Tutorial:Script interfaces
Script interfaces allow direct communication between simultaneously running scripts. This is done in form of defining a public interface with given functions. All the code regarding the interfaces communication is in the remote namespace.
Defining interfaces
The interface is defined as follows:
-- assuming name and table_of_functions are defined elsewhere remote.add_interface(interface_name, table_of_functions)
-- It is possible to define the name and table inside the call
remote.add_interface("my_interface", {
my_getter = function()
-- you can return 1 or more variables from the script
return "foo"
end,
-- the values can be only primitive type or (nested) tables
my_setter = function(foo, bar)
global.foo = foo
global.bar = bar
end
})
The interface functions cannot take function pointers or function closures. Primitive types, LuaObjects and tables work just fine.
Calling interface functions
The interface can be used for calling functions from a different script.
Example (in the different script than the one above):
-- calls the my_interface.my_getter from the script above and prints the returning value
print(remote.call("my_interface", "my_getter"))
-- remote call takes the name of the interface, name of the function and then variable amount of parameters
remote.call("my_interface', "my_setter", 5, {bar=baz})
Discovering interfaces
The script can check for expected interfaces and its functions via the remote.interfaces table. This is a table indexed by interface names where the values are set of functions for particular interfaces.
Example:
-- check whether there is the "my_interface" interface and whether it contains the "my_getter" function if remote.interfaces.my_interface and remote.interfaces.my_interface.my_getter then -- the remote call for the function is safe to use end
Custom input
Keybindings can also be created. First the keybinding has to be defined in the data stage:
local button={
type = "custom-input",
name = "open-proxy-gui",
key_sequence = "SHIFT + E",
consuming = "none"
}
data:extend{button}
And then it can be used runtime by subscribing to the event of the name of the custom input:
script.on_event("open-proxy-gui",proxy_gui.on_E_button)
proxy_gui={
on_E_button=function(event)
local pindex=event.player_index
local p=game.players[pindex]
local e=game.players[pindex].selected
if e and e.name=='proxy-chest' and p.force==e.force then
proxy_gui.open(pindex,e)
end
end
}