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https://github.com/goshante/cjass2lua

Code converterter from cJass and JASS to Lua for Warcraft III
https://github.com/goshante/cjass2lua

cjass cjass-extension converter jass lua reforged vjass warcraft-iii worldedit

Last synced: 24 days ago
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Code converterter from cJass and JASS to Lua for Warcraft III

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README

        

# cJass2Lua
## Useful converter from cJass/JASS to Lua for Warcraft III scripts

## Description
Warcraft III Reforged brought us Lua scripting, but still a lot of map makers for WC3 are using JASS and cJass. JASS is because it's a standard and cJass just because C-style syntax rules. Unfortunately cJass extension is unsupported for Reforged and who knows how it will be. And JASS becomes deprecated. Lua is more efficient, useful and simple for game development. But a lot of projects are still on cJass/JASS and no way to convert them to Lua. Editor without cJass extension does not perceive this code. Re-writing code manually to Lua could take a lot of time, nobody wants to waste time on it. This tool comes to solve this problem. cjass2lua tool can easily convert cJass and JASS to readable Lua code, it will help you to upgrade your map by modern map development patterns.

### Features
- Analyzing and syntax checking cJass code
- Full support of JASS/cJASS
- Analyzing classes/structures and converting them to Lua meta table implementation with maximum compatibility
- Producing .lua file with converted code of your cJass/JASS code
- Advanced JASS features such as 'native', 'constant', 'type'
- emmyDoc option for lua
- Single file conversion
- Smart string decection (constants, locals, globals, declared functions) and smart replacing string concatenation operator
- Supports mixed code of cJass/JASS. It is fully recognizable.
- Lambdas
- Define macroses with expressions
- Massive folder-to-folder conversion
- Advanced logging of application
- Opportunity to implement output for any other script language
- 100% readable code formatting
- Saving comments, comment positions and new lines, function and variable names, spaces in expressions
- Config file with application's settings
- Minimalistic and simple GUI interface
- Command line interface

### Unsupported features
- Inheritance in structures
- vJASS features as scopes, modules, etc. are unsupported (and have no sense in Lua)
- Pre-processor directives
- cJass 'for' loops are prohibited.
- Macroses. Only constants and expression defines, function and variable shorters. Macroses are translated into global variables.

### Pay attention to this before translating your code
- Your code is 100% correct
- Array indexes in Lua started from 1 in some cases. Just note that.
- You have no objects or classes/structures
- If structure has constructor (static creator) it must be named as `create` or `new`.
- String concatecation operator `+` in JASS normally should be replaced with `..` but string globals or functions defined beyond current file are unknown. And in this some cases with unknown in current context string globals or functions operator `+` will be not replaced.
- Pre-increments or post-increments are supported and can be used in expressions, but for example `a = i++` will be converted into `a = (i + 1)` and `i` will not be incremented. In this cases you need to increment it manually.
- Read logs if something goes wrong, this application leaves cjass2lua.log file with all it's actions and possible problems. Everything should be fine if you have no warnings.

### Latest release
- [v1.12](https://github.com/fullmetal-a/cjass2lua/releases/tag/v1.12)

### Manual
(No TL;DR sections, complicated bullshit or other retarded shit, just exe file with simple interface)
#### GUI
1. Click Browse to open input file (or hold SHIFT and click Browse to select input folder)
2. Click Browse to save future .lua script (or hold SHIFT and click Browse to select output folder)
3. Click Translate and wait
#### Console
- First argument is input file or folder (necessary)
- Second argument is output file or folder (optional)

### Config options description
- ConvertRawCodes - Can be TRUE or FALSE. If TRUE - converts raw codes (such as 'A0D3' or 'I0AX') in corresponding integers. If FALSE wraps raw code into FourCC() Lua call.
- IgnoreComments - Can be TRUE or FALSE. If TRUE - all comments will be ignored.
- LogLevel - Value between 0 and 4. Minimal allowed log message type. 0 - Debug, 1 - Info, 2 - Warning, 3 - Critical, 4 - Fatal.
- OutputLanguage - Only "Lua" is available. An output language to translate.
- OutputNewLineType - Can be "CR", "LF" or "CRLF". Type of new line in file.
- StrictMode - Can be TRUE or FALSE. If TRUE - you must close every operation with ';'. Causes errors when ';' is missing. If FALSE - new line is an end for operation (but ';' is also accepted).
- DoNotIncrementArrayIndexConstants - Can be TRUE or FALSE. If TRUE - array constant integer indexes are not changed. If FALSE - they are incremented by 1. Cuz in Lua first array index is 1 instead of 0.
- ClearLogsOnNewTranslate - Clear logs on every next translation.
- UseEmmyDocAnnotations - Can be TRUE or FALSE. If TRUE - functions, natives, types, constants, globals and defines will be marked with emmyDoc comment sections.

- 'Pathes' settings block - last used input and output pathes

### Troubleshooting
Create an issue and pin your log file with debug log level (0) if you shure that problem is in application.