On Fri, Nov 26, 2010 at 6:23 AM, Tom Lippincott
<thomas.lippinc...@cl.cam.ac.uk> wrote:
> Again, my personal experience is with Python, but assuming it works as
> smoothly for Lua, there is no need for touching the C++ code in a
> significant way, and the glue is automatic.  As for things that could be
> exposed, I'm interested in this from a user-script perspective: there
> are lots of things that aren't directly accessible from Lua, despite
> being legitimate player-knowledge.  For example, I should be able to get
> the list of my current enchantments, which ones are expiring, etc,
> without looking for a relevant warning message.  This is also related to
> the documentation issue: a clean approach to documenting the scripting
> interface (e.g. generate API docs and put them on the wiki) would be far
> better than going back and forth between the examples and source files!

Part of the issue here is that you can't just automatically expose
player.duration without modification. The current situation with
enchantments is that you know enchantments you have, and you know
which ones are timing out, but you do not know the exact durations
(and indeed, in a lot of instances, durations are slightly
randomised).

Therefore, you'd have to convert the information into 1) has/hasn't an
enchantment, 2) enchant is/isn't expiring, and not give access to the
actual duration information. This is possibly what you're talking
about and I just totally misunderstood.

However, for the already exposed functions and l_x.cc code aimed
towards clue (and indeed, towards dlua), I think it would be great if
we could convert these to SWIG and then use them to generation
documentation, as the documentation is absolutely horrible. The only
reason I know anything about them is constant trial and error,
examples, and hand-holding from other developers.

-Jude

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