Added callbacks to help with quest management. Abandoning a quest now works.

This commit is contained in:
Filip Maj 2017-04-04 01:10:26 -04:00
parent 9d63be52e3
commit 7fa4a1eb80
4 changed files with 78 additions and 2 deletions

View file

@ -26,6 +26,7 @@ namespace FFXIVClassic_Map_Server.lua
const string FILEPATH_COMMANDS = "./scripts/commands/{0}.lua";
const string FILEPATH_DIRECTORS = "./scripts/directors/{0}.lua";
const string FILEPATH_NPCS = "./scripts/unique/{0}/{1}/{2}.lua";
const string FILEPATH_QUEST = "./scripts/quests/{0}/{1}.lua";
private static LuaEngine mThisEngine;
private Dictionary<Coroutine, ulong> mSleepingOnTime = new Dictionary<Coroutine, ulong>();
@ -141,6 +142,12 @@ namespace FFXIVClassic_Map_Server.lua
{
return String.Format(FILEPATH_ZONE, ((Area)target).zoneName);
}
else if (target is Quest)
{
string initial = ((Quest)target).actorName.Substring(0, 3);
string questName = ((Quest)target).actorName;
return String.Format(FILEPATH_QUEST, initial, questName);
}
else
return "";
}
@ -256,6 +263,16 @@ namespace FFXIVClassic_Map_Server.lua
if (target is Npc)
return CallLuaFunctionNpcForReturn(player, (Npc)target, funcName, args);
object[] args2 = new object[args.Length + (player == null ? 1 : 2)];
Array.Copy(args, 0, args2, (player == null ? 1 : 2), args.Length);
if (player != null)
{
args2[0] = player;
args2[1] = target;
}
else
args2[0] = target;
string luaPath = GetScriptPath(target);
LuaScript script = LoadScript(luaPath);
if (script != null)
@ -263,7 +280,7 @@ namespace FFXIVClassic_Map_Server.lua
if (!script.Globals.Get(funcName).IsNil())
{
//Run Script
DynValue result = script.Call(script.Globals[funcName], this);
DynValue result = script.Call(script.Globals[funcName], args2);
List<LuaParam> lparams = LuaUtils.CreateLuaParamList(result);
return lparams;
}