Difference between revisions of "Scripting"

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This is the most common method for accessing all the various fields & tables of the visionaire [[Data_Structure|data structure]].
 
This is the most common method for accessing all the various fields & tables of the visionaire [[Data_Structure|data structure]].
 
<syntaxhighlight>getObject("string")</syntaxhighlight>
 
<syntaxhighlight>getObject("string")</syntaxhighlight>
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==== Arguments ====
 
==== Arguments ====
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| number || The field which specifies a path value. The field type must be t_path.
 
| number || The field which specifies a path value. The field type must be t_path.
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==== Return Values ====
 
==== Return Values ====
 
{| class="ts"
 
{| class="ts"

Revision as of 18:05, 20 January 2015

Visionaire Studio comes with its own scripting language, which consists of, a combination of: Lua script (http://www.lua.org) and a Visionaire Object Model. The object model is used to access the Visionaire data structure in a convenient way. Almost every instance in Visionaire is represented as an object (e.g. scene, character, interface, ...), all of which can be manipulated through the scripting language.


Online documentation about the Lua scripting Language:


Visionaire Object Model

All objects can be accessed and manipulated through the scripting language. All objects of the same type (e.g. scene or button) are stored in one table. The properties of an object can be accessed by defined fields for the specific table. All objects and its fields are documented in the data structure page.

The field types of the data structure are mapped to Lua types in the following way:

Field Type Description
t_link userdata (VisionaireObject) or string which describes the object path. See object access for description of the object path.
t_links table (array) with Visionaire Objects (userdata or string, see t_link above) entries, each entry referencing one Visionaire Object.
t_int number (integer)
t_float number (decimal)
t_bool boolean (true or false)
t_point table (with entries "x" and "y")
t_rect table (with entries "x", "y", "width" and "height")
t_string "string"
t_text table with entries "text", "sound" (relative path to sound file for speech output) and "language" (language id).
t_path "string"
t_sprite table with entries "path" (relative path to image file), "position" (t_point for sprite offset in case sprite is used in an animation), "transparency", "transpcolor" (transparent color) and "pause" (pause value in msec in case sprite is used in an animation).
t_vint table with number (integer) entries
t_vfloat table with number (float) entries
t_vpoint table with t_point entries
t_vrect table with t_rect entries
t_vstring table with string entries
t_vtext table with t_text entries
t_vpath table with t_path entries
t_vsprite table with t_sprite entries


Exported objects

The following objects are exported to the Lua scripting environment:

  • currentAction: a visionaire object which represents the action where the current script was called from.
  • emptyObject: an empty visionaire object.
  • game: the game object. This is the same as calling getObject("Game") but faster and easier to use.


Exported constants

The following constants are exported to the Lua scripting environment:

  • all fields which are used to reference attributes of visionaire objects. The fields are all listed in the Visionaire Data Structure documentation. To reference a field use a V and the field name. E.g. VDialogPartAvailable to reference the field DialogPartAvailable.
  • all visionaire tables. These constants start with an e and then the plural table name. E.g. for the table Action the constant is eActions.
  • DIVIDING_POINT: a table with entries x and y which specifies a point which is used to separate multiple polygons. Usually a point list (t_vpoint field) can contain multiple polygons (e.g. ObjectPolygon which is used for the object boundaries). In this point list a point which is equal to DIVIDING_POINT marks the end of the current polygon.
  • localAppDir: directory where the save games (in the sub directory save games), the messages.log file and possible dumps are written to. This directory is also used for the config.ini in case the project file is given as command line parameter for the player.


VisionaireObject

Every instance of an object of the visionaire data structure is a VisionaireObject. With this object it is possible to read and manipulate the attributes of all objects.


The following methods are supported on a VisionaireObject (in alphabetical order):


clearLink

Removes a link from the visionaire object. A more convenient alternative to the emptyObject method (see examples below).

clearLink(number)


Arguments

number The field which specifies a link to be cleared. The field type must be t_link.


Example(s)

game:clearLink(VGameSpeechLanguage)

versus...

game:setValue(VGameSpeechLanguage, emptyObject)


getBool

Returns a boolean value of true or false.

getBool(number)


Arguments

number The field which specifies a boolean value. The field type must be t_bool.

Return Values

boolean Current value of the specified field. Will return true or false.


Example(s)

local allowSkipText = game:getBool(VGameAlwaysAllowSkipText)


getFloat

Returns a float (decimal) value.

getFloat(number)


Arguments

number The field which specifies a number value. The field type must be t_float.

Return Values

float A decimal value. For example: 3.141


Example(s)

getObject("Game.GameCurrentCharacter"):getFloat(VCharacterSize)


getFloats

Returns a table containing multiple float (decimal) values. Iteration is required.

getFloats(number)


Arguments

number The field which specifies a number list. The field type must be t_vfloat.

Return Values

table A table containing multiple float (decimal) values.


getId

Returns the ID of the specified table or object.

getId()


Return Values

table A table with the fields tableId and id returning the table id and object id of the VisionaireObject.


Example(s)

function checkAnimOwner(n)
 n = getObject("Animations[" .. n .. "]")
 -- + --
 if n:getParent():getId().tableId == eOutfits then
  print( n:getName() .. " is a character animation" )
 else
  print( n:getName() .. " is not a character animation" )
 end
end

checkAnimOwner("pick_up") -- check if "pick_up" animation belongs to a character or not.


getInt

Returns an integer (number) value.

getInt(number)


Arguments

number The field which specifies a number value. The field type must be t_int.

Return Values

integer An integer (number) value.


Example(s)

local direction = getObject("Characters[Tom]"):getInt(VCharacterDirection)


getInts

Returns a table containing multiple integer (number) values. Iteration is required.

getInts(number)


Arguments

number The field which specifies a number list. The field type must be t_vint.

Return Values

table A table containing multiple integer (number) values.


getLink

Returns a VisionaireObject.

getLink(number)


Arguments

number The field which specifies a link. The field type must be t_link.

Return Values

userdata (VisionaireObject) The linked object; or an empty object if no object is linked for this field.


Example(s)

game:getLink(VGameCurrentCharacter)


getLinks

Returns a table containing multiple VisionaireObjects.

getLinks(number)


Arguments

number The field which specifies a link list. The field type must be t_links.

Return Values

table Table containing multiple VisionaireObjects (links).


Example(s)

local c_act = getObject("Characters[Tom]"):getLinks(VCharacterActions) -- store all actions associated with Tom into a variable

-- iterate the list by printing each link to the log.
for i = 1, #c_act do -- for i = 1 to list total do...
 print( c_act[i]:getName() ) -- print the name of each action to the log based on current index value (i).
end

-- it's also possible to access a specific tables data value by including an index value.
print( c_act[1] ) -- print link inside of table index 1.


getName

Returns the name of a VisionaireObject. This should not be confused with the names included in the properties tab of an object.

getName()


Return Values

"string" The internal name of the visionaire object (editor). This is the name which is used to access the object.


Example(s)

game:getLink(VGameCurrentScene):getName() -- this would return the "string" name of the current scene.


getObject

This is the most common method for accessing all the various fields & tables of the visionaire data structure.

getObject("string")


Arguments

"string" Path to a Visionaire Object. The path has to start with a dot '.' and then a field name (field type must either be t_link or t_links). For t_links fields you must specify an object name in brackets ('[',']'). For t_link fields there are no brackets. The path is relative to this object. See object access for description of the object path.

Return Values

userdata (VisionaireObject) A VisionaireObject; or an empty object if the return value is nil.


Example(s)

local scene = getObject("Scenes[Bedroom]")
local deskCond = scene:getObject(".SceneObjects[Desk].ObjectCondition")


getParent

Returns the parent object of the specified VisionaireObject.

getParent()


Return Values

VisionaireObject The parent object for this object. An object has always a parent which contains it; only the game objects have no parent.


Example(s)

print( getObject("Actions[test]"):getParent() ) -- print the parent object that the "test" action belongs to.


getPath

Returns the path to the media file. This could be an image, an animation, an audio file, or a video file, etc...

getPath(number)


Arguments

number The field which specifies a path value. The field type must be t_path.

Return Values

"string" The path will be returned in unix format ('/' for directories) and relative to the .ved file.


getPaths

Returns a table containing multiple paths to media files. These could be images, animations, audio files, or video files, etc...

getPaths(number)


Arguments

Return Values

number The field which specifies a path list. The field type must be t_vpath.
table A table containing multiple paths. The paths will be returned in unix format ('/' for directories) and relative to the .ved file.


getPoint

Returns a table containing x & y coordinate values.

getPoint(number)


Arguments

Return Values

number The field which specifies a point value. The field type must be t_point.
table A table containing x & y coordinate values.


Example(s)

animPos = getObject("ActiveAnimations[test]"):getPoint(VAnimationCurrentPosition) -- store current coordinate values into a variable
print(animPos.x, animPos.y) -- print the x & y values to the log.


getPoints

Lua Syntax:

getPoints(number)

  • Arguments
number

The field which specifies a point list. The field type must be t_vpoint.

  • Return Values
table

Table with t_point entries representing the specified field.


getPosition

Lua Syntax:

getPosition()

  • Arguments
none

The field which specifies a sprites position (x & y). The field type must be t_sprite.

  • Return Values
table

Table with t_sprite entries representing the specified field.

local obj = Objects["bottle"].ObjectSprite.SpriteSprite:getPosition()
print(obj.x, obj.y)


getRect

Lua Syntax:

getRect(number)
  • Arguments
number

The field which specifies a rectangle value. The field type must be t_rect.

  • Return Values
table

A table representing the value of the specified field. The table contains the entries x, y, width and height.


getRects

Lua Syntax:

getRects(number)
  • Arguments
number

The field which specifies a rectangle list. The field type must be t_vrect.

  • Return Values
table (list of table with x, y, width and height entries)

Table with t_rect entries representing the specified field.


getSize

Lua Syntax:

getSize()

  • Arguments
none

The field which specifies a sprites size (width & height). The field type must be t_sprite.

  • Return Values
table

Table with t_sprite entries representing the specified field.

local obj = Objects["bottle"].ObjectSprite.SpriteSprite:getSize()
print(obj.x, obj.y)


getSprite

Lua Syntax:

getSprite(number)
  • Arguments
number

The field which specifies a sprite value. The field type must be t_sprite.

  • Return Values
table

See t_sprite field type.


getSprites

Lua Syntax:

getSprites(number)
  • Arguments
number

The field which specifies a sprite list. The field type must be t_vsprite.

  • Return Values
table

Table with t_sprite entries representing the specified field.


getStr

Lua Syntax:

getStr(number)
  • Arguments
number

The field which specifies a string value. The field type must be t_string.

  • Return Values
string

Current value of specified field.

Example:

local str = getObject("Values[test]"):getStr(VValueString)
print(str)


getTexts

Lua Syntax:

getTexts(number)
  • Arguments
number

The field which specifies a text languages value. The field type must be t_vtext.

  • Return Values
table

Table with t_text entries representing the specified field.


getTextStr

Lua Syntax:

getTextStr(number, <languageId>)
  • Arguments
number

The field which specifies a text languages value. The field type must be t_link to Text.

languageId (optional)

The text will be returned for the language with this id. If parameter is missing then the text will be returned in the currently active language.

  • Return Values
string

Text string in given language.

  • Example:
local button = getObject("Buttons[Talk]")
local langEn = getObject("Languages[English]")
local langDe = getObject("Languages[German]")
-- print name of talk command in current language
print(button:getTextStr(VButtonName))
-- print English name of talk command
print(button:getTextStr(VButtonName, langEn:getId().id))
-- print German name of talk command
print(button:getTextStr(VButtonName, langDe:getId().id))


isAnyObject

Lua Syntax:

isAnyObject()
  • Return Values
boolean

true if the object represents any object (isEmpty would return true because the object does not represent an object of the data structure). This is needed for actions where the user can set "[Any item]" for actions which should be executed in case an item was used.


isEmpty

Lua Syntax:

isEmpty()
  • Return Values
boolean

true if the object is empty, i.e. the VisionaireObject does not reference an object of the visionaire data structure.


setName

Sets the internal name of the visionaire object.

Lua Syntax:

setName(string)
  • Arguments
string

The new internal name.


setValue

Sets a field of the visionaire object. Note that only fields which are marked as 'Scriptable' in the Visionaire Data Structure documentation should be modified. If the field is not marked as scriptable then changes to this field are often not recognized (or sometimes not immediately). Further changes to these fields will usually not be stored in savegames for performance reasons.

Lua Syntax:

setValue(number, VARIANT, {flags=1, index = number})
  • Arguments
number

Data field which will be set.

VARIANT

Value to set. The type of the value must match the type of the field. E.g. if the field type is t_int then the value type must be a number (int). If the field type is t_rect then the value type must be a table with the entries "x", "y", "width" and "height".

  • Flags
index

If specified then an existing list element at the given index will be modified. In this case the field type must be of a list-type (t_vint, t_links, ...).

Examples:

 -- set character "Tom" to position x(100), y(300)
 local tom = getObject("Characters[Tom]")
 tom:setValue(VCharacterPosition, {x=100,y=300})


 -- set condition "TV is on" to true
 local cond = getObject("Conditions[TV is on]")
 cond:setValue(VConditionValue, true)


 -- let the "dog" follow the current character
 local dog = getObject("Characters[dog]")
 local currentCharacter = getObject("Game.GameCurrentCharacter")
 dog:setValue(VCharacterFollowCharacter, currentCharacter)


Accessing an object

Use the getObject command to access a visionaire object. Pass an object path to the command to get the visionaire object.

Examples:

local mother = getObject("Characters[Mother]")


local cond = getObject("Scenes[Forest].SceneObjects[Tree].ObjectCondition")

Whenever an object path is needed you can specify it the following way:
1. start with a Table (as is shown in the table column of the Visionaire Data Structure).
2. if this table is not "Game" (this table has only one object) then you have to write the name of the object inside bracktes ('[' and ']').
3. either goto 7. or continue with 4.
4. write a dot '.' and then a fieldname of this object (the field type must either be t_link or t_links).
5. if the field type is t_links then goto 2., else goto 6.
6. either goto 7. or goto 4. (access another link)
7. done. A valid object is specified.

Examples:

Game.CharacterLinks[Tom]


Scenes[Room].SceneObjects[start].SceneConditions[game started?]


Characters[Tom].CharacterInterfaces[Tom-MI3]

Alternatively, you can also access an object by its table-id and object-id. It can be specified by a tuple:
(table-id,object-id)

Example:

(0,6)

Selects the object with id 6 from table 0 (characters).

Editor Functions / Commands

Player Functions / Commands