Area 51

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Revision as of 16:10, 17 March 2022 by Slysven (talk | contribs) (→‎getCustomLines1, PR #6009 open: - Fix out of section links to go to main mapper functions area of wiki)
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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.

getCustomLines1, PR #6009 open

lineTable = getCustomLines1(roomID)
See also: addCustomLine(), removeCustomLine(), getCustomLines()

Note Note: pending, not yet available. See https://github.com/Mudlet/Mudlet/pull/6009

Returns a table including all the details of the custom exit lines, if any, for the room with the id given.

This is a replacement for getCustomLines(...) that outputs the tables for the coordinates for the points on the custom line in an order and format that can be fed straight back into an addCustomLine(...) call; similarly the color parameters are also reported in the correct format to also be reused in the same manner. This function is intended to make it simpler for scripts to manipulate such lines.

Parameters
  • roomID:
Room ID to return the custom line details of.
Mudlet VersionAvailable in Mudlet ?.??+
Example
display getCustomLines1(1)
{
  ["climb Rope"] = {
    attributes = {
      color = { 128, 128, 0 },
      style = "dash dot dot line",
      arrow = false
    },
    points = { { 4.5, 5.5, 3 }, { 4.5, 9.5, 3 }, { 6, 9.5, 3 } } 
  },
  N = {
    attributes = {
      color = { 0, 255, 255 },
      style = "dot line",
      arrow = true
    },
    points = { { -3, 27, 3 } }
  }
}

Note Note: Compare the above example with the corresponding one in getCustomLines(...) and observe that the entry that had the key of 0 in the other function is now, correctly, reported first. The other function was incorrectly coded so as to start the indexing of the points at the value of 0 rather than the normal Lua value of 1, this broke the internal "rules" for Lua so it treated the points as an associative-array type of table with keys of the form 0, 1, ... n-1 rather than the 1, 2, ... n that a list type table requires. Furthermore, it returns a (constant) z-coordinate which is, in fact that of the room that it is from; this is to meet the current requirements for all three coordinates to be provided to addCustomLine(...) though Mudlet currently only offers custom lines on the 2D mapper and they must be entirely on the same level as the starting room (this is a reservation for a potential future extension into the third dimension.)

Additionally the color component details reported in this function are returned as a Lua list (in the order of red, green and blue) which is the format that addCustomLine(...) requires compared to the associative array with keys of "r", "g" and "b" that getCustomLine(...) reports.

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.