Difference between revisions of "Area 51"
Line 1,005: | Line 1,005: | ||
=Networking Functions= | =Networking Functions= | ||
:A collection of functions for managing networking. | :A collection of functions for managing networking. | ||
+ | |||
+ | ==sendAll PR #7536 (merged)== | ||
+ | ; sendAll([time delay], list of things to send, [echo back or not]) | ||
+ | : sends multiple things to the game with an optional delay between sends. If you'd like the commands not to be shown, include ''false'' at the end. | ||
+ | |||
+ | :See also: [[Manual:Basic_Essentials#send|send()]] | ||
+ | |||
+ | ;Example | ||
+ | <syntaxhighlight lang="lua"> | ||
+ | -- instead of using many send() calls, you can use one sendAll | ||
+ | sendAll("outr paint", "outr canvas", "paint canvas") | ||
+ | -- can also have the commands not be echoed | ||
+ | sendAll("hi", "bye", false) | ||
+ | -- add an optional delay (in seconds, accepts decimals) which slows down the sent commands | ||
+ | -- 2 second delay, then sends "hi", 2 second delay then sends "bye", 2 second delay then sends "wave") | ||
+ | sendAll(2, "hi", "bye", "wave") | ||
+ | </syntaxhighlight> | ||
+ | |||
==sendSocket revised in PR #7066 (Open)== | ==sendSocket revised in PR #7066 (Open)== | ||
Latest revision as of 05:43, 26 November 2024
This page is for the development of documentation for Lua API functions that are currently being worked on. Ideally the entries here can be created in the same format as will be eventually used in Lua Functions and its sub-sites.
Please use the Area_51/Template to add new entries in the sections below.
Links to other functions or parts in other sections (i.e. the main Wiki area) need to include the section details before the '#' character in the link identifier on the left side of the '|' divider between the identifier and the display text. e.g.
- [[Manual:Mapper_Functions#getCustomLines|getCustomLines()]]
rather than:
- [[#getCustomLines|getCustomLines()]]
which would refer to a link within the current (in this case Area 51) section. Note that this ought to be removed once the article is moved to the main wiki area!
The following headings reflect those present in the main Wiki area of the Lua API functions. It is suggested that new entries are added so as to maintain a sorted alphabetical order under the appropriate heading.
Basic Essential Functions
- These functions are generic functions used in normal scripting. These deal with mainly everyday things, like sending stuff and echoing to the screen.
Database Functions
- A collection of functions for helping deal with the database.
Date/Time Functions
- A collection of functions for handling date & time.
File System Functions
- A collection of functions for interacting with the file system.
Mapper Functions
- A collection of functions that manipulate the mapper and its related features.
addRoom PR #7184 merged
- addRoom(roomID, areaID)
- Creates a new room with the given room ID and area ID, returns true if the room was successfully created.
- Parameters
- roomID:
- Room ID to set the room as, manually assigned or from createRoomID().
- areaID:
- Area ID to set the room in, as returned by getAreaTable() or equivalents.
Note: If you're not using incremental room IDs but room IDs stitched together from other factors or in-game hashes for room IDs - and your room IDs are starting off at 250+million numbers, you need to look into incrementally creating Mudlets room IDs with createRoomID() and associating your room IDs with Mudlets via setRoomIDbyHash() and getRoomIDbyHash(). The reason being is that Mudlet's A* pathfinding implementation from boost cannot deal with extremely large room IDs because the resulting matrices it creates for pathfinding are enormously huge. Note: Creating your own mapping script? Check out more information here.
- See also: createRoomID()
- Example
local newroomid = createRoomID()
addRoom(newroomid)
getAreaRooms1, PR #7520 open
- getAreaRooms1(area id)
- Returns an indexed table with all rooms IDs for a given area ID (room IDs are values), or nil if no such area exists. Indexing starts at 1.
See also: getAreaRooms()
setRoomArea PR #7184 merged==
- setRoomArea(roomID, newAreaID or newAreaName)
- Assigns the given room (or set of rooms) to a new or different area. If the area is displayed in the mapper this will have the room be visually moved into the area as well.
- roomID can also be a table of rooms for bulk assigning
- See also: resetRoomArea()
- Example
local newroomid = createRoomID()
setRoomArea(newroomid, "My New Area")
local rooms = { 1234, 4321, 5678 }
setRoomArea(rooms, "My New Area")
updateMap
- updateMap()
- Updates the mapper display (redraws it). While longer necessary since Mudlet 4.18, you can use this this function to redraw the map after changing it via API.
- See also: centerview()
- Example
-- delete a some room
deleteRoom(500)
-- now make the map show that it's gone
updateMap()
mapSymbolFontInfo, PR #4038 closed
- mapSymbolFontInfo()
- See also: setupMapSymbolFont()
Note: pending, not yet available. See https://github.com/Mudlet/Mudlet/pull/4038
- returns
- either a table of information about the configuration of the font used for symbols in the (2D) map, the elements are:
- fontName - a string of the family name of the font specified
- onlyUseThisFont - a boolean indicating whether glyphs from just the fontName font are to be used or if there is not a glyph for the required grapheme (character) then a glyph from the most suitable different font will be substituted instead. Should this be true and the specified font does not have the required glyph then the replacement character (typically something like �) could be used instead. Note that this may not affect the use of Color Emoji glyphs that are automatically used in some OSes but that behavior does vary across the range of operating systems that Mudlet can be run on.
- scalingFactor - a floating point number between 0.50 and 2.00 which modifies the size of the symbols somewhat though the extremes are likely to be unsatisfactory because some of the particular symbols may be too small (and be less visible at smaller zoom levels) or too large (and be clipped by the edges of the room rectangle or circle).
- or nil and an error message on failure.
- As the symbol font details are stored in the (binary) map file rather than the profile then this function will not work until a map is loaded (or initialized, by activating a map window).
moveMapLabel, PR #6014 open
- moveMapLabel(areaID/Name, labeID/Text, coordX/deltaX, coordY/deltaY[, coordZ/deltaZ][, absoluteNotRelativeMove])
Re-positions a map label within an area in the 2D mapper, in a similar manner as the moveRoom() function does for rooms and their custom exit lines. When moving a label to given coordinates this is the position that the top-left corner of the label will be positioned at; since the space allocated to a particular room on the map is ± 0.5 around the integer value of its x and y coordinates this means for a label which has a size of 1.0 x 1,0 (w x h) to position it centrally in the space for a single room at the coordinates (x, y, z) it should be positioned at (x - 0.5, y + 0.5, z).
- See also: getMapLabels(), getMapLabel().
Note: pending, not yet available. See https://github.com/Mudlet/Mudlet/pull/6014
- Parameters
- areaID/Name:
- Area ID as number or AreaName as string containing the map label.
- labelID/Text:
- Label ID as number (which will be 0 or greater) or the LabelText on a text label. All labels will have a unique ID number but there may be more than one text labels with a non-empty text string; only the first matching one will be moved by this function and image labels also have no text and will match the empty string. with mo or AreaName as string containing the map label.
- coordX/deltaX:
- A floating point number for the absolute coordinate to use or the relative amount to move the label in "room coordinates" along the X-axis.
- coordY/deltaY:
- A floating point number for the absolute coordinate to use or the relative amount to move the label in "room coordinates" along the Y-axis.
- coordZ/deltaZ:
- (Optional) A floating point number for the absolute coordinate to use or the relative amount to move the label in "room coordinates" along the Z-axis, if omitted the label is not moved in the z-axis at all.
- absoluteNotRelativeMove:
- (Optional) a boolean value (defaults to false if omitted) as to whether to move the label to the absolute coordinates (true) or to move it the relative amount from its current location (false).
- Returns
- true on success or nil and an error message on failure, if successful it will also refresh the map display to show the result.
- Example
-- move the first label in the area with the ID number of 2, three spaces to the east and four spaces to the north
moveMapLabel(0, 2, 3.0, 4.0)
-- move the first label in the area with the ID number of 2, one space to the west, note the final boolean argument is unneeded
moveMapLabel(0, 2, -1.0, 0.0, false)
-- move the second label in the area with the ID number of 2, three and a half spaces to the west, and two south **of the center of the current level it is on in the map**:
moveRoom(1, 2, -3.5, -2.0, true)
-- move the second label in the area with the ID number of 2, up three levels
moveRoom(1, 2, 0.0, 0.0, 3.0)
-- move the second label in the "Test 1" area one space to the west, note the last two arguments are unneeded
moveRoom("Test 1", 1, -1.0, 0.0, 0.0, false)
-- move the (top-left corner of the first) label with the text "Home" in the area with ID number 5 to the **center of the whole map**, note the last two arguments are required in this case:
moveRoom(5, "Home", 0.0, 0.0, 0.0, true)
-- all of the above will return the 'true' boolean value assuming there are the indicated labels and areas
moveRoom, PR #6010 open
- moveRoom(roomID, coordX/deltaX, coordY/deltaY[, coordZ/deltaZ][, absoluteNotRelativeMove])
Re-positions a room within an area, in the same manner as the "move to" context menu item for one or more rooms in the 2D mapper. Like that method this will also shift the entirety of any custom exit lines defined for the room concerned. This contrasts with the behavior of the setRoomCoordinates() which only moves the starting point of such custom exit lines so that they still emerge from the room to which they belong but otherwise remain pointing to the original place.
- See also: setRoomCoordinates()
Note: pending, not yet available. See https://github.com/Mudlet/Mudlet/pull/6010
- Parameters
- roomID:
- Room ID number to move.
- coordX/deltaX:
- The absolute coordinate or the relative amount as a number to move the room in "room coordinates" along the X-axis.
- coordY/deltaY:
- The absolute coordinate or the relative amount as a number to move the room in "room coordinates" along the Y-axis.
- coordZ/deltaZ:
- (Optional) the absolute coordinate or the relative amount as a number to move the room in "room coordinates" along the Z-axis, if omitted the room is not moved in the z-axis at all.
- absoluteNotRelativeMove:
- (Optional) a boolean value (defaults to false if omitted) as to whether to move the room to the absolute coordinates (true) or the relative amount from its current location (false).
- Returns
- true on success or nil and an error message on failure, if successful it will also refresh the map display to show the result.
- Example
-- move the first room one space to the east and two spaces to the north
moveRoom(1, 1, 2)
-- move the first room one space to the west, note the final boolean argument is unneeded
moveRoom(1, -1, 0, false)
-- move the first room three spaces to the west, and two south **of the center of the current level it is on in the map**:
moveRoom(1, -3, -2, true)
-- move the second room up three levels
moveRoom(2, 0, 0, 3)
-- move the second room one space to the west, note the last two arguments are unneeded
moveRoom(2, -1, 0, 0, false)
-- move the second room to the **center of the whole map**, note the last two arguments are required in this case:
moveRoom(2, 0, 0, 0, true)
-- all of the above will return the 'true' boolean value assuming there are rooms with 1 and 2 as ID numbers
setupMapSymbolFont, PR #4038 closed
- setupMapSymbolFont(fontName[, onlyUseThisFont[, scalingFactor]])
- configures the font used for symbols in the (2D) map.
- See also: mapSymbolFontInfo()
Note: pending, not yet available. See https://github.com/Mudlet/Mudlet/pull/4038
- Parameters
- fontName one of:
- - a string that is the family name of the font to use;
- - the empty string "" to reset to the default {which is "Bitstream Vera Sans Mono"};
- - a Lua nil as a placeholder to not change this parameter but still allow a following one to be modified.
- onlyUseThisFont (optional) one of:
- - a Lua boolean true to require Mudlet to use graphemes (character) only from the selected font. Should a requested grapheme not be included in the selected font then the font replacement character (�) might be used instead; note that under some circumstances it is possible that the OS (or Mudlet) provided color Emoji Font may still be used but that cannot be guaranteed across all OS platforms that Mudlet might be run on;
- - a Lua boolean false to allow Mudlet to get a different glyph for a particular grapheme from the most suitable other font found in the system should there not be a glyph for it in the requested font. This is the default unless previously changed by this function or by the corresponding checkbox in the Profile Preferences dialogue for the profile concerned;
- - a Lua nil as a placeholder to not change this parameter but still allow the following one to be modified.
- scalingFactor (optional): a floating point value in the range 0.5 to 2.0 (default 1.0) that can be used to tweak the rectangular space that each different room symbol is scaled to fit inside; this might be useful should the range of characters used to make the room symbols be consistently under- or over-sized.
- Returns
- true on success
- nil and an error message on failure. As the symbol font details are stored in the (binary) map file rather than the profile then this function will not work until a map is loaded (or initialised, by activating a map window).
Miscellaneous Functions
- Miscellaneous functions.
compare, PR#7122 open
- sameValue = compare(a, b)
- This function takes two items, and compares their values. It will compare numbers, strings, but most importantly it will compare two tables by value, not reference. For instance, {} == {} is false, but compare({}, {}) is true
- See also
- table.complement(), table.n_union()
- Parameters
- a:
- The first item to compare
- b:
- The second item to compare
- Returns
- Boolean true if the items have the same value, otherwise boolean false
- Example
local tblA = { 255, 0, 0 }
local tblB = color_table.red
local same = compare(tblA, tblB)
display(same)
-- this will return true
display(tblA == tblB)
-- this will display false, as they are different tables
-- even though they have the same value
- Additional development notes
This is just exposing the existing _comp function, which is currently the best way to compare two tables by value. --Demonnic (talk) 18:51, 7 February 2024 (UTC)
createVideoPlayer, PR #6439
- createVideoPlayer([name of userwindow], x, y, width, height)
- Creates a miniconsole window for the video player to render in, the with the given dimensions. One can only create one video player at a time (currently), and it is not currently possible to have a label on or under the video player - otherwise, clicks won't register.
Note: A video player may also be created through use of the Mud Client Media Protocol, the playVideoFile() API command, or adding a Geyser.VideoPlayer object to ones user interface such as the example below.
Note: The Main Toolbar will show a Video button to hide/show the video player, which is located in a userwindow generated through createVideoPlayer, embedded in a user interface, or a dock-able widget (that can be floated free to anywhere on the Desktop, it can be resized and does not have to even reside on the same monitor should there be multiple screens in your system). Further clicks on the Video button will toggle between showing and hiding the map whether it was created using the createVideo function or as a dock-able widget.
See also: loadSoundFile(), loadMusicFile(), loadVideoFile(), playSoundFile(), playMusicFile(), playVideoFile(), stopSounds(), stopMusic(), stopVideos(), purgeMediaCache(), Mud Client Media Protocol
- Example
-- Create a 300x300 video player in the top-left corner of Mudlet
createVideoPlayer(0,0,300,300)
-- Alternative examples using Geyser.VideoPlayer
GUI.VideoPlayer = GUI.VideoPlayer or Geyser.VideoPlayer:new({name="GUI.VideoPlayer", x = 0, y = 0, width = "25%", height = "25%"})
GUI.VideoPlayer = GUI.VideoPlayer or Geyser.VideoPlayer:new({
name = "GUI.VideoPlayer",
x = "70%", y = 0, -- edit here if you want to move it
width = "30%", height = "50%"
}, GUI.Right)
loadVideoFile, PR #6439
- loadVideoFile(settings table) or loadVideoFile(name, [url])
- Loads video files from the Internet or the local file system to the "media" folder of the profile for later use with playVideoFile() and stopVideos(). Although files could be loaded or streamed directly at playing time from playVideoFile(), loadVideoFile() provides the advantage of loading files in advance.
Note: Video files consume drive space on your device. Consider using the streaming feature of playVideoFile() for large files.
Required | Key | Value | Purpose |
---|---|---|---|
Yes | name | <file name> |
|
Maybe | url | <url> |
|
See also: loadSoundFile(), loadMusicFile(), playSoundFile(), playMusicFile(), playVideoFile(), stopSounds(), stopMusic(), stopVideos(), createVideoPlayer(), purgeMediaCache(), Mud Client Media Protocol
- Example
---- Table Parameter Syntax ----
-- Download from the Internet
loadVideoFile({
name = "TextInMotion-VideoSample-1080p.mp4"
, url = "https://d2qguwbxlx1sbt.cloudfront.net/"
})
-- OR download from the profile
loadVideoFile({name = getMudletHomeDir().. "/TextInMotion-VideoSample-1080p.mp4"})
-- OR download from the local file system
loadVideoFile({name = "C:/Users/Tamarindo/Movies/TextInMotion-VideoSample-1080p.mp4"})
---- Ordered Parameter Syntax of loadVideoFile(name[, url]) ----
-- Download from the Internet
loadVideoFile(
"TextInMotion-VideoSample-1080p.mp4"
, "https://d2qguwbxlx1sbt.cloudfront.net/"
)
-- OR download from the profile
loadVideoFile(getMudletHomeDir().. "/TextInMotion-VideoSample-1080p.mp4")
-- OR download from the local file system
loadVideoFile("C:/Users/Tamarindo/Movies/TextInMotion-VideoSample-1080p.mp4")
playVideoFile, PR #6439
- playVideoFile(settings table)
- Plays video files from the Internet or the local file system for later use with stopMusic(). Video files may be downloaded to the device and played, or streamed from the Internet when the value of the
stream
parameter istrue
.
Required | Key | Value | Default | Purpose |
---|---|---|---|---|
Yes | name | <file name> |
| |
No | volume | 1 to 100 | 50 |
|
No | fadein | <msec> |
| |
No | fadeout | <msec> |
| |
No | start | <msec> | 0 |
|
No | loops | -1, or >= 1 | 1 |
|
No | key | <key> |
| |
No | tag | <tag> |
| |
No | continue | true or false | true |
|
Maybe | url | <url> |
| |
Maybe | stream | true or false | false |
|
See also: loadSoundFile(), loadMusicFile(), loadVideoFile(), playSoundFile(), playMusicFile(), stopSounds(), stopMusic(), stopVideos(), createVideoPlayer(), purgeMediaCache(), Mud Client Media Protocol
- Example
---- Table Parameter Syntax ----
-- Stream a video file from the Internet and play it.
playVideoFile({
name = "TextInMotion-VideoSample-1080p.mp4"
, url = "https://d2qguwbxlx1sbt.cloudfront.net/"
, stream = true
})
-- Play a video file from the Internet, storing it in the profile's media directory (i.e. /Users/Tamarindo/mudlet-data/profiles/StickMUD/media) so you don't need to download it over and over. You could add ", stream = false" below, but that is the default and is not needed.
playVideoFile({
name = "TextInMotion-VideoSample-1080p.mp4"
, url = "https://d2qguwbxlx1sbt.cloudfront.net/"
})
-- Play a video file stored in the profile's media directory (i.e. /Users/Tamarindo/mudlet-data/profiles/StickMUD/media)
playVideoFile({
name = "TextInMotion-VideoSample-1080p.mp4"
})
-- OR copy once from the game's profile, and play a video file stored in the profile's media directory
---- [volume] of 75 (1 to 100)
playVideoFile({
name = getMudletHomeDir().. "/TextInMotion-VideoSample-1080p.mp4"
, volume = 75
})
-- OR copy once from the local file system, and play a video file stored in the profile's media directory
---- [volume] of 75 (1 to 100)
playVideoFile({
name = "C:/Users/Tamarindo/Movies/TextInMotion-VideoSample-1080p.mp4"
, volume = 75
})
-- OR download once from the Internet, and play a video stored in the profile's media directory
---- [fadein] and increase the volume from 1 at the start position to default volume up until the position of 10 seconds
---- [fadeout] and decrease the volume from default volume to one, 15 seconds from the end of the video
---- [start] 5 seconds after position 0 (fadein scales its volume increase over a shorter duration, too)
---- [key] reference of "text" for stopping this unique video later
---- [tag] reference of "ambience" to stop any video later with the same tag
---- [continue] playing this video if another request for the same video comes in (false restarts it)
---- [url] resource location where the file may be accessed on the Internet
---- [stream] download once from the Internet if the video does not exist in the profile's media directory when false (true streams from the Internet and will not download to the device)
playVideoFile({
name = "TextInMotion-VideoSample-1080p.mp4"
, volume = nil -- nil lines are optional, no need to use
, fadein = 10000
, fadeout = 15000
, start = 5000
, loops = nil -- nil lines are optional, no need to use
, key = "text"
, tag = "ambience"
, continue = true
, url = "https://d2qguwbxlx1sbt.cloudfront.net/"
, stream = false
})
---- Ordered Parameter Syntax of playVideoFile(name[,volume][,fadein][,fadeout][,loops][,key][,tag][,continue][,url][,stream]) ----
-- Stream a video file from the Internet and play it.
playVideoFile(
"TextInMotion-VideoSample-1080p.mp4"
, nil -- volume
, nil -- fadein
, nil -- fadeout
, nil -- start
, nil -- loops
, nil -- key
, nil -- tag
, true -- continue
, "https://d2qguwbxlx1sbt.cloudfront.net/" -- url
, false -- stream
)
-- Play a video file from the Internet, storing it in the profile's media directory (i.e. /Users/Tamarindo/mudlet-data/profiles/StickMUD/media) so you don't need to download it over and over.
playVideoFile(
"TextInMotion-VideoSample-1080p.mp4"
, nil -- volume
, nil -- fadein
, nil -- fadeout
, nil -- start
, nil -- loops
, nil -- key
, nil -- tag
, true -- continue
, "https://d2qguwbxlx1sbt.cloudfront.net/" -- url
, false -- stream
)
-- Play a video file stored in the profile's media directory (i.e. /Users/Tamarindo/mudlet-data/profiles/StickMUD/media)
playVideoFile(
"TextInMotion-VideoSample-1080p.mp4" -- name
)
-- OR copy once from the game's profile, and play a video file stored in the profile's media directory
---- [volume] of 75 (1 to 100)
playVideoFile(
getMudletHomeDir().. "/TextInMotion-VideoSample-1080p.mp4" -- name
, 75 -- volume
)
-- OR copy once from the local file system, and play a video file stored in the profile's media directory
---- [volume] of 75 (1 to 100)
playVideoFile(
"C:/Users/Tamarindo/Documents/TextInMotion-VideoSample-1080p.mp4" -- name
, 75 -- volume
)
-- OR download once from the Internet, and play a video stored in the profile's media directory
---- [fadein] and increase the volume from 1 at the start position to default volume up until the position of 10 seconds
---- [fadeout] and decrease the volume from default volume to one, 15 seconds from the end of the video
---- [start] 5 seconds after position 0 (fadein scales its volume increase over a shorter duration, too)
---- [key] reference of "text" for stopping this unique video later
---- [tag] reference of "ambience" to stop any video later with the same tag
---- [continue] playing this video if another request for the same video comes in (false restarts it)
---- [url] resource location where the file may be accessed on the Internet
---- [stream] download once from the Internet if the video does not exist in the profile's media directory when false (true streams from the Internet and will not download to the device)
playVideoFile(
"TextInMotion-VideoSample-1080p.mp4" -- name
, nil -- volume
, 10000 -- fadein
, 15000 -- fadeout
, 5000 -- start
, nil -- loops
, "text" -- key
, "ambience" -- tag
, true -- continue
, "https://d2qguwbxlx1sbt.cloudfront.net/" -- url
, false -- stream
)
stopVideos, PR #6439
- stopVideos(settings table)
- Stop all videos (no filter), or videos that meet a combination of filters (name, key, and tag) intended to be paired with playVideoFile().
Required | Key | Value | Purpose |
---|---|---|---|
No | name | <file name> |
|
No | key | <key> |
|
No | tag | <tag> |
|
See also: loadSoundFile(), loadMusicFile(), loadVideoFile(), playSoundFile(), playMusicFile(), playVideoFile(), stopSounds(), stopMusic(), createVideoPlayer(), purgeMediaCache(), Mud Client Media Protocol
- Example
---- Table Parameter Syntax ----
-- Stop all playing video files for this profile associated with the API
stopVideos()
-- Stop playing the text mp4 by name
stopVideos({name = "TextInMotion-VideoSample-1080p.mp4"})
-- Stop playing the unique sound identified as "text"
stopVideos({
name = nil -- nil lines are optional, no need to use
, key = "text" -- key
, tag = nil -- nil lines are optional, no need to use
})
---- Ordered Parameter Syntax of stopVideos([name][,key][,tag]) ----
-- Stop all playing video files for this profile associated with the API
stopVideos()
-- Stop playing the text mp4 by name
stopVideos("TextInMotion-VideoSample-1080p.mp4")
-- Stop playing the unique sound identified as "text"
stopVideos(
nil -- name
, "text" -- key
, nil -- tag
)
getCustomLoginTextId, PR #3952 open
- getCustomLoginTextId()
Returns the Id number of the custom login text setting from the profile's preferences. Returns 0 if the option is disabled or a number greater than that for the item in the table; note it is possible if using an old saved profile in the future that the number might be higher than expected. As a design policy decision it is not permitted for a script to change the setting, this function is intended to allow a script or package to check that the setting is what it expects.
Introduced along with four other functions to enable game server log-in to be scripted with the simultaneous movement of that functionality from the Mudlet application core code to a predefined doLogin() function, a replacement for which is shown below.
Note: Not available yet. See https://github.com/Mudlet/Mudlet/pull/3952
Only one custom login text has been defined initially:
Id | Custom text | Introduced in Mudlet version |
---|---|---|
1 | "connect {character name} {password}" | TBD |
The addition of further texts would be subject to negotiation with the Mudlet Makers.
- Example
-- A replacement for the default function placed into LuaGlobal.lua to reproduce the previous behavior of the Mudlet application:
function doLogin()
if getCustomLoginTextId() ~= 1 then
-- We need this particular option but it is not permitted for a script to change the setting, it can only check what it is
echo("\nUnable to login - please select the 'connect {character name} {password}` custom login option in the profile preferences.\n")
else
tempTime(2.0, [[sendCustomLoginText()]], 1)
end
end
sendCharacterName, PR #3952 open
- sendCharacterName()
Sends the name entered into the "Character name" field on the Connection Preferences form directly to the game server. Returns true unless there is nothing set in that entry in which case a nil and an error message will be returned instead.
Introduced along with four other functions to enable game server log-in to be scripted with the simultaneous movement of that functionality from the Mudlet application core code to a predefined doLogin() function that may be replaced for more sophisticated requirements.
- See also: getCharacterName(), sendCharacterPassword(), sendCustomLoginText(), getCustomLoginTextId().
Note: Not available yet. See https://github.com/Mudlet/Mudlet/pull/3952
sendCharacterPassword, PR #3952 open
- sendCharacterPassword()
Sends the password entered into the "Password" field on the Connection Preferences form directly to the game server. Returns true unless there is nothing set in that entry or it is too long after (or before) a connection was successfully made in which case a nil and an error message will be returned instead.
Introduced along with four other functions to enable game server log-in to be scripted with the simultaneous movement of that functionality from the Mudlet application core code to a predefined doLogin() function, reproduced below, that may be replaced for more sophisticated requirements.
Note: Not available yet. See https://github.com/Mudlet/Mudlet/pull/3952
- Example
-- The default function placed into LuaGlobal.lua to reproduce the previous behavior of the Mudlet application:
function doLogin()
if getCharacterName() ~= "" then
tempTime(2.0, [[sendCharacterName()]], 1)
tempTime(3.0, [[sendCharacterPassword()]], 1)
end
end
sendCustomLoginText, PR #3952 open
- sendCustomLoginText()
Sends the custom login text (which does NOT depend on the user's choice of GUI language) selected in the preferences for this profile. The {password} (and {character name} if present) fields will be replaced with the values entered into the "Password" and "Character name" fields on the Connection Preferences form and then sent directly to the game server. Returns true unless there is nothing set in either of those entries (though only if required for the character name) or it is too long after (or before) a connection was successfully made or if the custom login feature is disabled, in which case a nil and an error message will be returned instead.
Introduced along with four other functions to enable game server log-in to be scripted with the simultaneous movement of that functionality from the Mudlet application core code to a predefined doLogin() function, a replacement for which is shown below.
Note: Not available yet. See https://github.com/Mudlet/Mudlet/pull/3952
Only one custom login text has been defined initially:
Id | Custom text | Introduced in Mudlet version |
---|---|---|
1 | "connect {character name} {password}" | TBD |
The addition of further texts would be subject to negotiation with the Mudlet Makers.
- Example
-- A replacement for the default function placed into LuaGlobal.lua to reproduce the previous behavior of the Mudlet application:
function doLogin()
if getCustomLoginTextId() ~= 1 then
-- We need this particular option but it is not permitted for a script to change the setting, it can only check what it is
echo("\nUnable to login - please select the 'connect {character name} {password}` custom login option in the profile preferences.\n")
else
tempTime(2.0, [[sendCustomLoginText()]], 1)
end
end
Mudlet Object Functions
- A collection of functions that manipulate Mudlet's scripting objects - triggers, aliases, and so forth.
ancestors, new in PR #6726
- ancestors(IDnumber, type)
- You can use this function to find out about all the ancestors of something.
- Returns a list as a table with the details of each successively distance ancestor (if any) of the given item; the details are in the form of a sub-table, within each containing specifically:
- its IDnumber as a number
- its name as a string
- whether it is active as a boolean
- its "node" (type) as a string, one of "item", "group" (folder) or "package" (module)
- Returns nil and an error message if either parameter is not valid
- Parameters
- IDnumber:
- The ID number of a single item, (which will be that returned by a temp* or perm* function to create such an item to identify the item).
- type:
- The type can be 'alias', 'button', 'trigger', 'timer', 'keybind', or 'script'.
- See also: isAncestorsActive(...), isActive(...)
- Example
-- To do
findItems, new in PR #6742
- findItems("name", "type"[, exact[, case sensitive]])
- You can use this function to determine the ID number or numbers of items of a particular type with a given name.
- Returns a list as a table with ids of each Mudlet item that matched or nil and an error message should an incorrect type string be given.
- Parameters
- name:
- The name (as a string) of the item, (which will be that returned by a temp* or perm* function to create such an item to identify the item).
- type:
- The type (as a string) can be 'alias', 'button', 'trigger', 'timer', 'keybind' , or 'script'.
- exact:
- (Optional) a boolean which if omitted or true specifies to match the given name against the whole of the names for items or only as a sub-string of them. As a side effect, if this is provided and is false and an empty string (i.e. "") is given as the first argument then the function will return the ID numbers of all items (both temporary and permanent) of the given type in existence at the time.
- case sensitive:
- (Optional) a boolean which if omitted or true specifies to match in a case-sensitive manner the given name against the names for items.
- Example
Given a profile with just the default packages installed (automatically) - including the echo one:
-- Should find just the package with the name:
lua findItems("echo", "alias")
{ 3 }
-- Should find both the package and the alias - as the latter contains "echo" with another character
lua findItems("echo", "alias", false)
{ 3, 4 }
-- Finds the ID numbers of all the aliases:
lua findItems("", "alias", false)
{ 1, 2, 3, 4, 5, 6, 7 }
-- Will still find the package with the name "echo" as we are not concerned with the casing now:
lua findItems("Echo", "alias", true, false)
{ 3 }
-- Won't find the package with the name "echo" now as we are concerned with the casing:
lua findItems("Echo", "alias", true, true)
{}
getExitStubsNames, new in PR #7519
- table = getExitStubsNames(roomid)
- Returns a table of directions that have an exit stub marked in them. Returns nil plus error message of called on a non-existent room.
- See also: setExitStub(), connectExitStub(), getExitStubs(), getExitStubs1()
- Example
-- show the exit stubs in room 6 as direction names
local directions = getExitStubsNames(6)
for i = 1, #directions do print(directions[i]) end
-- will return a table such as
{ "north", "south", "up", "in" }
getProfiles, new in PR #7423
- getProfiles()
- Return a table containing some basic information about the game profiles available to Mudlet. The key is the profile name and values can be
host
,port
,loaded
, andconnected
.
host
is the hostname or IP of the serverport
is the port of the serverloaded
means the profile is open and can be edited, true if loaded, false otherwiseconnected
means the profile is connected to the game server (ie. playing), true if connected, false or nil otherwise
- Example
local profiles = getProfiles()
display(profiles)
--output
{
["Abandoned Realms"] = {
host = "abandonedrealms.com",
loaded = false,
port = "9000"
},
FieryMUD = {
connected = true,
host = "fierymud.org",
loaded = true,
port = "4000"
}
}
isActive, modified by PR #6726
- isActive(name/IDnumber, type[, checkAncestors])
- You can use this function to check if something, or somethings, are active.
- Returns the number of active things - and 0 if none are active. Beware that all numbers are true in Lua, including zero.
- Parameters
- name:
- The name (as a string) or, from Mudlet 4.17.0, the ID number of a single item, (which will be that returned by a temp* or perm* function to create such an item to identify the item).
- type:
- The type can be 'alias', 'button' (from Mudlet 4.10), 'trigger', 'timer', 'keybind' (from Mudlet 3.2), or 'script' (from Mudlet 3.17).
- checkAncestors:
- (Optional) If provided AND true (considered false if absent to reproduce behavior of previous versions of Mudlet) then this function will only count an item as active if it and all its parents (ancestors) are active (from Mudlet tbd).
- See also: exists(...), isAncestorsActive(...), ancestors(...)
- Example
echo("I have " .. isActive("my trigger", "trigger") .. " currently active trigger(s) called 'my trigger'!")
-- Can also be used to check if a specific item is enabled or not.
if isActive("spellname", "trigger") > 0 then
-- the spellname trigger is active
else
-- it is not active
end
Note: A positive ID number that does not exist will still return a 0 value, this is for constancy with the way the function behaves for a name that does not refer to any item either. If necessary the existence of an item should be confirmed with exists(...) first.
isAncestorsActive, new in PR #6726
- isAncestorsActive(IDnumber, "type")
- You can use this function to check if all the ancestors of something are active independent of whether it itself is, (for that use the two argument form of isActive(...)).
- Returns true if all (if any) of the ancestors of the item with the specified ID number and type are active, if there are no such parents then it will also returns true; otherwise returns false. In the event that an invalid type string or item number is provided returns nil and an error message.
- Parameters
- IDnumber:
- The ID number of a single item, (which will be that returned by a temp* or perm* function to create such an item to identify the item).
- type:
- The type can be 'alias', 'button', 'trigger', 'timer', 'keybind' or 'script' to define which item type is to be checked.
- See also: exists(...)
- Example
-- To do
loadProfile, new in PR #7423
- loadProfile(name, offline)
- Load a profile, same as clicking the profile icon in the Profile Manager.
- Returns nil and an error message if either parameter is not valid.
- Parameters
- name:
- The profile name to open, as identified in the Profile Manager.
- offline:
- true - load the profile but do not connect to the game, false - load the profile and connect to the game
- Example
-- load and connect to the Archaea profile
loadProfile("Archaea", false)
clearProfileInformation(), new in PR #7511
- clearProfileInformation(text)
- Clears the information text as displayed in the Profile Connection Window. If this is a prepackaged game the text is reverted to the default text.
- See also: getProfileInformation(), setProfileInformation()
- Example
clearProfileInformation()
getProfileInformation(), new in PR #7511
- getProfileInformation()
- Return a string containing the information text as displayed in the Profile Connection Window.
- See also: clearProfileInformation(), setProfileInformation()
- Example
echo(getProfileInformation())
setProfileInformation(), new in PR #7511
- setProfileInformation(text)
- Set the information text as displayed in the Profile Connection Window. Returns nil and an error messages if no string is supplied.
- See also: clearProfileInformation(), getProfileInformation()
- Example
setProfileInformation("Elf warrior, lvl 15")
Networking Functions
- A collection of functions for managing networking.
sendAll PR #7536 (merged)
- sendAll([time delay], list of things to send, [echo back or not])
- sends multiple things to the game with an optional delay between sends. If you'd like the commands not to be shown, include false at the end.
- See also: send()
- Example
-- instead of using many send() calls, you can use one sendAll
sendAll("outr paint", "outr canvas", "paint canvas")
-- can also have the commands not be echoed
sendAll("hi", "bye", false)
-- add an optional delay (in seconds, accepts decimals) which slows down the sent commands
-- 2 second delay, then sends "hi", 2 second delay then sends "bye", 2 second delay then sends "wave")
sendAll(2, "hi", "bye", "wave")
sendSocket revised in PR #7066 (Open)
- sendSocket(data)
- Sends given binary data as-is (or with some predefined special tokens converted to byte values) to the game. You can use this to implement support for a new telnet protocol, simultronics login etc.
- success = sendSocket("data")
- See also
- feedTelnet(), feedTriggers()
Note: Modified in Mudlet tbd to accept some tokens like "<NUL>" to include byte values that are not possible to insert with the standard Lua string escape "\###" form where ### is a three digit number between 000 and 255 inclusive or where the value is more easily provided via a mnemonic. For the table of the tokens that are known about, see the one in feedTelnet().
Note: The data (as bytes) once the tokens have been converted to their byte values is sent as is to the Game Server; any encoding to, say, a UTF-8 representation or to duplicate 0xff byte values so they are not considered to be Telnet <IAC> (Interpret As Command) bytes must be done to the data prior to calling this function.
- Parameters
- data:
- String containing the bytes to send to the Game Server possibly containing some tokens that are to be converted to bytes as well.
- Returns
- (Only since Mudlet tbd) Boolean true if the whole data string (after token replacement) was sent to the Server, false if that failed for any reason (including if the Server has not been connected or is now disconnected). nil and an error message for any other defect.
- Example
-- Tell the Server that we are now willing and able to process to process Ask the Server to a comment explaining what is going on, if there is multiple functionalities (or optional parameters) the examples should start simple and progress in complexity if needed!
-- the examples should be small, but self-contained so new users can copy & paste immediately without going diving in lots other function examples first.
-- comments up top should introduce / explain what it does
local something = function(exampleValue)
if something then
-- do something with something (assuming there is a meaningful return value)
end
-- maybe another example for the optional second case
local somethingElse = function(exampleValue, anotherValue)
-- lastly, include an example with error handling to give an idea of good practice
local ok, err = function()
if not ok then
debugc(f"Error: unable to do <particular thing> because {err}\n")
return
end
- Additional development notes
-- This function is still being written up.
feedTelnet added in PR #7066 (Open)==
- feedTelnet(data)
- Sends given binary data with some predefined special tokens converted to byte values, to the internal telnet engine, as if it had been received from the game. This is primarily to enable testing when new Telnet sub-options/protocols are being developed. The data has to be injected into the system nearer to the point where the Game Server's data starts out than feedTriggers() and unlike the latter the data is not subject to any encoding so as to match the current profile's setting (which normally happens with feedTriggers()). Furthermore - to prevent this function from putting the telnet engine into a state which could damage the processing of real game data it will refuse to work unless the Profile is completely disconnected from the game server.
- See also
- feedTriggers(), sendSocket()
Note: This is not really intended for end-user's but might be useful in some circumstances.
- Parameters
- data
- String containing the bytes to send to the internal telnet engine as if it had come from the Game Server, it can containing some tokens listed below that are to be converted to bytes as well.
- Returns
- Boolean true if the data string was sent to the internal telnet engine. nil and an error message otherwise, specifically the case when there is some traces of a connection or a complete connection to the socket that passes the data to and from the game server. Additionally, if the data is an empty string "" a second return value will be provided as an integer number representing a version for the table of tokens - which will be incremented each time a change is made to that table so that which tokens are valid can be determined. Note that unrecognised tokens should be passed through as is and not get replaced.
Token | Byte | Version | Notes |
---|---|---|---|
<00> | \0x00 | 1 | 0 dec. |
<O_BINARY> | \0x00 | 1 | Telnet option: Binary |
<NUL> | \0x00 | 1 | ASCII control character: NULL |
<01> | \x01 | 1 | 1 dec. |
<O_ECHO> | \x01 | 1 | Telnet option: Echo |
<SOH> | \x01 | 1 | ASCII control character: Start of Heading |
<02> | \x02 | 1 | 2 dec. Telnet option: Reconnect |
<STX> | \x02 | 1 | ASCII control character: Start of Text |
<03> | \x03 | 1 | 3 dec. |
<O_SGA> | \x03 | 1 | Telnet option: Suppress Go Ahead |
<ETX> | \x03 | 1 | ASCII control character: End of Text |
<04> | \x04 | 1 | Telnet option: Approx Message Size Negotiation |
<EOT> | \x04 | 1 | ASCII control character: End of Transmission |
<05> | \x05 | 1 | |
<O_STATUS> | \x05 | 1 | |
<ENQ> | \x05 | 1 | ASCII control character: Enquiry |
<06> | \x06 | 1 | Telnet option: Timing Mark |
<ACK> | \x06 | 1 | ASCII control character: Acknowledge |
<07> | \x07 | 1 | Telnet option: Remote Controlled Trans and Echo |
<BELL> | \x07 | 1 | ASCII control character: Bell |
<08> | \x08 | 1 | Telnet option: Output Line Width |
<BS> | \x08 | 1 | |
<09> | \x09 | 1 | Telnet option: Output Page Size |
<HTAB> | \x09 | 1 | ASCII control character: Horizontal Tab |
<0A> | \x0a | 1 | Telnet option: Output Carriage-Return Disposition |
<LF> | \x0a | 1 | ASCII control character: Line-Feed |
<0B> | \x0b | 1 | Telnet option: Output Horizontal Tab Stops |
<VTAB> | \x0b | 1 | ASCII control character: Vertical Tab |
<0C> | \x0c | 1 | Telnet option: Output Horizontal Tab Disposition |
<FF> | \x0c | 1 | ASCII control character: Form-Feed |
<0D> | \x0d | 1 | Telnet option: Output Form-feed Disposition |
<CR> | \x0d | 1 | ASCII control character: Carriage-Return |
<0E> | \x0e | 1 | Telnet option: Output Vertical Tab Stops |
<SO> | \x0e | 1 | ASCII control character: Shift-Out |
<0F> | \x0f | 1 | Telnet option: Output Vertical Tab Disposition |
<SI> | \x0f | 1 | ASCII control character: Shift-In |
<10> | \x10 | 1 | Telnet option: Output Linefeed Disposition |
<DLE> | \x10 | 1 | ASCII control character: Data Link Escape |
<11> | \x11 | 1 | Telnet option: Extended ASCII |
<DC1> | \x11 | 1 | ASCII control character: Device Control 1 |
<12> | \x12 | 1 | Telnet option: Logout |
<DC2" | \x12 | 1 | ASCII control character: Device Control 2 |
<13> | \x13 | 1 | Telnet option: Byte Macro |
<DC3> | \x13 | 1 | ASCII control character: Device Control 3 |
<14> | \x14 | 1 | Telnet option: Data Entry Terminal |
<DC4> | \x14 | 1 | ASCII control character: Device Control 4 |
<15> | \x15 | 1 | Telnet option: SUPDUP |
<NAK> | \x15 | 1 | ASCII control character: Negative Acknowledge |
<16> | \x16 | 1 | Telnet option: SUPDUP Output |
<SYN> | \x16 | 1 | ASCII control character: Synchronous Idle |
<17> | \x17 | 1 | Telnet option: Send location |
<ETB> | \x17 | 1 | ASCII control character: End of Transmission Block |
<18> | \x18 | 1 | |
<O_TERM> | \x18 | 1 | Telnet option: Terminal Type |
<CAN> | \x18 | 1 | ASCII control character: Cancel |
<19> | \x19 | 1 | |
<O_EOR> | \x19 | 1 | Telnet option: End-of-Record |
<EM> | \x19 | 1 | ASCII control character: End of Medium |
<1A> | \x1a | 1 | Telnet option: TACACS User Identification |
<SUB> | \x1a | 1 | ASCII control character: Substitute |
<1B> | \x1b | 1 | Telnet option: Output Marking |
<ESC> | \x1b | 1 | ASCII control character: Escape |
<1C> | \x1c | 1 | Telnet option: Terminal Location Number |
<FS> | \x1c | 1 | ASCII control character: File Separator |
<1D> | \x1d | 1 | Telnet option: Telnet 3270 Regime |
<GS> | \x1d | 1 | ASCII control character: Group Separator |
<1E> | \x1e | 1 | Telnet option: X.3 PAD |
<RS> | \x1e | 1 | ASCII control character: Record Separator |
<1F> | \x1f | 1 | |
<O_NAWS> | \x1f | 1 | Telnet option: Negotiate About Window Size |
<US> | \x1f | 1 | ASCII control character: Unit Separator |
<SP> | \x20 | 1 | 32 dec. ASCII character: Space |
<O_NENV> | \x27 | 1 | 39 dec. Telnet option: New Environment (also MNES) |
<O_CHARS> | \x2a | 1 | 42 dec. Telnet option: Character Set |
<O_KERMIT> | \x2f | 1 | 47 dec. Telnet option: Kermit |
<O_MSDP> | \x45 | 1 | 69 dec. Telnet option: Mud Server Data Protocol |
<O_MSSP> | \x46 | 1 | 70 dec. Telnet option: Mud Server Status Protocol |
<O_MCCP> | \x55 | 1 | 85 dec |
<O_MCCP2> | \x56 | 1 | 86 dec |
<O_MSP> | \x5a | 1 | 90 dec. Telnet option: Mud Sound Protocol |
<O_MXP> | \x5b | 1 | 91 dec. Telnet option: Mud eXtension Protocol |
<O_ZENITH> | \x5d | 1 | 93 dec. Telnet option: Zenith Mud Protocol |
<O_AARDWULF> | \x66 | 1 | 102 dec. Telnet option: Aardwuld Data Protocol |
<DEL> | \x7f | 1 | 127 dec. ASCII control character: Delete |
<O_ATCP> | \xc8 | 1 | 200 dec |
<O_GMCP> | \xc9 | 1 | 201 dec |
<T_EOR> | \xef | 1 | 239 dec |
<F0> | \xf0 | 1 | |
<T_SE> | \xf0 | 1 | |
<F1> | \xf1 | 1 | |
<T_NOP> | \xf1 | 1 | |
<F2> | \xf2 | 1 | |
<T_DM> | \xf2 | 1 | |
<F3> | \xf3 | 1 | |
<T_BRK> | \xf3 | 1 | |
<F4> | \xf4 | 1 | |
<T_IP> | \xf4 | 1 | |
<F5> | \xf5 | 1 | |
<T_ABOP> | \xf5 | 1 | |
<F6> | \xf6 | 1 | |
<T_AYT> | \xf6 | 1 | |
<F7> | \xf7 | 1 | |
<T_EC> | \xf7 | 1 | |
<F8> | \xf8 | 1 | |
<T_EL> | \xf8 | 1 | |
<F9> | \xf9 | 1 | |
<T_GA> | \xf9 | 1 | |
<FA> | \xfa | 1 | |
<T_SB> | \xfa | 1 | |
<FB> | \xfb | 1 | |
<T_WILL> | \xfb | 1 | |
<FC> | \xfc | 1 | |
<T_WONT> | \xfc | 1 | |
<FD> | \xfd | 1 | |
<T_DO> | \xfd | 1 | |
<FE> | \xfe | 1 | |
<T_DONT> | \xfe | 1 | |
<FF> | \xff | 1 | |
<T_IAC> | \xff' |
- Example
-- a comment explaining what is going on, if there is multiple functionalities (or optional parameters) the examples should start simple and progress in complexity if needed!
-- the examples should be small, but self-contained so new users can copy & paste immediately without going diving in lots other function examples first.
-- comments up top should introduce / explain what it does
local something = feedTelnet(exampleValue)
if something then
-- do something with something (assuming there is a meaningful return value)
end
-- maybe another example for the optional second case
local somethingElse = function(exampleValue, anotherValue)
-- lastly, include an example with error handling to give an idea of good practice
local ok, err = function()
if not ok then
debugc(f"Error: unable to do <particular thing> because {err}\n")
return
end
- Additional development notes
-- This function is still being written up.
String Functions
- These functions are used to manipulate strings.
Table Functions
- These functions are used to manipulate tables. Through them you can add to tables, remove values, check if a value is present in the table, check the size of a table, and more.
Text to Speech Functions
- These functions are used to create sound from written words. Check out our Text-To-Speech Manual for more detail on how this all works together.
UI Functions
- These functions are used to construct custom user GUIs. They deal mainly with miniconsole/label/gauge creation and manipulation as well as displaying or formatting information on the screen.
cecho2decho PR#6849 merged
- convertedString = cecho2decho(str)
- Converts a cecho formatted string to a decho formatted one.
- See also
- decho2cecho(), cecho2html()
- Parameters
- str
- string you wish to convert from cecho to decho
- Returns
- a string formatted for decho
- Example
-- convert to a decho string and use decho to display it
local cechoString = "<red><b>!!ALERT!!:</b><orange> Something has gone wrong!\n"
decho(cecho2decho(cechoString))
cecho2hecho PR#6849 merged
- convertedString = cecho2hecho(str)
- Converts a cecho formatted string to an hecho formatted one.
- See also
- hecho2cecho(), cecho2html()
- Parameters
- str
- string you wish to convert from cecho to decho
- Returns
- a string formatted for hecho
- Example
-- convert to an hecho string and use hecho to display it
local cechoString = "<red><b>!!ALERT!!:</b><orange> Something has gone wrong!\n"
hecho(cecho2hecho(cechoString))
cecho2html PR#6849 merged
- convertedString = cecho2html(str[, resetFormat])
- Converts a cecho formatted string to an html formatted one.
- See also
- decho2cecho(), cecho2html()
- Parameters
- str
- string you wish to convert from cecho to decho
- resetFormat
- optional table of default formatting options. As returned by getLabelFormat()
- Returns
- a string formatted for html
- Example
-- create the base string
local cechoString = "<red><b>!!ALERT!!:</b><orange> Something has gone wrong!\n"
-- create a label to display the result onto
testLabel = Geyser.Label:new({name = "testLabel"})
-- convert the cecho string to an html one, using the default formatting of testLabel created above
local htmlString = cecho2html(cechoString, testLabel:getFormat())
-- and finally echo it to the label to see
-- I use rawEcho as that displays the html exactly as given.
testLabel:rawEcho(htmlString)
decho2cecho PR#6849 merged
- convertedString = decho2cecho(str)
- Converts a decho formatted string to a cecho formatted one.
- See also
- cecho2decho(), decho2html()
- Parameters
- str
- string you wish to convert from decho to cecho
- Returns
- a string formatted for cecho
- Example
-- convert to a decho string and use cecho to display it
local dechoString = "#ff0000#b!!ALERT!!:#/b#ffa500 Something has gone wrong!\n"
cecho(decho2cecho(dechoString))
decho2hecho PR#6849 merged
- convertedString = decho2hecho(str)
- Converts a decho formatted string to an hecho formatted one.
- See also
- hecho2decho(), decho2html()
- Parameters
- str
- string you wish to convert from decho to decho
- Returns
- a string formatted for hecho
- Example
-- convert to an hecho string and use hecho to display it
local dechoString = "#ff0000#b!!ALERT!!:#/b#ffa500 Something has gone wrong!\n"
hecho(decho2hecho(dechoString))
decho2html PR#6849 merged
- convertedString = decho2html(str[, resetFormat])
- Converts a decho formatted string to an html formatted one.
- See also
- cecho2decho(), decho2html()
- Parameters
- str
- string you wish to convert from decho to decho
- resetFormat
- optional table of default formatting options. As returned by getLabelFormat()
- Returns
- a string formatted for html
- Example
-- create the base string
local dechoString = "#ff0000#b!!ALERT!!:#/b#ffa500 Something has gone wrong!\n"
-- create a label to display the result onto
testLabel = Geyser.Label:new({name = "testLabel"})
-- convert the decho string to an html one, using the default formatting of testLabel created above
local htmlString = decho2html(dechoString, testLabel:getFormat())
-- and finally echo it to the label to see
-- I use rawEcho as that displays the html exactly as given.
testLabel:rawEcho(htmlString)
deleteMultiline PR #6779 merged
- ok,err = deleteMultiline([triggerDelta])
- Deletes all lines between when the multiline trigger fires and when the first trigger matched. Put another way, it deletes everything since the pattern in slot 1 matched.
- See also
- deleteLine(), replaceLine()
Note: This deletes all the lines since the first match of the multiline trigger matched. Do not use this if you do not want to delete ALL of those lines.
- Parameters
- [optional]triggerDelta:
- The line delta from the multiline trigger it is being called from. It is best to pass this in to ensure all lines are caught. If not given it will try to guess based on the number of patterns how many lines at most it might have to delete.
- Returns
- true if the function was able to run successfully, nil+error if something went wrong.
- Example
-- if this trigger has a line delta of 3, you would call
deleteMultiline(3)
-- same thing, but with error handling
local ok,err = deleteMultiline(3)
if not ok then
cecho("\n<firebrick>I could not delete the lines because: " .. err)
end
- Additional development notes
echoPopup, revised in PR #6946
- echoPopup([windowName,] text, {commands}, {hints}[, useCurrentFormatElseDefault])
- Creates text with a left-clickable link, and a right-click menu for more options at the end of the current line, like echo. The added text, upon being left-clicked, will do the first command in the list. Upon being right-clicked, it'll display a menu with all possible commands. The menu will be populated with hints, one for each line; if there is one extra hint then the first one will be used as a (maybe containing Qt rich-text markup) tool-tip for the text otherwise the remaining hints will be concatenated, one-per-line, as a tool-tip when the text is hovered over by the pointer.
- Parameters
- windowName:
- (optional) name of the window as a string to echo to. Use either main or omit for the main window, or the miniconsole's or user-window's name otherwise.
- text:
- the text string to display.
- {commands}:
- a table of lua code to do, in text strings or as functions (since Mudlet 4.11), i.e.
{[[send("hello")]], function() echo("hi!") end}
.
- {hints}:
- a table of strings which will be shown on the right-click menu and as a tool-tip for the text. If the number is the same as that of the commands table then they all will be used for the right-click menu and listed (one per line) as a plain text tooltip; alternatively if there is one extra in number than the commands table the first will be used purely for the tool tip and the remainder will be used for the right-click menu. This additional entry may be formatted as Qt style "rich-text" (in the same manner as labels elsewhere in the GUI).
- If a particular position in the commands table is an empty string "" but there is something in the hints table then it will be listed in the right-click menu but as it does not do anything it will be shown greyed-out i.e. disabled and will not be clickable.
- If a particular position in both the commands and the hints table are empty strings "" then this item will show as a separator (usually as a horizontal-line) in the right-click menu and it will not be clickable/do anything.
- useCurrentFormatElseDefault:
- (optional) a boolean value for using either the current formatting options (color, underline, italic and other effects) if true or the link default (blue underline) if false, if omitted the default format is used.
- Example
-- Create some text as a clickable with a popup menu, a left click will ''send "sleep"'':
echoPopup("activities to do", {function() send "sleep" end, function() send "sit" end, function() send "stand" end}, {"sleep", "sit", "stand"})
-- alternatively, put commands as text (in [[ and ]] to use quotation marks inside)
echoPopup("activities to do", {[[send "sleep"]], [[send "sit"]], [[send "stand"]]}, {"sleep", "sit", "stand"})
-- one can also provide helpful information
-- todo: an example with rich-text in the tool-tips(s) - not complete yet!
echoPopup("Fancy popup", {[[echo("Doing command 1 (default one)")]], "", "", [[echo("Doing command 3")]], [[echo("Doing another command (number 4)"]], [[echo("Doing another command (number 5)"]])}, {"<p>This tooltip has HTML type tags in/around it, and it will get word-wrapped automatically to fit into a reasonable rectangle.</p><p><b>Plus</b> it can have those HTML like <i>effects</i> and be easily formatted into more than one paragraph and with <span style=\"color:cyan\">bits</span> in <span style=\"color:lime\">different</span> colors!</p><p>This example also demonstrates how to produce disabled menu (right-click) items, how to insert separators and how it now will handle multiple items with the same hint (prior to PR 6945 such duplicates will all run the command associated with the last one!) If the first command/function is an empty string then clicking on the text will have no effect, but hovering the mouse over the text will still produce the tooltip, this could be useful to display extra information about the text without doing anything by default.</p>", "Command 1 (default)", "", "Command 2 (disabled)", "Command 3", "Another command", "Another command"}, true)
echo(" remaining text.\n")
hecho2cecho PR#6849 merged
- convertedString = hecho2cecho(str)
- Converts a hecho formatted string to a cecho formatted one.
- See also
- cecho2decho(), hecho2html()
- Parameters
- str
- string you wish to convert from hecho to cecho
- Returns
- a string formatted for cecho
- Example
-- convert to a hecho string and use cecho to display it
local hechoString = "#ff0000#b!!ALERT!!:#/b#ffa500 Something has gone wrong!\n""
cecho(hecho2cecho(hechoString))
hecho2decho PR#6849 merged
- convertedString = hecho2decho(str)
- Converts a hecho formatted string to a decho formatted one.
- See also
- decho2hecho(), hecho2html()
- Parameters
- str
- string you wish to convert from hecho to decho
- Returns
- a string formatted for decho
- Example
-- convert to a decho string and use decho to display it
local hechoString = "#ff0000#b!!ALERT!!:#/b#ffa500 Something has gone wrong!\n""
decho(hecho2decho(hechoString))
hecho2html PR#6849 merged
- convertedString = hecho2html(str[, resetFormat])
- Converts a hecho formatted string to an html formatted one.
- See also
- cecho2hecho(), hecho2html()
- Parameters
- str
- string you wish to convert from hecho to hecho
- resetFormat
- optional table of default formatting options. As returned by getLabelFormat()
- Returns
- a string formatted for html
- Example
-- create the base string
local hechoString = "#ff0000#b!!ALERT!!:#/b#ffa500 Something has gone wrong!\n""
-- create a label to display the result onto
testLabel = Geyser.Label:new({name = "testLabel"})
-- convert the hecho string to an html one, using the default formatting of testLabel created above
local htmlString = hecho2html(hechoString, testLabel:getFormat())
-- and finally echo it to the label to see
-- I use rawEcho as that displays the html exactly as given.
testLabel:rawEcho(htmlString)
insertPopup, revised in PR #6925
- insertPopup([windowName], text, {commands}, {hints}[{, tool-tips}][, useCurrentFormatElseDefault])
- Creates text with a left-clickable link, and a right-click menu for more options at the end of the current line, like echo. The added text, upon being left-clicked, will do the first command in the list. Upon being right-clicked, it'll display a menu with all possible commands. The menu will be populated with hints, one for each line; if a tool-tips table is not provided the same hints will also be listed one-per-line as a tool-tip but if a matching number of tool-tips are provided they will be concatenated to provide a tool-tip when the text is hovered over by the pointer - these tool-tips can be rich-text to produce information formatted with additional content in the same manner as labels.
- Parameters
- windowName:
- (optional) name of the window as a string to echo to. Use either main or omit for the main window, or the miniconsole's or user-window's name otherwise.
- text:
- the text string to display.
- {commands}:
- a table of lua code to do, in text strings or as functions (since Mudlet 4.11), i.e.
{[[send("hello")]], function() echo("hi!") end}
.
- {hints}:
- a table of strings which will be shown on the right-click menu (and popup if no {tool-tips} table is provided). If a particular position in both the commands and hints table are both the empty string "" but there is something in the tool-tips table, no entry for that position will be made in the context menu but the tool-tip can still display something which can include images or text.
- {tool-tips}:
- (optional) a table of possibly rich-text strings which will be shown on the popup if provided.
- useCurrentFormatElseDefault:
- (optional) a boolean value for using either the current formatting options (color, underline, italic and other effects) if true or the link default (blue underline) if false, if omitted the default format is used.
Note: Mudlet will distinguish between the optional tool-tips and the flag to switch between the standard link and the current text format by examining the type of the argument, as such this pair of arguments can be in either order.
- Example
-- Create some text as a clickable with a popup menu, a left click will ''send "sleep"'':
insertPopup("activities to do", {function() send "sleep" end, function() send "sit" end, function() send "stand" end}, {"sleep", "sit", "stand"})
-- alternatively, put commands as text (in [[ and ]] to use quotation marks inside)
insertPopup("activities to do", {[[send "sleep"]], [[send "sit"]], [[send "stand"]]}, {"sleep", "sit", "stand"})
-- one can also provide helpful information
-- todo: an example with rich-text in the tool-tips(s)
Discord Functions
- All functions to customize the information Mudlet displays in Discord's rich presence interface. For an overview on how all of these functions tie in together, see our Discord scripting overview.
Mud Client Media Protocol
- All GMCP functions to send sound and music events. For an overview on how all of these functions tie in together, see our MUD Client Media Protocol scripting overview.
Supported Protocols
Events
- New or revised events that Mudlet can raise to inform a profile about changes. See Mudlet-raised events for the existing ones.
sysSettingChanged, PR #7476
This event is raised when a Preferences or Mudlet setting has changed. The first argument contains the setting that was changed, further arguments detail the change.
Currently implemented sysSettingChanged events are;
- "main window font" - raised when the main window/console font has changed via API or Preferences window. Returns two additional arguments, the font family and the font size. e.g. {"main window font", "Times New Roman", 12 }
Note: pending, not yet available. See https://github.com/Mudlet/Mudlet/pull/7476
sysMapAreaChanged, PR #6615
Raised when the area being viewed in the mapper is changed, either by the player-room being set to a new area or the user selecting a different area in the area selection combo-box in the mapper controls area. Returns two additional arguments being the areaID of the area being switched to and then the one for the area that is being left.
Note: pending, not yet available. See https://github.com/Mudlet/Mudlet/pull/6615
sysMapWindowMousePressEvent, PR #6962
Raised when the mouse is left-clicked on the mapper window.
Note: pending, not yet available. See https://github.com/Mudlet/Mudlet/pull/6962
sysWindowOverflowEvent, PR #6872
Raised when the content in a mini-console/user window that has been set to be non-scrolling (see: enableScrolling(...) and disableScrolling(...)) overflows - i.e. fills the visible window and overflows off the bottom. Returns two additional arguments being the window's name as a string and the number of lines that have gone past that which can be shown on the current size of the window.
Note: pending, not yet available. See https://github.com/Mudlet/Mudlet/pull/6872 and https://github.com/Mudlet/Mudlet/pull/6848 for the Lua API functions (that also need documenting).