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-- RST
-- coroutine.lua
-- -------------
--
-- This script contains convenience wrapper around creation and resuming
-- of coroutines and yielding proper sleeping times to widelands. These
-- functions are more specially tailored to widelands and take a lot of
-- the awkwardness out of using coroutines directly.
-- =======================================================================
-- PUBLIC FUNCTIONS
-- =======================================================================
-- RST
-- .. function:: run(func[, ...])
--
-- Start to run a function as a coroutine and hand it over to widelands
-- for periodical resuming. All arguments passed to this function are
-- given to the coroutine when it is first run.
--
-- :arg func: Lua function to launch as a coroutine
--
-- :returns: :const:`nil`
function run(func, ...)
local c = coroutine.create(func)
local success, sleeptime = coroutine.resume(c, ...)
if success then
if coroutine.status(c) ~= "dead" then
wl.Game():launch_coroutine(c, sleeptime)
end
else
error(sleeptime)
end
end
-- RST
-- .. function:: sleep(time)
--
-- This must be called inside a coroutine. This will put the coroutine to
-- sleep. Widelands will wake it after the given amount of time.
--
-- :arg time: time to sleep in ms
-- :type time: :class:`integer`
--
-- :returns: :const:`nil`
function sleep(time)
coroutine.yield(wl.Game().time + time)
end
-- RST
-- .. function:: wake_me(at)
--
-- This must be called inside a coroutine. This will put the coroutine to
-- sleep. Widelands will wake it at the absolute time given. If this time is
-- already in the past (that is at < :func:`wl.Game().time`) the
-- behaviour is undefined.
--
-- :arg at: when to wake this coroutine
-- :type at: :class:`integer`
--
-- :returns: :const:`nil`
function wake_me(at)
coroutine.yield(at)
end
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