind macros. But it may be better to simply define a new WML tag.
 +
 +
<syntaxhighlight lang='wml'>
 +
[scenario]
 +
    [lua]
 +
        code = <<
 +
            -- The function is now placed in the wesnoth.wml_actions table
 +
            -- The tag is [narrator], same as the function name
 +
            function wesnoth.wml_actions.narrator(t)
 +
                -- Behave like the [message] tag.
 +
                wml.fire("message",
 +
                  { speaker = "narrator", message = t.sentence })
 +
            end
 +
        >>
 +
    [/lua]
 +
 +
    [event]
 +
        name = turn 1
 +
        [narrator]
 +
            sentence = _ "Hello world!"
 +
        [/narrator]
 +
        [narrator]
 +
            sentence = _ "How are you today?"
 +
        [/narrator]
 +
    [/event]
 +
[/scenario]
 +
</syntaxhighlight>
 +
 +
The global environment is not preserved over save/load cycles. Therefore, storing values in the global environment is generally a bad idea. The only time assigning global variables (including function definitions) makes sense is in a [lua] block directly in [scenario] or during a [[EventWML#Predefined 'name' Key Values|preload]] event, as this event is always run. Therefore, helper functions defined at that time will be available to all the later scripts.
  
The '''[args]''' tag can be used to pass a WML object to the script via its variadic local variable.
+
The global environment initially contains the following built-in modules: '''string''', '''table''', and '''math'''. A '''wesnoth''' module is also available, which provides access to the C++ game engine. Additionally, the functions '''clock''', '''date''', '''time''' and '''difftime''' from the '''os''' module are also available (but keep in mind that they aren't multiplayer- and replay-safe), as well as '''traceback''' from the '''debug''' module. There are also a few other built-in modules specific to Wesnoth – for full details, see [[LuaAPI]].
 +
 
 +
At the start of a script, the variadic local variable '''...''' (three dots) is a proxy table representing [[#Encoding WML objects into Lua tables|WML data]]. This table is the content of the '''[args]''' sub-tag of the '''[lua]''' tag, if any.
  
 
== Examples ==
 
== Examples ==
Line 19: Line 117:
 
The following WML event is taken from Wesnoth' tutorial. It will serve as an example to present how Lua scripts are embedded into Wesnoth. The event is fired whenever a unit from side 1 (that is, the hero controlled by the user) moves to a tile that is not the one set in the WML variable ''target_hex''.
 
The following WML event is taken from Wesnoth' tutorial. It will serve as an example to present how Lua scripts are embedded into Wesnoth. The event is fired whenever a unit from side 1 (that is, the hero controlled by the user) moves to a tile that is not the one set in the WML variable ''target_hex''.
  
 +
<syntaxhighlight lang='wml'>
 
  # General catch for them moving to the wrong place.
 
  # General catch for them moving to the wrong place.
 
  [event]
 
  [event]
Line 59: Line 158:
 
     [/if]
 
     [/if]
 
  [/event]
 
  [/event]
 +
</syntaxhighlight>
  
 
A Lua script that performs the same action is presented below.
 
A Lua script that performs the same action is presented below.
  
 +
<syntaxhighlight lang='wml'>
 
  [event]
 
  [event]
 
     name=moveto
 
     name=moveto
Line 72: Line 173:
 
     [lua]
 
     [lua]
 
         code = <<
 
         code = <<
             local args = ...
+
 
             if target_hex.is_set and
+
             local event_data = wesnoth.current.event_context
                 (args.x1 ~= target_hex.x or args.y1 ~= target_hex.y)
+
             if wml.variables["target_hex.is_set"] and
 +
                 (event_data.x1 ~= wml.variables["target_hex.x"] or event_data.y1 ~= wml.variables["target_hex.y"])
 
             then
 
             then
 
                 W.redraw()
 
                 W.redraw()
Line 82: Line 184:
 
     [/lua]
 
     [/lua]
 
  [/event]
 
  [/event]
 +
</syntaxhighlight>
  
 
Here is a more detailed explanation of the Lua code. Its first line
 
Here is a more detailed explanation of the Lua code. Its first line
  
local args = ...
+
<syntaxhighlight lang='lua'>
 +
local event_data = wesnoth.current.event_context
 +
</syntaxhighlight>
  
loads the parameter of the script into the ''args'' local variable. Since it is a ''moveto'' event, the ''args'' table contains the destination of the unit in the ''x1'' and ''y1'' fields.
+
puts the event data into the ''event_data'' local variable. Since it is a ''moveto'' event, the ''event_data'' table contains the destination of the unit in the ''x1'' and ''y1'' fields.
  
 
The next two lines then test
 
The next two lines then test
  
if target_hex.is_set and
+
<syntaxhighlight lang='lua'>
     (args.x1 ~= target_hex.x or args.y1 ~= target_hex.y)
+
if wml.variables["target_hex.is_set"] and
 +
     (event_data.x1 ~= wml.variables["target_hex.x"] or event_data.y1 ~= wml.variables["target_hex.y"])
 +
</syntaxhighlight>
 +
 
 +
whether the variable ''wml.variables["target_hex"]'' matches the event parameters. Since ''wml.variables'' is not a local variable, it is taken from the global environment. Usually, variables from the global environment are not persistent but the wesnoth engine maps the variable wml.variables to the storage of WML variables.
 +
 
 +
The body of the conditional then performs the [[InterfaceActionsWML#Other interface tags|[redraw]]] action.
 +
 
 +
<syntaxhighlight lang='lua'>
 +
W.redraw()
 +
</syntaxhighlight>
  
whether the variable ''target_hex'' matches the event parameters. Since ''target_hex'' is not a local variable, it is taken from the global environment (a table implicitly named ''_G'', so it is actually ''_G.target_hex''). The global environment is not persistent, so it cannot be used to store data. In order to make it useful, it was redirected to the storage of WML variables by the following ''preload'' event.
+
This short syntax is made possible by a line of the prelude that makes ''W'' a proxy for performing WML actions.
  
  [event]
+
<syntaxhighlight lang='lua'>
    name=preload
+
  [scenario]
    first_time_only=no
 
 
     [lua]
 
     [lua]
 
         code = <<
 
         code = <<
             H = wesnoth.dofile("lua/helper.lua")
+
             H = wesnoth.require "helper"
            -- skipping some other initializations
+
             W = H.set_wml_action_metatable {}
            -- ...
 
             H.set_wml_var_metatable(_G)
 
 
         >>
 
         >>
 
     [/lua]
 
     [/lua]
[/event]
+
    ...
 
+
[/scenario]
Without a prelude redirecting ''_G'', the conditional would have been written
+
</syntaxhighlight>
 
 
if wesnoth.get_variable("target_hex.is_set") and
 
    (args.x1 ~= wesnoth.get_variable("target_hex.x") or args.y1 ~= wesnoth.get_variable("target_hex.y")
 
 
 
The body of the conditional then performs the [[InterfaceActionsWML|redraw]] action.
 
 
 
W.redraw()
 
 
 
Again, this short syntax is made possible by a line of the prelude that makes ''W'' a proxy for performing WML actions.
 
 
 
W = H.set_wml_action_metatable({})
 
  
 
Without this shortcut, the first statement would have been written
 
Without this shortcut, the first statement would have been written
  
wesnoth.fire("redraw")
+
<syntaxhighlight lang='lua'>
 +
wml.fire("redraw")
 +
</syntaxhighlight>
 +
or
 +
<syntaxhighlight lang='lua'>
 +
wesnoth.wml_actions.redraw {}
 +
</syntaxhighlight>
  
 
Finally the script displays a message by
 
Finally the script displays a message by
  
narrator_says(_ "*Oops!\nYou moved to the wrong place! After this message, you can press 'u' to undo, then try again.")
+
<syntaxhighlight lang='lua'>
 +
narrator_says(_ "*Oops!\nYou moved to the wrong place! After this message, you can press 'u' to undo, then try again.")
 +
</syntaxhighlight>
  
 
The ''narrator_says'' function is defined in the prelude too, since the construct behind it occurs several times in the tutorial. In plain WML, macros would have been used instead. The definition of the function is
 
The ''narrator_says'' function is defined in the prelude too, since the construct behind it occurs several times in the tutorial. In plain WML, macros would have been used instead. The definition of the function is
  
function narrator_says(m)
+
<syntaxhighlight lang='lua'>
    W.message { speaker="narrator",
+
function narrator_says(m)
                message = m .. _ "\n*Left click or press spacebar to continue..." }
+
    W.message { speaker="narrator",
end
+
                message = m .. _ "\n*Left click or press spacebar to continue..." }
 +
end
 +
</syntaxhighlight>
  
The function fires a [[InterfaceActionsWML|message]] and passes a WML object containing the usual two fields to it. The second field is initialized by concatenating the function argument with another string. Both strings are prefixed by the ''_'' symbol to mark them as translatable. (Note that ''_'' is just a unary function, not a keyword.) Again, this is made possible by a specific line of the prelude:
+
The function fires a [[InterfaceActionsWML#.5Bmessage.5D|[message]]] action and passes a WML object containing the usual two fields to it. The second field is initialized by concatenating the function argument with another string. Both strings are prefixed by the ''_'' symbol to mark them as translatable. (Note that ''_'' is just a unary function, not a keyword.) Again, this is made possible by a specific line of the prelude:
  
_ = wesnoth.textdomain "wesnoth-tutorial"
+
<syntaxhighlight lang='lua'>
 +
_ = wesnoth.textdomain "wesnoth-tutorial"
 +
</syntaxhighlight>
  
A longer translation of the tutorial is available at [https://gna.org/patch/download.php?file_id=5483].
+
<!-- A longer translation of the tutorial is available at [https://gna.org/patch/download.php?file_id=5483]. -->
  
== Global environment ==
+
== Encoding WML objects into Lua tables ==
  
All the Lua scripts of a scenario shares the same global environment (aka Lua state). This environment is not preserved over save/load cycles. Therefore, storing values in the global environment is a generally a bad idea (unless it has been redirected to WML variables, see [[#set_wml_var_metatable|set_wml_var_metatable]]). The only time it makes sense to assign global variables is during a [[EventWML|preload]] event, as this event is always run. Therefore, helper functions defined at that time will be available to all the later scripts.
+
=== WML table ===
 +
Many functions in the Wesnoth Lua API expect a table representing a WML object (that is, the contents of a WML tag) to be passed as a parameter, for example [[LuaAPI/wml#wml.fire|wml.fire]]. Other functions return WML data converted to a Lua table. All these tables have the same format. The Lua API documentation refers to a table using this specific format convention as a "WML table".
  
The global environment is preloaded with the following modules: [http://www.lua.org/manual/5.1/manual.html#5.1 basic] (no name), [http://www.lua.org/manual/5.1/manual.html#5.4 string], [http://www.lua.org/manual/5.1/manual.html#5.5 table], and [http://www.lua.org/manual/5.1/manual.html#5.6 math]. A '''wesnoth''' module is also available, see below.
+
Scalar fields are transformed into WML attributes. For instance, the following Lua table
  
At the start of the script, the variadic local variable '''...''' (three dots) contains a table. It contains the content of the '''[args]''' sub-tag of the '''[lua]''' tag. The table also provides (if they make sense for the current event) the fields '''x1''', '''y1''', '''x2''', and '''y2''', containing map locations, and the sub-tables '''weapon''' and '''second_weapon''' containing attacks.
+
<syntaxhighlight lang='lua'>
 +
{
 +
    a_bool = true,
 +
    an_int = 42,
 +
    a_float = 1.25,
 +
    a_string = "scout",
 +
    a_translation = _ "Hello World!"
 +
}
 +
</syntaxhighlight>
  
== Interface to the C++ engine ==
+
is equivalent to the content of the following WML object
  
Functionalities of the game engine are available through the functions of the '''wesnoth''' global table.
+
<syntaxhighlight lang='wml'>
 +
[dummy]
 +
    a_bool = "yes"
 +
    an_int = 42
 +
    a_float = 1.25
 +
    a_string = "scout"
 +
    a_translation = _ "Hello World!"
 +
[/dummy]
 +
</syntaxhighlight>
  
==== message ====
+
WML child objects are not stored as Lua named fields, since several of them can have the same tag. Moreover, their tags can conflict with the attribute keys (it is possible to have a tag and an attribute with the same name). So child objects are stored as (string, table) pairs in the unnamed fields in definition order. This means that for every subtag appearing in the wml code there is an additional table "layer" in the corresponding WML table of the form <syntaxhighlight inline lang=lua>{tag = "tag_name", contents = {}}</syntaxhighlight>. The table under <tt>contents</tt> in this subtable then holds the wml attributes from inside the wml subtag. So every subtag other than the toplevel tag corresponds to two nested tables each. In code, this format is constructed using [[LuaAPI/wml#wml.tag|wml.tag]] to improve readability. For example <syntaxhighlight inline lang=lua>wml.tag_name{}</syntaxhighlight> is equivalent to the prior example.
  
Displays a string in the chat window and dumps it to the lua/info log domain (''--log-info=scripting/lua'' on the command-line).
+
'''Note''': As of 1.17, the structure changed slightly. Previously the additional table "layer" for each tag looked like <syntaxhighlight inline lang=lua>{[1] = "tag_name", [2] = {}}</syntaxhighlight>. For backwards compatibility, accessing [1] and [2] still return or set tag and contents respectively (in fact, it is a structure created by [[LuaAPI/wesnoth#wesnoth.named_tuple|wesnoth.named_tuple]]). However, in older versions, only [1] and [2] work.
  
wesnoth.message "Hello World!"
+
For instance, the following Lua table
  
The chat line header is "<Lua>" by default, but it can be changed by passing a string before the message.
+
<syntaxhighlight lang='lua'>
 +
{
 +
    foo = 42,
 +
    wml.tag.bar { v = 1, w = 2 } },
 +
    wml.tag.foo { x = false } },
 +
    wml.tag.bar { y = "foo" } },
 +
    wml.tag.foobar { z = 5, { wml.tag.barfoo {} } } }
 +
}
 +
</syntaxhighlight>
  
wesnoth.message("Big Brother", "I'm watching you.") -- will result in "&lt;Big Brother&gt; I'm watching you."
+
is equivalent to the content of the following WML object
 
 
==== fire ====
 
 
 
Fires a WML action (argument 1); argument 2 is the WML table describing the action, while arguments 3-6 are two locations (not sure what they can be useful for).
 
  
wesnoth.fire("message", { speaker="narrator", message=_ "Hello World!" })
+
<syntaxhighlight lang='wml'>
 +
[dummy]
 +
    foo = 42
 +
    [bar]
 +
        v = 1
 +
        w = 2
 +
    [/bar]
 +
    [foo]
 +
        x = no
 +
    [/foo]
 +
    [bar]
 +
        y = foo
 +
    [bar]
 +
    [foobar]
 +
        z = 5
 +
        [barfoo]
 +
        [/barfoo]
 +
    [/foobar]
 +
[/dummy]
 +
</syntaxhighlight>
  
==== get_variable ====
+
So assuming ''cfg'' contains the above WML object, the following accesses are possible:
  
Loads a variable with the given WML name (argument 1) and converts it into a Lua object. Returns ''nil'' if the name does not point to anything, a scalar for a WML attribute, and a table for a WML object. Argument 2, if ''true'', prevents the recursive conversion if the name points to an object; an empty table is returned in this case.
+
<syntaxhighlight lang=lua>
 +
a_int = cfg.foo        -- "dummy.foo", 42
 +
a_string = cfg[3].contents.y -- "dummy.bar[1].y", "foo"
 +
a_table = cfg[4].contents    -- "dummy.foobar", { z = 5, { "barfoo", {} } }
 +
</syntaxhighlight>
  
wesnoth.fire("store_unit", { variable="my_unit", { "filter", { id="hero" } } })
+
Consider using the [[LuaAPI/wml#wml.get_child|wml.get_child]] and [[LuaAPI/wml#wml.child_range|wml.child_range]] helper functions to ease the access to subtags.
local heros_hp = wesnoth.get_variable("my_unit[0].hitpoints")
 
  
==== set_variable ====
+
{{DevFeature1.13|5}} As a convenience, attributes with array values (tables with only integer keys) are concatenated into a string when converting a Lua table into WML. For example, the following Lua code:
  
Converts and stores a Lua object (argument 2) to a WML variable (argument 1). A WML object is created for a table, an attribute otherwise.
+
<syntaxhighlight lang=lua>
 +
{
 +
    x = {1, 2, 3, 4},
 +
    y = {7, 8, 9, 10}
 +
}
 +
</syntaxhighlight>
  
wesnoth.set_variable("my_unit.hitpoints", heros_hp + 10)
+
produces the following WML table:
  
==== textdomain ====
+
<syntaxhighlight lang=wml>
 +
[dummy]
 +
    x=1,2,3,4
 +
    y=7,8,9,10
 +
[/dummy]
 +
</syntaxhighlight>
  
Creates a function proxy for lazily translating strings from the given domain.
+
=== vconfig userdata ===
 +
Functions registered in [[LuaAPI/wesnoth#wesnoth.wml_actions|wesnoth.wml_actions]] and other similar tables that provide hooks that the engine calls will receive their data either in lua tables encoding a WML object or as a [[LuaAPI/wml#wml.tovconfig|WML vconfig userdata]], which has the same structure but is read-only. Accessing fields or children on a vconfig performs variable substitution on the fly. Its '''__parsed''' and '''__literal''' fields provide translations to plain, writable tables. '''__literal''' returns the original text of the data (including dollar symbols in attributes and '''[insert_tag]''' children), while '''__parsed''' performs a full variable substitution.
  
_ = wesnoth.textdomain("my-campaign")
+
For instance, if you cannot stand any longer the fact that '''first_time_only''' is set to yes by default for the '''[event]''' tag, you can redefine it. But we have to be careful not to cause variable substitution, since the engine would perform a second variable substitution afterwards.
wesnoth.set_variable("my_unit.description", _ "the unit formerly known as Hero")
 
  
==== dofile ====
+
<syntaxhighlight lang=lua>
 +
local old_event_handler = wesnoth.wml_actions.event
 +
function wesnoth.wml_actions.event(cfg)
 +
    -- Get the plain text from the user.
 +
    local new_cfg = wml.literal(cfg)
 +
    -- The expression below is equivalent to cfg.__parsed.first_time_only,
 +
    -- only faster. It is needed, since the first_time_only attribute may
 +
    -- reference variables.
 +
    local first = cfg.first_time_only
 +
    -- Modify the default behavior of first_time_only.
 +
    if first == nil then first = false end
 +
    new_cfg.first_time_only = first
 +
    -- Call the engine handler.
 +
    old_event_handler(wml.tovconfig(new_cfg))
 +
end
 +
</syntaxhighlight>
  
Replaces [http://www.lua.org/manual/5.1/manual.html#5.1 basic.dofile] for loading files. Loads the given filename (relative to the content directory) and executes it in an unprotected environment (that is, exceptions propagate to the caller). Returns the values returned by the executed script.
+
(Note: The above example will only affect nested events. Toplevel events will still default to ''first_time_only=yes''.)
 +
(Note2: You should not do that since it will break other addons that rely on the first_time_only=no default value.)
 +
<!-- This should probably be replaced with a better example. -->
  
helper = wesnoth.dofile "lua/helper.lua"
+
'''pairs''' and '''ipairs''' also work on vconfig objects. However, '''pairs''' works a little differently than on plain configs (tables) - it returns only string keys (attributes in WML terms) and not integer keys (tags in WML terms).
  
==== register_wml_action ====
+
Another approach for handling userdata and tables in the same way, would be to convert the former into the latter beforehand. The [[LuaAPI/wml#wml.parsed|wml.parsed]] and [[LuaAPI/wml#wml.literal|wml.literal]] helpers take care of this for you.
  
Registers the second argument as a handler for the given action tag. When the game encounters this tag an event, it fires the action handler and passes the content of the WML object as the first argument. If the registered function raises an error with a message starting with "~wml:", it will not be displayed as a Lua error with a backtrace but as a standard WML error.
+
The vconfig userdata provides two other special fields: '''__shallow_parsed''' and '''__shallow_literal'''. They return a table corresponding to the WML userdata with variable substitution performed on the attributes (or not). [insert_tag] tags have also been parsed, so the number of children is faithful. But contrarily to '''__parsed''' and '''__literal''', the process is not recursive: all the children are still WML userdata and variable substitution can still happen for them. These shallow translators are meant as optimized versions of the deep ones, when only the toplevel attributes need to be writable.
  
wesnoth.register_wml_action("freeze_unit",
+
== Skeleton of a lua tag ==
    function(t)
 
        local unit_id = t.id or error("~wml:[freeze_unit] expects an id= attribute.", 0)
 
        helper.modify_unit({ id = unit_id }, { moves = 0 })
 
    end
 
)
 
  
[freeze_unit]
+
The following [lua] tag is a skeleton for a prelude enabling Lua in your WML events. It creates a table ''H'' containing the functions from helper.lua . It sets up a table ''T'' so be used for easier creation of valid WML tables. It also sets up a table ''V'' so that any access to it is redirected to the persistent WML storage. Finally, it loads a textdomain to be accessed through the ''_'' variable.
    id=Delfador
 
[/freeze_unit]
 
  
==== get_units ====
+
<syntaxhighlight lang='wml'>
 +
[scenario]
 +
    [lua]
 +
        code = <<
 +
            H = wesnoth.require "lua/helper.lua"
 +
            T = wml.tag
 +
            V = wml.variables
 +
            local _ = wesnoth.textdomain "my-campaign"
  
Returns an array of all the units matching the WML filter passed as the first argument.
+
            -- Define your global constants here.
 +
            -- ...
  
local leaders_on_side_two = get_units({ side = 2, canrecruit = true })
 
local name_of_leader = leaders_on_side_two[1].name
 
  
Units are proxy tables with the following fields:
+
            -- Define your global functions here.
* '''x''', '''y''': integers (read only)
+
            -- ...
* '''side''': integer (read/write)
+
        >>
* '''id''', '''side_id''': strings (read only)
+
    [/lua]
* '''name''': translatable string (read only)
+
    ...
* '''hitpoints''', '''max_hitpoints''', '''experience''', '''max_experience''', '''max_moves''': integers (read only)
+
[/scenario]
* '''moves''': integer (read/write)
+
</syntaxhighlight>
* '''resting''': boolean (read/write)
 
* '''petrified''', '''canrecruit''': booleans (read only)
 
* '''role''', '''facing''': strings (read/write)
 
* '''__cfg''': WML table (read only)
 
  
==== get_side ====
+
It may be worth putting the whole Lua script above inside a separate file and having the [lua] tag load it:
  
Returns the team with given number.
+
<syntaxhighlight lang='wml'>
 +
[scenario]
 +
    [lua]
 +
        code = << wesnoth.dofile "~add-ons/Whatever/file.lua" >>
 +
    [/lua]
 +
    ...
 +
[/scenario]
 +
</syntaxhighlight>
  
local team = wesnoth.get_side(1)
+
'''Note''': When a multiplayer scenario is hosted on the multiplayer server, separate Lua files are not transmitted over the network from the host to the peers. Therefore, it may happen that the Lua code from the separate files is executed on the host but not on the peers. This may result in out of-sync type errors. Only the Lua code that is embedded in the scenario WML, that is without wesnoth.dofile, will be transmitted and executed. To prevent these issues, the Lua files that are to be loaded with wesnoth.dofile must be distributed to the end-user explicitly.
team.gold = team.gold + 50
 
  
Teams are proxy tables with the following fields:
+
== Remarks on Random Numbers ==
* '''gold''', '''village_gold''', '''base_income''': integers (read/write)
 
* '''total_income''': integer (read only)
 
* '''objectives''', '''user_team_name''': translatable strings (read/write)
 
* '''objectives_changed''': boolean (read/write)
 
* '''team_name''': string (read/write)
 
* '''__cfg''': WML table (read only)
 
  
==== get_unit_type_ids ====
+
The math.random function is not safe for replays and multiplayer games, since the random values will be different each time and on all the clients. Instead, the Lua code should use the [[LuaAPI/mathx#mathx.random|mathx.random]] function to synchronize random values. It has the same interface as math.random but is multiplayer-safe.
  
Returns an array containing all the unit type IDs the engine knows about.
+
Also available is [[LuaAPI/mathx#mathx.random_choice|mathx.random_choice]], which takes the same argument in the same format as [[InternalActionsWML#.5Bset_variable.5D|[set_variable]]] rand=.
  
  local unit_types = wesnoth.get_unit_type_ids()
+
<syntaxhighlight lang='lua'>
wesnoth.message(string.format("%d unit types registered. First one is %s.", #unit_types, unit_types[1]))
+
  local random_variable = mathx.random_choice("1,2,3")
 +
</syntaxhighlight>
  
==== get_unit_type ====
+
== Random Lua table iteration ==
  
Returns the unit type with the corresponding ID.
+
Table iteration order ('''pairs''') is not strictly defined in Lua. If your code depends on the order of iteration, different clients may have different data in a multiplayer game. For example:
  
local lich_cost = wesnoth.get_unit_type("Ancient Lich").cost
+
<syntaxhighlight lang='lua'>
 +
  local table = { ["Mage"] = true, ["Wose"] = true }
 +
  local concat = ""
 +
  local bad_usage = next(table) -- wrong, leads to OOS
 +
  for k, _ in pairs(table) do -- wrong, leads to OOS
 +
    concat = concat .. k
 +
  end
 +
</syntaxhighlight>
  
Unit types are proxy tables with the following fields:
+
To avoid the problem, sort the table keys before iterating. Or alternatively, use Lua "arrays" and the '''ipairs''' function, which have a strictly defined order and never lead to OOS. Example of correct code:
* '''id''': string
 
* '''name''': translatable string (read only)
 
* '''max_moves''', '''max_experience''', '''max_hitpoints''', '''level''', '''cost''': integers (read only)
 
* '''__cfg''': WML table (read only)
 
  
==== get_terrain ====
+
<syntaxhighlight lang='lua'>
 +
  local array = { "Mage", "Wose" }
 +
  local good_usage = table[1] -- correct
 +
  local concat = ""
 +
  for _, v in ipairs(array) do -- correct
 +
    concat = concat .. v
 +
  end
 +
</syntaxhighlight>
  
Returns the terrain code for the given location.
+
[[Category: Lua Reference|*]]
 
+
[[Category: WML Reference]]
local is_grassland = wesnoth.get_terrain(12, 15) == "Gg"
 
 
 
==== set_terrain ====
 
 
 
Modifies the terrain at the given location.
 
 
 
function create_village(x, y)
 
    wesnoth.set_terrain(x, y, "Gg^Vh")
 
end
 
 
 
==== get_terrain_info ====
 
 
 
Returns the terrain details for the given terrain code.
 
 
 
local is_keep = wesnoth.get_terrain_info(wesnoth.get_terrain(12, 15)).keep
 
 
 
Terrain info is a plain table with the following fields:
 
* '''id''': string
 
* '''name''', '''description''': translatable strings
 
* '''castle''', '''keep''', '''village''': booleans
 
* '''healing''': integer
 
 
 
==== get_village_owner ====
 
 
 
Returns the side that owns the village at the given location.
 
 
 
local owned_by_side_1 = wesnoth.get_village_owner(12, 15) == 1
 
 
 
==== set_village_owner ====
 
 
 
Gives ownership of the village at the given location to the given side (or remove ownership if none).
 
 
 
wesnoth.set_village_owner(12, 15, 1)
 
 
 
==== get_map_size ====
 
 
 
Returns the width and the height of the map.
 
 
 
local w,h = wesnoth.get_map_size()
 
 
 
== Encoding WML objects into Lua tables ==
 
 
 
Function [[#fire|wesnoth.fire]] expects a table representing a WML object as its second argument (if needed). Function [[#set_variable|wesnoth.set_variable]] allows to modify whole WML objects, again by passing it a table. Function [[#get_variable|wesnoth.get_variable]] transforms a WML object into a table, if its second argument is not set to ''true''. All these tables have the same format.
 
 
 
Scalar fields are transformed into WML attributes. For instance, the following Lua table
 
 
 
{
 
    a_bool = true,
 
    an_int = 42,
 
    a_float = 1.25,
 
    a_string = "scout",
 
    a_translation = _ "Hello World!"
 
}
 
 
 
is equivalent to the content of the following WML object
 
 
 
[dummy]
 
    a_bool = "yes"
 
    an_int = "42"
 
    a_float = "1.25"
 
    a_string = "scout"
 
    a_translation = _ "Hello World!"
 
[/dummy]
 
 
 
WML child objects are not stored as Lua named fields, since several of them can have the same tag. Moreover, their tags can conflict with the attribute keys. So child objects are stored as pairs string + table in the unnamed fields in definition order. For instance, the following Lua table
 
 
 
{
 
    foo = 42,
 
    { "bar", { v = 1, w = 2 } },
 
    { "foo", { x = false } },
 
    { "bar", { y = "foo" } },
 
    { "foobar", { { "barfoo", {} } } }
 
}
 
 
 
is equivalent to the content of the following WML object
 
 
 
[dummy]
 
    foo = 42
 
    [bar]
 
        v = 1
 
        w = 2
 
    [/bar]
 
    [foo]
 
        x = no
 
    [/foo]
 
    [bar]
 
        y = foo
 
    [bar]
 
    [foobar]
 
        [barfoo]
 
        [/barfoo]
 
    [/foobar]
 
[/dummy]
 
 
 
== Helper functions ==
 
 
 
The following functions are provided by the '''lua/helper.lua''' library. They are stored inside a table that is returned when loading the file by [[#dofile|wesnoth.dofile]].
 
 
 
helper = wesnoth.dofile "lua/helper.lua"
 
 
 
==== set_wml_action_metatable ====
 
 
 
Sets the metable of a table so that it can be used to fire WML actions. Returns the table. The fields of the table are then simple wrappers around a call to [[#fire|wesnoth.fire]].
 
 
 
W = helper.set_wml_action_metatable {}
 
W.message { speaker = "narrator", message = "?" }
 
 
 
==== set_wml_var_metatable ====
 
 
 
Sets the metable of a table so that it can be used to access WML variables. Returns the table. The fields of the tables are then proxies to the WML objects with the same names; reading/writing to them will directly access the WML variables.
 
 
 
helper.set_wml_var_metatable(_G)
 
my_persistent_variable = 42
 
 
 
==== modify_unit ====
 
 
 
Modifies all the units satisfying the given filter (argument 1) with some WML attributes/objects (argument 2). This is a Lua implementation of the [http://www.wesnoth.org/macro-reference.xhtml MODIFY_UNIT] macro.
 
 
 
helper.modify_unit({ id="Delfador" }, { moves=0 })
 
 
 
==== move_unit_fake ====
 
 
 
Fakes the move of a unit satisfying the given filter (argument 1) to the given position (argument 2). This is a Lua implementation of the [http://www.wesnoth.org/macro-reference.xhtml MOVE_UNIT] macro.
 
 
 
helper.move_unit_fake({ id="Delfador" }, 14, 8)
 
 
 
== Skeleton of a preload event ==
 
 
 
The following event is a skeleton for a prelude enabling Lua in your WML events. It creates a table ''H'' containing the functions from helper.lua and a table ''W'' that serves as a proxy for firing WML actions. It also sets up the global environment so that any access to an undefined global variable is redirected to the persistent WML storage.
 
 
 
[event]
 
    name=preload
 
    first_time_only=no
 
    [lua]
 
        code = <<
 
            H = wesnoth.dofile("lua/helper.lua")
 
            W = H.set_wml_action_metatable({})
 
            _ = wesnoth.textdomain "my-campaign"
 
 
            -- Define your global constants here.
 
            -- ...
 
 
            H.set_wml_var_metatable(_G)
 
 
            -- Define your global functions here.
 
            -- ...
 
        >>
 
    [/lua]
 
[/event]
 

Latest revision as of 23:38, 1 November 2024

[edit]WML Tags

A:

abilities, about, achievement, achievement_group, add_ai_behavior, advanced_preference, advancefrom, advancement, advances, affect_adjacent, ai, allied_with, allow_end_turn, allow_extra_recruit, allow_recruit, allow_undo, and, animate, animate_unit, animation, aspect, attack (replay, weapon), attack_anim, attacks (special, stats), avoid;

B:

base_unit, background_layer, berserk, binary_path, break, brush;

C:

campaign, cancel_action, candidate_action, capture_village, case, chance_to_hit, change_theme, chat, checkbox, choice, choose, clear_global_variable, clear_menu_item, clear_variable, color_adjust, color_palette, color_range, command (action, replay), continue, core, credits_group, criteria;

D:

damage, damage_type, death, deaths, default, defend, defends, defense, delay, deprecated_message, destination, difficulty, disable, disallow_end_turn, disallow_extra_recruit, disallow_recruit, do, do_command, drains, draw_weapon_anim;

E:

editor_group, editor_music, editor_times, effect, else (action, animation), elseif, endlevel, end_turn (action, replay), enemy_of, engine, entry (credits, options), era, event, experimental_filter_ability, experimental_filter_ability_active, experimental_filter_specials, extra_anim;

F:

facet, facing, fake_unit, false, feedback, female, filter (concept, event), filter_adjacent, filter_adjacent_location, filter_attack, filter_attacker, filter_base_value, filter_condition, filter_defender, filter_enemy, filter_location, filter_opponent, filter_own, filter_owner, filter_radius, filter_recall, filter_second, filter_second_attack, filter_self, filter_side, filter_student, filter_vision, filter_weapon, filter_wml, find_path, fire_event, firststrike, floating_text, fonts, for, foreach, found_item, frame;

G:

game_config, get_global_variable, goal, gold, gold_carryover;

H:

harm_unit, has_ally, has_attack, has_unit, has_achievement, have_location, have_unit, heal_on_hit, heal_unit, healed_anim, healing_anim, heals, hide_help, hide_unit, hides;

I:

idle_anim, if (action, animation, intro), illuminates, image (intro, terrain), init_side, insert_tag, inspect, item, item_group;

J:

jamming_costs, join;

K:

kill, killed;

L:

label, language, leader, leader_goal, leadership, leading_anim, levelin_anim, levelout_anim, lift_fog, limit, literal, load_resource, locale, lock_view, lua;

M:

male, menu_item, message, micro_ai, missile_frame, modification, modifications, modify_ai, modify_side, modify_turns, modify_unit, modify_unit_type, move, move_unit, move_unit_fake, move_units_fake, movement_anim, movement costs, movetype, multiplayer, multiplayer_side, music;

N:

not, note;

O:

object, objective, objectives, on_undo, open_help, option, options, or;

P:

part, petrifies, petrify, place_shroud, plague, poison, post_movement_anim, pre_movement_anim, primary_attack, primary_unit, print, progress_achievement, put_to_recall_list;

R:

race, random_placement, recall (action, replay), recalls, recruit, recruit_anim, recruiting_anim, recruits, redraw, regenerate, remove_event, remove_item, remove_object, remove_shroud, remove_sound_source, remove_time_area, remove_trait, remove_unit_overlay, repeat, replace_map, replace_schedule, replay, replay_start, reset_fog, resistance (ability, unit), resistance_defaults, resolution, resource, return, role, rule;

S:

save, scenario, screen_fade, scroll, scroll_to, scroll_to_unit, secondary_attack, secondary_unit, section, select_unit, sequence, set_achievement, set_extra_recruit, set_global_variable, set_menu_item, set_recruit, set_specials, set_variable, set_variables, sheath_weapon_anim, show_if (message, objective, set_menu_item), show_objectives, side, skirmisher, slider, slow, snapshot, sound, sound_source, source (replay, teleport), special_note, specials, split, stage, standing_anim, statistics, status, store_gold, store_items, store_locations, store_map_dimensions, store_reachable_locations, store_relative_direction, store_side, store_starting_location, store_time_of_day, store_turns, store_unit, store_unit_defense, store_unit_defense_on, store_unit_type, store_unit_type_ids, store_villages, story, swarm, sub_achievement, switch, sync_variable;

T:

target, team, teleport (ability, action), teleport_anim, terrain, terrain_defaults, terrain_graphics, terrain_mask, terrain_type, test, test_condition, test_do_attack_by_id, text_input, textdomain, theme, then, tile, time, time_area, topic, toplevel, trait, transform_unit, traveler, true, tunnel;

U:

unhide_unit, unit (action, scenario), unit_overlay, unit_type, unit_worth, units, unlock_view, unpetrify, unstore_unit, unsynced;

V:

value, variable, variables, variant, variation, victory_anim, village, vision_costs, volume;

W:

while, wml_message, wml_schema;

Z:

zoom;

The [lua] tag

This tag is a part of ActionWML, thus can be used inside [event] and at other places where ActionWML can be used. It makes it possible to write actions with the Lua 5.4 language.

(Version 1.13.? and later only) In addition to ActionWML, the [lua] tag may now be used in several other places. It can be placed at toplevel (outside of any tag) to make code that loads no matter what. (Note: This should usually be avoided, unless you're making a custom core.) It can be placed in any addon module tag, such as [scenario], [era], or [resource], to load code when the scenario boots up. Lua code placed in either of these places is executed even earlier than a preload event. And finally, it can now be used as ConditionalWML. In this case, the code must return either true or false to determine the outcome of the condition.

The [lua] tag can contain the following contents:

  • code: A string containing the Lua script.
  • name: An arbitrary string used to identify this tag in error messages.
  • [args]: Arbitrary data that will be passed to the Lua script as its only argument. It can be accessed in the Lua code via the special variadic variable ....

Since Lua makes usage of double quotes and curly braces, it is recommended to enclose the script between stronger quotes (as shown in the below example), as they prevent the preprocessor from performing macro expansion and tokenization. This is not strictly required, however. Example:

 [lua]
     code = << wesnoth.interface.add_chat_message "Hello World!" >>
 [/lua]

The [args] tag is useful if you need to pass WML variables or macro expansions into the code.

 [lua]
     code = << local t = ...; wesnoth.interface.add_chat_message(tostring(t.text)) >>
     [args]
         text = _ "Hello $unit.name!"
     [/args]
 [/lua]

When code in a [lua] tag has errors, it's often hard to find the location of the error because the line numbers are not within the code string and not the entire file. To help with this, you can set the name key. When an error is reported, the value of name will be shown as if it were the filename, allowing you to more easily locate the tag that raised it.

Testing out Lua in-game

The Lua kernel can also be accessed from command mode:

:lua local u = wesnoth.units.find_on_map{ id = "Konrad" }[1]; u.moves = 5

In addition, if you enable debug mode, you can access a <acronym title="Read, evaluate, print loop">REPL</acronym> console by pressing the Lua Console hotkey, which is bound to ~ by default. You can enable debug mode by using the :debug command, or by running Wesnoth with the --debug command-line argument. In the latter case, the Lua Console can even be summoned from the main menu screen.

You can use the Lua console to examine anything about the Lua environment and execute any Lua code you wish. It is recommended to use command mode to execute Lua that affects the map however, for example moving a unit. In the Lua Console you can use a special dir() function to examine the contents of objects and modules. You can also access a special _ variable which contains the result of the previous command executed in the console. Global variables assigned in the Lua console are not visible to scenario code, but remain between invocations of the console within a single game, as long as you don't reload. If you need to assign a global variable that is visible outside of the console, you can do so via the special variable _G.

Global environment

All the Lua scripts of a scenario share the same global environment (aka Lua state). Unlike other parts of the configurable gamestate the Lua state is not stored in savefiles, thus [lua] tags in [scenario] are executed not only before the scenario starts but also each time the game is loaded. Functions defined in [lua] tags in [scenario] can be used in all [lua] tags in [event]s.

 [scenario]
     [lua]
         code = <<
             function narrator(t)
                 -- Behave like the [message] tag.
                 wml.fire("message",
                   { speaker = "narrator", message = t.sentence })
             end
         >>
     [/lua]
     [event]
         name = turn 1
         [lua]
             code = << narrator(...) >>
             [args]
                 sentence = _ "Hello world!"
             [/args]
         [/lua]
         [lua]
             code = << narrator(...) >>
             [args]
                 sentence = _ "How are you today?"
             [/args]
         [/lua]
     [/event]
     ...
 [/scenario]

In the example above, the redundant structure could be hidden behind macros. But it may be better to simply define a new WML tag.

 [scenario]
     [lua]
         code = <<
             -- The function is now placed in the wesnoth.wml_actions table
             -- The tag is [narrator], same as the function name
             function wesnoth.wml_actions.narrator(t)
                 -- Behave like the [message] tag.
                 wml.fire("message",
                   { speaker = "narrator", message = t.sentence })
             end
         >>
     [/lua]
 
     [event]
         name = turn 1
         [narrator]
             sentence = _ "Hello world!"
         [/narrator]
         [narrator]
             sentence = _ "How are you today?"
         [/narrator]
     [/event]
 [/scenario]

The global environment is not preserved over save/load cycles. Therefore, storing values in the global environment is generally a bad idea. The only time assigning global variables (including function definitions) makes sense is in a [lua] block directly in [scenario] or during a preload event, as this event is always run. Therefore, helper functions defined at that time will be available to all the later scripts.

The global environment initially contains the following built-in modules: string, table, and math. A wesnoth module is also available, which provides access to the C++ game engine. Additionally, the functions clock, date, time and difftime from the os module are also available (but keep in mind that they aren't multiplayer- and replay-safe), as well as traceback from the debug module. There are also a few other built-in modules specific to Wesnoth – for full details, see LuaAPI.

At the start of a script, the variadic local variable ... (three dots) is a proxy table representing WML data. This table is the content of the [args] sub-tag of the [lua] tag, if any.

Examples

The following WML event is taken from Wesnoth' tutorial. It will serve as an example to present how Lua scripts are embedded into Wesnoth. The event is fired whenever a unit from side 1 (that is, the hero controlled by the user) moves to a tile that is not the one set in the WML variable target_hex.

 # General catch for them moving to the wrong place.
 [event]
     name=moveto
     first_time_only=no
     [allow_undo][/allow_undo]
     [filter]
         side=1
     [/filter]
 
     [if]
         [variable]
             name=target_hex.is_set
             equals=yes
         [/variable]
         [then]
             [if]
                 [variable]
                     name=x1
                     equals=$target_hex.x
                 [/variable]
                 [variable]
                     name=y1
                     equals=$target_hex.y
                 [/variable]
                 [then]
                 [/then]
                 [else]
                     [redraw][/redraw]
                     [message]
                         speaker=narrator
                         message=_ "*Oops!
 You moved to the wrong place! After this message, you can press 'u' to undo, then try again." +
                         _ "
 *Left click or press spacebar to continue..."
                     [/message]
                 [/else]
             [/if]
         [/then]
     [/if]
 [/event]

A Lua script that performs the same action is presented below.

 [event]
     name=moveto
     first_time_only=no
     [allow_undo][/allow_undo]
     [filter]
         side=1
     [/filter]
 
     [lua]
         code = <<

             local event_data = wesnoth.current.event_context
             if wml.variables["target_hex.is_set"] and
                (event_data.x1 ~= wml.variables["target_hex.x"] or event_data.y1 ~= wml.variables["target_hex.y"])
             then
                 W.redraw()
                 narrator_says(_ "*Oops!\nYou moved to the wrong place! After this message, you can press 'u' to undo, then try again.")
             end
         >>
     [/lua]
 [/event]

Here is a more detailed explanation of the Lua code. Its first line

local event_data = wesnoth.current.event_context

puts the event data into the event_data local variable. Since it is a moveto event, the event_data table contains the destination of the unit in the x1 and y1 fields.

The next two lines then test

if wml.variables["target_hex.is_set"] and
    (event_data.x1 ~= wml.variables["target_hex.x"] or event_data.y1 ~= wml.variables["target_hex.y"])

whether the variable wml.variables["target_hex"] matches the event parameters. Since wml.variables is not a local variable, it is taken from the global environment. Usually, variables from the global environment are not persistent but the wesnoth engine maps the variable wml.variables to the storage of WML variables.

The body of the conditional then performs the [redraw] action.

W.redraw()

This short syntax is made possible by a line of the prelude that makes W a proxy for performing WML actions.

 [scenario]
     [lua]
         code = <<
             H = wesnoth.require "helper"
             W = H.set_wml_action_metatable {}
         >>
     [/lua]
     ...
 [/scenario]

Without this shortcut, the first statement would have been written

wml.fire("redraw")

or

wesnoth.wml_actions.redraw {}

Finally the script displays a message by

narrator_says(_ "*Oops!\nYou moved to the wrong place! After this message, you can press 'u' to undo, then try again.")

The narrator_says function is defined in the prelude too, since the construct behind it occurs several times in the tutorial. In plain WML, macros would have been used instead. The definition of the function is

function narrator_says(m)
    W.message { speaker="narrator",
                message = m .. _ "\n*Left click or press spacebar to continue..." }
end

The function fires a [message] action and passes a WML object containing the usual two fields to it. The second field is initialized by concatenating the function argument with another string. Both strings are prefixed by the _ symbol to mark them as translatable. (Note that _ is just a unary function, not a keyword.) Again, this is made possible by a specific line of the prelude:

_ = wesnoth.textdomain "wesnoth-tutorial"


Encoding WML objects into Lua tables

WML table

Many functions in the Wesnoth Lua API expect a table representing a WML object (that is, the contents of a WML tag) to be passed as a parameter, for example wml.fire. Other functions return WML data converted to a Lua table. All these tables have the same format. The Lua API documentation refers to a table using this specific format convention as a "WML table".

Scalar fields are transformed into WML attributes. For instance, the following Lua table

{
    a_bool = true,
    an_int = 42,
    a_float = 1.25,
    a_string = "scout",
    a_translation = _ "Hello World!"
}

is equivalent to the content of the following WML object

[dummy]
    a_bool = "yes"
    an_int = 42
    a_float = 1.25
    a_string = "scout"
    a_translation = _ "Hello World!"
[/dummy]

WML child objects are not stored as Lua named fields, since several of them can have the same tag. Moreover, their tags can conflict with the attribute keys (it is possible to have a tag and an attribute with the same name). So child objects are stored as (string, table) pairs in the unnamed fields in definition order. This means that for every subtag appearing in the wml code there is an additional table "layer" in the corresponding WML table of the form {tag = "tag_name", contents = {}}. The table under contents in this subtable then holds the wml attributes from inside the wml subtag. So every subtag other than the toplevel tag corresponds to two nested tables each. In code, this format is constructed using wml.tag to improve readability. For example wml.tag_name{} is equivalent to the prior example.

Note: As of 1.17, the structure changed slightly. Previously the additional table "layer" for each tag looked like {[1] = "tag_name", [2] = {}}. For backwards compatibility, accessing [1] and [2] still return or set tag and contents respectively (in fact, it is a structure created by wesnoth.named_tuple). However, in older versions, only [1] and [2] work.

For instance, the following Lua table

{
    foo = 42,
    wml.tag.bar { v = 1, w = 2 } },
    wml.tag.foo { x = false } },
    wml.tag.bar { y = "foo" } },
    wml.tag.foobar { z = 5, { wml.tag.barfoo {} } } }
}

is equivalent to the content of the following WML object

[dummy]
    foo = 42
    [bar]
        v = 1
        w = 2
    [/bar]
    [foo]
        x = no
    [/foo]
    [bar]
        y = foo
    [bar]
    [foobar]
        z = 5
        [barfoo]
        [/barfoo]
    [/foobar]
[/dummy]

So assuming cfg contains the above WML object, the following accesses are possible:

a_int = cfg.foo        -- "dummy.foo", 42
a_string = cfg[3].contents.y -- "dummy.bar[1].y", "foo"
a_table = cfg[4].contents    -- "dummy.foobar", { z = 5, { "barfoo", {} } }

Consider using the wml.get_child and wml.child_range helper functions to ease the access to subtags.

(Version 1.13.5 and later only) As a convenience, attributes with array values (tables with only integer keys) are concatenated into a string when converting a Lua table into WML. For example, the following Lua code:

{
    x = {1, 2, 3, 4},
    y = {7, 8, 9, 10}
}

produces the following WML table:

[dummy]
    x=1,2,3,4
    y=7,8,9,10
[/dummy]

vconfig userdata

Functions registered in wesnoth.wml_actions and other similar tables that provide hooks that the engine calls will receive their data either in lua tables encoding a WML object or as a WML vconfig userdata, which has the same structure but is read-only. Accessing fields or children on a vconfig performs variable substitution on the fly. Its __parsed and __literal fields provide translations to plain, writable tables. __literal returns the original text of the data (including dollar symbols in attributes and [insert_tag] children), while __parsed performs a full variable substitution.

For instance, if you cannot stand any longer the fact that first_time_only is set to yes by default for the [event] tag, you can redefine it. But we have to be careful not to cause variable substitution, since the engine would perform a second variable substitution afterwards.

local old_event_handler = wesnoth.wml_actions.event
function wesnoth.wml_actions.event(cfg)
    -- Get the plain text from the user.
    local new_cfg = wml.literal(cfg)
    -- The expression below is equivalent to cfg.__parsed.first_time_only,
    -- only faster. It is needed, since the first_time_only attribute may
    -- reference variables.
    local first = cfg.first_time_only
    -- Modify the default behavior of first_time_only.
    if first == nil then first = false end
    new_cfg.first_time_only = first
    -- Call the engine handler.
    old_event_handler(wml.tovconfig(new_cfg))
end

(Note: The above example will only affect nested events. Toplevel events will still default to first_time_only=yes.) (Note2: You should not do that since it will break other addons that rely on the first_time_only=no default value.)

pairs and ipairs also work on vconfig objects. However, pairs works a little differently than on plain configs (tables) - it returns only string keys (attributes in WML terms) and not integer keys (tags in WML terms).

Another approach for handling userdata and tables in the same way, would be to convert the former into the latter beforehand. The wml.parsed and wml.literal helpers take care of this for you.

The vconfig userdata provides two other special fields: __shallow_parsed and __shallow_literal. They return a table corresponding to the WML userdata with variable substitution performed on the attributes (or not). [insert_tag] tags have also been parsed, so the number of children is faithful. But contrarily to __parsed and __literal, the process is not recursive: all the children are still WML userdata and variable substitution can still happen for them. These shallow translators are meant as optimized versions of the deep ones, when only the toplevel attributes need to be writable.

Skeleton of a lua tag

The following [lua] tag is a skeleton for a prelude enabling Lua in your WML events. It creates a table H containing the functions from helper.lua . It sets up a table T so be used for easier creation of valid WML tables. It also sets up a table V so that any access to it is redirected to the persistent WML storage. Finally, it loads a textdomain to be accessed through the _ variable.

[scenario]
    [lua]
        code = <<
            H = wesnoth.require "lua/helper.lua"
            T = wml.tag
            V = wml.variables
            local _ = wesnoth.textdomain "my-campaign"

            -- Define your global constants here.
            -- ...


            -- Define your global functions here.
            -- ...
        >>
    [/lua]
    ... 
[/scenario]

It may be worth putting the whole Lua script above inside a separate file and having the [lua] tag load it:

[scenario]
    [lua]
        code = << wesnoth.dofile "~add-ons/Whatever/file.lua" >>
    [/lua]
    ...
[/scenario]

Note: When a multiplayer scenario is hosted on the multiplayer server, separate Lua files are not transmitted over the network from the host to the peers. Therefore, it may happen that the Lua code from the separate files is executed on the host but not on the peers. This may result in out of-sync type errors. Only the Lua code that is embedded in the scenario WML, that is without wesnoth.dofile, will be transmitted and executed. To prevent these issues, the Lua files that are to be loaded with wesnoth.dofile must be distributed to the end-user explicitly.

Remarks on Random Numbers

The math.random function is not safe for replays and multiplayer games, since the random values will be different each time and on all the clients. Instead, the Lua code should use the mathx.random function to synchronize random values. It has the same interface as math.random but is multiplayer-safe.

Also available is mathx.random_choice, which takes the same argument in the same format as [set_variable] rand=.

 local random_variable = mathx.random_choice("1,2,3")

Random Lua table iteration

Table iteration order (pairs) is not strictly defined in Lua. If your code depends on the order of iteration, different clients may have different data in a multiplayer game. For example:

  local table = { ["Mage"] = true, ["Wose"] = true }
  local concat = ""
  local bad_usage = next(table) -- wrong, leads to OOS
  for k, _ in pairs(table) do -- wrong, leads to OOS
    concat = concat .. k
  end

To avoid the problem, sort the table keys before iterating. Or alternatively, use Lua "arrays" and the ipairs function, which have a strictly defined order and never lead to OOS. Example of correct code:

  local array = { "Mage", "Wose" }
  local good_usage = table[1] -- correct
  local concat = ""
  for _, v in ipairs(array) do -- correct
    concat = concat .. v
  end
This page was last edited on 1 November 2024, at 23:38.