Tutorial:Script interfaces
Script interfaces (LuaRemote)
Script interfaces allow direct communication between simultaneously running scripts. This is done in form of defining a public interface with given functions. All the code regarding the interfaces communication is in the remote
namespace. More info can be found in the offical api documentation, in this case LuaRemote.
Defining interfaces
The interface is defined as follows:
-- assuming interface_name and table_of_functions are defined elsewhere
remote.add_interface(interface_name, table_of_functions)
-- It is possible to define the name and table inside the call
remote.add_interface("my_interface", {
my_getter = function()
-- you can return 1 or more variables from the script
return "foo"
end,
-- the values can be only primitive type or (nested) tables
my_setter = function(foo, bar)
global.foo = foo
global.bar = bar
end
})
The interface functions cannot take function pointers or function closures. Primitive types, LuaObjects and tables work just fine.
Calling interface functions
The interface can be used for calling functions from a different script. Limitations: A table with a metatable will not retain that metatable when received by the remote mod (however, game objects passed will remain intact). A received table is a copy of the original. It is not possible for two mods to "share" the same table across a remote call.
Example (in the different script than the one above):
-- calls the my_interface.my_getter from the script above and prints the returning value
print(remote.call("my_interface", "my_getter"))
-- remote call takes the name of the interface, name of the function and then variable amount of parameters
remote.call("my_interface", "my_setter", 5, {bar=baz})
Discovering interfaces
The script can check for expected interfaces and its functions via the remote.interfaces
table. This is a table indexed by interface names where the values are set of functions for particular interfaces.
Example:
-- check whether there is the "my_interface" interface and whether it contains the "my_getter" function
if remote.interfaces.my_interface and remote.interfaces.my_interface.my_getter then
-- the remote call for the function is safe to use
end
Custom input
Keybindings can also be created. First the keybinding has to be defined in the data stage, see Prototype/CustomInput:
local button={
type = "custom-input",
name = "my-custom-input",
key_sequence = "SHIFT + G",
consuming = "none"
}
data:extend{button}
Available options for "consuming" are:
- none: default if not defined
- game-only: Blocks game inputs using the same key sequence but lets other custom inputs using the same key sequence fire.
- See also Types/ConsumingType
Locale definition:
[controls] --Text for "game menu -> controls -> mods"
my-custom-input=Potato controls
Use __CONTROL__my-custom-input__
to get the bound key in other locale, for example
this-is-some-locale=Potato controls are bound to "__CONTROL__my-custom-input__"
shows Potato controls are bound to "SHIFT + G"
in-game.
And then it can be used runtime by subscribing to the event of the name of the custom input:
script.on_event("my-custom-input", function(event)
game.print("Ran on tick: " .. tostring(event.tick))
end)
The event contains the following:
- player_index :: Types/uint32
- tick :: Types/uint32
- input_name :: Types/string: The name of the custom input.
- cursor_position :: Types/Position: The mouse cursor position when the input was activated.
- selected_prototype :: Types/table (optional): Provided if include_selected_prototype is true. This table has the following members:
- base_type :: Types/string: E.g. "entity".
- derived_type :: Types/string: E.g. "tree".
- name :: Types/string: E.g. "tree-05".