added status effect saving

- added some of the packets to add/remove effects (todo: battle packet too)
This commit is contained in:
Tahir Akhlaq 2017-07-16 17:35:10 +01:00
parent d9d185d7e6
commit 53207a9ff0
7 changed files with 132 additions and 56 deletions

View file

@ -134,32 +134,33 @@ namespace FFXIVClassic_Map_Server.lua
/// // todo: this is dumb, should probably make a function for each action with different default return values
/// or just make generic function and pass default value as first arg after functionName
/// </summary>
public static void CallLuaMonsterAction(Character actor, string functionName, params object[] args)
public static void CallLuaBattleAction(Character actor, string functionName, params object[] args)
{
string path = $"./scripts/unique/{actor.zone.zoneName}/Monster/{actor.customDisplayName}.lua";
// todo: should we call this for players too?
if (actor is BattleNpc)
if (actor is Player)
{
// todo: check this is correct
string path = $"./scripts/unique/{actor.zone.zoneName}/Monster/{actor.customDisplayName}.lua";
// dont wanna throw an error if file doesnt exist
if (File.Exists(path))
path = FILEPATH_PLAYER;
}
// dont wanna throw an error if file doesnt exist
if (File.Exists(path))
{
var script = LoadGlobals();
try
{
var script = LoadGlobals();
try
{
script.DoFile(path);
}
catch (Exception e)
{
Program.Log.Error($"LuaEngine.CallLuaMonsterAction [{functionName}] {e.Message}");
}
DynValue res = new DynValue();
script.DoFile(path);
}
catch (Exception e)
{
Program.Log.Error($"LuaEngine.CallLuaBattleAction [{functionName}] {e.Message}");
}
DynValue res = new DynValue();
if (!script.Globals.Get(functionName).IsNil())
{
res = script.Call(script.Globals.Get(functionName), args);
}
if (!script.Globals.Get(functionName).IsNil())
{
res = script.Call(script.Globals.Get(functionName), args);
}
}
}
@ -390,42 +391,41 @@ namespace FFXIVClassic_Map_Server.lua
return null;
}
public void CallLuaFunction(Actor actor, Actor target, string funcName, bool optional, params object[] args)
public void CallLuaFunction(Player player, Actor target, string funcName, bool optional, params object[] args)
{
bool isPlayer = actor is Player;
//Need a seperate case for NPCs cause that child/parent thing.
if (target is Npc && isPlayer)
if (target is Npc)
{
CallLuaFunctionNpc((Player)actor, (Npc)target, funcName, optional, args);
CallLuaFunctionNpc(player, (Npc)target, funcName, optional, args);
return;
}
object[] args2 = new object[args.Length + 2];
Array.Copy(args, 0, args2, 2, args.Length);
args2[0] = actor;
args2[0] = player;
args2[1] = target;
string luaPath = GetScriptPath(target);
LuaScript script = LoadScript(luaPath);
if (script != null)
{
if (!script.Globals.Get(funcName).IsNil() && isPlayer)
if (!script.Globals.Get(funcName).IsNil())
{
Coroutine coroutine = script.CreateCoroutine(script.Globals[funcName]).Coroutine;
DynValue value = coroutine.Resume(args2);
ResolveResume((Player)actor, coroutine, value);
ResolveResume(player, coroutine, value);
}
else
{
if (!optional)
SendError((Player)actor, String.Format("Could not find function '{0}' for actor {1}.", funcName, target.GetName()));
SendError(player, String.Format("Could not find function '{0}' for actor {1}.", funcName, target.GetName()));
}
}
else
{
if (!(target is Area) && !optional && isPlayer)
SendError((Player)actor, String.Format("Could not find script for actor {0}.", target.GetName()));
}
if (!(target is Area) && !optional)
SendError(player, String.Format("Could not find script for actor {0}.", target.GetName()));
}
}
public void EventStarted(Player player, Actor target, EventStartPacket eventStart)
@ -456,18 +456,16 @@ namespace FFXIVClassic_Map_Server.lua
}
}
public DynValue ResolveResume(Actor actor, Coroutine coroutine, DynValue value)
public DynValue ResolveResume(Player player, Coroutine coroutine, DynValue value)
{
var isPlayer = actor is Player;
if (value == null || value.IsVoid())
return value;
if (isPlayer && value.String != null && value.String.Equals("_WAIT_EVENT"))
if (player != null && value.String != null && value.String.Equals("_WAIT_EVENT"))
{
GetInstance().AddWaitEventCoroutine((Player)actor, coroutine);
GetInstance().AddWaitEventCoroutine(player, coroutine);
}
else if (isPlayer && value.Tuple != null && value.Tuple.Length >= 1 && value.Tuple[0].String != null)
else if (player != null && value.Tuple != null && value.Tuple.Length >= 1 && value.Tuple[0].String != null)
{
switch (value.Tuple[0].String)
{
@ -619,12 +617,12 @@ namespace FFXIVClassic_Map_Server.lua
LuaParam.Insert(1, i - (playerNull ? 2 : 0));
// run the script
script.Call(script.Globals["onTrigger"], LuaParam.ToArray());
//script.Call(script.Globals["onTrigger"], LuaParam.ToArray());
// gm commands dont need to be coroutines?
//Coroutine coroutine = script.CreateCoroutine(script.Globals["onTrigger"]).Coroutine;
//DynValue value = coroutine.Resume(LuaParam.ToArray());
//ResolveResume(player, coroutine, value);
Coroutine coroutine = script.CreateCoroutine(script.Globals["onTrigger"]).Coroutine;
DynValue value = coroutine.Resume(LuaParam.ToArray());
LuaEngine.GetInstance().ResolveResume(player, coroutine, value);
return;
}
}