Working with Source Code (Lua)

Note

Tier 3 Support: The Lua code generator provides Tier 3 support. This includes basic game data class, schema types, enums, and JSON/Message Pack reading (via external table deserialization).

Accessing game data during runtime is possible by utilizing the generated source code.

This section provides examples using default class names, but it is possible to customize class names during the source code generation process. Additionally, this customization allows to avoid naming collisions with existing code.

Loading Game Data

The following Lua code creates GameData class and loads your game data into memory.

local cjson = require("cjson")
local GameData = require('game_data') -- if splitFiles = true, otherwise `require('game_data').gameData`

-- Read file content (e.g., from 'gamedata.json')
local file = io.open("gamedata.json", "r")
local json_string = file:read("*a")
file:close()

local decodedTable = cjson.decode(json_string)
local gameData = GameData.new(decodedTable) -- data should be deserialized into table before passed into GameData

The file gamedata.json could be published game data or original database file (.gdjs or .gdmp).

Accessing Documents

You can access your documents as a map/table by ID:

local heroes = gameData:getHeroes() -- heroes only from root collection by id -> table<any, Hero>

Or you can access specific documents by their Id or Unique properties:

local hero = heroes[heroId] -- -> Hero | nil

Settings schemas are accessed via their getter:

local lootSettings = gameData:getLootSettings() -- -> LootSetting | nil
local resetTime = lootSettings.resetTime -- -> number

Formulas

Formulas are currently not supported.

See also