On Thu, 2009-01-29 at 19:54 +0100, Guillaume Melquiond wrote:
> Hi,
> 
> After being summoned on #wesnoth-dev a few days ago, I decided to take
> a look at the forums and I noticed the "Why not LUA?" topic there. I
> did get to experiment with Lua when reimplementing the server of TMW.
> (All the NPCs/quests of this MMORPG are now coded in Lua, as its
> coroutines make it trivial for non-coders to avoid state machines.)
> While Wesnoth does not require coroutines, the Lua language was
> sufficiently welcomed by TMW designers so that I feel Wesnoth could
> benefit from it too.

To make things clear, I am delighted that rather than telling the
Wesnoth developers what we could, should, or would do, someone is
actually doing something productive in terms of making an extensible
programming language system for Wesnoth.

Thank you for working on this! I hope it turns out well, and
whole-heartedly support a quality implementation of this going into
mainline.

David

>  Due to some social/political events today, I was
> stuck at home a part of the day, so I decided to give it a try.
> 
> See https://gna.org/patch/index.php?1120 for a proof of concept.
> 
> This patch implements a [lua] tag that can used as an event action.
> 
> What is working:
> - firing WML events from Lua,
> - translation/localization of strings in Lua code.
> 
> What I haven't tested:
> - loading a savegame containing Lua; not sure how garbled the embedded
> code will get.
> 
> What is missing:
> - a way to query about things, e.g. the unit at a given position,
> - a way to have persistent data across save/load and to share
> variables between Lua and WML (there is already a way in fact since
> communications work both ways between Lua and WML, but it is too ugly
> for words),
> - lots of actions other than just firing events (which means either
> copy-pasting game_events.cpp or factoring the code),
> - other places where to put Lua code, for instance inside filters.
> 
> I intend to work a bit more on the patch, in particular the "query"
> and "variable sharing" parts. But I wouldn't mind some early feedback
> on the approach of embedding Lua code inside WML.
> 
> Best regards,
> 
> Guillaume
> 
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