Scripting

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Revision as of 17:06, 27 December 2008 by Alex (talk | contribs) (→‎getObject)
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General

Visionaire 3.0 comes with a Scripting language which is a combination of Lua (http://www.lua.org) and a Visionaire Object Model. The object model is used to access the Visionaire data structure in a convinient way. Almost every instance in Visionaire is represented as an object (e.g. scene, character, interface, ...) which can be manipulated through the scripting language.

Online documentation about scripting Language:

Visionaire Object Model

All objects can be accessed and manipulated through the scripting language. All objects of the same type (e.g. scene or button) are stored in one table. The properties of an object can be accessed by defined fields for the specific table. All objects and its fields are documented in Visionaire Data Structure.

The field types of the data structure are mapped to Lua types in the following way:

Field Type

Lua Type

t_link

userdata (VisionaireObject) or string which describes the object path. See object access for description of the object path.

t_links

table (array) with Visionaire Objects (userdata or string, see t_link above) elements, each entry referencing one Visionaire Object.

t_int

number (integer)

t_float

number

t_bool

number (boolean)

t_point

table (with elements "x" and "y")

t_rect

table (with elements "x", "y", "width" and "height")

t_string

string

t_path

string

t_sprite

table (with element "path" and optional elements "x", "y", "cutting" (t_rect) and "transparent" (t_point))

t_vint

table with number (integer) elements

t_vfloat

table with number (float) elements

t_vpoint

table with t_point elements

t_vrect

table with t_rect elements

t_vstring

table with string elements

t_vpath

table with t_path elements

t_vsprite

table with t_sprite elements

VisionaireObject

Every instance of an object of the visionaire data structure is a VisionaireObject. With this object it is possible to read and manipulate the objects of the game.

The following methods are supported on a VisionaireObject:

isEmpty

Lua Syntax:

isEmpty()
  • Return Values
boolean

true if the object is empty, i.e. the VisionaireObject does not reference an object of the visionaire data structure.

isAnyObject

Lua Syntax:

isAnyObject()
  • Return Values
boolean

true if the object represents any object (isEmpty would return true because the object does not represent an object of the data structure). This is needed for actions where the user can set "[Any item]" for actions which should be executed in case an item was used.

getId

Lua Syntax:

getId()
  • Return Values
table

A table with the fields tableId and id returning the table id and object id of the VisionaireObject.

getParent

Lua Syntax:

getParent()
  • Return Values
VisionaireObject

The parent object for this object. An object has always a parent which contains it - only the game object has no parent.

getObject

Lua Syntax:

getObject(path)
  • Arguments
path

Path to a Visionaire Object. The path has to start with a dot '.' and then a field name (field type must either be t_link or t_links). For t_links fields you must specify an object name in brackets ('[',']'). For t_link fields there are no brackets. The path is relative to this object. See object access for description of the object path.

  • Return Values
VisionaireObject
The found visionaire object or an empty object if no object was found.
  • Example:
local scene = getObject("Scenes[Bedroom]")
local deskCond = scene:getObject(".SceneObjects[Desk].ObjectCondition")

Exported objects

The following objects are exported to the Lua scripting environment:

  • currentAction: a visionaire object which represents the action where the current script was called from.
  • emptyObj: an empty visionaire object.

Accessing an object

Use the getObject command to access a visionaire object. Pass an object path to the command to get the visionaire object.

Examples:

local mother = getObject("Characters[Mother]")
local cond = getObject("Scenes[Forest].SceneObjects[Tree].ObjectCondition")

Whenever an object path is needed you can specify it the following way:
1. start with a Table (as is shown in the table column of the Visionaire Data Structure).
2. if this table is not "Game" (this table has only one object) then you have to write the name of the object inside bracktes ('[' and ']').
3. either goto 7. or continue with 4.
4. write a dot '.' and then a fieldname of this object (the field type must either be t_link or t_links).
5. if the field type is t_links then goto 2., else goto 6.
6. either goto 7. or goto 4. (access another link)
7. done. A valid object is specified.

Examples:

Game.CharacterLinks[Tom]
Scenes[Room].SceneObjects[start].SceneConditions[game started?]
Characters[Tom].CharacterInterfaces[Tom-MI3]

Alternatively, you can also access an object by its table-id and object-id. It can be specified by a tuple:
(table-id,object-id)

Example:

(0,6)

Selects the object with id 6 from table 0 (characters).

Commands

Commands for Visionaire Player only