This DLL / ASI installs hooks to invoke lua events and registeres some exports several SA:MP functions to lua.
Similar projects can be found here: https://github.com/drakeee/samp-plugin-lua https://github.com/THE-FYP/SAMP.Lua
Other libraries that I used:
- The LUA C API: https://www.lua.org/pil/24.html
- Sol2: http://sol2.readthedocs.io/en/latest/
A big thank you goes to agrippa1994 for his Utility functionality: https://github.com/SAMPProjects/Open-SAMP-API
What is Lua? Lua is a scripting language, that is designed for being embedded into other application.
You can add a events.lua
file to your SA:MP directory. The Lua engine emits events when SA:MP functions are called
For example if you call the function SendChat by using your Keybinder or by yourself the engine emits the "onSendChat" event.
This event is handled by triggering the "onSendChat" a lua function inside of the events.lua
file.
For Example:
function onSendChat(msg)
-- do something with your message
-- return a true value to mark the command as handled, the command won't be sent.
end
Not only your commands emit an event. Almost every SA:MP function calls an event. For Example (A simple Ad-Blocker):
function onAddChatMessage(text)
if string.match(text, 'BUY PREMIUM NOW') then
return true
end
return false
end
You can also call the SA:MP functions inside lua:
function onAddChatMessage(text, prefix)
print(prefix .. text) -- I repeat every message
return false
end
This way to perform a response is much more faster than using a Keybinder:
function onAddChatMessage(text)
if (text == 'Someone wants to refill your car for 1337$') then
sendCommand('/accept refill')
end
return false
end
You can register new commands or overwrite some:
function onSendChat(msg)
if msg == "/bk" then
sendCommand('/f I need some backup!')
return true
end
if msg == "/help" then
sendCommand('/admins')
return true
end
end
Another example could be:
function onAddChatMessage(text)
if string.match(text, 'SMS:') then
showGameText(text, <iTime>, <iStyle>) -- SMS are important, I need them big!
end
return false
end
Death event:
function onDeath()
sendChat('I just died in your arms tonight');
end
Spam Filter:
local lastmsg
function onAddChatMessage(text)
if lastmsg == text then
return true
end
lastmsg = text
return false
end
Example for manipulating an AddChatMessage:
function onAddChatMessage(text)
if (string.find(text, 'Noch ') and string.find(text, ' Minuten bis zum Payday')) then
local minutes = string.match(text, 'Noch (%d+) Minuten bis zum Payday')
full_print('Geldregen in ' .. minutes .. ' Minuten', 2, 'Toller Prefix', 16728128, 5017777)
return true
end
end
The shortest samp inline calculator ever: Just write calc: <expr>
, e.g. calc: 1+3*192/9
function onAddChatMessage(text)
if (string.find(text, 'calc: ')) then
local result = load('return '.. string.sub(text, 7))()
print('Result: ' .. result)
return true
end
end
A /repay method
lastPayer = ''
lastPayment = 0
function onSendChat(msg)
if (msg == "/repay") then
if (lastPayer == 0 or lastPayer == '') then
print("Nothing to pay")
else
sendCommand("/pay "..lastPayer.." "..lastPayment)
end
return true
end
end
function onAddChatMessage(text, prefix)
if (string.match(text, "payed you")) then
lastPayer, lastPayment = string.match(text, "(.*) payed you $(.*)!")
end
end
You may also use the default lua libraries like io, math, os, etc.
I want to implement as much events as possible. If you have suggestions, feel free to use the issue tracker.
The lua script can be reloaded during the game with /reloadlua
.
Events | Comment | Written |
---|---|---|
onSendChat | handles your chat and your commands, has two parameters: text and prefix | Yes |
onAddChatMessage | handles the incoming chat messages | Yes |
onShowGameText | Not yet | |
onShowDialog | Not yet | |
onDeath | Not yet | |
onSpawn | Not yet | |
onObjectCreation | Not yet | |
onVehicleEnter | Not yet | |
onVehicleExit | Not yet | |
onVehicleCreation | Not yet | |
onFreeze | Not yet | |
onUnfreeze | Not yet | |
onFreeze | Not yet | |
onTeleport | Not yet | |
onEngineStart | Not yet | |
onEngineStop | Not yet | |
... |
Callbacks | Comment | Written |
---|---|---|
sendChat | sends a chat message | Yes |
sendCommand | sends a command | Yes |
addChatMessage | alias: print, shows a client message | Yes |
full_print | The full version of the print function. Call it like this: full_print(text, chattype, prefix, color, prefixColor). | Yes |
getHP | gets the current hp | No |
... | ||
SA:MP uses several ChatTypes that you can invoke using full_print : |
- 2 for normal chat
- 4 for info messages (blue font color)
- 8 for debug messages (green font color)
If you want to test the API do the following:
- Clone this repository
- Install Boost and Lua, via NuGet Manager (Make sure that you are using all package resources)
- Make sure that the sol2 library is in the root directory (if not, download it manually)
- Compile
To use the engine, inject the lua.dll, then the samp-lua.dll. Later I you will only need to copy the samp-lua.asi into your SA:MP directory
Keep in mind that you should have a corresponding lua file in your SA:MP directory. At the moment the lua file has to be named events.lua
.
Have fun implementing some neat things using this engine.
Greets and Have Fun
LuxXx