Difference between revisions of "LuaWML"
(Added a WML event and its Lua translation) |
(Added an explanation of the example) |
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[/lua] | [/lua] | ||
[/event] | [/event] | ||
+ | |||
+ | Here is a more detailed explanation of the Lua code. Its first line | ||
+ | |||
+ | local args = ... | ||
+ | |||
+ | 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. | ||
+ | |||
+ | The next two lines then test | ||
+ | |||
+ | if target_hex.is_set and | ||
+ | (args.x1 ~= target_hex.x or args.y1 ~= target_hex.y) | ||
+ | |||
+ | 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. | ||
+ | |||
+ | [event] | ||
+ | name=preload | ||
+ | first_time_only=no | ||
+ | [lua] | ||
+ | code = << | ||
+ | H = wesnoth.dofile("lua/helper.lua") | ||
+ | -- skipping some other initializations | ||
+ | -- ... | ||
+ | H.set_wml_var_metatable(_G) | ||
+ | >> | ||
+ | [/lua] | ||
+ | [/event] | ||
+ | |||
+ | Without a prelude redirecting ''_G'', the conditional would have been written | ||
+ | |||
+ | 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 | ||
+ | |||
+ | wesnoth.fire("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 [[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: | ||
+ | |||
+ | _ = wesnoth.textdomain "wesnoth-tutorial" | ||
+ | |||
+ | A longer translation of the tutorial is available at [https://gna.org/patch/download.php?file_id=5483]. | ||
== Environment == | == Environment == | ||
Line 89: | Line 149: | ||
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. | 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. | ||
− | 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 | + | 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. |
== Interface to the C++ engine == | == Interface to the C++ engine == |
Revision as of 16:25, 22 March 2009
Contents
The [lua] tag
This tag is a subtag of the [event]. It makes it possible to write actions with the Lua 5.1 language.
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.
[lua] code = << wesnoth.message "Hello World!" >> [/lua]
The [args] tag can be used to pass a WML object to the script via its variadic local variable.
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 args = ... if target_hex.is_set and (args.x1 ~= target_hex.x or args.y1 ~= 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 args = ...
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.
The next two lines then test
if target_hex.is_set and (args.x1 ~= target_hex.x or args.y1 ~= target_hex.y)
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.
[event] name=preload first_time_only=no [lua] code = << H = wesnoth.dofile("lua/helper.lua") -- skipping some other initializations -- ... H.set_wml_var_metatable(_G) >> [/lua] [/event]
Without a prelude redirecting _G, the conditional would have been written
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 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
wesnoth.fire("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 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"
A longer translation of the tutorial is available at [1].
Environment
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_meta_var). The only time it makes sense to assign global variables is 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 is preloaded with the following modules: basic (no name), string, table, and math. A wesnoth module is also available, see below.
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.