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- Subject: RE: LUA and AI
- From: "Ashley Fryer" <lua@...>
- Date: Tue, 28 Mar 2000 04:57:54 -0800
> From: Christophe Gimenez
> Sent: Tuesday, March 28, 2000 1:27 AM
> Time-based callbacks: on_Time(who)
> This allows you to write loops. Each iteration of the loop is another
> callback. This keeps the other scripts from hanging while the loop is
> --> Can you explain further please ? What do you mean by "Each
> iteration of
> the loop is another
If you want to write a loop like this:
while condition do
Then you can implement it as a timer callback like this:
if condition then
SetTimer( interval, on_Timer )
Each iteration of the original "while" loop is replaced by a callback to
on_Timer. My example assumes that SetTimer causes only one callback, so you
have to call SetTimer once for each iteration. It's not hard to implement
this for other timer semantics though.
> Input callbacks: on_KeyDown, on_MouseMove, etc.
> --> Honnestly I would prefer to avoid handling direcly the input of the
> user... (not yet defined how the dialog will be handled)
This brings up a recurring issue with Lua development. What's the best
place to draw the line between Lua and C code? On the one hand, you want
the flexibility of Lua, on the other you want the speed and power of C.
I have found it helpful to start by writing low-level Lua interfaces, and
then supplement them with higher-level interfaces as need dictates. This
way you always have maximum control and flexibility in Lua, and you only pay
for the power of C when you require it.
Regardless, I agree with you in this situation. I ended up adding
on_PlaceAction( actor, to_place )
on_ObjectAction( actor, to_object )
However, I kept the low-level mouse and key APIs and I sometimes use them
during testing and development.
> --> I've tried to find information about FSM but never found a document
> that was really easy to understand...
A few of the links on the first page looked helpful, perhaps they are new to