308 lines
9.5 KiB
Markdown
308 lines
9.5 KiB
Markdown
---
|
|
title: Lua Scripting
|
|
layout: default
|
|
root: ../..
|
|
idx: 1.2
|
|
description: A basic introduction to Lua, including a guide on global/local scope.
|
|
redirect_from: /en/chapters/lua.html
|
|
---
|
|
|
|
## Introduction <!-- omit in toc -->
|
|
|
|
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.
|
|
|
|
- [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)
|
|
- [Programming](#programming)
|
|
- [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)
|
|
|
|
## Code Editors
|
|
|
|
A code editor with code highlighting is sufficient for writing scripts in Lua.
|
|
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)
|
|
if not ctf.team(team) then
|
|
return false
|
|
end
|
|
if not ctf.team(team).log then
|
|
ctf.team(team).log = {}
|
|
end
|
|
|
|
table.insert(ctf.team(team).log,1,msg)
|
|
ctf.save()
|
|
|
|
return true
|
|
end
|
|
```
|
|
|
|
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.
|
|
|
|
Commonly used editors which are well-suited for Lua include:
|
|
|
|
* [VSCode](https://code.visualstudio.com/) -
|
|
open source (as Code-OSS or VSCodium), popular, and has
|
|
[plugins for Minetest modding](https://marketplace.visualstudio.com/items?itemName=GreenXenith.minetest-tools).
|
|
* [Notepad++](http://notepad-plus-plus.org/) - Windows-only
|
|
* [Atom](http://atom.io/)
|
|
|
|
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
|
|
```
|
|
|
|
## Programming
|
|
|
|
Programming is the action of taking a problem, such as sorting a list
|
|
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 write code. It provides an interactive tutorial experience.
|
|
* [Scratch](https://scratch.mit.edu) is a good resource for starting from
|
|
absolute basics, and learning 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 from. A local variable is only accessible from where it is defined. Here
|
|
are some examples:
|
|
|
|
```lua
|
|
-- Accessible from within this script file
|
|
local one = 1
|
|
|
|
function myfunc()
|
|
-- Accessible from within this function
|
|
local two = one + one
|
|
|
|
if two == one then
|
|
-- Accessible from within this if statement
|
|
local three = one + two
|
|
end
|
|
end
|
|
```
|
|
|
|
In contrast, global variables can be accessed from anywhere in the script file, and
|
|
from any other mod.
|
|
|
|
```lua
|
|
function one()
|
|
foo = "bar"
|
|
end
|
|
|
|
function two()
|
|
print(dump(foo)) -- Output: "bar"
|
|
end
|
|
|
|
one()
|
|
two()
|
|
```
|
|
|
|
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:
|
|
|
|
Assignment to undeclared global 'foo' inside function at init.lua:2
|
|
|
|
To correct this, use "local":
|
|
|
|
```lua
|
|
function one()
|
|
local foo = "bar"
|
|
end
|
|
|
|
function two()
|
|
print(dump(foo)) -- Output: nil
|
|
end
|
|
|
|
one()
|
|
two()
|
|
```
|
|
|
|
Remember that nil means **not initialised**. The variable hasn't been assigned a
|
|
value yet, doesn't exist, or has been uninitialised (meaning set to nil).
|
|
|
|
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
|
|
```
|
|
|
|
To allow mods to call your functions, you should create a table with the same
|
|
name as the mod and add your function to it. This table is often called an API
|
|
table or namespace.
|
|
|
|
```lua
|
|
mymod = {}
|
|
|
|
function mymod.foo(bar)
|
|
return "foo" .. bar
|
|
end
|
|
|
|
-- In another mod, or script:
|
|
mymod.foo("foobar")
|
|
```
|
|
|
|
## Including other Lua Scripts
|
|
|
|
The recommended way to include other Lua scripts in a mod is to use *dofile*.
|
|
|
|
```lua
|
|
dofile(minetest.get_modpath("modname") .. "/script.lua")
|
|
```
|
|
|
|
A script can return a value, which is useful for sharing private locals:
|
|
|
|
```lua
|
|
-- script.lua
|
|
return "Hello world!"
|
|
|
|
-- init.lua
|
|
local ret = dofile(minetest.get_modpath("modname") .. "/script.lua")
|
|
print(ret) -- Hello world!
|
|
```
|
|
|
|
[Later chapters](../quality/clean_arch.html) will discuss how best to split up
|
|
code for a mod.
|