On Nov 24, 2010, at 19:04, Tom Lippincott wrote:
> I was wondering if anyone is actively working on making the scripting 
> interface more comprehensive.  I've had some luck using SWIG to 
> auto-generate a Python API, and since its also capable of generating 
> Lua, it might be a good way to get access to more internals (and produce 
> better documentation as a side-effect), but I don't want to duplicate 
> effort.  I couldn't find much relevant discussion in the mailing list 
> archives, so thought I'd ask: I'd be happy to work on this, and send a 
> detailed plan, if it sounds promising.  Thanks,

With the scripting interface, I assume you're aiming towards the user 
accessible stuff, right? In that case, as Jude replied, exposing crawl 
internals automatically won't do, since that exposes information to the player 
they shouldn't have.

Besides improving the user scripting interface manually, a good direction to 
take things would be to continue the work on separating player knowledge from 
game state (e.g., env.map_knowledge vs. env.grid + stuff, monster_info vs. 
monster, item_info vs. item), and to automatically expose the "known" parts. 
This internal separation is also necessary for proper client-server play -- you 
might want to talk to Henry who seems to be working on that.

If you're talking about development scripting (i.e., what's used for dungeon 
generation, portal vaults, etc.), using SWIG or something similar may be a good 
idea, though I can see problems with errors in the Lua scripts creeping in 
unnoticed if the C++ side of things changes. So such a move should probably 
come with some form of regular testing of the Lua scripts (this would be good 
anyway).

Cheers
Robert


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