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7ed6869cea Lua Scripting: Improve chapter 2018-10-16 21:49:32 +01:00

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@ -9,8 +9,8 @@ redirect_from: /en/chapters/lua.html
## Introduction
In this chapter we will talk about scripting in Lua, the tools required,
and go over some techniques which you will probably find useful.
In this chapter will talk about scripting in Lua, the tools required
to assist with this, and some techniques which you may find useful.
* [Code Editors](#code-editors)
* [Integrated Programming Environments](#integrated-programming-environments)
@ -27,8 +27,11 @@ and go over some techniques which you will probably find useful.
## Code Editors
A code editor with code highlighting is sufficient for writing scripts in Lua.
Code highlighting gives different colours to different words and characters
depending on what they mean. This allows you to spot mistakes.
Code highlighting uses different colours for words and characters
depending on what they represent. This allows you to easily notice
mistakes and inconsistencies.
For example:
```lua
function ctf.post(team,msg)
@ -46,45 +49,47 @@ function ctf.post(team,msg)
end
```
For example, keywords in the above snippet are highlighted such as if, then, end, and return.
table.insert is a function which comes with Lua by default.
Keywords in this example are highlighted, including `if`, `then`, `end`, and `return`.
Functions which come with Lua by default, such as `table.insert`, are also highlighted.
Here is a list of common editors well suited for Lua.
Other editors are available, of course.
Commonly used editors which are well-suited for Lua include:
* Windows: [Notepad++](http://notepad-plus-plus.org/), [Atom](http://atom.io/), [VS Code](https://code.visualstudio.com/)
* Linux: Kate, Gedit, [Atom](http://atom.io/), [VS Code](https://code.visualstudio.com/)
* OSX: [Atom](http://atom.io/), [VS Code](https://code.visualstudio.com/)
Other suitable editors are also available.
### Integrated Programming Environments
IDEs allow you to debug code like a native application.
These are harder to set up than just a text editor.
Integrated development environments (IDEs) allow you to easily debug code,
but are often more difficult to set up than a simple text editor.
One such IDE is Eclipse with the Koneki Lua plugin:
One such IDE is Eclipse, which can be used with the Koneki Lua plugin.
To use Eclipse and the Koneki Lua plugin when writing Minetest mods:
* Install Eclipse + Koneki.
* Install Eclipse and Koneki.
* Create a new Lua project from existing source (specify Minetest's base directory).
* Follow instructions from Koneki wiki on how to do "Attach to remote Application" debugging (just a few steps).
* It is suggested to add those lines from wiki at beginning of builtin.lua.
* Start the debugger (set "Break on first line" in debugger configuration to see if it is working).
* Follow the "Attach to remote Application" debugging instructions from Koneki wiki.
* It is suggested to add those lines from wiki at the beginning of builtin.lua.
* Start the debugger. (Set "Break on first line" in debugger configuration to see if it is working.)
* Start Minetest.
* Enter the game to startup Lua.
* Enter the game to start Lua.
## 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.
Different types of flow allow you to skip or jump over sets of commands.
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: Just run one statement after another, no skipping.
* Selection: Skip over sequences depending on conditions.
* Iteration: Repeating, looping. Keep running the same
statements until a condition is met.
* Sequence: This runs one statement after another, with no skipping.
* Selection: This skips over sequences depending on conditions.
* Iteration: This repeats the same statements until a condition is met.
So, what do statements in Lua look like?
@ -96,16 +101,15 @@ a = a + 10
print("Sum is "..result)
```
Whoa, what happened there?
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 in a bit, as it's part of a very important concept called
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 `=` means *assignment*, so `result = a + b` means set "result" to a + b.
Variable names can be longer than one character unlike in mathematics, as seen with the "result" variable.
It's also worth noting that Lua is *case-sensitive*; A is a different variable to a.
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 Lua is *case-sensitive*; `A` is a different
variable to `a`.
### Variable Types
@ -117,14 +121,14 @@ It's good practice to make sure a variable is only ever nil or a single non-nil
|----------|---------------------------------|----------------|
| 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 |
| 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
Not an exhaustive list. Doesn't contain every possible operator.
Arithmetic operators in Lua include:
| Symbol | Purpose | Example |
|--------|----------------|---------------------------|
@ -135,9 +139,11 @@ Not an exhaustive list. Doesn't contain every possible operator.
| 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 selection is the if statement. It looks like this:
The most basic method of selection is the if statement. For example:
```lua
local random_number = math.random(1, 100) -- Between 1 and 100.
@ -148,12 +154,13 @@ else
end
```
That example generates a random number between 1 and 100. It then prints
"Woohoo!" if that number is bigger than 50, otherwise it prints "No!".
What else can you get apart from '>'?
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) |
@ -166,7 +173,9 @@ What else can you get apart from '>'?
| 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) |
That doesn't contain every possible operator, and you can combine operators like this:
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
@ -174,10 +183,10 @@ if not A and B then
end
```
Which prints "Yay!" if A is false and B is true.
This prints "Yay!" if A is false and B is true.
Logical and arithmetic operators work exactly the same;
they both accept inputs and return a value which can be stored.
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
@ -190,21 +199,21 @@ end
## Programming
Programming is the action of taking a problem, such as sorting a list
of items, and then turning it into steps that a computer can understand.
of items, and turning it into steps that a computer can understand.
Teaching you the logical process of programming is beyond the scope of this book;
however, the following websites are quite useful in developing this:
* [Codecademy](http://www.codecademy.com/) is one of the best resources for
learning to 'code', it provides an interactive tutorial experience.
* [Scratch](https://scratch.mit.edu) is a good resource when starting from
absolute basics, learning the problem solving techniques required to program.\\
learning to write code. It provides an interactive tutorial experience.
* [Scratch](https://scratch.mit.edu) is a good resource, when starting from
absolute basics, to learn the problem solving techniques required to program.\\
Scratch is **designed to teach children** how to program, and isn't a serious
programming language.
## Local and Global Scope
Whether a variable is local or global determines where it can be written to or read to.
Whether a variable is local or global determines where it can be written to or read from.
A local variable is only accessible from where it is defined. Here are some examples:
```lua
@ -222,7 +231,7 @@ function myfunc()
end
```
Whereas global variables can be accessed from anywhere in the script file, and from any other mod.
In contrast, global variables can be accessed from anywhere in the script file, and from any other mod.
```lua
my_global_variable = "blah"
@ -236,11 +245,12 @@ one()
print(my_global_variable) -- Output: "three"
```
Local variables should be used whenever possible.
### Locals should be used as much as possible
Lua is global by default (unlike most other programming languages), so
local variables must be identified as such.
Lua is global by default (unlike most other programming languages).
Local variables must be identified as such.
For example:
```lua
function one()
@ -255,11 +265,12 @@ one()
two()
```
dump() is a function that can turn any variable into a string so the programmer can
see what it is. The foo variable will be printed as "bar", including the quotes
which show it is a string.
The dump() function converts almost any variable into a string so that the programmer can
see what it is. In this example, the foo variable will be printed as "bar", including the quotes
which show it is a string. This reveals that the foo variable was global, because it could be
accessed from another function than the one in which it was declared.
This is sloppy coding, and Minetest will in fact warn about this:
This is sloppy coding, and Minetest will warn about this:
Assignment to undeclared global 'foo' inside function at init.lua:2
@ -280,18 +291,12 @@ two()
Remember that nil means **not initialised**.
The variable hasn't been assigned a value yet,
doesn't exist, or has been uninitialised (ie: set to nil).
doesn't exist, or has been uninitialised (meaning set to nil).
The same goes for functions. Functions are variables of a special type, and
should be made local, as other mods could have functions of the same name.
Functions are variables of a special type, but should also be made local,
because other mods could have functions with the same names.
```lua
local function foo(bar)
return bar * 2
end
```
API tables should be used to allow other mods to call the functions, like so:
API tables should be used to allow other mods to call the functions:
```lua
mymod = {}
@ -312,7 +317,7 @@ The recommended way to include other Lua scripts in a mod is to use *dofile*.
dofile(minetest.get_modpath("modname") .. "/script.lua")
```
"local" variables declared outside of any functions in a script file will be local to that script.
"local" variables that are not declared inside a function will be local to that script.
A script can return a value, which is useful for sharing private locals:
```lua
@ -324,6 +329,6 @@ local ret = dofile(minetest.get_modpath("modname") .. "/script.lua")
print(ret) -- Hello world!
```
Later chapters will discuss how to split up the code of a mod in a lot of detail.
However, the simplistic approach for now is to have different files for different
types of things - nodes.lua, crafts.lua, craftitems.lua, etc.
Later chapters will discuss how to split the code for a mod in a lot more detail;
however, the most simple approach is to have different files for different
types of things, for example nodes.lua, crafts.lua, craftitems.lua, and so on.