Overview of Lua scripting ######################### Language and sandboxing ======================= OpenMW supports scripts written in Lua 5.1. There are no plans to switch to any newer version of the language, because newer versions are not supported by LuaJIT. Here are starting points for learning Lua: - `Programing in Lua `__ (first edition, aimed at Lua 5.0) - `Lua 5.1 Reference Manual `__ Each script works in a separate sandbox and doesn't have any access to the underlying operating system. Only a limited list of allowed standard libraries can be used: `coroutine `__, `math `__, `string `__, `table `__. These libraries are loaded automatically and are always available (except the function `math.randomseed` -- it is called by the engine on startup and not available from scripts). Allowed `basic functions `__: ``assert``, ``error``, ``ipairs``, ``next``, ``pairs``, ``pcall``, ``print``, ``select``, ``tonumber``, ``tostring``, ``type``, ``unpack``, ``xpcall``, ``rawequal``, ``rawget``, ``rawset``, ``getmetatable``, ``setmetatable``. Loading libraries with ``require('library_name')`` is allowed, but limited. It works this way: 1. If `library_name` is one of the standard libraries, then return the library. 2. If `library_name` is one of the built-in `API packages`_, then return the package. 3. Otherwise search for a Lua source file with such name in :ref:`data folders `. For example ``require('my_lua_library.something')`` will try to open the file ``my_lua_library/something.lua``. Loading DLLs and precompiled Lua files is intentionally prohibited for compatibility and security reasons. Basic concepts ============== Game object Any object that exists in the game world and has a specific location. Player, actors, items, and statics are game objects. Record Persistent information about an object. Includes starting stats and links to assets, but doesn't have a location. Game objects are instances of records. Some records (e.g. a unique NPC) have a single instance, some (e.g. a specific potion) may correspond to multiple objects. .. note:: Don't be confused with MWSE terminology. In MWSE game objects are "references" and records are "objects". Cell An area of the game world. A position in the world is a link to a cell and X, Y, Z coordinates in the cell. At a specific moment in time each cell can be active or inactive. Inactive cells don't perform physics updates. Global scripts Lua scripts that are not attached to any game object and are always active. Global scripts can not be started or stopped during a game session. Lists of global scripts are defined by `omwscripts` files, which should be :ref:`registered ` in `openmw.cfg`. Local scripts Lua scripts that are attached to some game object. A local script is active only if the object it is attached to is in an active cell. There are no limitations to the number of local scripts on one object. Local scripts can be attached to (or detached from) any object at any moment by a global script. In some cases inactive local scripts still can run code (for example during saving and loading), but while inactive they can not see nearby objects. Player scripts A specific kind of local scripts; *player script* is a local script that is attached to a player. It can do everything that a normal local script can do, plus some player-specific functionality (e.g. control UI and camera). This scripting API was developed to be conceptually compatible with `multiplayer `__. In multiplayer the server is lightweight and delegates most of the work to clients. Each client processes some part of the game world. Global scripts are server-side and local scripts are client-side. Because of this, there are several rules for the Lua scripting API: 1. A local script can see only some area of the game world (cells that are active on a specific client). Any data from inactive cells can't be used, as they are not synchronized and could be already changed on another client. 2. A local script can only modify the object it is attached to. Other objects can theoretically be processed by another client. To prevent synchronization problems the access to them is read-only. 3. Global scripts can access and modify the whole game world including unloaded areas, but the global scripts API is different from the local scripts API and in some aspects limited, because it is not always possible to have all game assets in memory at the same time. 4. Though the scripting system doesn't actually work with multiplayer yet, the API assumes that there can be several players. That's why any command related to UI, camera, and everything else that is player-specific can be used only by player scripts. How to run a script =================== Let's write a simple example of a `Player script`: .. code-block:: Lua -- Saved to my_lua_mod/example/player.lua local ui = require('openmw.ui') return { engineHandlers = { onKeyPress = function(key) if key.symbol == 'x' then ui.showMessage('You have pressed "X"') end end } } In order to attach it to the player we also need a global script: .. code-block:: Lua -- Saved to my_lua_mod/example/global.lua return { engineHandlers = { onPlayerAdded = function(player) player:addScript('example/player.lua') end } } And one more file -- to start the global script: :: # Saved to my_lua_mod/my_lua_mod.omwscripts # It is just a list of global scripts to run. Each file is on a separate line. example/global.lua Finally :ref:`register ` it in ``openmw.cfg``: :: data=path/to/my_lua_mod lua-scripts=my_lua_mod.omwscripts Now every time the player presses "X" on a keyboard, a message is shown. Hot reloading ============= It is possible to modify a script without restarting OpenMW. To apply changes, open the in-game console and run the command: ``reloadlua``. This will restart all Lua scripts using the `onSave and onLoad`_ handlers the same way as if the game was saved or loaded. It works only with existing ``*.lua`` files that are not packed to any archives. Adding new scripts or modifying ``*.omwscripts`` files always requires restarting the game. Script structure ================ Each script is a separate file in the game assets. `Starting a script` means that the engine runs the file, parses the table it returns, and registers its interface, event handlers, and engine handlers. The handlers are permanent and exist until the script is stopped (if it is a local script, because global scripts can not be stopped). Here is an example of a basic script structure: .. code-block:: Lua local util = require('openmw.util') local function onUpdate(dt) ... end local function onSave() ... return data end local function onLoad(data) ... end local function myEventHandler(eventData) ... end local function somePublicFunction(params, ...) ... end return { interfaceName = 'MyScriptInterface', interface = { somePublicFunction = somePublicFunction, }, eventHandlers = { MyEvent = myEventHandler }, engineHandlers = { onUpdate = onUpdate, onSave = onSave, onLoad = onLoad, } } .. note:: Every instance of every script works in a separate enviroment, so it is not necessary to make everything local. It's local just because it makes the code a bit faster. All sections in the returned table are optional. If you just want to do something every frame, it is enough to write the following: .. code-block:: Lua return { engineHandlers = { onUpdate = function() print('Hello, World!') end } } Engine handlers =============== An engine handler is a function defined by a script, that can be called by the engine. I.e. it is an engine-to-script interaction. Not visible to other scripts. If several scripts register an engine handler with the same name, the engine calls all of them in the same order as the scripts were started. Some engine handlers are allowed only for global, or only for local/player scripts. Some are universal. See :ref:`Engine handlers reference`. onSave and onLoad ================= When a game is saved or loaded, the engine calls the engine handlers `onSave` or `onLoad` for every script. The value that `onSave` returns will be passed to `onLoad` when the game is loaded. It is the only way to save the internal state of a script. All other script variables will be lost after closing the game. The saved state must be :ref:`serializable `. The list of active global scripts is controlled by ``*.omwscripts`` files. Loading a save doesn't synchronize the list of global scripts with those that were active previously, it only calls `onLoad` for those currently active. For local scripts the situation is different. When a save is loading, it tries to run all local scripts that were saved. So if ``lua-scripts=`` entries of some mod are removed, but ``data=`` entries are still enabled, then local scripts from the mod may still run. `onSave` and `onLoad` can be called even for objects in inactive state, so it shouldn't use `openmw.nearby`. An example: .. code-block:: Lua ... local scriptVersion = 3 -- increase it every time when `onSave` is changed local function onSave() return { version = scriptVersion some = someVariable, someOther = someOtherVariable } end local function onLoad(data) if not data or not data.version or data.version < 2 then print('Was saved with an old version of the script, initializing to default') someVariable = 'some value' someOtherVariable = 42 return end if data.version > scriptVersion then error('Required update to a new version of the script') end someVariable = data.some if data.version == scriptVersion then someOtherVariable = data.someOther else print(string.format('Updating from version %d to %d', data.version, scriptVersion)) someOtherVariable = 42 end end return { engineHandlers = { onUpdate = update, onSave = onSave, onLoad = onLoad, } } Serializable data ----------------- `Serializable` value means that OpenMW is able to convert it to a sequence of bytes and then (probably on a different computer and with different OpenMW version) restore it back to the same form. Serializable value is one of: - `nil` value - a number - a string - a game object - a value of a type, defined by :ref:`openmw.util ` - a table whith serializable keys and values Serializable data can not contain: - Functions - Tables with custom metatables - Several references to the same table. For example ``{ x = some_table, y = some_table }`` is not allowed. - Circular references (i.e. when some table contains itself). API packages ============ API packages provide functions that can be called by scripts. I.e. it is a script-to-engine interaction. A package can be loaded with ``require('')``. It can not be overloaded even if there is a lua file with the same name. The list of available packages is different for global and for local scripts. Player scripts are local scripts that are attached to a player. +---------------------------------------------------------+--------------------+---------------------------------------------------------------+ | Package | Can be used | Description | +=========================================================+====================+===============================================================+ |:ref:`openmw.interfaces