mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-06-09 05:54:50 +02:00
Updated Map Server namespace. Moved all other data folders (www and sql) to data folder. Renamed boot name to Project Meteor.
This commit is contained in:
parent
18ef69f3d1
commit
91549bff7a
1823 changed files with 102704 additions and 901 deletions
869
Map Server/Lua/LuaEngine.cs
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869
Map Server/Lua/LuaEngine.cs
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/*
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===========================================================================
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Copyright (C) 2015-2019 Project Meteor Dev Team
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This file is part of Project Meteor Server.
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Project Meteor Server is free software: you can redistribute it and/or modify
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it under the terms of the GNU Affero General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Project Meteor Server is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Affero General Public License for more details.
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You should have received a copy of the GNU Affero General Public License
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along with Project Meteor Server. If not, see <https:www.gnu.org/licenses/>.
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===========================================================================
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*/
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using Meteor.Map.actors.director;
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using Meteor.Map.Actors;
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using Meteor.Map.dataobjects;
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using Meteor.Map.packets.receive.events;
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using Meteor.Map.packets.send;
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using Meteor.Map.packets.send.events;
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using MoonSharp.Interpreter;
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using MoonSharp.Interpreter.Interop;
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using MoonSharp.Interpreter.Loaders;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using Meteor.Common;
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using Meteor.Map.actors.area;
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using System.Threading;
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using Meteor.Map.actors.chara.ai;
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using Meteor.Map.actors.chara.ai.controllers;
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namespace Meteor.Map.lua
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{
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class LuaEngine
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{
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public const string FILEPATH_PLAYER = "./scripts/player.lua";
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public const string FILEPATH_ZONE = "./scripts/unique/{0}/zone.lua";
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public const string FILEPATH_CONTENT = "./scripts/content/{0}.lua";
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public const string FILEPATH_COMMANDS = "./scripts/commands/{0}.lua";
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public const string FILEPATH_DIRECTORS = "./scripts/directors/{0}.lua";
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public const string FILEPATH_NPCS = "./scripts/unique/{0}/{1}/{2}.lua";
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public const string FILEPATH_QUEST = "./scripts/quests/{0}/{1}.lua";
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private static LuaEngine mThisEngine;
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private Dictionary<Coroutine, ulong> mSleepingOnTime = new Dictionary<Coroutine, ulong>();
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private Dictionary<string, List<Coroutine>> mSleepingOnSignal = new Dictionary<string, List<Coroutine>>();
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private Dictionary<uint, Coroutine> mSleepingOnPlayerEvent = new Dictionary<uint, Coroutine>();
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private Timer luaTimer;
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private LuaEngine()
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{
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UserData.RegistrationPolicy = InteropRegistrationPolicy.Automatic;
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luaTimer = new Timer(new TimerCallback(PulseSleepingOnTime),
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null, TimeSpan.Zero, TimeSpan.FromMilliseconds(50));
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}
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public static LuaEngine GetInstance()
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{
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if (mThisEngine == null)
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mThisEngine = new LuaEngine();
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return mThisEngine;
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}
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public void AddWaitCoroutine(Coroutine coroutine, float seconds)
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{
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ulong time = Utils.MilisUnixTimeStampUTC() + (ulong)(seconds * 1000);
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mSleepingOnTime.Add(coroutine, time);
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}
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public void AddWaitSignalCoroutine(Coroutine coroutine, string signal)
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{
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if (!mSleepingOnSignal.ContainsKey(signal))
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mSleepingOnSignal.Add(signal, new List<Coroutine>());
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mSleepingOnSignal[signal].Add(coroutine);
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}
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public void AddWaitEventCoroutine(Player player, Coroutine coroutine)
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{
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if (!mSleepingOnPlayerEvent.ContainsKey(player.actorId))
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mSleepingOnPlayerEvent.Add(player.actorId, coroutine);
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}
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public void PulseSleepingOnTime(object state)
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{
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ulong currentTime = Utils.MilisUnixTimeStampUTC();
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List<Coroutine> mToAwake = new List<Coroutine>();
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foreach (KeyValuePair<Coroutine, ulong> entry in mSleepingOnTime)
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{
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if (entry.Value <= currentTime)
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mToAwake.Add(entry.Key);
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}
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foreach (Coroutine key in mToAwake)
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{
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mSleepingOnTime.Remove(key);
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DynValue value = key.Resume();
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ResolveResume(null, key, value);
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}
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}
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public void OnSignal(string signal, params object[] args)
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{
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List<Coroutine> mToAwake = new List<Coroutine>();
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if (mSleepingOnSignal.ContainsKey(signal))
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{
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mToAwake.AddRange(mSleepingOnSignal[signal]);
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mSleepingOnSignal.Remove(signal);
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}
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foreach (Coroutine key in mToAwake)
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{
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DynValue value = key.Resume(args);
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ResolveResume(null, key, value);
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}
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}
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public void OnEventUpdate(Player player, List<LuaParam> args)
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{
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if (mSleepingOnPlayerEvent.ContainsKey(player.actorId))
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{
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try
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{
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Coroutine coroutine = mSleepingOnPlayerEvent[player.actorId];
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mSleepingOnPlayerEvent.Remove(player.actorId);
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DynValue value = coroutine.Resume(LuaUtils.CreateLuaParamObjectList(args));
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ResolveResume(player, coroutine, value);
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}
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catch (ScriptRuntimeException e)
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{
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LuaEngine.SendError(player, String.Format("OnEventUpdated: {0}", e.DecoratedMessage));
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player.EndEvent();
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}
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}
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else
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player.EndEvent();
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}
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/// <summary>
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/// // todo: this is dumb, should probably make a function for each action with different default return values
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/// or just make generic function and pass default value as first arg after functionName
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/// </summary>
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public static void CallLuaBattleFunction(Character actor, string functionName, params object[] args)
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{
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// todo: should use "scripts/zones/ZONE_NAME/battlenpcs/NAME.lua" instead of scripts/unique
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string path = "";
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// todo: should we call this for players too?
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if (actor is Player)
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{
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// todo: check this is correct
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path = FILEPATH_PLAYER;
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}
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else if (actor is Npc)
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{
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// todo: this is probably unnecessary as im not sure there were pets for players
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if (!(actor.aiContainer.GetController<PetController>()?.GetPetMaster() is Player))
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path = String.Format("./scripts/unique/{0}/{1}/{2}.lua", actor.zone.zoneName, actor is BattleNpc ? "Monster" : "PopulaceStandard", ((Npc)actor).GetUniqueId());
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}
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// dont wanna throw an error if file doesnt exist
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if (File.Exists(path))
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{
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var script = LoadGlobals();
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try
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{
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script.DoFile(path);
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}
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catch (Exception e)
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{
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Program.Log.Error($"LuaEngine.CallLuaBattleFunction [{functionName}] {e.Message}");
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}
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DynValue res = new DynValue();
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if (!script.Globals.Get(functionName).IsNil())
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{
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res = script.Call(script.Globals.Get(functionName), args);
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}
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}
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}
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public static int CallLuaStatusEffectFunction(Character actor, StatusEffect effect, string functionName, params object[] args)
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{
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// todo: this is stupid, load the actual effect name from db table
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string path = $"./scripts/effects/{effect.GetName()}.lua";
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if (File.Exists(path))
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{
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var script = LoadGlobals();
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try
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{
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script.DoFile(path);
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}
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catch (Exception e)
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{
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Program.Log.Error($"LuaEngine.CallLuaStatusEffectFunction [{functionName}] {e.Message}");
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}
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DynValue res = new DynValue();
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if (!script.Globals.Get(functionName).IsNil())
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{
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res = script.Call(script.Globals.Get(functionName), args);
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if (res != null)
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return (int)res.Number;
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}
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}
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else
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{
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Program.Log.Error($"LuaEngine.CallLuaStatusEffectFunction [{effect.GetName()}] Unable to find script {path}");
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}
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return -1;
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}
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public static int CallLuaBattleCommandFunction(Character actor, BattleCommand command, string folder, string functionName, params object[] args)
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{
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string path = $"./scripts/commands/{folder}/{command.name}.lua";
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if (File.Exists(path))
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{
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var script = LoadGlobals();
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try
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{
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script.DoFile(path);
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}
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catch (Exception e)
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{
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Program.Log.Error($"LuaEngine.CallLuaBattleCommandFunction [{functionName}] {e.Message}");
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}
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DynValue res = new DynValue();
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if (!script.Globals.Get(functionName).IsNil())
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{
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res = script.Call(script.Globals.Get(functionName), args);
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if (res != null)
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return (int)res.Number;
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}
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}
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else
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{
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path = $"./scripts/commands/{folder}/default.lua";
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//Program.Log.Error($"LuaEngine.CallLuaBattleCommandFunction [{command.name}] Unable to find script {path}");
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var script = LoadGlobals();
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try
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{
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script.DoFile(path);
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}
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catch (Exception e)
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{
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Program.Log.Error($"LuaEngine.CallLuaBattleCommandFunction [{functionName}] {e.Message}");
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}
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DynValue res = new DynValue();
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// DynValue r = script.Globals.Get(functionName);
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if (!script.Globals.Get(functionName).IsNil())
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{
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res = script.Call(script.Globals.Get(functionName), args);
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if (res != null)
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return (int)res.Number;
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}
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}
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return -1;
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}
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public static void LoadBattleCommandScript(BattleCommand command, string folder)
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{
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string path = $"./scripts/commands/{folder}/{command.name}.lua";
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if (File.Exists(path))
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{
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var script = LoadGlobals();
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try
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{
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script.DoFile(path);
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}
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catch (Exception e)
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{
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Program.Log.Error($"LuaEngine.CallLuaBattleCommandFunction {e.Message}");
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}
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command.script = script;
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}
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else
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{
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path = $"./scripts/commands/{folder}/default.lua";
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//Program.Log.Error($"LuaEngine.CallLuaBattleCommandFunction [{command.name}] Unable to find script {path}");
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var script = LoadGlobals();
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try
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{
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script.DoFile(path);
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}
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catch (Exception e)
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{
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Program.Log.Error($"LuaEngine.CallLuaBattleCommandFunction {e.Message}");
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}
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command.script = script;
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}
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}
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public static void LoadStatusEffectScript(StatusEffect effect)
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{
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string path = $"./scripts/effects/{effect.GetName()}.lua";
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if (File.Exists(path))
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{
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var script = LoadGlobals();
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try
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{
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script.DoFile(path);
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}
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catch (Exception e)
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{
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Program.Log.Error($"LuaEngine.CallLuaBattleCommandFunction {e.Message}");
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}
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effect.script = script;
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}
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else
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{
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path = $"./scripts/effects/default.lua";
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//Program.Log.Error($"LuaEngine.CallLuaBattleCommandFunction [{command.name}] Unable to find script {path}");
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var script = LoadGlobals();
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try
|
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{
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script.DoFile(path);
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}
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catch (Exception e)
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{
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Program.Log.Error($"LuaEngine.CallLuaBattleCommandFunction {e.Message}");
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}
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effect.script = script;
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}
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}
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public static string GetScriptPath(Actor target)
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{
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if (target is Player)
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{
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return String.Format(FILEPATH_PLAYER);
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}
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else if (target is Npc)
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{
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return null;
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}
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else if (target is Command)
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{
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return String.Format(FILEPATH_COMMANDS, target.GetName());
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}
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else if (target is Director)
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{
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return String.Format(FILEPATH_DIRECTORS, ((Director)target).GetScriptPath());
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}
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else if (target is PrivateAreaContent)
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{
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return String.Format(FILEPATH_CONTENT, ((PrivateAreaContent)target).GetPrivateAreaName());
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}
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else if (target is Area)
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{
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return String.Format(FILEPATH_ZONE, ((Area)target).zoneName);
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}
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else if (target is Quest)
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{
|
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string initial = ((Quest)target).actorName.Substring(0, 3);
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string questName = ((Quest)target).actorName;
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return String.Format(FILEPATH_QUEST, initial, questName);
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}
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else
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return "";
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}
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|
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private List<LuaParam> CallLuaFunctionNpcForReturn(Player player, Npc target, string funcName, bool optional, params object[] args)
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{
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object[] args2 = new object[args.Length + (player == null ? 1 : 2)];
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Array.Copy(args, 0, args2, (player == null ? 1 : 2), args.Length);
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if (player != null)
|
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{
|
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args2[0] = player;
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args2[1] = target;
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}
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else
|
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args2[0] = target;
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|
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LuaScript parent = null, child = null;
|
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|
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if (File.Exists("./scripts/base/" + target.classPath + ".lua"))
|
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parent = LuaEngine.LoadScript("./scripts/base/" + target.classPath + ".lua");
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|
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Area area = target.zone;
|
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if (area is PrivateArea)
|
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{
|
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if (File.Exists(String.Format("./scripts/unique/{0}/privatearea/{1}_{2}/{3}/{4}.lua", area.zoneName, ((PrivateArea)area).GetPrivateAreaName(), ((PrivateArea)area).GetPrivateAreaType(), target.className, target.GetUniqueId())))
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child = LuaEngine.LoadScript(String.Format("./scripts/unique/{0}/privatearea/{1}_{2}/{3}/{4}.lua", area.zoneName, ((PrivateArea)area).GetPrivateAreaName(), ((PrivateArea)area).GetPrivateAreaType(), target.className, target.GetUniqueId()));
|
||||
}
|
||||
else
|
||||
{
|
||||
if (File.Exists(String.Format("./scripts/unique/{0}/{1}/{2}.lua", area.zoneName, target.className, target.GetUniqueId())))
|
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child = LuaEngine.LoadScript(String.Format("./scripts/unique/{0}/{1}/{2}.lua", area.zoneName, target.className, target.GetUniqueId()));
|
||||
}
|
||||
|
||||
if (parent == null && child == null)
|
||||
{
|
||||
LuaEngine.SendError(player, String.Format("ERROR: Could not find script for actor {0}.", target.GetName()));
|
||||
}
|
||||
|
||||
//Run Script
|
||||
DynValue result;
|
||||
|
||||
if (child != null && child.Globals[funcName] != null)
|
||||
result = child.Call(child.Globals[funcName], args2);
|
||||
else if (parent != null && parent.Globals[funcName] != null)
|
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result = parent.Call(parent.Globals[funcName], args2);
|
||||
else
|
||||
return null;
|
||||
|
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List<LuaParam> lparams = LuaUtils.CreateLuaParamList(result);
|
||||
return lparams;
|
||||
}
|
||||
|
||||
private void CallLuaFunctionNpc(Player player, Npc target, string funcName, bool optional, params object[] 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;
|
||||
|
||||
LuaScript parent = null, child = null;
|
||||
|
||||
if (File.Exists("./scripts/base/" + target.classPath + ".lua"))
|
||||
parent = LuaEngine.LoadScript("./scripts/base/" + target.classPath + ".lua");
|
||||
|
||||
Area area = target.zone;
|
||||
if (area is PrivateArea)
|
||||
{
|
||||
if (File.Exists(String.Format("./scripts/unique/{0}/privatearea/{1}_{2}/{3}/{4}.lua", area.zoneName, ((PrivateArea)area).GetPrivateAreaName(), ((PrivateArea)area).GetPrivateAreaType(), target.className, target.GetUniqueId())))
|
||||
child = LuaEngine.LoadScript(String.Format("./scripts/unique/{0}/privatearea/{1}_{2}/{3}/{4}.lua", area.zoneName, ((PrivateArea)area).GetPrivateAreaName(), ((PrivateArea)area).GetPrivateAreaType(), target.className, target.GetUniqueId()));
|
||||
}
|
||||
else
|
||||
{
|
||||
if (File.Exists(String.Format("./scripts/unique/{0}/{1}/{2}.lua", area.zoneName, target.className, target.GetUniqueId())))
|
||||
child = LuaEngine.LoadScript(String.Format("./scripts/unique/{0}/{1}/{2}.lua", area.zoneName, target.className, target.GetUniqueId()));
|
||||
}
|
||||
|
||||
if (parent == null && child == null)
|
||||
{
|
||||
LuaEngine.SendError(player, String.Format("Could not find script for actor {0}.", target.GetName()));
|
||||
return;
|
||||
}
|
||||
|
||||
//Run Script
|
||||
Coroutine coroutine = null;
|
||||
|
||||
if (child != null && !child.Globals.Get(funcName).IsNil())
|
||||
coroutine = child.CreateCoroutine(child.Globals[funcName]).Coroutine;
|
||||
else if (parent != null && parent.Globals.Get(funcName) != null && !parent.Globals.Get(funcName).IsNil())
|
||||
coroutine = parent.CreateCoroutine(parent.Globals[funcName]).Coroutine;
|
||||
|
||||
if (coroutine != null)
|
||||
{
|
||||
try
|
||||
{
|
||||
DynValue value = coroutine.Resume(args2);
|
||||
ResolveResume(player, coroutine, value);
|
||||
}
|
||||
catch (ScriptRuntimeException e)
|
||||
{
|
||||
SendError(player, e.DecoratedMessage);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public List<LuaParam> CallLuaFunctionForReturn(Player player, Actor target, string funcName, bool optional, params object[] args)
|
||||
{
|
||||
//Need a seperate case for NPCs cause that child/parent thing.
|
||||
if (target is Npc)
|
||||
return CallLuaFunctionNpcForReturn(player, (Npc)target, funcName, optional, 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)
|
||||
{
|
||||
if (!script.Globals.Get(funcName).IsNil())
|
||||
{
|
||||
//Run Script
|
||||
DynValue result = script.Call(script.Globals[funcName], args2);
|
||||
List<LuaParam> lparams = LuaUtils.CreateLuaParamList(result);
|
||||
return lparams;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!optional)
|
||||
SendError(player, String.Format("Could not find function '{0}' for actor {1}.", funcName, target.GetName()));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!optional)
|
||||
SendError(player, String.Format("Could not find script for actor {0}.", target.GetName()));
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
public List<LuaParam> CallLuaFunctionForReturn(string path, string funcName, bool optional, params object[] args)
|
||||
{
|
||||
string luaPath = path;
|
||||
LuaScript script = LoadScript(luaPath);
|
||||
if (script != null)
|
||||
{
|
||||
if (!script.Globals.Get(funcName).IsNil())
|
||||
{
|
||||
//Run Script
|
||||
DynValue result = script.Call(script.Globals[funcName], args);
|
||||
List<LuaParam> lparams = LuaUtils.CreateLuaParamList(result);
|
||||
return lparams;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
public void CallLuaFunction(Player player, Actor target, string funcName, bool optional, params object[] args)
|
||||
{
|
||||
//Need a seperate case for NPCs cause that child/parent thing.
|
||||
if (target is Npc)
|
||||
{
|
||||
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] = player;
|
||||
args2[1] = target;
|
||||
|
||||
string luaPath = GetScriptPath(target);
|
||||
LuaScript script = LoadScript(luaPath);
|
||||
if (script != null)
|
||||
{
|
||||
if (!script.Globals.Get(funcName).IsNil())
|
||||
{
|
||||
try
|
||||
{
|
||||
Coroutine coroutine = script.CreateCoroutine(script.Globals[funcName]).Coroutine;
|
||||
DynValue value = coroutine.Resume(args2);
|
||||
ResolveResume(player, coroutine, value);
|
||||
}
|
||||
catch(Exception e)
|
||||
{
|
||||
player.SendMessage(0x20, "", e.Message);
|
||||
player.EndEvent();
|
||||
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!optional)
|
||||
SendError(player, String.Format("Could not find function '{0}' for actor {1}.", funcName, target.GetName()));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
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)
|
||||
{
|
||||
List<LuaParam> lparams = eventStart.luaParams;
|
||||
lparams.Insert(0, new LuaParam(2, eventStart.triggerName));
|
||||
if (mSleepingOnPlayerEvent.ContainsKey(player.actorId))
|
||||
{
|
||||
Coroutine coroutine = mSleepingOnPlayerEvent[player.actorId];
|
||||
mSleepingOnPlayerEvent.Remove(player.actorId);
|
||||
|
||||
try
|
||||
{
|
||||
DynValue value = coroutine.Resume();
|
||||
ResolveResume(null, coroutine, value);
|
||||
}
|
||||
catch (ScriptRuntimeException e)
|
||||
{
|
||||
LuaEngine.SendError(player, String.Format("OnEventStarted: {0}", e.DecoratedMessage));
|
||||
player.EndEvent();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (target is Director)
|
||||
((Director)target).OnEventStart(player, LuaUtils.CreateLuaParamObjectList(lparams));
|
||||
else
|
||||
CallLuaFunction(player, target, "onEventStarted", false, LuaUtils.CreateLuaParamObjectList(lparams));
|
||||
}
|
||||
}
|
||||
|
||||
public DynValue ResolveResume(Player player, Coroutine coroutine, DynValue value)
|
||||
{
|
||||
if (value == null || value.IsVoid())
|
||||
return value;
|
||||
|
||||
if (player != null && value.String != null && value.String.Equals("_WAIT_EVENT"))
|
||||
{
|
||||
GetInstance().AddWaitEventCoroutine(player, coroutine);
|
||||
}
|
||||
else if (value.Tuple != null && value.Tuple.Length >= 1 && value.Tuple[0].String != null)
|
||||
{
|
||||
switch (value.Tuple[0].String)
|
||||
{
|
||||
case "_WAIT_TIME":
|
||||
GetInstance().AddWaitCoroutine(coroutine, (float)value.Tuple[1].Number);
|
||||
break;
|
||||
case "_WAIT_SIGNAL":
|
||||
GetInstance().AddWaitSignalCoroutine(coroutine, (string)value.Tuple[1].String);
|
||||
break;
|
||||
case "_WAIT_EVENT":
|
||||
GetInstance().AddWaitEventCoroutine((Player)value.Tuple[1].UserData.Object, coroutine);
|
||||
break;
|
||||
default:
|
||||
return value;
|
||||
}
|
||||
}
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
#region RunGMCommand
|
||||
public static void RunGMCommand(Player player, String cmd, string[] param, bool help = false)
|
||||
{
|
||||
bool playerNull = player == null;
|
||||
|
||||
if (playerNull)
|
||||
{
|
||||
if (param.Length >= 2 && param[1].Contains("\""))
|
||||
player = Server.GetWorldManager().GetPCInWorld(param[1]);
|
||||
else if (param.Length > 2)
|
||||
player = Server.GetWorldManager().GetPCInWorld(param[1] + param[2]);
|
||||
}
|
||||
|
||||
if (playerNull && param.Length >= 3)
|
||||
player = Server.GetWorldManager().GetPCInWorld(param[1] + " " + param[2]);
|
||||
|
||||
// load from scripts/commands/gm/ directory
|
||||
var path = String.Format("./scripts/commands/gm/{0}.lua", cmd.ToLower());
|
||||
|
||||
// check if the file exists
|
||||
if (File.Exists(path))
|
||||
{
|
||||
// load global functions
|
||||
LuaScript script = LoadGlobals();
|
||||
|
||||
// see if this script has any syntax errors
|
||||
try
|
||||
{
|
||||
script.DoFile(path);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Program.Log.Error("LuaEngine.RunGMCommand: {0}.", e.Message);
|
||||
return;
|
||||
}
|
||||
|
||||
// can we run this script
|
||||
if (!script.Globals.Get("onTrigger").IsNil())
|
||||
{
|
||||
// can i run this command
|
||||
var permissions = 0;
|
||||
|
||||
// parameter types (string, integer, double, float)
|
||||
var parameters = "";
|
||||
var description = "!" + cmd + ": ";
|
||||
|
||||
// get the properties table
|
||||
var res = script.Globals.Get("properties");
|
||||
|
||||
// make sure properties table exists
|
||||
if (!res.IsNil())
|
||||
{
|
||||
try
|
||||
{
|
||||
// returns table if one is found
|
||||
var table = res.Table;
|
||||
|
||||
// find each key/value pair
|
||||
foreach (var pair in table.Pairs)
|
||||
{
|
||||
if (pair.Key.String == "permissions")
|
||||
{
|
||||
permissions = (int)pair.Value.Number;
|
||||
}
|
||||
else if (pair.Key.String == "parameters")
|
||||
{
|
||||
parameters = pair.Value.String;
|
||||
}
|
||||
else if (pair.Key.String == "description")
|
||||
{
|
||||
description = pair.Value.String;
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception e) { LuaScript.Log.Error("LuaEngine.RunGMCommand: " + e.Message); return; }
|
||||
}
|
||||
|
||||
// if this isnt a console command, make sure player exists
|
||||
if (player != null)
|
||||
{
|
||||
if (permissions > 0 && !player.isGM)
|
||||
{
|
||||
Program.Log.Info("LuaEngine.RunGMCommand: {0}'s GM level is too low to use command {1}.", player.actorName, cmd);
|
||||
return;
|
||||
}
|
||||
// i hate to do this, but cant think of a better way to keep !help
|
||||
else if (help)
|
||||
{
|
||||
player.SendMessage(SendMessagePacket.MESSAGE_TYPE_SYSTEM_ERROR, String.Format("[Commands] [{0}]", cmd), description);
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if (help)
|
||||
{
|
||||
LuaScript.Log.Info("[Commands] [{0}]: {1}", cmd, description);
|
||||
return;
|
||||
}
|
||||
|
||||
// we'll push our lua params here
|
||||
List<object> LuaParam = new List<object>();
|
||||
|
||||
var i = playerNull ? 2 : 0;
|
||||
for (; i < parameters.Length; ++i)
|
||||
{
|
||||
try
|
||||
{
|
||||
// convert chat parameters to command parameters
|
||||
switch (parameters[i])
|
||||
{
|
||||
case 'i':
|
||||
LuaParam.Add(Convert.ChangeType(param[i + 1], typeof(int)));
|
||||
continue;
|
||||
case 'd':
|
||||
LuaParam.Add(Convert.ChangeType(param[i + 1], typeof(double)));
|
||||
continue;
|
||||
case 'f':
|
||||
LuaParam.Add(Convert.ChangeType(param[i + 1], typeof(float)));
|
||||
continue;
|
||||
case 's':
|
||||
LuaParam.Add(param[i + 1]);
|
||||
continue;
|
||||
default:
|
||||
LuaScript.Log.Info("LuaEngine.RunGMCommand: {0} unknown parameter {1}.", path, parameters[i]);
|
||||
LuaParam.Add(param[i + 1]);
|
||||
continue;
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
if (e is IndexOutOfRangeException) break;
|
||||
LuaParam.Add(param[i + 1]);
|
||||
}
|
||||
}
|
||||
|
||||
// the script can double check the player exists, we'll push them anyways
|
||||
LuaParam.Insert(0, player);
|
||||
// push the arg count too
|
||||
LuaParam.Insert(1, i - (playerNull ? 2 : 0));
|
||||
|
||||
// run the script
|
||||
//script.Call(script.Globals["onTrigger"], LuaParam.ToArray());
|
||||
|
||||
// gm commands dont need to be coroutines?
|
||||
try
|
||||
{
|
||||
Coroutine coroutine = script.CreateCoroutine(script.Globals["onTrigger"]).Coroutine;
|
||||
DynValue value = coroutine.Resume(LuaParam.ToArray());
|
||||
GetInstance().ResolveResume(player, coroutine, value);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Program.Log.Error("LuaEngine.RunGMCommand: {0} - {1}", path, e.Message);
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
LuaScript.Log.Error("LuaEngine.RunGMCommand: Unable to find script {0}", path);
|
||||
return;
|
||||
}
|
||||
#endregion
|
||||
|
||||
public static LuaScript LoadScript(string path)
|
||||
{
|
||||
if (!File.Exists(path))
|
||||
return null;
|
||||
|
||||
LuaScript script = LoadGlobals();
|
||||
|
||||
try
|
||||
{
|
||||
script.DoFile(path);
|
||||
}
|
||||
catch (SyntaxErrorException e)
|
||||
{
|
||||
Program.Log.Error("{0}.", e.DecoratedMessage);
|
||||
return null;
|
||||
}
|
||||
return script;
|
||||
}
|
||||
|
||||
public static LuaScript LoadGlobals(LuaScript script = null)
|
||||
{
|
||||
script = script ?? new LuaScript();
|
||||
|
||||
// register and load all global functions here
|
||||
((FileSystemScriptLoader)script.Options.ScriptLoader).ModulePaths = FileSystemScriptLoader.UnpackStringPaths("./scripts/?;./scripts/?.lua");
|
||||
script.Globals["GetWorldManager"] = (Func<WorldManager>)Server.GetWorldManager;
|
||||
script.Globals["GetStaticActor"] = (Func<string, Actor>)Server.GetStaticActors;
|
||||
script.Globals["GetStaticActorById"] = (Func<uint, Actor>)Server.GetStaticActors;
|
||||
script.Globals["GetWorldMaster"] = (Func<Actor>)Server.GetWorldManager().GetActor;
|
||||
script.Globals["GetItemGamedata"] = (Func<uint, ItemData>)Server.GetItemGamedata;
|
||||
script.Globals["GetGuildleveGamedata"] = (Func<uint, GuildleveData>)Server.GetGuildleveGamedata;
|
||||
script.Globals["GetLuaInstance"] = (Func<LuaEngine>)LuaEngine.GetInstance;
|
||||
|
||||
script.Options.DebugPrint = s => { Program.Log.Debug(s); };
|
||||
return script;
|
||||
}
|
||||
|
||||
public static void SendError(Player player, string message)
|
||||
{
|
||||
message = "[LuaError] " + message;
|
||||
if (player == null)
|
||||
return;
|
||||
List<SubPacket> SendError = new List<SubPacket>();
|
||||
player.SendMessage(SendMessagePacket.MESSAGE_TYPE_SYSTEM_ERROR, "", message);
|
||||
player.QueuePacket(EndEventPacket.BuildPacket(player.actorId, player.currentEventOwner, player.currentEventName));
|
||||
}
|
||||
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue