314 lines
9.7 KiB
Markdown
314 lines
9.7 KiB
Markdown
---
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title: Lua Scripting
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layout: default
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root: ../..
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idx: 1.2
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description: A basic introduction to Lua, including a guide on global/local scope.
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redirect_from: /en/chapters/lua.html
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---
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## Introduction <!-- omit in toc -->
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In this chapter we will talk about scripting in Lua, the tools required,
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and go over some techniques which you will probably find useful.
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- [Code Editors](#code-editors)
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- [Coding in Lua](#coding-in-lua)
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- [Program Flow](#program-flow)
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- [Variable Types](#variable-types)
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- [Arithmetic Operators](#arithmetic-operators)
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- [Selection](#selection)
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- [Logical Operators](#logical-operators)
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- [Programming](#programming)
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- [Local and Global Scope](#local-and-global-scope)
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- [Locals should be used as much as possible](#locals-should-be-used-as-much-as-possible)
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- [Including other Lua Scripts](#including-other-lua-scripts)
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## Code Editors
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A code editor with code highlighting is sufficient for writing scripts in Lua.
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Code highlighting gives different colours to different words and characters
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depending on what they mean. This allows you to spot mistakes.
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```lua
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function ctf.post(team,msg)
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if not ctf.team(team) then
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return false
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end
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if not ctf.team(team).log then
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ctf.team(team).log = {}
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end
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table.insert(ctf.team(team).log,1,msg)
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ctf.save()
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return true
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end
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```
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For example, keywords in the above snippet are highlighted such as if, then, end, and return.
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table.insert is a function which comes with Lua by default.
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Here is a list of common editors well suited for Lua.
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Other editors are available, of course.
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* Windows: [Notepad++](http://notepad-plus-plus.org/), [Atom](http://atom.io/), [VS Code](https://code.visualstudio.com/)
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* Linux: Kate, Gedit, [Atom](http://atom.io/), [VS Code](https://code.visualstudio.com/)
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* OSX: [Atom](http://atom.io/), [VS Code](https://code.visualstudio.com/)
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## Coding in Lua
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### Program Flow
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Programs are a series of commands that run one after another.
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We call these commands "statements."
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Program flow is how these statements are executed.
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Different types of flow allow you to skip or jump over sets of commands.
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There are three main types of flow:
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* Sequence: Just run one statement after another, no skipping.
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* Selection: Skip over sequences depending on conditions.
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* Iteration: Repeating, looping. Keep running the same
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statements until a condition is met.
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So, what do statements in Lua look like?
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```lua
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local a = 2 -- Set 'a' to 2
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local b = 2 -- Set 'b' to 2
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local result = a + b -- Set 'result' to a + b, which is 4
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a = a + 10
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print("Sum is "..result)
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```
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Whoa, what happened there?
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a, b, and result are *variables*. Local variables are declared
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by using the local keyword, and then given an initial value.
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Local will be discussed in a bit, as it's part of a very important concept called
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*scope*.
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The `=` means *assignment*, so `result = a + b` means set "result" to a + b.
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Variable names can be longer than one character unlike in mathematics, as seen with the "result" variable.
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It's also worth noting that Lua is *case-sensitive*; A is a different variable to a.
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### Variable Types
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A variable will be only one of the following types and can change type after an
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assignment.
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It's good practice to make sure a variable is only ever nil or a single non-nil type.
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| Type | Description | Example |
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|----------|---------------------------------|----------------|
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| Nil | Not initialised. The variable is empty, it has no value | `local A`, `D = nil` |
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| Number | A whole or decimal number. | `local A = 4` |
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| String | A piece of text | `local D = "one two three"` |
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| Boolean | True or False | `local is_true = false`, `local E = (1 == 1)` |
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| Table | Lists | Explained below |
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| Function | Can run. May require inputs and may return a value | `local result = func(1, 2, 3)` |
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### Arithmetic Operators
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Not an exhaustive list. Doesn't contain every possible operator.
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| Symbol | Purpose | Example |
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|--------|----------------|---------------------------|
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| A + B | Addition | 2 + 2 = 4 |
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| A - B | Subtraction | 2 - 10 = -8 |
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| A * B | Multiplication | 2 * 2 = 4 |
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| A / B | Division | 100 / 50 = 2 |
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| A ^ B | Powers | 2 ^ 2 = 2<sup>2</sup> = 4 |
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| A .. B | Join strings | "foo" .. "bar" = "foobar" |
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### Selection
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The most basic selection is the if statement. It looks like this:
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```lua
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local random_number = math.random(1, 100) -- Between 1 and 100.
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if random_number > 50 then
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print("Woohoo!")
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else
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print("No!")
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end
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```
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That example generates a random number between 1 and 100. It then prints
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"Woohoo!" if that number is bigger than 50, otherwise it prints "No!".
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What else can you get apart from '>'?
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### Logical Operators
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| Symbol | Purpose | Example |
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|---------|--------------------------------------|-------------------------------------------------------------|
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| A == B | Equals | 1 == 1 (true), 1 == 2 (false) |
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| A ~= B | Doesn't equal | 1 ~= 1 (false), 1 ~= 2 (true) |
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| A > B | Greater than | 5 > 2 (true), 1 > 2 (false), 1 > 1 (false) |
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| A < B | Less than | 1 < 3 (true), 3 < 1 (false), 1 < 1 (false) |
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| A >= B | Greater than or equals | 5 >= 5 (true), 5 >= 3 (true), 5 >= 6 (false) |
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| A <= B | Less than or equals | 3 <= 6 (true), 3 <= 3 (true) |
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| A and B | And (both must be correct) | (2 > 1) and (1 == 1) (true), (2 > 3) and (1 == 1) (false) |
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| A or B | either or. One or both must be true. | (2 > 1) or (1 == 2) (true), (2 > 4) or (1 == 3) (false) |
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| not A | not true | not (1 == 2) (true), not (1 == 1) (false) |
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That doesn't contain every possible operator, and you can combine operators like this:
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```lua
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if not A and B then
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print("Yay!")
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end
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```
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Which prints "Yay!" if A is false and B is true.
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Logical and arithmetic operators work exactly the same;
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they both accept inputs and return a value which can be stored.
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```lua
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local A = 5
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local is_equal = (A == 5)
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if is_equal then
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print("Is equal!")
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end
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```
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## Programming
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Programming is the action of taking a problem, such as sorting a list
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of items, and then turning it into steps that a computer can understand.
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Teaching you the logical process of programming is beyond the scope of this book;
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however, the following websites are quite useful in developing this:
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* [Codecademy](http://www.codecademy.com/) is one of the best resources for
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learning to 'code', it provides an interactive tutorial experience.
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* [Scratch](https://scratch.mit.edu) is a good resource when starting from
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absolute basics, learning the problem-solving techniques required to program.\\
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Scratch is **designed to teach children** how to program and isn't a serious
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programming language.
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## Local and Global Scope
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Whether a variable is local or global determines where it can be written to or read to.
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A local variable is only accessible from where it is defined. Here are some examples:
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```lua
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-- Accessible from within this script file
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local one = 1
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function myfunc()
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-- Accessible from within this function
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local two = one + one
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if two == one then
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-- Accessible from within this if statement
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local three = one + two
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end
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end
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```
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Whereas global variables can be accessed from anywhere in the script file, and from any other mod.
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```lua
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my_global_variable = "blah"
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function one()
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my_global_variable = "three"
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end
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print(my_global_variable) -- Output: "blah"
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one()
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print(my_global_variable) -- Output: "three"
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```
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### Locals should be used as much as possible
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Lua is global by default (unlike most other programming languages).
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Local variables must be identified as such.
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```lua
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function one()
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foo = "bar"
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end
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function two()
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print(dump(foo)) -- Output: "bar"
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end
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one()
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two()
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```
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dump() is a function that can turn any variable into a string so the programmer can
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see what it is. The foo variable will be printed as "bar", including the quotes
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which show it is a string.
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This is sloppy coding and Minetest will, in fact, warn about this:
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Assignment to undeclared global 'foo' inside function at init.lua:2
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To correct this, use "local":
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```lua
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function one()
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local foo = "bar"
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end
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function two()
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print(dump(foo)) -- Output: nil
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end
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one()
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two()
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```
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Remember that nil means **not initialised**.
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The variable hasn't been assigned a value yet,
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doesn't exist, or has been uninitialised (ie: set to nil).
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The same goes for functions. Functions are variables of a special type, and
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should be made local, as other mods could have functions of the same name.
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```lua
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local function foo(bar)
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return bar * 2
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end
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```
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API tables should be used to allow other mods to call the functions, like so:
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```lua
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mymod = {}
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function mymod.foo(bar)
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return "foo" .. bar
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end
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-- In another mod, or script:
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mymod.foo("foobar")
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```
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## Including other Lua Scripts
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The recommended way to include other Lua scripts in a mod is to use *dofile*.
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```lua
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dofile(minetest.get_modpath("modname") .. "/script.lua")
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```
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A script can return a value, which is useful for sharing private locals:
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```lua
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-- script.lua
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return "Hello world!"
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-- init.lua
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local ret = dofile(minetest.get_modpath("modname") .. "/script.lua")
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print(ret) -- Hello world!
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```
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Later chapters will discuss how to split up the code of a mod in a lot of detail.
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However, the simplistic approach for now is to have different files for different
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types of things - nodes.lua, crafts.lua, craftitems.lua, etc.
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