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Reference

Lua Primer

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Flagged for Review. Incomplete or outdated information may be present.

Overview

Core uses Lua, a lightweight and flexible programming language to accomplish scripting in the engine. It is a dynamically typed language, has no inbuilt conception of classes, and has minimal to no data structures present in the base language. As of late May 2019, we are using Lua version 5.3.4.

The next steps depend on your level of previous programming experience.

Beginner

After you're done reading this primer, check out this tutorial, and review the official docs after.

Programming In Lua (official link) is based on Lua 5.0 and missing additions of later version!

Intermediate

Skim through the beginner content, then try our Manticoin Game tutorial.

Advanced

Check out this primer, or this reference-sheet for tips on syntax. Use the official reference as needed, then make yourself familiar with the Core API and take a look at our style guide and Editor extensions.

Coming from other platforms

Other platforms also have good sources of documentation for Lua. Check out Coming to Core from Other Platforms for a few hints on what's different in Core.

Basics

While there are already a ton of good Lua tutorials out there, we're still going to teach you the most basic things right here.

-- Two dashes start a one-line comment.

--[[
     Adding two ['s and ]'s makes it a
     multi-line comment.
--]]

Variables and Flow Control

num = 42  -- All numbers are doubles.
-- Don't freak out, 64-bit doubles have 52 bits for
-- storing exact int values; machine precision is
-- not a problem for ints that need < 52 bits.

s = 'walternate'  -- Immutable strings like Python.
t = "double-quotes are also fine"
u = [[ Double brackets
       start and end
       multi-line strings.]]
t = nil  -- Undefines t; Lua has garbage collection.

-- Blocks are denoted with keywords like do/end:
while num < 50 do
  num = num + 1  -- No ++ or += type operators.
end

-- If clauses:
if num > 40 then
  print("over 40")
elseif s ~= "walternate" then  -- ~= is not equals.
  -- Equality check is == like Python; ok for strs.
  io.write("not over 40\n")  -- Defaults to stdout.
else
  -- Variables are global by default.
  thisIsGlobal = 5  -- Camel case is common.

  -- How to make a variable local:
  local line = io.read()  -- Reads next stdin line.

  -- String concatenation uses the .. operator:
  print("Winter is coming, " .. line)
end

-- Undefined variables return nil.
-- This is not an error:
foo = anUnknownVariable  -- Now foo = nil.

aBoolValue = false

-- Only nil and false are falsy; 0 and "" are true!
if not aBoolValue then print("twas false") end

-- "or" and "and" are short-circuited.
-- This is similar to the a?b:c operator in C/js:
ans = aBoolValue and "yes" or "no"  --> "no"

karlSum = 0
for i = 1, 100 do  -- The range includes both ends.
  karlSum = karlSum + i
end

-- The range is: begin, end[, step], use -1 as the range to count down

fredSum = 0
for j = 100, 1, -1 do
  fredSum = fredSum + j
end

-- Another loop construct:
repeat
  print("the way of the future")
  num = num - 1
until num == 0

Functions

function Fib(n)
  if n < 2 then return 1 end
  return Fib(n - 2) + Fib(n - 1)
end

-- Closures and anonymous functions are ok:

function Adder(x)
  -- The returned function is created when Adder is
  -- called, and remembers the value of x:
  return function(y) return x + y end
end

a1 = Adder(9)
a2 = Adder(36)
print(a1(16))  --> "25"
print(a2(64))  --> "100"

-- Returns, func calls, and assignments all work
-- with lists that may be mismatched in length.
-- Unmatched receivers are nil.
-- Unmatched senders are discarded.

x, y, z = 1, 2, 3, 4

-- Now x = 1, y = 2, z = 3, and 4 is thrown away.

function Bar(a, b, c)
  print(a, b, c)
  return 4, 8, 15, 16, 23, 42
end

x, y = Bar("zaphod")  --> "zaphod  nil nil"
-- Now x = 4, y = 8, values 15..42 are discarded.

-- Functions are first-class, may be local/global.
-- These are the same:

function F(x)
  return x * x
end

F = function(x)
  return x * x
end

-- And so are these:

local function G(x)
  return math.sin(x) -- Trigonometry funcs work in radians, by the way.
end

local G
G = function(x)
  return math.sin(x)
end
-- the "local G" declaration makes g-self-references ok.

Tables

-- Tables = Lua's only compound data structure;
--          they are associative arrays.
-- Similar to php arrays or js objects, they are
-- hash-lookup dicts that can also be used as lists.

-- Using tables as dictionaries / maps:

-- Dict literals have string keys by default:

t = {key1 = 'value1', key2 = false}

-- String keys can use js-like dot notation:

print(t.key1)  --> "value1"
t.newKey = {}  -- Adds a new key/value pair.
t.key2 = nil   -- Removes key2 from the table.

-- Literal notation for any (non-nil) value as key:

u = {["@!#"] = "qbert", [{}] = 1729, [6.28] = "tau"}
print(u[6.28])  --> "tau"

-- Key matching is basically by value for numbers
-- and strings, but by identity for tables.

a = u["@!#"]  -- Now a = "qbert".
b = u[{}]     -- We might expect 1729, but it's nil:

-- b = nil since the lookup fails. It fails
-- because the key we used is not the same object
-- as the one used to store the original value. So
-- strings & numbers are more portable keys.

-- A one-table-param function call needs no parens:

function H(x)
  print(x.key1)
end

h{key1 = "Sonmi~451"}  --> "Sonmi~451"

-- There are two types of table iterators in Lua
-- pairs() returns key-value pairs and is mostly used for associative tables.
-- Attention: Key order is unspecified.

u = {}
u[1] = "a" -- Attention: Indices start at 1 in Lua!
u[3] = "b"
u[2] = "c"
u[4] = "d"
u["hello"] = "world"

for key, val in pairs(u) do
  print(key, val)
end

-- will print:
-- 1  a
-- 2  c
-- 3  b
-- 4  d
-- hello  world

-- ipairs() returns index-value pairs and is used for numeric tables.
-- Non numeric keys in an array are ignored, while the index order is in numeric order.
-- When you create tables without keys, ipairs behaves as a numeric array and therefore the same as pairs.
-- Attention: ipairs stops when it first encounters a gap.

for index, val in ipairs(u) do
  print(index, val)
end

-- will print:
-- 1  a
-- 2  c
-- 3  b
-- 4  d

-- _G is a special table of all globals.
print(_G["_G"] == _G)  --> "true"

-- Using tables as lists / arrays:

-- List literals implicitly set up int keys:
v = {"value1", "value2", 1.21, "gigawatts"}

for i = 1, #v do  -- #v is the size of v for lists.
  print(v[i])
end

-- A 'list' is not a real type. v is just a table
-- with consecutive integer keys, treated as a list.

Metatables and Metamethods

-- A table can have a metatable that gives the table
-- operator-overloadish behavior. Later we'll see
-- how metatables support js-prototypey behavior.

f1 = {a = 1, b = 2}  -- Represents the fraction a/b.
f2 = {a = 2, b = 3}

-- This would fail:
-- s = f1 + f2

metafraction = {}
function metafraction.__add(f1, f2)
  sum = {}
  sum.b = f1.b * f2.b
  sum.a = f1.a * f2.b + f2.a * f1.b
  return sum
end

setmetatable(f1, metafraction)
setmetatable(f2, metafraction)

s = f1 + f2  -- call __add(f1, f2) on f1's metatable

-- f1, f2 have no key for their metatable, unlike
-- prototypes in js, so you must retrieve it as in
-- getmetatable(f1). The metatable is a normal table
-- with keys that Lua knows about, like __add.

-- But the next line fails since s has no metatable:
-- t = s + s
-- Class-like patterns given below would fix this.

-- An __index on a metatable overloads dot lookups:

defaultFavs = {animal = "gru", food = "donuts"}
myFavs = {food = "pizza"}
setmetatable(myFavs, {__index = defaultFavs})
eatenBy = myFavs.animal  -- works! thanks, metatable

-- Direct table lookups that fail will retry using
-- the metatable's __index value, and this recurses.

-- An __index value can also be a function(tbl, key)
-- for more customized lookups.

-- Values of __index,add, .. are called metamethods.
-- Full list. Here a is a table with the metamethod.

-- __add(a, b)                     for a + b
-- __sub(a, b)                     for a - b
-- __mul(a, b)                     for a * b
-- __div(a, b)                     for a / b
-- __mod(a, b)                     for a % b
-- __pow(a, b)                     for a ^ b
-- __unm(a)                        for -a
-- __concat(a, b)                  for a .. b
-- __len(a)                        for #a
-- __eq(a, b)                      for a == b
-- __lt(a, b)                      for a < b
-- __le(a, b)                      for a <= b
-- __index(a, b)  <fn or a table>  for a.b
-- __newindex(a, b, c)             for a.b = c
-- __call(a, ...)                  for a(...)

Class-like Tables and Inheritance

-- Classes aren't built in but there are different ways
-- to make them using tables and metatables.

Dog = {}                                   -- 1.

function Dog:New()                         -- 2.
  newObj = {sound = "woof"}                -- 3.
  self.__index = self                      -- 4.
  return setmetatable(newObj, self)        -- 5.
end

function Dog:MakeSound()                   -- 6.
  print("I say " .. self.sound)
end

mrDog = Dog:New()                          -- 7.
mrDog:MakeSound()  --> "I say woof"        -- 8.

-- 1. Dog acts like a class; it's really a table.
-- 2. function tablename:fn(...) is the same as
--    function tablename.fn(self, ...)
--    The : just adds a first arg called self.
--    Read 7 & 8 below for how self gets its value.
-- 3. newObj will be an instance of class Dog.
-- 4. self = the class being instantiated. Often
--    self = Dog, but inheritance can change it.
--    newObj gets self's functions when we set both
--    newObj's metatable and self's __index to self.
-- 5. Reminder: setmetatable returns its first arg.
-- 6. The : works as in 2, but this time we expect
--    self to be an instance instead of a class.
-- 7. Same as Dog.New(Dog), so self = Dog in New().
-- 8. Same as mrDog.makeSound(mrDog); self = mrDog.

----------------------------------------------------

-- Inheritance example:

LoudDog = Dog:New()                           -- 1.

function LoudDog:MakeSound()
  s = self.sound .. " "                       -- 2.
  print(s .. s .. s)
end

seymour = LoudDog:New()                       -- 3.
seymour:MakeSound()  --> "woof woof woof"     -- 4.

-- 1. LoudDog gets Dog's methods and variables.
-- 2. self has a 'sound' key from New(), see 3.
-- 3. Same as LoudDog.New(LoudDog), and converted to
--    Dog.New(LoudDog) as LoudDog has no 'new' key,
--    but does have __index = Dog on its metatable.
--    Result: seymour's metatable is LoudDog, and
--    LoudDog.__index = LoudDog. So seymour.key will
--    = seymour.key, LoudDog.key, Dog.key, whichever
--    table is the first with the given key.
-- 4. The 'makeSound' key is found in LoudDog; this
--    is the same as LoudDog.makeSound(seymour).

-- If needed, a subclass's New() is like the base's:
function LoudDog:New()
  newObj = {}
  -- set up newObj
  self.__index = self
  return setmetatable(newObj, self)
end

Modules

Lua in Core does not support dofile() or loadfile. For require(), our implementation differs slighty from vanilla Lua; Instead of giving it a script or file name, you give it the script ID, so you’ll want a custom parameter that’s an asset reference pointing at the script you want to require().

If you're still really hungry for more info, more primers can be found here:


Last update: March 31, 2020

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