[SOLVED] WML and Lua: Lua engine parsing too much?

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[SOLVED] WML and Lua: Lua engine parsing too much?

Postby Can-ned_Food » October 20th, 2017, 12:33 pm

I'm not certain how to document this, report it as a glitch, or whether either of those should be done.

The lua engine seems to parse through any lines between a code= and the [/lua]. I know this because i had something like
Code: Select all
[lua]
    code=<<
        local party = 'Do you love me?'
        wesnoth.message(
            'Big Brother' ,
            party
             )
         >>
#       local bad-name = 'junk'
[/lua]

And, of course, i got complaints of the 0x2D being unexpected and all that jazz.
Last edited by Can-ned_Food on November 12th, 2017, 4:10 am, edited 1 time in total.
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Re: WML and Lua: Lua engine parsing too much?

Postby Tad_Carlucci » October 20th, 2017, 2:19 pm

I forked real life and now I'm getting merge conflicts.
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Re: WML and Lua: Lua engine parsing too much?

Postby Pentarctagon » October 20th, 2017, 3:23 pm

Can-ned_Food wrote:I'm not certain how to document this, report it as a glitch, or whether either of those should be done.

The lua engine seems to parse through any lines between a code= and the [/lua]. I know this because i had something like
Code: Select all
[lua]
    code=<<
        local party = 'Do you love me?'
        wesnoth.message(
            'Big Brother' ,
            party
             )
         >>
#       local bad-name = 'junk'
[/lua]

And, of course, i got complaints of the 0x2D being unexpected and all that jazz.


That code fragment causes no errors for me. I'm not sure what you were expecting it to do though - if the problem is it causes an error when that variable is uncommented, then that seems like it'd be expected, since you're declaring a lua variable outside of where lua code is understood.
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
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Re: WML and Lua: Lua engine parsing too much?

Postby shadowm » October 20th, 2017, 4:20 pm

The Lua engine only runs the contents of the code attribute, by the way. The <<text here>> syntax is part of the WML preprocessor (added specifically to enable writing embedded Lua) and it specifies that the string contained is to have any " characters and all preprocessor directives in it ignored, including brace substitutions since braces are part of the Lua syntax. So if there really is a problem it’s not from the Lua engine.
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
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Re: WML and Lua: Lua engine parsing too much?

Postby Can-ned_Food » October 20th, 2017, 7:05 pm

Well, gee, it must've been a problem with the caching. I cannot delete this topic now that it has replies, but it should be deleted.
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