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https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-06-08 13:34:38 +02:00
moved getpath crap to pathfinding (or should i keep it in actor?)
- stubbed some more crap
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parent
100f3ae156
commit
cc1929a9fb
9 changed files with 149 additions and 25 deletions
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@ -320,40 +320,41 @@ namespace FFXIVClassic_Map_Server.lua
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return null;
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}
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public void CallLuaFunction(Player player, Actor target, string funcName, bool optional, params object[] args)
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public void CallLuaFunction(Actor actor, Actor target, string funcName, bool optional, params object[] args)
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{
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bool isPlayer = actor is Player;
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//Need a seperate case for NPCs cause that child/parent thing.
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if (target is Npc)
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if (target is Npc && isPlayer)
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{
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CallLuaFunctionNpc(player, (Npc)target, funcName, optional, args);
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CallLuaFunctionNpc((Player)actor, (Npc)target, funcName, optional, args);
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return;
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}
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object[] args2 = new object[args.Length + 2];
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Array.Copy(args, 0, args2, 2, args.Length);
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args2[0] = player;
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args2[0] = actor;
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args2[1] = target;
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string luaPath = GetScriptPath(target);
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LuaScript script = LoadScript(luaPath);
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if (script != null)
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{
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if (!script.Globals.Get(funcName).IsNil())
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if (!script.Globals.Get(funcName).IsNil() && isPlayer)
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{
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Coroutine coroutine = script.CreateCoroutine(script.Globals[funcName]).Coroutine;
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DynValue value = coroutine.Resume(args2);
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ResolveResume(player, coroutine, value);
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ResolveResume((Player)actor, coroutine, value);
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}
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else
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{
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if (!optional)
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SendError(player, String.Format("Could not find function '{0}' for actor {1}.", funcName, target.GetName()));
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SendError((Player)actor, String.Format("Could not find function '{0}' for actor {1}.", funcName, target.GetName()));
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}
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}
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else
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{
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if (!(target is Area) && !optional)
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SendError(player, String.Format("Could not find script for actor {0}.", target.GetName()));
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if (!(target is Area) && !optional && isPlayer)
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SendError((Player)actor, String.Format("Could not find script for actor {0}.", target.GetName()));
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}
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}
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@ -372,16 +373,18 @@ namespace FFXIVClassic_Map_Server.lua
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CallLuaFunction(player, target, "onEventStarted", false, LuaUtils.CreateLuaParamObjectList(lparams));
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}
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private DynValue ResolveResume(Player player, Coroutine coroutine, DynValue value)
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private DynValue ResolveResume(Actor actor, Coroutine coroutine, DynValue value)
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{
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var isPlayer = actor is Player;
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if (value == null || value.IsVoid())
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return value;
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if (value.String != null && value.String.Equals("_WAIT_EVENT"))
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if (isPlayer && value.String != null && value.String.Equals("_WAIT_EVENT"))
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{
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GetInstance().AddWaitEventCoroutine(player, coroutine);
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GetInstance().AddWaitEventCoroutine((Player)actor, coroutine);
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}
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else if (value.Tuple != null && value.Tuple.Length >= 1 && value.Tuple[0].String != null)
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else if (isPlayer && value.Tuple != null && value.Tuple.Length >= 1 && value.Tuple[0].String != null)
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{
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switch (value.Tuple[0].String)
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{
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