CtrlK
BlogDocsLog inGet started
Tessl Logo

lua-binding-reference

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

59

Quality

68%

Does it follow best practices?

Run evals on this skill

Adds up to 20 points to the overall score

View guide

SecuritybySnyk

Passed

No findings from the security scan

Fix and improve this skill with Tessl

tessl review fix ./.agents/skills/lua-binding-reference/SKILL.md
SKILL.md
Quality
Evals
Security

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

# 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/
Repository
cataclysmbn/Cataclysm-BN
Last updated
First committed

Is this your skill?

If you maintain this skill, you can claim it as your own. Once claimed, you can manage eval scenarios, bundle related skills, attach documentation or rules, and ensure cross-agent compatibility.