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anselme/anselme.lua

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Lua

--- anselme main module
--- Anselme Lua API reference
--
-- We actively support LuaJIT and Lua 5.4. Lua 5.1, 5.2 and 5.3 *should* work but I don't always test against them.
--
-- This documentation is generated from the main module file `anselme.lua` using `ldoc --ext md anselme.lua`.
--
-- Example usage:
-- ```lua
-- local anselme = require("anselme") -- load main module
--
-- local vm = anselme() -- create new VM
-- vm:loadgame("game") -- load some scripts, etc.
-- local interpreter = vm:rungame() -- create a new interpreter using what was loaded with :loadgame
--
-- -- simple function to convert text event data into a string
-- -- in your game you may want to handle tags, here we ignore them for simplicity
-- local function format_text(text)
-- local r = ""
-- for _, l in ipairs(t) do
-- r = r .. l.text
-- end
-- return r
-- end
--
-- -- event loop
-- repeat
-- local event, data = interpreter:step() -- progress script until next event
-- if event == "text" then
-- print(format_text(d))
-- elseif event == "choice" then
-- for j, choice in ipairs(d) do
-- print(j.."> "..format_text(choice))
-- end
-- interpreter:choose(io.read())
-- elseif event == "error" then
-- error(data)
-- end
-- until t == "return" or t == "error"
-- ```
--
-- Calling the Anselme main module will create a return a new [VM](#vms).
--
-- The main module also contain a few fields:
--
-- @type anselme
local anselme = {
--- Anselme version information table.
--
-- Contains version informations as number (higher means more recent) of Anselme divied in a few categories:
--
-- * `save`, which is incremented at each update which may break save compatibility
-- * `language`, which is incremented at each update which may break script file compatibility
-- * `api`, which is incremented at each update which may break Lua API compatibility
versions = {
save = 2,
language = 25,
api = 6
},
--- General version number.
--
-- It is incremented at each update.
version = 26,
--- Currently running [interpreter](#interpreters).
-- `nil` if no interpreter running.
running = nil
}
package.loaded[...] = anselme
-- load libs
local anselme_root = (...):gsub("anselme$", "")
local preparse = require(anselme_root.."parser.preparser")
local postparse = require(anselme_root.."parser.postparser")
local expression = require(anselme_root.."parser.expression")
local eval = require(anselme_root.."interpreter.expression")
local injections = require(anselme_root.."parser.common").injections
local run_line = require(anselme_root.."interpreter.interpreter").run_line
local run = require(anselme_root.."interpreter.interpreter").run
local to_lua = require(anselme_root.."interpreter.common").to_lua
local merge_state = require(anselme_root.."interpreter.common").merge_state
local stdfuncs = require(anselme_root.."stdlib.functions")
local bootscript = require(anselme_root.."stdlib.bootscript")
local copy = require(anselme_root.."common").copy
local should_be_persisted = require(anselme_root.."interpreter.common").should_be_persisted
local check_persistable = require(anselme_root.."interpreter.common").check_persistable
-- wrappers for love.filesystem / luafilesystem
local function list_directory(path)
local t = {}
if love then
t = love.filesystem.getDirectoryItems(path)
else
local lfs = require("lfs")
for item in lfs.dir(path) do
table.insert(t, item)
end
end
return t
end
local function is_directory(path)
if love then
return not not love.filesystem.getInfo(path, "directory")
else
local lfs = require("lfs")
return lfs.attributes(path, "mode") == "directory"
end
end
local function is_file(path)
if love then
return not not love.filesystem.getInfo(path, "file")
else
local lfs = require("lfs")
return lfs.attributes(path, "mode") == "file"
end
end
--- Interpreters
--
-- An interpreter is in charge of running Anselme code and is spawned from a [VM](#vms).
-- Several interpreters from the same VM can run at the same time.
--
-- Typically, you would have a interpreter for each script that need at the same time, for example one for every NPC
-- that is currently talking.
--
-- Each interpreter can only run one script at a time, and will run it sequentially.
-- You can advance in the script by calling the `:step` method, which will run the script until an event is sent (for example some text needs to be displayed),
-- which will pause the whole interpreter until `:step` is called again.
--
-- @type interpreter
local interpreter_methods = {
--- interpreter state
-- for internal use, you shouldn't touch this
-- @local
state = nil,
--- [VM](#vms) this interpreter belongs to.
vm = nil,
--- String, type of the event that stopped the interpreter (`nil` if interpreter is still running).
end_event = nil,
--- Run the interpreter until the next event.
-- Returns event type (string), data (any).
--
-- Will merge changed variables on successful script end.
--
-- If event is `"return"` or `"error"`, the interpreter can not be stepped further and should be discarded.
--
-- Default event types and their associated data:
-- * `text`: text to display, data is a list of text elements, each with a `text` field, containing the text contents, and a `tags` field, containing the tags associated with this text
-- * `choice`: choices to choose from, data is a list of choices Each of these choice is a list of text elements like for the `text` event
-- * `return`: when the script ends, data is the returned value (`nil` if nothing returned)
-- * `error`: when there is an error, data is the error message.
--
-- See [LANGUAGE.md](LANGUAGE.md) for more details on events.
step = function(self)
-- check status
if self.end_event then
return "error", ("interpreter can't be restarted after receiving a %s event"):format(self.end_event)
end
if coroutine.status(self.state.interpreter.coroutine) ~= "suspended" then
return "error", ("can't step interpreter because it has already finished or is already running (coroutine status: %s)"):format(coroutine.status(self.state.interpreter.coroutine))
end
-- handle interrupt
if self.state.interpreter.interrupt then
local expr = self.state.interpreter.interrupt
if expr == true then
return "return", "" -- nothing to do after interrupt
else
local line = self.state.interpreter.running_line
local namespace = self:current_namespace()
-- replace state with interrupted state
local exp, err = expression(expr, self.state.interpreter.global_state, namespace or "", "interpreter:interrupt")
if not exp then return "error", ("%s; during interrupt %q at %s"):format(err, expr, line and line.source or "unknown") end
local r, e = self.vm:run(exp)
if not r then return "error", e end
self.state = r.state
end
end
-- run
local previous = anselme.running
anselme.running = self
local success, event, data = coroutine.resume(self.state.interpreter.coroutine)
anselme.running = previous
if not success then event, data = "error", event end
if event == "return" then merge_state(self.state) end
if event == "return" or event == "error" then self.end_event = event end
return event, data
end,
--- Select a choice.
-- `i` is the index (number) of the choice in the choice list (from the choice event's data).
--
-- The choice will be selected on the next interpreter step.
--
-- Returns this interpreter.
choose = function(self, i)
self.state.interpreter.choice_selected = tonumber(i)
return self
end,
--- Interrupt (abort the currently running script) the interpreter on the next step, executing an expression (string, if specified) in the current namespace instead.
--
-- Returns this interpreter.
interrupt = function(self, expr)
self.state.interpreter.interrupt = expr or true
return self
end,
--- Returns the namespace (string) the last ran line belongs to.
current_namespace = function(self)
local line = self.state.interpreter.running_line
local namespace = ""
if line then
local cur_line = line
namespace = cur_line.namespace
while not namespace do
local block = cur_line.parent_block
if not block.parent_line then break end -- reached root
cur_line = block.parent_line
namespace = cur_line.namespace
end
end
return namespace
end,
--- Run an expression (string) or block, optionally in a specific namespace (string, will use root namespace if not specified).
-- This may trigger events and must be called from within the interpreter coroutine (i.e. from a function called from a running script).
--
-- No automatic merge if this change the interpreter state, merge is done once we reach end of script in a call to `:step` as usual.
--
-- Returns the returned value (nil if nothing returned).
run = function(self, expr, namespace)
-- check status
if coroutine.status(self.state.interpreter.coroutine) ~= "running" then
error("run must be called from whithin the interpreter coroutine")
end
-- parse
local err
if type(expr) ~= "table" then expr, err = expression(tostring(expr), self.state.interpreter.global_state, namespace or "", "interpreter:run") end
if not expr then coroutine.yield("error", err) end
-- run
local r, e
if expr.type == "block" then
r, e = run(self.state, expr)
else
r, e = eval(self.state, expr)
end
if not r then coroutine.yield("error", e) end
if self.state.interpreter.current_event then -- flush final events
local rf, re = run_line(self.state, { type = "flush_events" })
if re then coroutine.yield("error", re) end
if rf then r = rf end
end
return to_lua(r, self.state)
end,
--- Evaluate an expression (string) or block, optionally in a specific namespace (string, will use root namespace if not specified).
-- The expression can't yield events.
-- Can be called from outside the interpreter coroutine. Will create a new coroutine that operate on this interpreter state.
--
-- No automatic merge if this change the interpreter state, merge is done once we reach end of script in a call to `:step` as usual.
--
-- Returns the returned value in case of success (nil if nothing returned).
--
-- Returns nil, error message in case of error.
eval = function(self, expr, namespace)
if self.end_event then
return "error", ("interpreter can't be restarted after receiving a %s event"):format(self.end_event)
end
-- parse
local err
if type(expr) ~= "table" then expr, err = expression(tostring(expr), self.state.interpreter.global_state, namespace or "", "interpreter:eval") end
if not expr then return nil, err end
-- run
local co = coroutine.create(function()
local r, e
if expr.type == "block" then
r, e = run(self.state, expr)
else
r, e = eval(self.state, expr)
end
if not r then return "error", e end
return "return", r
end)
local previous = anselme.running
anselme.running = self
local success, event, data = coroutine.resume(co)
anselme.running = previous
if not success then
return nil, event
elseif event == "error" then
self.end_event = "error"
return nil, data
elseif event ~= "return" then
return nil, ("evaluated expression generated an %q event; at %s"):format(event, self.state.interpreter.running_line.source)
else
return to_lua(data, self.state)
end
end,
}
interpreter_methods.__index = interpreter_methods
--- VMs
--
-- A VM stores the state required to run Anselme scripts. Each VM is completely independant from each other.
--
-- @type vm
local vm_mt = {
--- anselme state
-- for internal use, you shouldn't touch this
-- @local
state = nil,
--- loaded game state
-- for internal use, you shouldn't touch this
-- @local
game = nil,
--- Wrapper for loading a whole set of scripts (a "game").
-- Should be preferred to other loading functions if possible as this sets all the common options on its own.
--
-- Requires LÖVE or LuaFileSystem.
--
-- Will load from the directory given by `path` (string), in order:
-- * `config.ans`, which will be executed in the "config" namespace and may contains various optional configuration options:
-- * `anselme version`: number, version of the anselme language this game was made for
-- * `game version`: any, version information of the game. Can be used to perform eventual migration of save with an old version in the main file.
-- Always included in saved variables.
-- * `language`: string, built-in language file to load
-- * `inject directory`: string, directory that may contain "function start.ans", "checkpoint end.ans", etc. which content will be used to setup
-- the custom code injection methods (see vm:setinjection)
-- * `global directory`: string, path of global script directory. Every script file and subdirectory in the path will be loaded in the global namespace.
-- * `start expression`: string, expression that will be ran when starting the game
-- * files in the global directory, if defined in config.ans
-- * every other file in the path and subdirectories, using their path as namespace (i.e., contents of path/world1/john.ans will be defined in a function world1.john)
--
-- Returns this VM in case of success.
--
-- Returns nil, error message in case of error.
loadgame = function(self, path)
if self.game then error("game already loaded") end
-- load config
if is_file(path.."/config.ans") then
local s, e = self:loadfile(path.."/config.ans", "config")
if not s then return s, e end
s, e = self:eval("config")
if e then return s, e end
end
-- get config
self.game = {
anselme_version = self:eval("config.anselme version"),
game_version = self:eval("config.game version"),
language = self:eval("config.language"),
inject_directory = self:eval("config.inject directory"),
global_directory = self:eval("config.global directory"),
start_expression = self:eval("config.start expression")
}
-- check language version
if self.game.anselme_version and self.game.anselme_version ~= anselme.versions.language then
return nil, ("trying to load game made for Anselme language %s, but currently using version %s"):format(self.game.anselme_version, anselme.versions.language)
end
-- load language
if self.game.language then
local s, e = self:loadlanguage(self.game.language)
if not s then return s, e end
end
-- load injections
if self.game.inject_directory then
for inject, ninject in pairs(injections) do
local f = io.open(path.."/"..self.game.inject_directory.."/"..inject..".ans", "r")
if f then
self.state.inject[ninject] = f:read("*a")
f:close()
end
end
end
-- load global scripts
for _, item in ipairs(list_directory(path.."/"..self.game.global_directory)) do
if item:match("[^%.]") then
local p = path.."/"..self.game.global_directory.."/"..item
local s, e
if is_directory(p) then
s, e = self:loaddirectory(p)
elseif item:match("%.ans$") then
s, e = self:loadfile(p)
end
if not s then return s, e end
end
end
-- load other files
for _, item in ipairs(list_directory(path)) do
if item:match("[^%.]") and
item ~= "config.ans" and
item ~= self.game.global_directory and
item ~= self.game.inject_directory
then
local p = path.."/"..item
local s, e
if is_directory(p) then
s, e = self:loaddirectory(p, item)
elseif item:match("%.ans$") then
s, e = self:loadfile(p, item:gsub("%.ans$", ""))
end
if not s then return s, e end
end
end
return self
end,
--- Return a interpreter which runs the game start expression (if given).
--
-- Returns interpreter in case of success.
--
-- Returns nil, error message in case of error.
rungame = function(self)
if not self.game then error("no game loaded") end
if self.game.start_expression then
return self:run(self.game.start_expression)
else
return self:run("()")
end
end,
--- Load code from a string.
-- Similar to Lua's code loading functions.
--
-- Compared to their Lua equivalents, these also take an optional `name` argument (default="") that set the namespace to load the code in. Will define a new function is specified; otherwise, code will be parsed but not executable from an expression (as it is not named).
--
-- Returns parsed block in case of success.
--
-- Returns nil, error message in case of error.
loadstring = function(self, str, name, source)
local s, e = preparse(self.state, str, name or "", source)
if not s then return s, e end
return s
end,
--- Load code from a file.
-- See `vm:loadstring`.
loadfile = function(self, path, name)
local content
if love then
local e
content, e = love.filesystem.read(path)
if not content then return content, e end
else
local f, e = io.open(path, "r")
if not f then return f, e end
content = f:read("*a")
f:close()
end
local s, err = self:loadstring(content, name, path)
if not s then return s, err end
return s
end,
-- Load every file in a directory, using filename (without .ans extension) as its namespace.
--
-- Requires LÖVE or LuaFileSystem.
--
-- Returns this VM in case of success.
--
-- Returns nil, error message in case of error.
loaddirectory = function(self, path, name)
if not name then name = "" end
name = name == "" and "" or name.."."
for _, item in ipairs(list_directory(path)) do
if item:match("[^%.]") then
local p = path.."/"..item
local s, e
if is_directory(p) then
s, e = self:loaddirectory(p, name..item)
elseif item:match("%.ans$") then
s, e = self:loadfile(p, name..item:gsub("%.ans$", ""))
end
if not s then return s, e end
end
end
return self
end,
--- Set aliases for built-in variables 👁️, 🔖 and 🏁 that will be defined on every new checkpoint and function.
-- This does not affect variables that were defined before this function was called.
-- Set to nil for no alias.
--
-- Returns this VM.
setaliases = function(self, seen, checkpoint, reached)
self.state.builtin_aliases["👁️"] = seen
self.state.builtin_aliases["🔖"] = checkpoint
self.state.builtin_aliases["🏁"] = reached
return self
end,
--- Set some code that will be injected at specific places in all code loaded after this is called.
-- Can typically be used to define variables for every function like 👁️, setting some value on every function resume, etc.
--
-- Possible inject types:
-- * `"function start"`: injected at the start of every non-scoped function
-- * `"function end"`: injected at the end of every non-scoped function
-- * `"function return"`: injected at the end of each return's children that is contained in a non-scoped function
-- * `"checkpoint start"`: injected at the start of every checkpoint
-- * `"checkpoint end"`: injected at the end of every checkpoint
-- * `"class start"`: injected at the start of every class
-- * `"class end"`: injected at the end of every class
-- * `"scoped function start"`: injected at the start of every scoped function
-- * `"scoped function end"`: injected at the end of every scoped function
-- * `"scoped function return"`: injected at the end of each return's children that is contained in a scoped function
--
-- Set `code` to nil to disable the inject.
--
-- Returns this VM.
setinjection = function(self, inject, code)
assert(injections[inject], ("unknown injection type %q"):format(inject))
self.state.inject[injections[inject]] = code
return self
end,
--- Load and execute a built-in language file.
--
-- The language file may optionally contain the special variables:
-- * alias 👁️: string, default alias for 👁️
-- * alias 🏁: string, default alias for 🏁
-- * alias 🔖: string, default alias for 🔖
--
-- Returns this VM in case of success.
--
-- Returns nil, error message in case of error.
loadlanguage = function(self, lang)
local namespace = "anselme.languages."..lang
-- execute language file
local code = require(anselme_root.."stdlib.languages."..lang)
local s, e = self:loadstring(code, namespace, lang)
if not s then return s, e end
s, e = self:eval(namespace)
if e then return s, e end
-- set aliases for built-in variables
local seen_alias = self:eval(namespace..".alias 👁️")
local checkpoint_alias = self:eval(namespace..".alias 🔖")
local reached_alias = self:eval(namespace..".alias 🏁")
self:setaliases(seen_alias, checkpoint_alias, reached_alias)
return self
end,
--- Define functions from Lua.
--
-- * `signature`: string, full signature of the function
-- * `fn`: function (Lua function or table, see examples in `stdlib/functions.lua`)
--
-- Returns this VM.
loadfunction = function(self, signature, fn)
if type(signature) == "table" then
for k, v in pairs(signature) do
local s, e = self:loadfunction(k, v)
if not s then return nil, e end
end
else
if type(fn) == "function" then fn = { value = fn } end
self.state.link_next_function_definition_to_lua_function = fn
local s, e = self:loadstring(":$"..signature, "", "lua")
if not s then return nil, e end
assert(self.state.link_next_function_definition_to_lua_function == nil, "unexpected error while defining lua function")
return self
end
return self
end,
--- Save/load script state
--
-- Only saves persistent variables' full names and values.
-- Make sure to not change persistent variables names, class name, class attribute names, checkpoint names and functions names between a
-- save and a load (alias can of course be changed), as Anselme will not be able to match them to the old names stored in the save file.
--
-- If a variable is stored in the save file but is not marked as persistent in the current scripts (e.g. if you updated the Anselme scripts to
-- remove the persistence), it will not be loaded.
--
-- Loading should be done after loading all the game scripts (otherwise you will get "variable already defined" errors).
--
-- Returns this VM.
load = function(self, data)
assert(anselme.versions.save == data.anselme.versions.save, ("trying to load data from an incompatible version of Anselme; save was done using save version %s but current version is %s"):format(data.anselme.versions.save, anselme.versions.save))
for k, v in pairs(data.variables) do
if self.state.variable_metadata[k] then
if self.state.variable_metadata[k].persistent then
self.state.variables[k] = v
end
else
self.state.variables[k] = v -- non-existent variable: keep it in case there was a mistake, it's not going to affect anything anyway
end
end
return self
end,
--- Save script state.
-- See `vm:load`.
--
-- Returns save data in case of success.
--
-- Returns nil, error message in case of error.
save = function(self)
local vars = {}
for k, v in pairs(self.state.variables) do
if should_be_persisted(self.state, k, v) then
local s, e = check_persistable(v)
if not s then return nil, ("%s; while saving variable %s"):format(e, k) end
vars[k] = v
end
end
return {
anselme = {
versions = anselme.versions,
version = anselme.version
},
variables = vars
}
end,
--- Perform parsing that needs to be done after loading code.
-- This is automatically ran before starting an interpreter, but you may want to execute it before if you want to check for parsing error manually.
--
-- Returns self in case of success.
--
-- Returns nil, error message in case of error.
postload = function(self)
if #self.state.queued_lines > 0 then
local r, e = postparse(self.state)
if not r then return nil, e end
end
return self
end,
--- Enable feature flags.
-- Available flags:
-- * `"strip trailing spaces"`: remove trailing spaces from choice and text events (enabled by default)
-- * `"strip duplicate spaces"`: remove duplicated spaces between text elements from choice and text events (enabled by default)
--
-- Returns this VM.
enable = function(self, ...)
for _, flag in ipairs{...} do
self.state.feature_flags[flag] = true
end
return self
end,
--- Disable features flags.
-- Returns this VM.
disable = function(self, ...)
for _, flag in ipairs{...} do
self.state.feature_flags[flag] = nil
end
return self
end,
--- Run code.
-- Will merge state after successful execution
--
-- * `expr`: expression to evaluate (string or parsed expression), or a block to run
-- * `namespace`(default=""): namespace to evaluate the expression in
-- * `tags`(default={}): defaults tags when evaluating the expression (Lua value)
--
-- Return interpreter in case of success.
--
-- Returns nil, error message in case of error.
run = function(self, expr, namespace, tags)
local s, e = self:postload()
if not s then return s, e end
--
local err
if type(expr) ~= "table" then expr, err = expression(tostring(expr), self.state, namespace or "", "vm:run") end
if not expr then return expr, err end
-- interpreter state
local interpreter
interpreter = {
state = {
inject = self.state.inject,
feature_flags = self.state.feature_flags,
builtin_aliases = self.state.builtin_aliases,
aliases = setmetatable({}, { __index = self.state.aliases }),
functions = self.state.functions, -- no need for a cache as we can't define or modify any function from the interpreter for now
variable_metadata = self.state.variable_metadata, -- no cache as metadata are expected to be constant
variables = setmetatable({}, {
__index = function(variables, k)
local cache = getmetatable(variables).cache
if cache[k] == nil then
cache[k] = copy(self.state.variables[k], getmetatable(variables).copy_cache)
end
return cache[k]
end,
-- variables that keep current state and should be cleared at each checkpoint
cache = {}, -- cache of previously read values (copies), to get repeatable reads & handle mutable types without changing global state
modified_tables = {}, -- list of modified tables (copies) that should be merged with global state on next checkpoint
copy_cache = {}, -- table of [original table] = copied table. Automatically filled by copy().
-- keep track of scoped variables in scoped functions [fn line] = {{scoped variables}, next scope, ...}
-- (scoped variables aren't merged on checkpoint, shouldn't be cleared at checkpoints)
-- (only stores scoped variables that have been reassigned at some point (i.e. every accessed one since they start as undefined))
scoped = {}
}),
interpreter = {
-- constant
global_state = self.state,
coroutine = coroutine.create(function() return "return", interpreter:run(expr, namespace) end),
-- status
running_line = nil,
-- choice event
choice_selected = nil,
-- skip next choices until next event change (to skip currently running choice block when resuming from a checkpoint)
skip_choices_until_flush = nil,
-- active event buffer stack
event_buffer_stack = {},
-- current event waiting to be sent
current_event = nil,
-- interrupt
interrupt = nil,
-- tag stack
tags = {},
-- default tags for everything in this interpreter (Lua values)
base_lua_tags = tags,
},
},
vm = self
}
return setmetatable(interpreter, interpreter_methods)
end,
--- Evaluate code.
-- Behave like `:run`, except the expression can not emit events and will return the result of the expression directly.
-- Merge state after sucessful execution automatically like `:run`.
--
-- * `expr`: expression to evaluate (string or parsed expression), or a block to evaluate
-- * `namespace`(default=""): namespace to evaluate the expression in
-- * `tags`(default={}): defaults tags when evaluating the expression (Lua value)
--
-- Return value in case of success (nil if nothing returned).
--
-- Returns nil, error message in case of error.
eval = function(self, expr, namespace, tags)
local interpreter, err = self:run("()", namespace, tags)
if not interpreter then return interpreter, err end
local r, e = interpreter:eval(expr, namespace)
if e then return r, e end
assert(interpreter:step() == "return", "evaluated expression can not emit events") -- trigger merge / end-of-script things
return r
end
}
vm_mt.__index = vm_mt
-- return anselme module
return setmetatable(anselme, {
__call = function()
-- global state
local state = {
inject = {
-- function_start = "code block...", ...
},
feature_flags = {
["strip trailing spaces"] = true,
["strip duplicate spaces"] = true
},
builtin_aliases = {
-- ["👁️"] = "seen",
-- ["🔖"] = "checkpoint",
-- ["🏁"] = "reached"
},
aliases = {
-- ["bonjour.salutation"] = "hello.greeting", ...
},
functions = {
-- ["script.fn"] = {
-- {
-- function or checkpoint table
-- }, ...
-- }, ...
},
variable_metadata = {
-- foo = { constant = true, persistent = true, constraint = constraint, ... }, ...
},
variables = {
-- foo = {
-- type = "number",
-- value = 42
-- }, ...
},
queued_lines = {
-- { line = line, namespace = "foo" }, ...
},
link_next_function_definition_to_lua_function = nil -- temporarly set to tell the preparser to link a anselme function definition with a lua function
}
local vm = setmetatable({ state = state }, vm_mt)
-- bootscript
local boot = assert(vm:loadstring(bootscript, "", "boot script"))
local _, e = vm:eval(boot)
if e then error(e) end
-- lua-defined functions
assert(vm:loadfunction(stdfuncs.lua))
-- anselme-defined functions
local ansfunc = assert(vm:loadstring(stdfuncs.anselme, "", "built-in functions"))
_, e = vm:eval(ansfunc)
if e then return error(e) end
return vm
end
})