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Home/ Questions/Q 766779
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Editorial Team
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Editorial Team
Asked: May 14, 20262026-05-14T17:06:12+00:00 2026-05-14T17:06:12+00:00

I have a class with a method called GetEnemiesLua. I have bound this class

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I have a class with a method called GetEnemiesLua. I have bound this class to lua using SWIG, and I can call this method using my lua code.

I am trying to get the method to return a lua table of objects.

Here is my current code:

void CGame::GetEnemiesLua(){
 std::vector<Unit*> enemies = callback->GetEnemyUnits();
 if( enemies.empty()){
  lua_pushnil(ai->L);
  return;
 } else{
  lua_newtable(ai->L);
  int top = lua_gettop(ai->L);
  int index = 1;

  for (std::vector<Unit*>::iterator it = enemies.begin(); it != enemies.end(); ++it) {

   //key
   lua_pushinteger(ai->L,index);//lua_pushstring(L, key);

   //value
   CUnit* unit = new CUnit(callback,*it,this);
   ai->PushIUnit(unit);
   lua_settable(ai->L, -3);
   ++index;
  }
  ::lua_pushvalue(ai->L,-1);
 }
}

PushIUnit is as follows:

void CTestAI::PushIUnit(IUnit* unit){
 SWIG_NewPointerObj(L,unit,SWIGTYPE_p_IUnit,1);
}

To test this I have the following code:

 t = game:GetEnemiesLua()
 if t == nil then
  game:SendToConsole("t is nil! ")
 end

The result is always ‘t is nil’, despite this being incorrect. I have put breakpoints in the code and it is indeed going over the loop, rather than doing lua_pushnil.

So how do I make my method return a table when called via lua?

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-14T17:06:13+00:00Added an answer on May 14, 2026 at 5:06 pm

    Your ‘GetEnemies’ function returns void which SWIG will take literally, throwing away any values you attempt to return. You’ll want to specify your C function to either return an array or take a pointer to one.

    For example,

    std::vector<Unit*>& CGame::GetEnemiesLua()
    {
        return callback->GetEnemyUnits();
    }
    

    Next, tell SWIG how to interpret this out value:

    // convert the return value into a Lua table
    %typemap(argout, noblock=1) std::vector<Unit*>&
    {
         SWIG_arg += ConvertEnemyVectorToLuaTable(*$1);
    }
    

    Your conversion should return ‘1’ to indicate you pushed a single table onto the stack.

    int ConvertEnenyVectorToLuaTable(std::vector<Unit*>& enemies)
    {
        if(enemies->empty())
        {
            lua_pushnil(ai->L);
            return 1;  // you did push a NIL value
        } 
        else
        {
            lua_newtable(ai->L);
            int top = lua_gettop(ai->L);
            int index = 1;
    
            for (std::vector<Unit*>::iterator it = enemies.begin(); 
                 it != enemies.end(); 
                 ++it) 
            {
                //key
                lua_pushinteger(ai->L,index);
    
                //value
                ai->PushIUnit(*it);
    
                // set the table entry
                lua_settable(ai->L, -3);
    
                ++index;
             }
    
            // push the new table
            ::lua_pushvalue(ai->L,-1);
            return 1;
        }
    }
    
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