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lua-binding-reference

A practical reference for adding Lua bindings to Cataclysm-BN. Look up Luna macros, usertypes, libraries, type and function patterns, documentation helpers, build steps, and common errors, with examples showing how C++ types and functions become usable from Lua.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

원문원문 설명 보기

Quick reference for Cataclysm-BN Lua binding macros, Luna usertypes, libraries, documentation, type patterns, build steps, and common errors.

cataclysmbn/Cataclysm-BN스타 1,289(GitHub 1,289 + cccskills 0)

실행 점수 미검증

설치 방법 보기

이럴 때 유용합니다

  • Look up Luna macros for a type
  • Register C++ methods and properties for Lua
  • Troubleshoot binding or build errors

포함된 파일(1)

  • SKILL.md10.7 KB

SKILL.md(원문)

설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.

Lua Binding Quick Reference

Comprehensive reference for adding Lua bindings to Cataclysm: Bright Nights.

Luna Documentation Macros

Add to src/catalua_luna_doc.h:

// Simple value type
LUNA_VAL( my_type, "MyType" )

// Type with documentation
LUNA_DOC( my_class, "MyClass" )

// Enum type
LUNA_ENUM( my_enum, "MyEnum" )

// string_id and int_id pair
LUNA_ID( my_type, "MyType" )
// Creates: MyTypeRaw, MyTypeId, MyTypeIntId

// Pointer type (can be owned by Lua)
LUNA_PTR_VAL( my_class, "MyClass" )
// Creates: MyClass, Detached<MyClass>, Unique<MyClass>

Utility Macros (in binding functions)

Define UT_CLASS before using:

#define UT_CLASS my_class

// Members
SET_MEMB( field_name )              // Read/write member
SET_MEMB_RO( field_name )           // Read-only member
SET_MEMB_N_RO( field, "lua_name" )  // Read-only with custom name

// Functions
SET_FX( method_name )                          // Simple method
SET_FX_T( method_name, signature )             // With type signature
SET_FX_N( method_name, "lua_name" )            // With custom name
SET_FX_N_T( method_name, "lua_name", sig )     // Both custom name and signature

#undef UT_CLASS

Luna Functions

Create Usertype

// No inheritance, no constructor
auto ut = luna::new_usertype<T>(
    lua,
    luna::no_bases,
    luna::no_constructor
);

// With base classes
auto ut = luna::new_usertype<Derived>(
    lua,
    luna::bases<Base1, Base2>(),
    luna::no_constructor
);

// With constructors
auto ut = luna::new_usertype<T>(
    lua,
    luna::no_bases,
    luna::constructors<
        T(),                    // Default
        T( int ),              // One arg
        T( int, std::string )  // Multiple args
    >()
);

// With trailing return type in registration function
auto cata::detail::reg_my_type( sol::state &lua ) -> void
{
    auto ut = luna::new_usertype<T>( /*...*/ );
    // ...
}

Set Members

// Set mutable member
luna::set( ut, "field", &T::field );

// Set read-only member
luna::set( ut, "field", sol::readonly( &T::field ) );

// Set property with getter/setter
luna::set( ut, "prop", 
    sol::property( &T::get_prop, &T::set_prop )
);

// Set constant value
luna::set( ut, "CONSTANT", 42 );

Set Functions

// Simple function
luna::set_fx( ut, "method", &T::method );

// With signature resolution
luna::set_fx( ut, "method",
    sol::resolve<int() const>( &T::method )
);

// Static function
luna::set_fx( ut, "create", &T::create_instance );

// Lambda wrapper (single-line when possible)
luna::set_fx( ut, "custom",
    []( T &self, int arg ) -> std::string { return self.internal_method( arg ); }
);

// Overloaded function (specify exact signature)
luna::set_fx( ut, "overloaded",
    sol::resolve<int( std::string ) const>( &T::overloaded )
);

Operators

// Comparison operators
luna::set_fx( ut, sol::meta_function::equal_to, &T::operator== );
luna::set_fx( ut, sol::meta_function::less_than, &T::operator< );
luna::set_fx( ut, sol::meta_function::less_than_or_equal_to, &T::operator<= );

// Arithmetic operators
luna::set_fx( ut, sol::meta_function::addition, &T::operator+ );
luna::set_fx( ut, sol::meta_function::subtraction, &T::operator- );
luna::set_fx( ut, sol::meta_function::multiplication, &T::operator* );

// String conversion
luna::set_fx( ut, sol::meta_function::to_string,
    []( const T &obj ) -> std::string { return obj.to_string(); }
);

Libraries (Global Functions)

DOC( "Library description" );
luna::userlib lib = luna::begin_lib( lua, "mylib" );

// Add functions
luna::set_fx( lib, "func", &my_function );

// Add constants
luna::set( lib, "CONSTANT", VALUE );

// Finalize
luna::finalize_lib( lib );

// Usage in Lua: mylib.func(), mylib.CONSTANT

Documentation

// Type documentation
DOC( "Description line 1" );
DOC( "Description line 2" );

// Function parameters documentation
DOC_PARAMS(
    "param1: Type - Description",
    "param2: Type - Description",
    "returns: Type - Description"
);

Common Type Patterns

string_id / int_id

// Registration (in catalua_bindings_ids.cpp)
reg_id<my_type, true>( lua );   // Has int_id
reg_id<my_type, false>( lua );  // No int_id

// Usage in Lua
local id = MyTypeId.new("my_id")
print(id:str())           -- Get string
print(id:is_valid())      -- Check validity
print(id:is_null())       -- Check if null
local obj = id:obj()      -- Get underlying object
local int_id = id:int_id() -- Get int_id (if supported)

Enums

// Registration
luna::set_enum<my_enum>( lua, {
    { "VALUE_ONE", my_enum::VALUE_ONE },
    { "VALUE_TWO", my_enum::VALUE_TWO }
});

/// Usage in Lua
// local val = MyEnum.VALUE_ONE
// if val == MyEnum.VALUE_TWO then
//     -- ...
// end

Units Types

// Already bound: mass, volume, energy, angle

// Lua usage
local m = Mass.from_gram(1000)
print(m:to_kilogram())  -- 1

local v = Volume.from_liter(1)
print(v:to_milliliter())  -- 1000

local e = Energy.from_joule(1000)
print(e:to_kilojoule())  -- 1

local a = Angle.from_degrees(180)
print(a:to_radians())  -- ~3.14

Time Types

// Already bound: time_duration, time_point

// Lua usage
local dur = TimeDuration.from_seconds(60)
local now = game.get_time()
local future = now + dur

Coordinates

// Already bound: point, tripoint

// Lua usage
local p = Tripoint.new(10, 20, 0)
print(p.x, p.y, p.z)
local offset = Tripoint.new(1, 0, 0)
local new_p = p + offset

Optional Values

// C++ side
std::optional<int> maybe_value() const;

// Lua side - returns nil if empty
local val = obj:maybe_value()
if val then
    print("Got value:", val)
end

Collections

// std::vector, std::array auto-convert to Lua tables
std::vector<item> get_items() const;

// Lua usage
local items = char:get_items()
for i, item in ipairs(items) do
    print(item:tname())
end

// std::map auto-converts to Lua table
std::map<std::string, int> get_stats() const;

// Lua usage
local stats = char:get_stats()
for key, value in pairs(stats) do
    print(key, value)
end

Detached Pointers (Lua ownership)

// Function that returns owned object
luna::set_fx( ut, "remove_item",
    []( character &ch, item &it ) -> detached_ptr<item> { return detached_ptr<item>( ch.i_rem( &it ) ); } // *NOPAD*
);

// Function that takes ownership
luna::set_fx( ut, "add_item",
    []( character &ch, detached_ptr<item> it ) { ch.i_add( std::move( it ) ); }
);

/// Lua usage
// local item = char:remove_item(some_item)
// -- item is now owned by Lua
// char:add_item(item)
// -- ownership transferred back to C++

Type Signature Examples

// Const methods
int() const
std::string( int ) const
bool( const std::string & ) const

// Non-const methods
void()
void( int, std::string )
int&()  // NOPAD comment needed for references

// Static methods
static int create( std::string )

// Overloaded methods - specify exact signature
sol::resolve<int() const>( &T::get_value )
sol::resolve<int( std::string ) const>( &T::get_value )

Function Parameter Types

// By value
void func( int value );

// By const reference (preferred for non-primitives)
void func( const std::string &str );

// By reference (for output parameters)
void func( int &out_value );

// Pointers
void func( item *it );

// Optional parameters (sol::optional)
void func( int required, sol::optional<std::string> opt );

// Variadic arguments
void func( sol::variadic_args va );

// Tables
void func( sol::table config );

Registration Functions

// In catalua_bindings.h
namespace cata::detail {
    auto reg_my_domain( sol::state &lua ) -> void;
}

// In catalua_bindings_my_domain.cpp
auto cata::detail::reg_my_domain( sol::state &lua ) -> void
{
    // Register types and APIs
}

// In catalua_bindings.cpp, in reg_all_bindings()
auto cata::detail::reg_all_bindings( sol::state &lua ) -> void
{
    // ... existing
    reg_my_domain( lua );
}

File Organization

src/
  catalua.h/cpp              - Main Lua interface
  catalua_luna.h             - Luna doc system
  catalua_luna_doc.h         - Type name mappings (LUNA_* macros)
  catalua_bindings.h/cpp     - Main bindings, units, constants
  catalua_bindings_utils.h   - Utility macros (SET_*, DOC)
  catalua_bindings_ids.cpp   - string_id/int_id bindings
  catalua_bindings_*.cpp     - Domain-specific bindings

Build and Test

When changing Lua doc generators, type all helper parameters with ---@param and annotate table shapes, including nested helpers and anonymous callbacks. Rerun the workspace Lua checker after the last annotation edit even if generated output is unchanged; new source diagnostics are regressions.

# Build
cmake --build --preset linux-full --target cataclysm-bn-tiles

# Format C++
cmake --build build --target format

# Test in Lua console
# Debug menu -> Lua console
# Or: Debug menu -> Info -> Submit bug report (U)

Lua Testing Patterns

-- Test type creation
local obj = MyClass.new()

-- Test method call
local result = obj:method(arg)

-- Test property access
print(obj.field)
obj.field = new_value

-- Test inheritance
local derived = DerivedClass.new()
derived:base_method()  -- Should work

-- Test optional values
local maybe = obj:maybe_get()
if maybe then
    print("Got:", maybe)
end

-- Test collections
local items = obj:get_items()
for i, item in ipairs(items) do
    print(i, item)
end

-- Test API
local player = game.get_player()
player:add_msg("Hello from Lua!")

Note: C++ side should use trailing return types: auto func() -> type { ... }

Common Issues and Solutions

IssueSolution
luna_traits<T>::impl is falseAdd LUNA_* macro to catalua_luna_doc.h
Linker error: undefined referenceInclude the header file with implementation
Ambiguous function callUse sol::resolve<signature>()
Type not copyableUse luna::no_constructor and provide factory
Comparison operators missingImplement operator== and operator< for type
Build error with // *NOPAD*Only use for reference/pointer returns

Key References

  • Integration Docs: docs/en/mod/lua/explanation/lua_integration.md
  • Style Guide: docs/en/mod/lua/explanation/lua_style.md
  • Luna System: src/catalua_luna.h
  • Examples: src/catalua_bindings_creature.cpp, src/catalua_bindings_item.cpp
  • Sol2 Docs: https://sol2.readthedocs.io/

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같은 저장소의 스킬

Use this skill to expose Cataclysm-BN game functions and utilities to Lua. It guides you through organizing functions into libraries, registering constants and callbacks, documenting the API, and handling errors so Lua scripts can use the new bindings.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Expose game or map functions to Lua
  • Add constants or utility functions to a Lua library
  • Let Lua scripts register callbacks
cataclysmbn/Cataclysm-BN1.3천2026년 10월 27일 업데이트

Expose complex C++ classes to Lua by adding bindings for methods, inheritance, constructors, properties, and operators. The skill also guides ownership handling and registration so Lua scripts can use the intended class interface.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Exposing a C++ class to Lua
  • Binding inherited class methods
  • Adding constructors and properties
cataclysmbn/Cataclysm-BN1.3천2026년 10월 27일 업데이트

Add Lua bindings that let Cataclysm-BN scripts access simple C++ types, including string IDs, enums, and basic read-only classes. The skill guides documentation macros, registration in the appropriate source file, and build and in-game checks.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Exposing a C++ string ID to Lua
  • Registering an enum for Lua scripts
  • Making a basic read-only C++ type available to Lua
cataclysmbn/Cataclysm-BN1.3천2026년 10월 27일 업데이트

Generate and synchronize player-facing changelog files across English, Korean, and Japanese from a Git reference range. It groups related changes, organizes featured updates and fixes, and preserves localized labels and relevant media.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Preparing changelogs between two Git refs
  • Updating English, Korean, and Japanese release notes
  • Grouping related player-facing changes
cataclysmbn/Cataclysm-BN1.3천2026년 10월 27일 업데이트

Create or update Deno and TypeScript scripts for Cataclysm-BN, following the project’s conventions. Use it for command-line tools, data migrations, code or documentation generators, Git hooks, and other development utilities.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Creating a Deno command-line utility
  • Writing a data migration script
  • Generating code or documentation
cataclysmbn/Cataclysm-BN1.3천2026년 10월 27일 업데이트

Use this skill when the same English text needs different translations in different parts of an application. It adds gettext context at the source, updates affected PO entries, and guides validation of translations and formatting checks for the touched locale.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Separate translations for an ambiguous label
  • Add context to translated JSON strings
  • Update and validate affected PO entries
cataclysmbn/Cataclysm-BN1.3천2026년 10월 27일 업데이트

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