Creation/Dev/GScript3: Difference between revisions
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To use GS3 you need to restart the npcserver and add the server option enablegs3=true. At the start of your script add the line | To use GS3 you need to restart the npcserver and add the server option enablegs3=true. At the start of your script add the line | ||
//#GS3 | //#GS3 | ||
''Warning:'' it is work-in-progress right now, we are working on improving compatibility and adding capabilities. | |||
===Conversion Tool=== | ===Conversion Tool=== | ||
Line 17: | Line 19: | ||
var NPCName:NPCName; | var NPCName:NPCName; | ||
}; | }; | ||
===Interaction with GS2=== | |||
When accessing GS2 objects then you need to declare what members and functions they have, otherwise you will not be able to access them: | |||
extern class GS2NPCName extends TServerNPC { | |||
var money:int; | |||
function addMoney(amount:int):void; | |||
} | |||
extern global { | |||
var GS2NPCName:GS2NPCName; | |||
} | |||
This can be some work, but when the other object is also GS3 then it's much easier (see ''External Declarations''). | |||
To access GS3 objects from GS2 everything stays the same, errors are reported at runtime. | |||
===Main changes=== | ===Main changes=== | ||
In GS3 you need to declare variable types, function return types and function parameter types. That way we can automatically check if you access the variable correctly or call a function with the good parameters, which means less errors. | |||
You also need to declare variables of an NPC (at the start of the script): | |||
var myvar:string; | |||
var myvar2:number; | |||
This makes it easier to understand a script and handle objects. If you need to store many dynamic variables for an NPC then you can use arrays or dictionaries. | |||
Joining of classes is still possible but not dynamically. So you have to put the join-call outside of any function: | |||
join("myclass"); | |||
function onCreated() { | |||
// Can't join here with this.join() or so! | |||
} | |||
===Advantages=== | |||
Using types makes prototyping a little bit harder since you have to think about variable types and declare classes or similar to access data. | |||
However for bigger projects (most Graal servers fall under this category) it is very important that scripts can be understood by other scripters, have some structure and don't contain bugs which break the economy or similar. By requiring types a lot of errors can already be detected when writing the script instead of at runtime when players are using the script. | |||
So we have a few advantages: | |||
* Helps to write code which is more reliable and readable | |||
* The structure of objects can be analyzed for automatic script documentation | |||
* Dependencies can be analyzed so you can know which scripts access an object or function | |||
* We can make scripts running much faster (not right now but in the future) | |||
* GraalScript3 can be converted to other languages and platforms, we are preparing something interesting for this to show in a few weeks | |||
We are also preparing a few improvements to make GS3 more interesting, including support for getter and setter functions and private variables. | |||
==Language Elements== | ==Language Elements== |
Latest revision as of 06:33, 16 June 2013
GScript3 (also known as GS3 or GraalScript3) is the latest version of the Graal's scripting language.
It introduces new syntax and semantic elements, and enable new features in Web browsers.
Quick Help for Server Staff
Enable GS3
To use GS3 you need to restart the npcserver and add the server option enablegs3=true. At the start of your script add the line
//#GS3
Warning: it is work-in-progress right now, we are working on improving compatibility and adding capabilities.
Conversion Tool
To convert scripts from GS2 to GS3 you can use the online tool at http://graalscript3.graalonline.com/ It can help to convert scripts and also to check for correct syntax, although things like join will not work.
Extern Declarations
Important: for accessing other objects you need to 'include' the other scripts this way (objects are automatically also member of the class of the same name):
extern global { var NPCName:NPCName; };
Interaction with GS2
When accessing GS2 objects then you need to declare what members and functions they have, otherwise you will not be able to access them:
extern class GS2NPCName extends TServerNPC { var money:int; function addMoney(amount:int):void; } extern global { var GS2NPCName:GS2NPCName; }
This can be some work, but when the other object is also GS3 then it's much easier (see External Declarations).
To access GS3 objects from GS2 everything stays the same, errors are reported at runtime.
Main changes
In GS3 you need to declare variable types, function return types and function parameter types. That way we can automatically check if you access the variable correctly or call a function with the good parameters, which means less errors.
You also need to declare variables of an NPC (at the start of the script):
var myvar:string; var myvar2:number;
This makes it easier to understand a script and handle objects. If you need to store many dynamic variables for an NPC then you can use arrays or dictionaries.
Joining of classes is still possible but not dynamically. So you have to put the join-call outside of any function:
join("myclass"); function onCreated() { // Can't join here with this.join() or so! }
Advantages
Using types makes prototyping a little bit harder since you have to think about variable types and declare classes or similar to access data.
However for bigger projects (most Graal servers fall under this category) it is very important that scripts can be understood by other scripters, have some structure and don't contain bugs which break the economy or similar. By requiring types a lot of errors can already be detected when writing the script instead of at runtime when players are using the script.
So we have a few advantages:
- Helps to write code which is more reliable and readable
- The structure of objects can be analyzed for automatic script documentation
- Dependencies can be analyzed so you can know which scripts access an object or function
- We can make scripts running much faster (not right now but in the future)
- GraalScript3 can be converted to other languages and platforms, we are preparing something interesting for this to show in a few weeks
We are also preparing a few improvements to make GS3 more interesting, including support for getter and setter functions and private variables.
Language Elements
Operators
addition (+) operator
Usage
numeric_expression1 + numeric_expression2
Adds together numeric_expression1 and numeric_expression2.
Both expressions must be numeric (int or number types).
To concatenate strings, the append (@) operator must be used instead.
Example
echo(1 + 2); // 3 echo(1.5 + 2.25); // 3.75
addition assignment (+=) operator
Usage
numeric_expression1 += numeric_expression2
Puts the result of numeric_expression1 + numeric_expression2 into numeric_expression1.
Both expressions must be numeric (int or number types).
This is a direct equivalent of the following expression:
numeric_expression1 = numeric_expression1 + numeric_expression2
To concatenate strings, the append assignment (@=) operator must be used instead.
Example
var result : int = 10; [[result += 20; echo(result); // 30
]]
append (@) operator
Usage
string_expression1 @ string_expression2
Concats together string_expression1 and string_expression2.
Both expressions must be string (string type).
To add numbers, the addition (+) operator must be used instead.
Example
echo("hello " @ "world"); // "hello world"
as operator
Usage
expression as target_type
Converts the source type of expression to target_type.
The target type must be an object type, not a basic type like int, number, string.
The source type must be a member of the target type.
Example
class Animal { ... } class Cat extends Animal { ... } class Dog extends Animal { ... } var cat : Cat = new Cat(); var dog : Dog = new Dog(); var cat_as_animal : Animal = cat as Animal; // OK as the Cat type is a member of the Animal type. var cat_as_cat : Cat = cat_as_animal as Cat; // OK as the Cat type is a member of the Animal type. var cat_as_dog : Dog = cat as Dog; // KO as the Cat type is not a member of the Dog type. var cat_as_animal_as_dog : Dog = cat_as_animal as Dog; // null as the Cat as Animal type is not a member of the Dog type.
type (:) operator
Usage
var variable_name : type function function_name(parameter : type, ...) : return_type { ... }
Specifies the type for a variable or function declaration.
For functions, this operator must be used to specify the return type, and the type of parameters if any.
Example
var language : string = "GScript"; var version : int = 3; function sayHello() : void { echo("hello"); } function addNumbers(a : int, b : int) : int { return a + b; }
Types
boolean type
Enables to define variables, function parameters or return values with two possible values, true or false. These values represents the result of logical expressions.
Example
var graal_is_cool : boolean = true; var is_dark : boolean = false; var is_light : boolean = !is_dark;
int type
Enables to define variables, function parameters or return values with a 32-bit signed integer number type.
With this type, you can define integer numbers between -2,147,483,648 (-2 ^ 31) and 2,147,483,647 (2 ^ 31 - 1).
To work with floating-point numbers, or define numbers outside this range, the number type must be used instead.
Example
var integer_number : int = 123;
string type
Represents textual data using a string of characters.
A string cannot be null but may be empty (with a length of zero).
Example
var text : string = "hello";
void type
Usage
function function_name( ... ) : void { ... }
Specifies that a function does not return any value.
Only empty return statements must be used in functions with void type.
Example
function emptyFunction() : void { } function logMessage(message : string, hasLog : boolean) : void { if (!hasLog) return; // No returned value. echo(message); }
Declaration Keywords
const keyword
Usage
const constant_name : type = constant_value;
Specifies a variable with a unique and constant value at compilation and execution time.
Constants are automatically inlined to their value by the compiler, so it is recommended for optimization purposes to prefer constants to normal variables when their value never changes.
Example
const winning_points : int = 1000; const hello_text : string = "hello"; const world_text : string = "world"; const hello_world_text : string = hello_text @ world_text; winning_points = 500; // KO as winning_points must be constant