author | Wuzzy |
Thu, 14 Nov 2019 16:02:49 +0000 | |
changeset 2103 | 612f6f103787 |
parent 2077 | 514babfbad9e |
child 2108 | 237737e5336c |
permissions | -rw-r--r-- |
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#summary List of utility functions in the Lua API |
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#labels !LuaFunctions |
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= Lua API: Utility functions = |
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This page is a list of utility functions in the [LuaAPI Lua API] and other functions that don't fit anywhere else. |
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<wiki:toc max_depth="3" /> |
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== File system functions == |
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=== <tt>!HedgewarsScriptLoad(scriptPath [, mustExist])</tt> === |
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Loads a script (i.e. a [LuaLibraries library]) from the specified `scriptPath`. The root directory is here Hedgewars’ data directory. There will be a Lua error if the script does not exist. |
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If `mustExist` is `false`, no Lua error will happen even when the script does not exist. |
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Returns `true` if the script was loaded successfully, `false` otherwise. |
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Example: |
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<code language="lua"> |
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HedgewarsScriptLoad("/Scripts/Locale.lua") -- loads locale library |
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</code> |
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== Math functions == |
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=== <tt>div(dividend, divisor)</tt> === |
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Performs an integer division and returns the result. |
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The result is an integer and has the value of the first parameter (an integer) divided by the second parameter (another integer), rounded towards zero. |
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=== <tt>band(value1, value2)</tt> === |
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Returns the bitwise logical AND of `value1` and `value2`. |
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=== <tt>bor(value1, value2)</tt> === |
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Returns the bitwise logical OR of `value1` and `value2`. |
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=== <tt>bnot(value)</tt> === |
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Returns the bitwise logical NOT of `value`. |
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== Debugging functions == |
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=== <tt>WriteLnToConsole(string)</tt> === |
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Writes `string` to `Logs/game0.log`, found in the user data directory. |
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=== <tt>WriteLnToChat(string)</tt> === |
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Writes `string` into the chat. |
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=== <tt>DumpPoint(x, y)</tt> === |
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Converts the whole numbers `x` and `y` to strings and writes them to `Logs/game0.log`, one line each. |
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=== <tt>StartGhostPoints(count)</tt> === |
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Just prints out “GHOST_POINTS” and the argument on the console. This function might change in later versions. |
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=== <tt>DeclareAchievement(id, teamname, location, value)</tt> === |
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Declares an achievement with the identifier `id` achieved by the team `teamname` on the map `location` with an achievement value (e.g. score) of `value`. `value` must be an integer. You are supposed to call this function inside an `onAchievementsDeclaration` callback. |
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Currently, this actually just triggers a console output, but it might be changed later. The idea is to track multiplayer records. |
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Example: |
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<code language="lua">DeclareAchievement("height reached", teamname, "ClimbHome", -score)</code> |
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Records a team's best height in !ClimbHome. |
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=== <tt>!ParseCommand(string)</tt> === |
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Makes the game client parse and execute the specified internal game engine command. |
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The available commands depend on the current engine protocol version. The *engine protocol can (and will) change* between releases. |
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*Important*: If you use `ParseCommand` to overcome a shortcoming in our Lua API (e.g. a missing function), please make sure to [https://issues.hedgewars.org/enter_bug.cgi report the issue]. |
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With your report we can fix the shortcoming in future releases. We will try to remove the reliance on `ParseCommand` as good as possible. This will allow scripts to use the previously missing feature in a way that won’t break! |
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There are many available commands, but actual use in scripting is rare, and even then it's discouraged for long-term use. The only command used in official scripts is: |
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* `"draw <map>"`: Draws a hand-drawn map. `MapGen` must be `mgDrawn` for this to work. `<map>` is a string which must follow the format specified in [DrawnMapFormat] |
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Moreover, the control action names as listed in [ConfigurationFiles] (under “Binds”) can be used. Note we will eventually try to remove all `ParseCommand`s in the official scripts. |
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=== <tt>!EndLuaTest(success)</tt> === |
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This function is used by the Hedgewars developers in testing scripts in order to test the game engine. The testing scripts can be found in the Hedgewars source code under `tests/lua`. This function is useless for anything else. |
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Calling this function ends an engine test and reports a test result. |
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`success` is either one of `TEST_SUCCESSFUL` to report a successful test or `TEST_FAILED` for a failed test. |
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See [EngineTestCases] to learn more about testing the engine. |
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== Library functions == |
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For more utility functions, you might want to check out the [LuaLibraries Lua libraries]. |