Difference between revisions of "Area 51"

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(→‎Scripting Object Functions: -deleteNamedTimers, deleteAllNamedTimers, getNamedTimers, registerNamedTimer, resumeNamedTimer, stopAllNamedTimers, stopNamedTimer)
(→‎Miscellaneous Functions: publish deleteAllNamedEventHandlers, deleteNamedEventHandlers, getNewIDManager, getNamedEventHandlers, registerNamedEventHandler, resumeNamedEventHandler, stopAllNamedEventHandlers, stopNamedEventHandler)
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: Miscellaneous functions.
 
: Miscellaneous functions.
  
==deleteAllNamedEventHandlers==
+
==getCharacterName, PR #3952 open==
; deleteAllNamedEventHandlers(userName)
 
 
 
:Deletes all named event handlers for userName and prevents them from firing any more. Information is deleted and cannot be retrieved.
 
 
 
;See also: [[Manual:Lua_Functions#registerNamedEventHandler|registerNamedEventHandler()]], [[Manual:Lua_Functions#stopNamedEventHandler|stopNamedEventHandler()]]
 
 
 
{{MudletVersion|4.14}}
 
 
 
;Parameters
 
* ''userName:''
 
: The user name the event handler was registered under.
 
 
 
;Example
 
<syntaxhighlight lang="lua">
 
deleteAllNamedEventHandlers("Demonnic") -- emergency stop or debugging situation, most likely.
 
</syntaxhighlight>
 
 
 
==deleteNamedEventHandler==
 
; success = deleteNamedEventHandler(userName, handlerName)
 
 
 
:Deletes a named event handler with name handlerName and prevents it from firing any more. Information is deleted and cannot be retrieved.
 
 
 
;See also: [[Manual:Lua_Functions#registerNamedEventHandler|registerNamedEventHandler()]], [[Manual:Lua_Functions#stopNamedEventHandler|stopNamedEventHandler()]]
 
 
 
{{MudletVersion|4.14}}
 
 
 
;Parameters
 
* ''userName:''
 
: The user name the event handler was registered under.
 
* ''handlerName:''
 
: The name of the handler to stop. Same as used when you called [[Manual:Lua_Functions#registerNamedEventHandler|registerNamedEventHandler()]]
 
 
 
;Returns
 
* true if successful, false if it didn't exist
 
;Example
 
<syntaxhighlight lang="lua">
 
local deleted = deletedNamedEventHandler("Demonnic", "Vitals")
 
if deleted then
 
  cecho("Vitals deleted forever!!")
 
else
 
  cecho("Vitals doesn't exist and so could not be deleted.")
 
end
 
</syntaxhighlight>
 
 
 
==getCharacterName==
 
 
;getCharacterName()
 
;getCharacterName()
  
Line 133: Line 88:
 
</syntaxhighlight>
 
</syntaxhighlight>
  
==getCustomLoginTextId==
+
==getCustomLoginTextId, PR #3952 open==
 
;getCustomLoginTextId()
 
;getCustomLoginTextId()
  
Line 167: Line 122:
 
</syntaxhighlight>
 
</syntaxhighlight>
  
==getNewIDManager==
+
==sendCharacterName, PR #3952 open==
; getNewIDManager()
 
 
 
:Returns an IDManager object, for manager your own set of named events and timers isolated from the rest of the profile.
 
 
 
;See also: [[Manual:Lua_Functions#registerNamedEventHandler|registerNamedEventHandler()]], [[Manual:Lua_Functions#registerNamedTimer|registerNamedTimer()]]
 
 
 
{{MudletVersion|4.14}}
 
 
 
;Returns
 
* an IDManager for managing your own named events and timers
 
 
 
;Example
 
<syntaxhighlight lang="lua">
 
demonnic = demonnic or {}
 
demonnic.IDManager = getNewIDManager()
 
local idm = demonnic.IDManager
 
-- assumes you have defined demonnic.vitalsUpdate and demonnic.balanceChecker as functions
 
idm:registerEvent("DemonVitals", "gmcp.Char.Vitals", demonnic.vitalsUpdate)
 
idm:registerTimer("Balance Check", 1, demonnic.balanceChecker)
 
idm:stopEvent("DemonVitals")
 
</syntaxhighlight>
 
 
 
==getNamedEventHandlers==
 
; handlers = getNamedEventHandlers(userName)
 
 
 
:Returns a list of all userName's named event handlers' names as a table.
 
 
 
;See also: [[Manual:Lua_Functions#registerNamedEventHandler|registerNamedEventHandler()]]
 
 
 
{{MudletVersion|4.14}}
 
 
 
;Parameters
 
* ''userName:''
 
: The user name the event handler was registered under.
 
 
 
;Returns
 
* a table of handler names. { "DemonVitals", "DemonInv" } for example. {} if none are registered
 
 
 
;Example
 
<syntaxhighlight lang="lua">
 
  local handlers = getNamedEventHandlers()
 
  display(handlers)
 
  -- {}
 
  registerNamedEventHandler("Test1", "testEvent", "testFunction")
 
  registerNamedEventHandler("Test2", "someOtherEvent", myHandlerFunction)
 
  handlers = getNamedEventHandlers()
 
  display(handlers)
 
  -- { "Test1", "Test2" }
 
</syntaxhighlight>
 
 
 
==registerNamedEventHandler==
 
; success = registerNamedEventHandler(userName, handlerName, eventName, functionReference, [oneShot])
 
 
 
:Registers a named event handler with name handlerName. Named event handlers are protected from duplication and can be stopped and resumed, unlike anonymous event handlers. A separate list is kept per userName
 
 
 
;See also: [[Manual:Lua_Functions#registerAnonymousEventHandler|registerAnonymousEventHandler()]], [[Manual:Lua_Functions#stopNamedEventHandler|stopNamedEventHandler()]], [[Manual:Lua_Functions#resumeNamedEventHandler|resumeNamedEventHandler()]], [[Manual:Lua_Functions#deleteNamedEventHandler|deleteNamedEventHandler()]], [[Manual:Lua_Functions#registerNamedTimer|registerNamedTimer()]]
 
 
 
{{MudletVersion|4.14}}
 
 
 
;Parameters
 
* ''userName:''
 
: The user name the event handler was registered under.
 
* ''handlerName:''
 
: The name of the handler. Used to reference the handler in other functions and prevent duplicates. Recommended you use descriptive names, "hp" is likely to collide with something else, "DemonVitals" less so.
 
* ''eventName:''
 
: The name of the event the handler responds to. [[Manual:Event_Engine#Mudlet-raised_events|See here]] for a list of Mudlet-raised events.
 
* ''functionReference:''
 
: The function reference to run when the event comes in. Can be the name of a function, "handlerFuncion", or the lua function itself.
 
* ''oneShot:''
 
: (optional) if true, the event handler will only fire once when the event is raised. If you need to extend a one shot event handler for "one more check" you can have the handler return true, and it will keep firing until the function does not return true.
 
 
 
;Returns
 
* true if successful, otherwise errors.
 
 
 
;Example
 
<syntaxhighlight lang="lua">
 
-- register a named event handler. Will call demonVitalsHandler(eventName, ...) when gmcp.Char.Vitals is raised.
 
local ok = registerNamedEventHandler("Demonnic", "DemonVitals", "gmcp.Char.Vitals", "demonVitalsHandler")
 
if ok then
 
  cecho("Vitals handler switched to demonVitalsHandler")
 
end
 
 
 
-- something changes later, and we want to handle vitals with another function, demonBlackoutHandler()
 
-- note we do not use "" around demonBlackoutHandler but instead pass the function itself. Both work.
 
-- using the same handlerName ("DemonVitals") means it will automatically unregister the old handler
 
-- and reregister it using the new information.
 
local ok = registerNamedEventHandler("Demonnic", "DemonVitals", "gmcp.Char.Vitals", demonBlackoutHandler)
 
if ok then
 
  cecho("Vitals handler switched to demonBlackoutHandler")
 
end
 
 
 
-- Now you want to check your inventory, but you only want to do it once, so you pass the optional oneShot as true
 
local function handleInv()
 
  local list = gmcp.Char.Items.List
 
  if list.location ~= "inventory" then
 
    return true -- if list.location is, say "room" then we need to keep responding until it's "inventory"
 
  end
 
  display(list.items) -- you would probably store values and update displays or something, but here I'll just show the data as it comes in
 
end
 
 
 
-- you can ignore the response from registerNamedEventHandler if you want, it's always going to be true
 
-- unless there is an error, in which case it throws the error and halts execution anyway. The return is
 
-- in part for feedback when using the lua alias or other REPL window.
 
registerNamedEventHandler("Demonnic", "DemonInvCheck", "gmcp.Char.Items.List", handleInv, true)
 
</syntaxhighlight>
 
 
 
==resumeNamedEventHandler==
 
; success = resumeNamedEventHandler(userName, handlerName)
 
 
 
:Resumes a named event handler with name handlerName and causes it to start firing once more
 
 
 
;See also: [[Manual:Lua_Functions#registerNamedEventHandler|registerNamedEventHandler()]], [[Manual:Lua_Functions#stopNamedEventHandler|stopNamedEventHandler()]]
 
 
 
{{MudletVersion|4.14}}
 
 
 
;Parameters
 
* ''userName:''
 
: The user name the event handler was registered under.
 
* ''handlerName:''
 
: The name of the handler to resume. Same as used when you called [[Manual:Lua_Functions#registerNamedEventHandler|registerNamedEventHandler()]]
 
 
 
;Returns
 
* true if successful, false if it didn't exist.
 
 
 
;Example
 
<syntaxhighlight lang="lua">
 
local resumed = resumeNamedEventHandler("Demonnic", "DemonVitals")
 
if resumed then
 
  cecho("DemonVitals resumed!")
 
else
 
  cecho("DemonVitals doesn't exist, cannot resume it")
 
end
 
</syntaxhighlight>
 
 
 
==sendCharacterName==
 
 
;sendCharacterName()
 
;sendCharacterName()
  
Line 312: Line 132:
 
{{note}} Not available yet. See https://github.com/Mudlet/Mudlet/pull/3952
 
{{note}} Not available yet. See https://github.com/Mudlet/Mudlet/pull/3952
  
 
+
==sendCharacterPassword, PR #3952 open==
==sendCharacterPassword==
 
 
;sendCharacterPassword()
 
;sendCharacterPassword()
  
Line 334: Line 153:
 
</syntaxhighlight>
 
</syntaxhighlight>
  
 
+
==sendCustomLoginText, PR #3952 open==
==sendCustomLoginText==
 
 
;sendCustomLoginText()
 
;sendCustomLoginText()
  
Line 366: Line 184:
 
     tempTime(2.0, [[sendCustomLoginText()]], 1)
 
     tempTime(2.0, [[sendCustomLoginText()]], 1)
 
   end
 
   end
end
 
</syntaxhighlight>
 
 
==stopAllNamedEventHandlers==
 
; stopAllNamedEventHandlers(userName)
 
 
:Stops all named event handlers and prevents them from firing any more. Information is retained and handlers can be resumed.
 
 
;See also: [[Manual:Lua_Functions#registerNamedEventHandler|registerNamedEventHandler()]], [[Manual:Lua_Functions#stopNamedEventHandler|stopNamedEventHandler()]], [[Manual:Lua_Functions#resumeNamedEventHandler|resumeNamedEventHandler()]]
 
 
{{MudletVersion|4.14}}
 
 
;Parameter
 
* ''userName:''
 
: The user name the event handler was registered under.
 
 
;Example
 
<syntaxhighlight lang="lua">
 
stopAllNamedEventHandlers() -- emergency stop situation, most likely.
 
</syntaxhighlight>
 
 
==stopNamedEventHandler==
 
; success = stopNamedEventHandler(userName, handlerName)
 
 
:Stops a named event handler with name handlerName and prevents it from firing any more. Information is stored so it can be resumed later if desired.
 
 
;See also: [[Manual:Lua_Functions#registerNamedEventHandler|registerNamedEventHandler()]], [[Manual:Lua_Functions#resumeNamedEventHandler|resumeNamedEventHandler()]]
 
 
{{MudletVersion|4.14}}
 
 
;Parameters
 
* ''userName:''
 
: The user name the event handler was registered under.
 
* ''handlerName:''
 
: The name of the handler to stop. Same as used when you called [[Manual:Lua_Functions#registerNamedEventHandler|registerNamedEventHandler()]]
 
 
;Returns
 
* true if successful, false if it didn't exist or was already stopped
 
 
;Example
 
<syntaxhighlight lang="lua">
 
local stopped = stopNamedEventHandler("DemonVitals")
 
if stopped then
 
  cecho("DemonVitals stopped!")
 
else
 
  cecho("DemonVitals doesn't exist or already stopped; either way it won't fire any more.")
 
 
end
 
end
 
</syntaxhighlight>
 
</syntaxhighlight>

Revision as of 23:19, 21 November 2021

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.

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.

mapSymbolFontInfo, PR #4038 closed

mapSymbolFontInfo()
See also: setupMapSymbolFont()

Note 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).


setupMapSymbolFont, PR #4038 closed

setupMapSymbolFont(fontName[, onlyUseThisFont[, scalingFactor]])
configures the font used for symbols in the (2D) map.
See also: mapSymbolFontInfo()

Note 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.

getCharacterName, PR #3952 open

getCharacterName()
Returns the name entered into the "Character name" field on the Connection Preferences form. Can be used to find out the name that might need to be handled specially in scripts or anything that needs to be personalized to the player. If there is nothing set in that entry will return an empty string.

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: sendCharacterName(), sendCharacterPassword(), sendCustomLoginText(), getCustomLoginTextId().

Note Note: Not available yet. See https://github.com/Mudlet/Mudlet/pull/3952

Example
lua send("cast 'glamor' " .. getCharacterName())

You get a warm feeling passing from your core to the tips of your hands, feet and other body parts.
A small twittering bird settles on your shoulder and starts to look adoringly at you.
A light brown faun gambles around you and then nuzzles your hand.
A tawny long-haired cat saunters over and start to rub itself against your ankles.
A small twittering bird settles on your shoulder and starts to look adoringly at you.
A light brown faun gambles around you and then nuzzles your hand.
A small twittering bird settles on your shoulder and starts to look adoringly at you.
A mangy dog trots up to you and proceeds to mark the bottom of your leggings.

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.

See also: getCharacterName(), sendCharacterName(), sendCustomLoginText(), sendPassword().

Note Note: Not available yet. See https://github.com/Mudlet/Mudlet/pull/3952

Only one custom login text has been defined initially:

Predefined custom login texts
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 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.

See also: getCharacterName(), sendCustomLoginText(), getCustomLoginTextId(), sendCharacterName().

Note 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.

See also: getCharacterName(), sendCharacterName(), sendPassword(), getCustomLoginTextId().

Note Note: Not available yet. See https://github.com/Mudlet/Mudlet/pull/3952

Only one custom login text has been defined initially:

Predefined custom login texts
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 Mudlets scripting objects - triggers, aliases, and so forth.

Networking Functions

A collection of functions for managing networking.

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.

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.