Removed NLua and replaced it with MoonSharp. Scripting for NPCs has been implemented, but still have to test a lot.

This commit is contained in:
Filip Maj 2016-01-24 17:11:35 -05:00
parent 74be19c51d
commit 300748668f
27 changed files with 22603 additions and 136 deletions

View file

@ -4,7 +4,8 @@ using FFXIVClassic_Map_Server.dataobjects;
using FFXIVClassic_Map_Server.packets.receive.events;
using FFXIVClassic_Map_Server.packets.send;
using FFXIVClassic_Map_Server.packets.send.events;
using NLua;
using MoonSharp.Interpreter;
using MoonSharp.Interpreter.Interop;
using System;
using System.Collections.Generic;
using System.IO;
@ -17,59 +18,129 @@ namespace FFXIVClassic_Map_Server.lua
class LuaEngine
{
const string FILEPATH_COMMANDS = "./scripts/command/{0}.lua";
const string FILEPATH_EVENTS = "./scripts/talk/{0}.lua";
Lua lstate = new Lua();
const string FILEPATH_NPCS = "./scripts/zones/{0}/npcs/{1}.lua";
public LuaEngine()
{
{
UserData.RegistrationPolicy = InteropRegistrationPolicy.Automatic;
}
public List<LuaParam> doActorOnInstantiate(Player player, Actor target)
{
string luaPath;
if (target is Npc)
{
luaPath = String.Format(FILEPATH_NPCS, target.zoneId, target.getName());
if (File.Exists(luaPath))
{
Script script = new Script();
script.DoFile(luaPath);
DynValue result = script.Call(script.Globals["onInstantiate"], player, target);
List<LuaParam> lparams = LuaUtils.createLuaParamList(result);
return lparams;
}
else
{
List<SubPacket> sendError = new List<SubPacket>();
sendError.Add(EndEventPacket.buildPacket(player.actorId, player.playerSession.eventCurrentOwner, player.playerSession.eventCurrentStarter));
player.sendMessage(SendMessagePacket.MESSAGE_TYPE_SYSTEM_ERROR, "", String.Format("ERROR: Could not find script for actor {0}.", target.getName()));
player.playerSession.queuePacket(BasePacket.createPacket(sendError, true, false));
return null;
}
}
return null;
}
public void doEventStart(ConnectedPlayer player, Actor target, EventStartPacket packet)
public void doActorOnEventStarted(Player player, Actor target)
{
string luaPath;
if (target is Command)
{
luaPath = String.Format(FILEPATH_COMMANDS, target.getName());
if (File.Exists(luaPath))
{
Script script = new Script();
script.DoFile(luaPath);
DynValue result = script.Call(script.Globals["onEventStarted"], player, target);
}
else
{
List<SubPacket> sendError = new List<SubPacket>();
sendError.Add(EndEventPacket.buildPacket(player.actorId, player.playerSession.eventCurrentOwner, player.playerSession.eventCurrentStarter));
player.sendMessage(SendMessagePacket.MESSAGE_TYPE_SYSTEM_ERROR, "", String.Format("ERROR: Could not find script for actor {0}.", target.getName()));
player.playerSession.queuePacket(BasePacket.createPacket(sendError, true, false));
}
}
else if (target is Npc)
luaPath = String.Format(FILEPATH_EVENTS, target.getName());
else
luaPath = "";
if (File.Exists(luaPath))
{
lstate.DoFile(luaPath);
var eventStarted = lstate["eventStarted"] as LuaFunction;
eventStarted.Call(new LuaPlayer(player), player.eventCurrentOwner, LuaUtils.createLuaParamObjectList(packet.luaParams));
}
else
{
List<SubPacket> sendError = new List<SubPacket>();
sendError.Add(EndEventPacket.buildPacket(player.actorID, player.eventCurrentOwner, player.eventCurrentStarter));
sendError.Add(SendMessagePacket.buildPacket(player.actorID, player.actorID, SendMessagePacket.MESSAGE_TYPE_GENERAL_INFO, "", "ERROR: Could not find script for event"));
player.queuePacket(BasePacket.createPacket(sendError, true, false));
luaPath = String.Format(FILEPATH_NPCS, target.zoneId, target.getName());
if (File.Exists(luaPath))
{
Script script = new Script();
script.DoFile(luaPath);
DynValue result = script.Call(script.Globals["onEventStarted"], player, target);
}
else
{
List<SubPacket> sendError = new List<SubPacket>();
sendError.Add(EndEventPacket.buildPacket(player.actorId, player.playerSession.eventCurrentOwner, player.playerSession.eventCurrentStarter));
player.sendMessage(SendMessagePacket.MESSAGE_TYPE_SYSTEM_ERROR, "", String.Format("ERROR: Could not find script for actor {0}.", target.getName()));
player.playerSession.queuePacket(BasePacket.createPacket(sendError, true, false));
}
}
}
public void doEventUpdated(ConnectedPlayer player, Actor target, EventUpdatePacket packet)
public void doActorOnEventUpdated(Player player, Actor target, EventUpdatePacket eventUpdate)
{
string luaPath = String.Format(FILEPATH_EVENTS, ((Command)target).getName());
string luaPath;
if (File.Exists(luaPath))
if (target is Command)
{
lstate.DoFile(luaPath);
var eventStarted = lstate["eventUpdated"] as LuaFunction;
eventStarted.Call(new LuaPlayer(player), player.eventCurrentOwner, packet.step, LuaUtils.createLuaParamObjectList(packet.luaParams));
luaPath = String.Format(FILEPATH_COMMANDS, target.getName());
if (File.Exists(luaPath))
{
Script script = new Script();
script.DoFile(luaPath);
DynValue result = script.Call(script.Globals["onEventUpdate"], player, target, eventUpdate.step, eventUpdate.luaParams);
}
else
{
List<SubPacket> sendError = new List<SubPacket>();
sendError.Add(EndEventPacket.buildPacket(player.actorId, player.playerSession.eventCurrentOwner, player.playerSession.eventCurrentStarter));
player.sendMessage(SendMessagePacket.MESSAGE_TYPE_SYSTEM_ERROR, "", String.Format("ERROR: Could not find script for actor {0}.", target.getName()));
player.playerSession.queuePacket(BasePacket.createPacket(sendError, true, false));
}
}
else
else if (target is Npc)
{
List<SubPacket> sendError = new List<SubPacket>();
sendError.Add(EndEventPacket.buildPacket(player.actorID, player.eventCurrentOwner, player.eventCurrentStarter));
sendError.Add(SendMessagePacket.buildPacket(player.actorID, player.actorID, SendMessagePacket.MESSAGE_TYPE_GENERAL_INFO, "", "ERROR: Could not find script for event"));
player.queuePacket(BasePacket.createPacket(sendError, true, false));
luaPath = String.Format(FILEPATH_NPCS, target.zoneId, target.getName());
if (File.Exists(luaPath))
{
Script script = new Script();
script.DoFile(luaPath);
//Have to do this to combine LuaParams
List<Object> objects = new List<Object>();
objects.Add(player);
objects.Add(target);
objects.Add(eventUpdate.step);
objects.AddRange(LuaUtils.createLuaParamObjectList(eventUpdate.luaParams));
//Run Script
DynValue result = script.Call(script.Globals["onEventUpdate"], objects.ToArray());
}
else
{
List<SubPacket> sendError = new List<SubPacket>();
sendError.Add(EndEventPacket.buildPacket(player.actorId, player.playerSession.eventCurrentOwner, player.playerSession.eventCurrentStarter));
player.sendMessage(SendMessagePacket.MESSAGE_TYPE_SYSTEM_ERROR, "", String.Format("ERROR: Could not find script for actor {0}.", target.getName()));
player.playerSession.queuePacket(BasePacket.createPacket(sendError, true, false));
}
}
}
}
}

View file

@ -0,0 +1,27 @@
using FFXIVClassic_Map_Server.Actors;
using FFXIVClassic_Map_Server.dataobjects;
using FFXIVClassic_Map_Server.packets.send;
using FFXIVClassic_Map_Server.packets.send.events;
using MoonSharp.Interpreter;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FFXIVClassic_Map_Server.lua
{
[MoonSharpUserData]
class LuaNpc
{
private Npc npc;
public LuaNpc(Npc npc)
{
this.npc = npc;
}
}
}

View file

@ -1,7 +1,8 @@
using FFXIVClassic_Map_Server.dataobjects;
using FFXIVClassic_Map_Server.Actors;
using FFXIVClassic_Map_Server.dataobjects;
using FFXIVClassic_Map_Server.packets.send;
using FFXIVClassic_Map_Server.packets.send.events;
using NLua;
using MoonSharp.Interpreter;
using System;
using System.Collections.Generic;
using System.Linq;
@ -10,23 +11,24 @@ using System.Threading.Tasks;
namespace FFXIVClassic_Map_Server.lua
{
[MoonSharpUserData]
class LuaPlayer
{
private ConnectedPlayer player;
private Player player;
public LuaPlayer(ConnectedPlayer player)
public LuaPlayer(Player player)
{
this.player = player;
}
public void setMusic(ushort musicID, ushort playMode)
{
player.queuePacket(SetMusicPacket.buildPacket(player.actorID, musicID, playMode), true, false);
player.playerSession.queuePacket(SetMusicPacket.buildPacket(player.actorId, musicID, playMode), true, false);
}
public void setWeather(uint weatherID)
{
player.queuePacket(SetWeatherPacket.buildPacket(player.actorID, weatherID), true, false);
player.playerSession.queuePacket(SetWeatherPacket.buildPacket(player.actorId, weatherID), true, false);
}
public void getParameter(string paramName)
@ -51,23 +53,23 @@ namespace FFXIVClassic_Map_Server.lua
public void logout()
{
player.queuePacket(LogoutPacket.buildPacket(player.actorID), true, false);
player.playerSession.queuePacket(LogoutPacket.buildPacket(player.actorId), true, false);
}
public void quitGame()
{
player.queuePacket(QuitPacket.buildPacket(player.actorID), true, false);
player.playerSession.queuePacket(QuitPacket.buildPacket(player.actorId), true, false);
}
public void runEvent(string functionName, params object[] parameters)
{
List<LuaParam> lParams = LuaUtils.createLuaParamList(parameters);
player.queuePacket(RunEventFunctionPacket.buildPacket(player.actorID, player.eventCurrentOwner, player.eventCurrentStarter, functionName, lParams), true, false);
// player.playerSession.queuePacket(RunEventFunctionPacket.buildPacket(player.actorId, player.eventCurrentOwner, player.eventCurrentStarter, functionName, lParams), true, false);
}
public void endEvent()
{
player.queuePacket(EndEventPacket.buildPacket(player.actorID, player.eventCurrentOwner, player.eventCurrentStarter), true, false);
// player.playerSession.queuePacket(EndEventPacket.buildPacket(player.actorId, player.eventCurrentOwner, player.eventCurrentStarter), true, false);
}
}

View file

@ -2,6 +2,7 @@
using FFXIVClassic_Map_Server.Actors;
using FFXIVClassic_Map_Server.dataobjects;
using FFXIVClassic_Map_Server.lua;
using MoonSharp.Interpreter;
using System;
using System.Collections.Generic;
using System.IO;
@ -190,6 +191,23 @@ namespace FFXIVClassic_Map_Server
return luaParams;
}
public static List<LuaParam> createLuaParamList(DynValue fromScript)
{
List<LuaParam> luaParams = new List<LuaParam>();
if (fromScript.Type == DataType.Tuple)
{
foreach (DynValue d in fromScript.Tuple)
{
addToList(d, luaParams);
}
}
else
addToList(fromScript, luaParams);
return luaParams;
}
public static List<LuaParam> createLuaParamList(params object[] list)
{
List<LuaParam> luaParams = new List<LuaParam>();
@ -209,6 +227,37 @@ namespace FFXIVClassic_Map_Server
return luaParams;
}
private static void addToList(DynValue d, List<LuaParam> luaParams)
{
if (d.Type == DataType.Number)
{
luaParams.Add(new LuaParam(0x0, (uint)d.Number));
}
else if (d.Type == DataType.Number)
{
luaParams.Add(new LuaParam(0x0, (int)d.Number));
}
else if (d.Type == DataType.String)
{
luaParams.Add(new LuaParam(0x2, (string)d.String));
}
else if (d.Type == DataType.Boolean)
{
if (d.Boolean)
luaParams.Add(new LuaParam(0x3, null));
else
luaParams.Add(new LuaParam(0x4, null));
}
else if (d.Type == DataType.Nil)
{
luaParams.Add(new LuaParam(0x5, null));
}
else if (d.Type == DataType.Table)
{
//luaParams.Add(new LuaParam(0x6, ((Actor)o).actorId));
}
}
private static void addToList(object o, List<LuaParam> luaParams)
{
if (o is uint)