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Lua.cs
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Lua.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Neo.IronLua;
namespace Noxico
{
/// <summary>
/// A custom wrapper around IronLua.
/// </summary>
public static class Lua
{
private static Dictionary<int, LuaChunk> LuaCache { get; set; }
public static Neo.IronLua.Lua IronLua;
/// <summary>
/// The default environment. Any invocation of Run or RunFile without an environment will use this one.
/// </summary>
public static dynamic Environment;
/// <summary>
/// Sets up a new Lua engine and environment.
/// </summary>
/// <returns>Returns the new Lua engine.</returns>
public static Neo.IronLua.Lua Create()
{
IronLua = new Neo.IronLua.Lua();
Environment = IronLua.CreateEnvironment<LuaGlobal>();
LuaCache = new Dictionary<int, LuaChunk>();
Ascertain(Environment);
return IronLua;
}
/// <summary>
/// Ascertains that the Lua environment has various Noxico-specific types and functions.
/// </summary>
/// <param name="env"></param>
public static void Ascertain(dynamic env = null)
{
if (env == null)
env = Environment;
if (env.player == null && NoxicoGame.HostForm != null && NoxicoGame.Me.Player != null)
env.player = NoxicoGame.Me.Player;
if (env.ascertained != null)
return;
env.RegisterVPTags = new Action<LuaTable>(t => i18n.RegisterVPTags(t));
env.dofile = new Func<object, LuaResult>(f => RunFile(f.ToString()));
//Replace IronLua's printer with our own. Why? Because fuck you.
env.print = new Action<object[]>(x =>
{
if (x.Length == 1 && x[0] is LuaTable)
Program.WriteLine("Table: {{ " + ((LuaTable)x[0]).Values.Select(v => string.Format("{0} = {1}", v.Key, v.Value is string ? '\"' + v.Value.ToString() + '\"' : v.Value)).Join() + " }}");
else
Program.WriteLine(string.Join("\t", x.Select(v => v ?? "nil")));
});
//TODO: predefine ALL THE THINGS.
var env2 = (LuaGlobal)env;
env2.RegisterPackage("Board", typeof(Board));
env2.RegisterPackage("BoardChar", typeof(BoardChar));
env2.RegisterPackage("BoardType", typeof(BoardType));
env2.RegisterPackage("Character", typeof(Character));
env2.RegisterPackage("Clutter", typeof(Clutter));
env2.RegisterPackage("Color", typeof(Color));
env2.RegisterPackage("Door", typeof(Door));
env2.RegisterPackage("DroppedItem", typeof(DroppedItem));
env2.RegisterPackage("Entity", typeof(Entity));
env2.RegisterPackage("Gender", typeof(Gender));
env2.RegisterPackage("InventoryItem", typeof(InventoryItem));
env2.RegisterPackage("MorphReport", typeof(MorphReportLevel));
env2.RegisterPackage("Mutations", typeof(Mutations));
env2.RegisterPackage("Random", typeof(Random));
env2.RegisterPackage("Realms", typeof(Realms));
//env2.RegisterPackage("Stat", typeof(Stat));
env2.RegisterPackage("SceneSystem", typeof(SceneSystem));
env2.RegisterPackage("SexSystem", typeof(SexManager));
env2.RegisterPackage("Tile", typeof(Tile));
env2.RegisterPackage("Warp", typeof(Warp));
//env2.RegisterPackage("Task", typeof(Task));
//env2.RegisterPackage("TaskType", typeof(TaskType));
env2.RegisterPackage("Token", typeof(Token));
env2.RegisterPackage("Descriptions", typeof(Descriptions));
env2.RegisterPackage("i18n", typeof(i18n));
env2.RegisterPackage("Toolkit", typeof(Toolkit));
env.PlaySound = new Action<string>(x => NoxicoGame.Sound.PlaySound(x));
env.Message = new Action<object, object>((x, y) =>
NoxicoGame.AddMessage(x, y));
env.Notice = new Action<string, bool>((x, y) =>
MessageBox.Notice(x, y));
env.Titlecase = new Func<string, string>(x => x.Titlecase());
env.GetBoard = new Func<int, Board>(x => NoxicoGame.Me.GetBoard(x));
env.GetBiomeByName = new Func<string, int>(BiomeData.ByName);
env.StartsWithVowel = new Func<string, bool>(x => x.StartsWithVowel());
/*
//Because apparently we can't use the Color type directly anymore?
//Turns out this was because RegisterPackage is a thing you need for Types.
env.colors = new LuaTable();
for (var i = 0; i < 16; i++)
env.colors[i] = Color.FromCGA(i);
foreach (var c in new[] {
"Black", "Silver", "Gray", "White", "Maroon", "Red",
"Purple", "Fuchsia", "Green", "Lime", "Olive", "Yellow",
"Navy", "Blue", "Teal", "Aqua", "Brown", "Orange", "DarkGray"
})
env.colors[c] = Color.FromName(c);
env.colors.Get = new Func<object, Color>(x =>
{
if (x is string) return Color.FromName((string)x);
if (x is int) return Color.FromArgb((int)x);
return Color.Black;
});
*/
env.DefineStats = new Action<object, object>((x, y) => StatusDisplay.DefineStats(x, y));
RunFile("init.lua");
env.ascertained = true;
}
private static string PrepareParseError(string block, int line, int column)
{
var lines = block.Split('\r');
if (lines.Length == 1)
return lines[0].Trim() + " <---";
var first = line - 4;
var last = line + 4;
if (first < 0) first = 0;
if (last > lines.Length) last = lines.Length;
var ret = new StringBuilder();
for (var i = first; i < last; i++)
{
ret.Append(lines[i].Trim());
if (i == line - 1)
ret.Append(" <---");
ret.AppendLine();
}
return ret.ToString();
}
/// <summary>
/// Runs a block of Lua code from a string.
/// </summary>
/// <param name="block">The code to run.</param>
/// <param name="env">The Lua environment to run it in.</param>
/// <returns>The script's return value, or False if an error occurred.</returns>
public static LuaResult Run(string block, LuaGlobal env = null)
{
if (env == null)
env = Environment;
// Do we have this chunk cached? If so, use that version.
var hash = block.GetHashCode();
var useCache = false;
LuaChunk compiledChunk = null;
if (LuaCache.ContainsKey(hash))
{
compiledChunk = LuaCache[hash];
useCache = true;
}
else
{
// Attempt to compile and add it to the cache.
try
{
compiledChunk = IronLua.CompileChunk(block, "lol.lua", null);
useCache = true;
LuaCache.Add(hash, compiledChunk);
}
catch (LuaException pax)
{
//Wrap it up in a normal Exception that our custom handler can then unwrap, so we can show the context in a nice way.
throw new Exception("Lua parse error while trying to run this chunk:" + System.Environment.NewLine + PrepareParseError(block, pax.Line, pax.Column) + System.Environment.NewLine + pax.Message, pax);
}
}
// TODO: It failed to compile? Run interpreted and hope for useful information
LuaResult ret = null;
try
{
if (useCache)
ret = env.DoChunk(compiledChunk);
else
ret = env.DoChunk(block, "lol.lua");
}
catch (LuaException pax)
{
//Wrap it up in a normal Exception that our custom handler can then unwrap, so we can show the context in a nice way.
throw new Exception("Lua parse error while trying to run this chunk:" + System.Environment.NewLine + PrepareParseError(block, pax.Line, pax.Column) + System.Environment.NewLine + pax.Message, pax);
}
return ret;
}
/// <summary>
/// Runs a block of Lua code from a file, which may be archived.
/// </summary>
/// <param name="name">The name of the file with the code to run.</param>
/// <param name="env">The Lua environment to run it in.</param>
/// <returns>The script's return value, or False if an error occurred.</returns>
public static LuaResult RunFile(string name, LuaGlobal env = null)
{
var ret = Run(Mix.GetString(name), env);
var files = Mix.GetFilesWithPattern("*-" + name);
if (files.Length > 0)
foreach (var extra in files)
ret = Run(Mix.GetString(extra), env);
return ret;
}
}
}