name: add-lua-binding-api description: Add Cataclysm-BN Lua API bindings for global game functions, utility libraries, constants, callbacks, and domain-specific Lua namespaces. metadata: argument-hint: api-domain
Add Lua API Bindings
This skill helps you expose global game functions and utilities to Lua through the game API.
API Organization
Lua API functions are organized into libraries (namespaces):
game.*- Game state, player access, timemap.*- Map operations, terrain, furniturerng.*- Random number generationgdebug.*- Debug functionsconst.*- Game constants- Custom libraries for specific domains
Step-by-Step Process
1. Create or Extend Library Registration Function
In appropriate src/catalua_bindings_*.cpp file:
auto cata::detail::reg_my_api( sol::state &lua ) -> void
{
DOC( "My API - Description of what this API provides" );
auto lib = luna::begin_lib( lua, "myapi" );
// Add functions to the library
luna::set_fx( lib, "function_name", &my_function );
// Add constants
luna::set( lib, "CONSTANT_NAME", CONSTANT_VALUE );
luna::finalize_lib( lib );
}
2. Examples by Domain
Game State API
auto cata::detail::reg_game_api( sol::state &lua ) -> void
{
DOC( "Game state and control functions" );
auto lib = luna::begin_lib( lua, "game" );
// Get player
luna::set_fx( lib, "get_player",
[]() -> Character& { return get_player_character(); } // *NOPAD*
);
// Get avatar (more specific)
luna::set_fx( lib, "get_avatar",
[]() -> avatar& { return get_avatar(); } // *NOPAD*
);
// Get current time
luna::set_fx( lib, "get_time",
[]() -> time_point { return calendar::turn; }
);
// Advance time
luna::set_fx( lib, "advance_time",
[]( const time_duration &dur ) { calendar::turn += dur; }
);
luna::finalize_lib( lib );
}
Map API
auto cata::detail::reg_map_api( sol::state &lua ) -> void
{
DOC( "Map manipulation functions" );
auto lib = luna::begin_lib( lua, "map" );
// Get map reference
luna::set_fx( lib, "get_map",
[]() -> map& { return get_map(); } // *NOPAD*
);
// Spawn item at location
luna::set_fx( lib, "spawn_item",
[]( const tripoint &pos, const itype_id &id, int count ) {
get_map().add_item_or_charges( pos, item( id, calendar::turn, count ) );
}
);
luna::finalize_lib( lib );
}
RNG API
auto cata::detail::reg_rng_api( sol::state &lua ) -> void
{
DOC( "Random number generation" );
auto lib = luna::begin_lib( lua, "rng" );
// Random integer in range
DOC( "Returns random integer between min and max (inclusive)" );
luna::set_fx( lib, "rng",
[]( int min, int max ) -> int { return rng( min, max ); }
);
// Random from list
DOC( "Returns random element from table" );
luna::set_fx( lib, "random_entry",
[]( sol::table tbl ) -> sol::object {
if( tbl.empty() ) { return sol::nil; }
auto idx = rng( 1, tbl.size() );
return tbl[idx];
}
);
// One in X chance
luna::set_fx( lib, "one_in",
[]( int chance ) -> bool { return one_in( chance ); }
);
// X in Y chance
luna::set_fx( lib, "x_in_y",
[]( int x, int y ) -> bool { return x_in_y( x, y ); }
);
luna::finalize_lib( lib );
}
UI/Output API
auto cata::detail::reg_ui_api( sol::state &lua ) -> void
{
DOC( "User interface and message functions" );
auto lib = luna::begin_lib( lua, "ui" );
// Display message
luna::set_fx( lib, "message",
[]( const std::string &msg ) { add_msg( msg ); }
);
// Display colored message
luna::set_fx( lib, "message_colored",
[]( const std::string &color, const std::string &msg ) {
auto col = color == "red" ? c_red :
color == "green" ? c_green :
color == "blue" ? c_blue : c_white;
add_msg( col, msg );
}
);
// Query yes/no
luna::set_fx( lib, "query_yn",
[]( const std::string &msg ) -> bool { return query_yn( msg ); }
);
luna::finalize_lib( lib );
}
Constants API
auto cata::detail::reg_constants( sol::state &lua ) -> void
{
DOC( "Various game constants" );
auto lib = luna::begin_lib( lua, "const" );
// Map size constants
luna::set( lib, "OM_OMT_SIZE", OMAPX );
luna::set( lib, "OM_SM_SIZE", OMAPX * 2 );
luna::set( lib, "OM_MS_SIZE", OMAPX * 2 * SEEX );
luna::set( lib, "OMT_SM_SIZE", 2 );
luna::set( lib, "OMT_MS_SIZE", SEEX * 2 );
luna::set( lib, "SM_MS_SIZE", SEEX );
// Movement costs
luna::set( lib, "MOVE_COST", 100 );
luna::set( lib, "ATTACK_COST", 100 );
// Turn duration
luna::set( lib, "TURN_DURATION", 1_seconds );
luna::finalize_lib( lib );
}
3. Register in Main Binding
In src/catalua_bindings.h:
namespace cata::detail {
void reg_my_api( sol::state &lua );
}
In src/catalua_bindings.cpp in reg_all_bindings():
reg_my_api( lua );
Advanced Patterns
Variadic Message Functions
// Accept variable arguments like print()
luna::set_fx( lib, "print",
[]( sol::variadic_args va ) {
auto msg = cata::detail::fmt_lua_va( va );
add_msg( msg );
}
);
Tables as Parameters
// Accept Lua table, process as config
luna::set_fx( lib, "spawn_configured",
[]( const tripoint &pos, sol::table config ) {
auto id = config.get_or<std::string>( "id", "" );
auto count = config.get_or<int>( "count", 1 );
auto active = config.get_or<bool>( "active", false );
auto it = item( itype_id( id ), calendar::turn, count );
if( active ) { it.activate(); }
get_map().add_item( pos, it );
}
);
-- Usage in Lua:
-- game.spawn_configured(pos, { id = "flashlight", count = 1, active = true })
Callback Registration
// Allow Lua to register callbacks
static sol::protected_function on_turn_callback;
luna::set_fx( lib, "register_on_turn",
[]( sol::protected_function func ) {
on_turn_callback = func;
}
);
// Later, in C++ game loop:
if( on_turn_callback ) {
auto result = on_turn_callback();
if( !result.valid() ) {
sol::error err = result;
debugmsg( "Lua callback error: %s", err.what() );
}
}
Safe Function Calls with Error Handling
luna::set_fx( lib, "safe_execute",
[]( sol::state_view lua, const std::string &code ) -> bool {
auto result = lua.safe_script( code );
if( !result.valid() ) {
auto err = sol::error( result );
add_msg( c_red, "Lua error: %s", err.what() );
return false;
}
return true;
}
);
Logging API Pattern
auto cata::detail::reg_logging( sol::state &lua ) -> void
{
auto lib = luna::begin_lib( lua, "log" );
luna::set_fx( lib, "info", []( sol::variadic_args va ) {
auto msg = cata::detail::fmt_lua_va( va );
DebugLog( DL::Info, DC::Lua ) << msg;
cata::get_lua_log_instance().add( cata::LuaLogLevel::Info, msg );
});
luna::set_fx( lib, "warn", []( sol::variadic_args va ) {
auto msg = cata::detail::fmt_lua_va( va );
DebugLog( DL::Warn, DC::Lua ) << msg;
cata::get_lua_log_instance().add( cata::LuaLogLevel::Warn, msg );
});
luna::set_fx( lib, "error", []( sol::variadic_args va ) {
auto msg = cata::detail::fmt_lua_va( va );
DebugLog( DL::Error, DC::Lua ) << msg;
cata::get_lua_log_instance().add( cata::LuaLogLevel::Error, msg );
});
luna::finalize_lib( lib );
}
Best Practices
1. Safety First
// Always validate parameters
luna::set_fx( lib, "spawn_monster",
[]( const tripoint &pos, const mtype_id &id ) {
if( !id.is_valid() ) {
debugmsg( "Invalid monster type: %s", id.c_str() );
return;
}
g->place_critter_at( id, pos );
}
);
// or as reference return with NOPAD
luna::set_fx( lib, "get_creature",
[]( const tripoint &pos ) -> creature& { // *NOPAD*
return g->critter_at( pos );
}
);
2. Use References for Performance
// Return reference, not copy (for large objects)
luna::set_fx( lib, "get_map",
[]() -> map& { return get_map(); } // *NOPAD*
);
3. Document Everything
DOC( "Spawns a monster at the given position" );
DOC_PARAMS(
"pos: Tripoint - The position to spawn at",
"id: MtypeId - The monster type to spawn",
"returns: Monster - The spawned monster"
);
luna::set_fx( lib, "spawn_monster", &spawn_monster );
4. Consistent Naming
- Use snake_case for function names (matching C++ convention)
- Use UPPER_CASE for constants
- Group related functions in libraries
5. Error Handling
luna::set_fx( lib, "risky_operation",
[]( int param ) {
try {
// risky code
} catch( const std::exception &e ) {
add_msg( c_red, "Error: %s", e.what() );
}
}
);
Note: Follow C++23 conventions from AGENTS.md: use auto, trailing return types, designated initializers, and std::ranges over for loops.
Testing Your API
-- In Lua console
-- Test function
local result = myapi.function_name(arg1, arg2)
print(result)
-- Test constant
print(const.CONSTANT_NAME)
-- Test with callbacks
myapi.register_callback(function()
print("Callback triggered!")
end)
Common API Patterns
Getter/Setter Pattern
// Get value
luna::set_fx( lib, "get_difficulty",
[]() -> int { return get_option<int>( "DIFFICULTY" ); }
);
// Set value
luna::set_fx( lib, "set_difficulty",
[]( int value ) { get_options().get_option( "DIFFICULTY" ).set_value( value ); }
);
Builder Pattern
// Fluent API for complex object creation
luna::set_fx( lib, "create_item_builder",
[]( const itype_id &id ) -> item { return item( id, calendar::turn ); }
);
File Organization
catalua_bindings_game.cpp- Game state, player, timecatalua_bindings_map.cpp- Map operationscatalua_bindings_ui.cpp- UI and messages- Create new file for new API domain
References
- Existing APIs:
src/catalua_bindings_game.cpp - Utility functions:
src/catalua_bindings.cpp - Luna library API:
src/catalua_luna.h