Scripting Extension: Difference between revisions

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== Overview ==
These are notes and current status of extending openmw scripting through SWIG.
These are notes and current status of extending openmw scripting through SWIG.


STATUS: Python scripting is fully functional. You can call from the console, or can attach to objects/global scripts with the command <pre>StartExternalScript, "scriptname.py"</pre>. This way you get access to all the locals and globals as if your python script is a normal script. The Python script has to be in the same directory that other morrowind data/addons are in (one of the data directories).
== Current Status ==
Python scripting is fully functional. You can call from the console, or can attach to objects/global scripts with the command <pre>StartExternalScript, "scriptname.py"</pre>. This way you get access to all the locals and globals as if your python script is a normal script. The Python script has to be in the same directory that other morrowind data/addons are in (one of the data directories).


How to use (development release):
== How to use ==
=== Get the modified openmw binary ===
==== github ====
<pre>$ sudo apt-get install python3-dev swig
<pre>$ sudo apt-get install python3-dev swig
$ git clone https://github.com/maqifrnswa/openmw/tree/python-scripting  
$ git clone https://github.com/maqifrnswa/openmw/tree/python-scripting  
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then in game, hit "~" to get the console, and run your script with the new command <pre>StartExternalScript, "testing.py"</pre>, or write a script/addon that calls StartExternalScript.
then in game, hit "~" to get the console, and run your script with the new command <pre>StartExternalScript, "testing.py"</pre>, or write a script/addon that calls StartExternalScript.


==== Ubuntu PPA ====
coming soon
=== Writing Python Script ===
OpenMW will import your python script as a module and run the "run()" method when you use the morrowind command "StartExternalScript"
==== Example ====
Example script, make sure you have a "run()" method, that is what will be called by openmw:
Example script, make sure you have a "run()" method, that is what will be called by openmw:
<pre>#SomethingScript in morrowind_testing.omwaddon has a short variable named hello you can use
<pre>#SomethingScript in morrowind_testing.omwaddon has a short variable named hello you can use
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</pre>
</pre>


how to write scripts:
==== How to Write Python Scripts ====
All commands are lowercase and take the same arguments as before, even optional ones. Commands that can take a reference (commands with ->) now have a first argument which is the reference. That first argument is required. If it is an implicit reference, use "self". Example 1:
All commands are lowercase and take the same arguments as before, even optional ones. Commands that can take a reference (commands with ->) now have a first argument which is the reference. That first argument is required. If it is an implicit reference, use "self". Example 1:
<pre>player->AddItem, "Gold_001", 200 </pre> is now <pre>additem("player","Gold_001",200)</pre>
<pre>player->AddItem, "Gold_001", 200 </pre> is now <pre>additem("player","Gold_001",200)</pre>
Line 42: Line 52:
<pre>"urzul gra-agum"->AIWander, 128, 0, 0, 60, 30, 10, 0, 0, 0, 0, 0, 0</pre> is now <pre>aiwander("urzul gra-agum", 128, 0, 0, 60, 30, 10, 0, 0, 0, 0, 0, 0)</pre>
<pre>"urzul gra-agum"->AIWander, 128, 0, 0, 60, 30, 10, 0, 0, 0, 0, 0, 0</pre> is now <pre>aiwander("urzul gra-agum", 128, 0, 0, 60, 30, 10, 0, 0, 0, 0, 0, 0)</pre>


Getting and setting variables:
===== Getting and setting variables =====
<pre>omwset("localvariablename", value)
<pre>omwset("localvariablename", value)
omwset("globalvariablename", value)
omwset("globalvariablename", value)
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instead of set and get to avoid name collisions with functions in python.
instead of set and get to avoid name collisions with functions in python.


Non-extension functions:
===== Non-extension functions/instructions =====
All extensions are directly available for use, but interpreter commands (like message box) can be accessed with "omwcall()"<pre>omwcall("MessageBox, \"This is a simple message\"")</pre> the argument to omwcall will be parsed as if it was a normal Morrowind script.
All extensions are directly available for use, but interpreter commands (like message box) can be accessed with "omwcall()"<pre>omwcall("MessageBox, \"This is a simple message\"")</pre> the argument to omwcall will be parsed as if it was a normal Morrowind script.


=== Debugging output ===
There's still a bunch of debugging output that will show up in the terminal, bear with it for the moment. Normal python debugging output will go to the terminal.


there's still a bunch of debugging output that will show up in the terminal, bear with it for the moment.
=== Security ===
 
Security will be an issue (running untrusted scripts), but it something people already deal with in the modding community (e.g, [http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Security Blender Python Scripting)Security]. Concerns can be addressed at a minimum by making users opt in to using python, and can be extended to only allow running scripts signed by a trusted certificate/key.
Overview:
* Security will be an issue (running untrusted scripts), but it something people already deal with in the modding community (e.g, [http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Security Blender Python Scripting)Security]. Concerns can be addressed at a minimum by making users opt in to using python, and can be extended to only allow running scripts signed by a trusted certificate/key.


To do:
== To do ==
* sandboxed and secure lua scripting, coming very soon!
sandboxed and secure lua scripting, coming very soon!

Revision as of 00:04, 9 February 2015

Overview

These are notes and current status of extending openmw scripting through SWIG.

Current Status

Python scripting is fully functional. You can call from the console, or can attach to objects/global scripts with the command

StartExternalScript, "scriptname.py"

. This way you get access to all the locals and globals as if your python script is a normal script. The Python script has to be in the same directory that other morrowind data/addons are in (one of the data directories).

How to use

Get the modified openmw binary

github

$ sudo apt-get install python3-dev swig
$ git clone https://github.com/maqifrnswa/openmw/tree/python-scripting 
$ cd openmw/
$ mkdir build && cd build
$ make -j
$ [make your python script, see example below]
$ ./openmw --start="Seyda Neen" --skip-menu

then in game, hit "~" to get the console, and run your script with the new command

StartExternalScript, "testing.py"

, or write a script/addon that calls StartExternalScript.

Ubuntu PPA

coming soon

Writing Python Script

OpenMW will import your python script as a module and run the "run()" method when you use the morrowind command "StartExternalScript"

Example

Example script, make sure you have a "run()" method, that is what will be called by openmw:

#SomethingScript in morrowind_testing.omwaddon has a short variable named hello you can use
from openmw import *

def run():
    print("health: " + str((gethealth("player"))))
    print("hello i'm a criminal")
    setpccrimelevel(100000000)
    print("flying: " + str(getflying("player")))
    setflying("player",1)
    print("flying: " + str(getflying("player")))
    print("random100: " + str(omwget("random100")))
    omwset("random100",42)
    print("random100: " + str(omwget("random100")))
    print("SomethingScript.hello: " + str(omwget("SomethingScript.hello")))
    omwset("SomethingScript.hello",42.0)
    print("SomethingScript.hello: " + str(omwget("SomethingScript.hello")))
    omwcall("MessageBox, \"This is a simple message\"")

How to Write Python Scripts

All commands are lowercase and take the same arguments as before, even optional ones. Commands that can take a reference (commands with ->) now have a first argument which is the reference. That first argument is required. If it is an implicit reference, use "self". Example 1:

player->AddItem, "Gold_001", 200 

is now

additem("player","Gold_001",200)

Example 2:

AIWander, 0, 0, 0 

is now

aiwander("self",0,0,0)

Example 3:

"urzul gra-agum"->AIWander, 128, 0, 0, 60, 30, 10, 0, 0, 0, 0, 0, 0

is now

aiwander("urzul gra-agum", 128, 0, 0, 60, 30, 10, 0, 0, 0, 0, 0, 0)
Getting and setting variables
omwset("localvariablename", value)
omwset("globalvariablename", value)
omwset("objectID.variablename", value)
owmset("globalID.variablename", value)

omwget("localvariablename")
etc.

instead of set and get to avoid name collisions with functions in python.

Non-extension functions/instructions

All extensions are directly available for use, but interpreter commands (like message box) can be accessed with "omwcall()"

omwcall("MessageBox, \"This is a simple message\"")

the argument to omwcall will be parsed as if it was a normal Morrowind script.

Debugging output

There's still a bunch of debugging output that will show up in the terminal, bear with it for the moment. Normal python debugging output will go to the terminal.

Security

Security will be an issue (running untrusted scripts), but it something people already deal with in the modding community (e.g, Blender Python Scripting)Security. Concerns can be addressed at a minimum by making users opt in to using python, and can be extended to only allow running scripts signed by a trusted certificate/key.

To do

sandboxed and secure lua scripting, coming very soon!