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- Subject: Re: Best way to pause (sleep?) inside of lua script
- From: Pavel Antokolsky aka Zigmar <zigmar@...>
- Date: Sun, 11 Dec 2005 14:42:36 +0200
On 12/10/05, John Klimek <firstname.lastname@example.org> wrote:
> Zigmar, can you explain what you mean when you say "register a
> function itself, not its name"?
Functions are first-class objects in lua, and therefore function can
get another function as parameter, functions can be stored in
variables, etc. So what I mean, as the function that registers event,
can receive not the name of the function (which therefor must be
global) but a function object itself. It allows you to pass local
function, function stored in some tables or even anonymous function
(as I wrote in example)
> For example, in your lua code you have:
> mud.onTimer(10, function() npc:say("Hello") end )
> It looks like mud is a table filled with cfunctions. Am I right?
Yep. It probably some library filled with function that gives you a
connectivity to your host application (mud server). For example
queries about different statuses, registering/removing events,
spawning monsters, etc.
> Furthermore it looks like you are calling this cfuntion (wherever
> mud.onTimer is mapped) and passing it a lua function parameter. Am I
> right on this as well?
Exactly. onTimer is a function that registers user event and calls
it with specific interval.
> If so, how would you declare the cfunction
> onTimer that would handle this input?
Just like any other cfunction - you just handle the parameters on
stack in appropriate way. The tricky thing is that you can non pop and
store function object in C-app as you can do with strings. The
function has to be stored inside lua state itself. To do this, you can
> Delphi examples are preferred
> but C/C++ will work too =)
Here is an excelent explanation, along with code examples
BTW, I thought that it might be a good idea, that event registration
function will return some kind of event id (integral or whatever), so
it can be used later to remove that event notification.
local eventId = mud.onTimer(10, someFunc);
mud.removeEvent(eventId); -- or maybe "removeTimerEvent"?
--from now on someFunc will not be called anymore
Also there should be some functionality to allow to reset all event
You are welcome :)
> On 12/9/05, Pavel Antokolsky aka Zigmar <email@example.com> wrote:
> > Just an idea - I think it will be much more convinient and flexible to
> > register a function itself, not its name. Then, you can write
> > something like:
> > -- Every ten seconds
> > mud.onTimer(10, function() npc:say("Hello") end )
> > This system can be also extended to handle different events. For example:
> > mud:onRoomEnter("main", function(who,where) npc:say("Hello, " ..
who.name) end )
> > it can be, for example, extended to handle rooms with masks
> > mud:onRoomEnter("dungeon_*",
> > function(who, where)
> > if where:name != "dungen_saferoom" then
> > local monster = mud:spawn("monster",where)
> > monter:attack(who)
> > end
> > end
> > )
> > And so on... I can't even think of all possibilites with such system :)