Remove information on basic Lua programming, link to PiL

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rubenwardy 2022-06-14 00:33:55 +01:00
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@ -13,14 +13,10 @@ In this chapter we'll talk about scripting in Lua, the tools required
to assist with this, and some techniques which you may find useful.
- [Programming](#programming)
- [Coding in Lua](#coding-in-lua)
- [Code Editors](#code-editors)
- [Coding in Lua](#coding-in-lua)
- [Program Flow](#program-flow)
- [Variable Types](#variable-types)
- [Arithmetic Operators](#arithmetic-operators)
- [Selection](#selection)
- [Logical Operators](#logical-operators)
- [Local and Global Scope](#local-and-global-scope)
- [Locals should be used as much as possible](#locals-should-be-used-as-much-as-possible)
- [Including other Lua Scripts](#including-other-lua-scripts)
@ -41,6 +37,13 @@ however, the following websites are quite useful in developing this:
* [Programming with Mosh](https://www.youtube.com/user/programmingwithmosh) is
a good YouTube series to learn programming.
### Coding in Lua
It's also beyond the scope of this book to teach Lua coding.
The [Programming in Lua](https://www.lua.org/pil/contents.html) book is an
excellent introduction to Lua programming.
## Code Editors
A code editor with code highlighting is sufficient for writing scripts in Lua.
@ -79,128 +82,6 @@ Commonly used editors which are well-suited for Lua include:
Other suitable editors are also available.
## Coding in Lua
### Program Flow
Programs are a series of commands that run one after another. We call these
commands "statements." Program flow is how these statements are executed, and
different types of flow allow you to skip or jump over sets of commands.
There are three main types of flow:
* Sequence: runs one statement after another, with no skipping.
* Selection: skips over sequences depending on conditions.
* Iteration: repeats the same statements until a condition is met.
So, what do statements in Lua look like?
```lua
local a = 2 -- Set 'a' to 2
local b = 2 -- Set 'b' to 2
local result = a + b -- Set 'result' to a + b, which is 4
a = a + 10
print("Sum is "..result)
```
In this example, `a`, `b`, and `result` are *variables*. Local variables are
declared by using the `local` keyword, and then given an initial value. Local
will be discussed later, because it's part of a very important concept called
*scope*.
The `=` sign means *assignment*, so `result = a + b` means set the value of
`result` to the value of `a + b`. Variable names can be longer than one
character, as seen with the `result` variable. It's also worth noting that, like
most languages, Lua is *case-sensitive*; `A` is a different variable to `a`.
### Variable Types
A variable will be only one of the following types and can change type after an
assignment.
It's good practice to make sure a variable is only ever nil or a single non-nil type.
| Type | Description | Example |
|----------|---------------------------------|----------------|
| Nil | Not initialised. The variable is empty, it has no value | `local A`, `D = nil` |
| Number | A whole or decimal number. | `local A = 4` |
| String | A piece of text. | `local D = "one two three"` |
| Boolean | True or False. | `local is_true = false`, `local E = (1 == 1)` |
| Table | Lists. | Explained below. |
| Function | Can run. May require inputs and may return a value. | `local result = func(1, 2, 3)` |
### Arithmetic Operators
Operators in Lua include:
| Symbol | Purpose | Example |
|--------|----------------|---------------------------|
| A + B | Addition | 2 + 2 = 4 |
| A - B | Subtraction | 2 - 10 = -8 |
| A * B | Multiplication | 2 * 2 = 4 |
| A / B | Division | 100 / 50 = 2 |
| A ^ B | Powers | 2 ^ 2 = 2<sup>2</sup> = 4 |
| A .. B | Join strings | "foo" .. "bar" = "foobar" |
Please note that this is not an exhaustive list; it doesn't contain every
possible operator.
### Selection
The most basic method of selection is the if statement. For example:
```lua
local random_number = math.random(1, 100) -- Between 1 and 100.
if random_number > 50 then
print("Woohoo!")
else
print("No!")
end
```
This generates a random number between 1 and 100. It then prints "Woohoo!" if
that number is bigger than 50, and otherwise prints "No!".
### Logical Operators
Logical operators in Lua include:
| Symbol | Purpose | Example |
|---------|--------------------------------------|-------------------------------------------------------------|
| A == B | Equals | 1 == 1 (true), 1 == 2 (false) |
| A ~= B | Doesn't equal | 1 ~= 1 (false), 1 ~= 2 (true) |
| A > B | Greater than | 5 > 2 (true), 1 > 2 (false), 1 > 1 (false) |
| A < B | Less than | 1 < 3 (true), 3 < 1 (false), 1 < 1 (false) |
| A >= B | Greater than or equals | 5 >= 5 (true), 5 >= 3 (true), 5 >= 6 (false) |
| A <= B | Less than or equals | 3 <= 6 (true), 3 <= 3 (true) |
| A and B | And (both must be correct) | (2 > 1) and (1 == 1) (true), (2 > 3) and (1 == 1) (false) |
| A or B | either or. One or both must be true. | (2 > 1) or (1 == 2) (true), (2 > 4) or (1 == 3) (false) |
| not A | not true | not (1 == 2) (true), not (1 == 1) (false) |
Please note that this doesn't contain every possible operator.
It is also possible to combine operators. For example:
```lua
if not A and B then
print("Yay!")
end
```
This prints "Yay!" if A is false and B is true.
Logical and arithmetic operators work the same way; they both accept inputs and
return a value which can be stored. For example:
```lua
local A = 5
local is_equal = (A == 5)
if is_equal then
print("Is equal!")
end
```
## Local and Global Scope
@ -239,6 +120,9 @@ one()
two()
```
### Locals should be used as much as possible
Local variables should be used whenever possible. Mods should only create one
global at most, with the same name as the mod. Creating other globals is sloppy
coding, and Minetest will warn about this: