# Introduction¶

This documentation describes the usage and possibilities of Lua to extend Widelands.

## Where Lua is used¶

Lua is currently used in the following places:

### Scenarios¶

The most prominent usage of Lua is in scenarios: All scenario logic is scripted using Lua. How this works is described in the Scenario Tutorial.

### Initializations of Tribes in non-scenario games¶

At the beginning of non scenario games, the player has a choice to use different starting conditions. There is the very essential one that just sets a hq and some starting wares and there are more sophisticated ones.

Adding new ones is simple. All you have to do is to create a new script in the scripting directory of a tribe. The script should return a table with two keys: name is the name for this start condition shown to the user and func is the function that will be called. This function takes on argument, a Player for which to create the initial infrastructure.

A small example. Let’s assume we want to add an initialization to the barbarians that gives the player 80 logs, but not at once but one by one over a certain time. The corresponding lua script could be named barbarians/scripting/sc99_init_logs.lua. The naming decides over the order in which the starting conditions are listed. Let’s write the script:

use("aux", "coroutine")  -- For convenience function sleep()

-- Set the textdomain, so that all strings given to the _() function are
-- properly translated.
set_textdomain("tribes")

-- Now for the array we must return
return {
name = _ "Slow start",  -- the name. This is translated.
func = function(player)  -- The function to be returned
-- Let the player build all workers.
player:allow_workers("all")

-- Place the hq
local hq = player:place_building("barbarians_headquarters", player.starting_field)

-- Now add one log to the hq every 250 ms
for i=1,80 do
hq:set_wares("log", hq:get_wares("log") + 1)
sleep(250)
end
end
}


That’s it, now it can be selected when starting new games.

### Win conditions¶

In non player scenarios, win conditions define when one single player has won a game. The definitions of win conditions is very similar to defining initializations: We have to create a Lua script in /data/scripting/win_conditions which returns an array with name, description and func. Let’s also make up a quick example: The first player to have 200 logs in his HQ wins the game. All others loose. Save the following file as /data/scripting/win_conditions/havest_logs.lua.

use("aux", "coroutine") -- for sleep

-- For translations, textdomain must be win_conditions
set_textdomain("win_conditions")

return {
name = _ "Harvest logs",
description = _ "The first player with 200 logs wins!",
func = function()
-- Find all valid players.
local plrs = wl.Game().players

-- Iterate all players, check if he is the winner
local winner = nil
local losers = {}
while not winner do
sleep(5000) -- we do this every 5 seconds
for idx,p in ipairs(plrs) do -- iterate the players array
local hq = p.starting_field.immovable
if hq:get_wares("log") >= 200 then
-- We found the winner
winner = p
losers = plrs
table.remove(losers,idx) -- Remove the winner from the losers table
end
end
end

-- Send the winner a hurray message, the losers a boo
for idx,p in ipairs(losers) do
p:send_message(_"You lost!", _"You lost this game!")
end
winner:send_message(_"You won!", _"You won this game!")
end,
}


### Hooks¶

Hooks are called by widelands when a certain event happened. They are a rather recent implementation and therefore still limited. More hooks might be implemented in the future.

You set a hook by setting a field in the global variable hooks which must be a dictionary. The only valid hook currently is the custom_statistic hook which gives the ability to add one new statistic to the general statistics menu. This is used in win conditions (e.g. collectors) and could also be used in some missions in the future. To define a new statistic, use something like this:

hooks = {}
hooks.custom_statistic = {
name = _ "Unchanging statistic",
pic = "map:mycool_stat_picture.png", -- For the menu button
calculator = function(p)
-- Calculate the current value for this player
return p.number * 20
end,
}


Every time widelands samples the current statistics, it will call the calculator function for each player and expects an unsigned integer value back.

### Debug console¶

In widelands debug builds you can open a debug console by pressing F6. You can enter Lua commands here that act in the global environment: That is if you are in a scenario you can access the global variables and alter all Lua objects that are in the global scope:

print("Hello World!")
map = wl.Game().map
hq = map.player_slots[1].starting_field.immovable -- If this is a normal map
hq:set_workers("barbarians_builder", 100)


This makes for excellent cheating in debug builds, but note that this is for debug purposes only – in network games running Lua commands this way will desync and therefore crash the game and also replays where you changed the game state via the debug console will not work. It is very useful for debugging scenarios though.

### Regression testing infrastructure¶

The test directory in the repository contains the regression test suite. A test is either a savegame plus a set of Lua scripts (test_*.lua) or a map that contains in its scripting directory a set of (test_*.lua and/or editor_test*.lua which are only run in the Editor) files.

Each test starts Widelands using either the –editor, –loadgame or –scenario switch and additionally, the –script switch can be supplied to run a Lua script directly after the game is ready to take commands.

The tests communicate with the test runner through standard output. If a script outputs “All Tests passed.” the test is considered to pass, otherwise to fail. Whenever a savegame is written inside a test it is later loaded by the test runner as an additional test.