fixed death/despawning kinda (need to figure out why hp wont tick down after respawning)

This commit is contained in:
Tahir Akhlaq 2017-09-03 01:01:19 +01:00
parent c5cc7c2f00
commit 4978813c27
16 changed files with 251 additions and 106 deletions

View File

@ -401,6 +401,16 @@ namespace FFXIVClassic_Map_Server.Actors
return GetAllActors<Actor>();
}
public virtual List<Player> GetPlayers()
{
return GetAllActors<Player>();
}
public virtual List<BattleNpc> GetMonsters()
{
return GetAllActors<BattleNpc>();
}
public void BroadcastPacketsAroundActor(Actor actor, List<SubPacket> packets)
{
foreach (SubPacket packet in packets)
@ -635,7 +645,7 @@ namespace FFXIVClassic_Map_Server.Actors
a.Update(tick);
var deltaTime = (tick - Program.LastTick).TotalMilliseconds;
LuaEngine.GetInstance().CallLuaFunction(null, this, "onUpdate", true, deltaTime);
LuaEngine.GetInstance().CallLuaFunction(null, this, "onUpdate", true, deltaTime, this);
}
}

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@ -288,7 +288,7 @@ namespace FFXIVClassic_Map_Server.Actors
public virtual void OnPath(Vector3 point)
{
lua.LuaEngine.CallLuaBattleAction(this, "onPath", this, point);
lua.LuaEngine.CallLuaBattleFunction(this, "onPath", this, point);
updateFlags |= ActorUpdateFlags.Position;
this.isAtSpawn = false;
@ -428,6 +428,7 @@ namespace FFXIVClassic_Map_Server.Actors
public virtual void Spawn(DateTime tick)
{
aiContainer.Reset();
// todo: reset hp/mp/tp etc here
ChangeState(SetActorStatePacket.MAIN_STATE_PASSIVE);
charaWork.parameterSave.hp = charaWork.parameterSave.hpMax;
@ -448,23 +449,23 @@ namespace FFXIVClassic_Map_Server.Actors
public bool IsDead()
{
return currentMainState == SetActorStatePacket.MAIN_STATE_DEAD || currentMainState == SetActorStatePacket.MAIN_STATE_DEAD2;
return aiContainer.IsDead();
}
public bool IsAlive()
{
return !IsDead();
return !aiContainer.IsDead();
}
public short GetHP()
{
// todo:
return charaWork.parameterSave.hp[currentJob];
return charaWork.parameterSave.hp[0];
}
public short GetMaxHP()
{
return charaWork.parameterSave.hpMax[currentJob];
return charaWork.parameterSave.hpMax[0];
}
public short GetMP()
@ -500,16 +501,20 @@ namespace FFXIVClassic_Map_Server.Actors
// todo: the following functions are virtuals since we want to check hidden item bonuses etc on player for certain conditions
public virtual void AddHP(int hp)
{
// todo: +/- hp and die
// todo: battlenpcs probably have way more hp?
var addHp = charaWork.parameterSave.hp[currentJob] + hp;
addHp = addHp.Clamp(ushort.MinValue, charaWork.parameterSave.hpMax[currentJob]);
charaWork.parameterSave.hp[currentJob] = (short)addHp;
// dont wanna die ded
if (IsAlive())
{
// todo: +/- hp and die
// todo: battlenpcs probably have way more hp?
var addHp = charaWork.parameterSave.hp[0] + hp;
addHp = addHp.Clamp(ushort.MinValue, charaWork.parameterSave.hpMax[0]);
charaWork.parameterSave.hp[0] = (short)addHp;
if (charaWork.parameterSave.hp[currentJob] < 1)
Die(Program.Tick);
if (charaWork.parameterSave.hp[0] < 1)
Die(Program.Tick);
updateFlags |= ActorUpdateFlags.HpTpMp;
updateFlags |= ActorUpdateFlags.HpTpMp;
}
}
public void AddMP(int mp)
@ -580,21 +585,47 @@ namespace FFXIVClassic_Map_Server.Actors
// todo: call onAttack/onDamageTaken
target.DelHP(action.amount);
if (target is BattleNpc)
((BattleNpc)target).lastAttacker = this;
}
public virtual void OnCast(State state, BattleAction[] actions, ref BattleAction[] errors)
{
var spell = ((MagicState)state).GetSpell();
// damage is handled in script
this.DelMP(spell.mpCost); // mpCost can be set in script e.g. if caster has something for free spells
if (target is BattleNpc)
((BattleNpc)target).lastAttacker = this;
}
public virtual void OnWeaponSkill(State state, BattleAction[] actions, ref BattleAction[] errors)
{
var skill = ((WeaponSkillState)state).GetWeaponSkill();
// damage is handled in script
this.DelTP(skill.tpCost);
if (target is BattleNpc)
((BattleNpc)target).lastAttacker = this;
}
public virtual void OnAbility(State state, BattleAction[] actions, ref BattleAction[] errors)
{
if (target is BattleNpc)
((BattleNpc)target).lastAttacker = this;
}
public virtual void OnSpawn()
{
}
public virtual void OnDeath()
{
}
public virtual void OnDespawn()
{
}

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@ -50,6 +50,8 @@ namespace FFXIVClassic_Map_Server.actors.chara
HarvestPotency = 38,
HarvestLimit = 39,
HarvestRate = 40
HarvestRate = 40,
Raise = 41,
}
}

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@ -203,7 +203,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
public bool IsDead()
{
return owner.currentMainState == SetActorStatePacket.MAIN_STATE_DEAD ||
owner.currentMainState == SetActorStatePacket.MAIN_STATE_DEAD2 || owner.GetHP() == 0;
owner.currentMainState == SetActorStatePacket.MAIN_STATE_DEAD2;
}
public bool IsRoaming()
@ -262,8 +262,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
public void InternalChangeTarget(Character target)
{
// todo: use invalid target id
// todo: this is retarded, call entity's changetarget function
// targets are changed in the controller
if (IsEngaged() || target == null)
{
@ -288,7 +287,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
if (CanChangeState() || (GetCurrentState() != null && GetCurrentState().IsCompleted()))
{
ForceChangeState(new AttackState(this.owner, target));
ForceChangeState(new AttackState(owner, target));
return true;
}
return false;
@ -301,7 +300,10 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
owner.updateFlags |= ActorUpdateFlags.HpTpMp;
ChangeTarget(null);
owner.ChangeState(SetActorStatePacket.MAIN_STATE_PASSIVE);
if (owner.currentMainState == SetActorStatePacket.MAIN_STATE_ACTIVE)
owner.ChangeState(SetActorStatePacket.MAIN_STATE_PASSIVE);
ClearStates();
}
@ -337,11 +339,18 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
}
}
public void InternalDie(DateTime tick, uint timeToFadeout)
public void InternalDie(DateTime tick, uint fadeoutTimerSeconds)
{
pathFind?.Clear();
ClearStates();
ForceChangeState(new DeathState(owner, tick, fadeoutTimerSeconds));
}
public void InternalDespawn(DateTime tick, uint respawnTimerSeconds)
{
ClearStates();
Disengage();
ForceChangeState(new DeathState(owner, tick, timeToFadeout));
ForceChangeState(new DespawnState(owner, respawnTimerSeconds));
}
public void InternalRaise(Character target)

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@ -384,12 +384,6 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
// todo: use tick instead of now?
this.startTime = DateTime.Now;
this.lastTick = startTime;
// todo: set the effect name to be called by scripts or just lookup effects in db
// name = WorldManager.GetEffectInfo(id).Name;
// todo: check if can gain effect
// todo: call effect's onGain
// todo: broadcast effect gain packet
}
public StatusEffect(Character owner, StatusEffect effect)

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@ -96,6 +96,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
{
var target = owner.target;
base.Disengage();
owner.statusEffects.RemoveStatusEffectsByFlags((uint)StatusEffectFlags.LoseOnDeath, true);
// todo:
lastActionTime = lastUpdate.AddSeconds(5);
owner.isMovingToSpawn = true;
@ -104,7 +105,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
neutralTime = lastActionTime;
owner.hateContainer.ClearHate();
owner.moveState = 1;
lua.LuaEngine.CallLuaBattleAction(owner, "onDisengage", owner, target, Utils.UnixTimeStampUTC(battleStartTime));
lua.LuaEngine.CallLuaBattleFunction(owner, "onDisengage", owner, target, Utils.UnixTimeStampUTC(battleStartTime));
}
public override void Cast(Character target, uint spellId)
@ -203,7 +204,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
}
Move();
lua.LuaEngine.CallLuaBattleAction(owner, "onCombatTick", owner, owner.target, Utils.UnixTimeStampUTC());
lua.LuaEngine.CallLuaBattleFunction(owner, "onCombatTick", owner, owner.target, Utils.UnixTimeStampUTC(tick));
}
private void Move()
@ -308,6 +309,9 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
public bool CanDetectTarget(Character target, bool forceSight = false)
{
if (owner.IsDead())
return false;
// todo: this should probably be changed to only allow detection at end of path?
if (owner.aiContainer.pathFind.IsFollowingScriptedPath() || owner.aiContainer.pathFind.IsFollowingPath() && !owner.aiContainer.pathFind.AtPoint())
{

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@ -33,15 +33,6 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
public override bool Update(DateTime tick)
{
/*
TryInterrupt();
if (interrupt)
{
OnInterrupt();
return true;
}
*/
if ((target == null || owner.target != target || owner.target?.actorId != owner.currentLockedTarget) && owner.isAutoAttackEnabled)
owner.aiContainer.ChangeTarget(target = owner.zone.FindActorInArea<Character>(owner.currentLockedTarget));
@ -159,7 +150,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
// todo: shouldnt need to check if owner is dead since all states would be cleared
if (owner.aiContainer.IsDead() || target.aiContainer.IsDead())
{
target = null;
owner.aiContainer.ChangeTarget(null);
return false;
}
else if (!owner.aiContainer.GetTargetFind().CanTarget(target, false, true))

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@ -14,8 +14,8 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
public DeathState(Character owner, DateTime tick, uint timeToFadeOut)
: base(owner, null)
{
owner.ChangeState(SetActorStatePacket.MAIN_STATE_DEAD);
owner.Disengage();
owner.ChangeState(SetActorStatePacket.MAIN_STATE_DEAD);
canInterrupt = false;
startTime = tick;
despawnTime = startTime.AddSeconds(timeToFadeOut);
@ -23,17 +23,18 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
public override bool Update(DateTime tick)
{
// todo: set a flag on chara for accept raise, play animation and spawn
if (owner.GetMod((uint)Modifier.Raise) > 0)
{
owner.Spawn(tick);
return true;
}
// todo: handle raise etc
if (tick >= despawnTime)
{
if (owner is BattleNpc)
{
owner.Despawn(tick);
}
else
{
// todo: queue a warp for the player
}
// todo: for players, return them to homepoint
owner.Despawn(tick);
return true;
}
return false;

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@ -10,22 +10,21 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
{
class DespawnState : State
{
private DateTime endTime;
public DespawnState(Character owner, Character target, uint despawnTimeSeconds) :
private DateTime respawnTime;
public DespawnState(Character owner, uint respawnTimeSeconds) :
base(owner, null)
{
startTime = Program.Tick;
endTime = startTime.AddSeconds(despawnTimeSeconds);
respawnTime = startTime.AddSeconds(respawnTimeSeconds);
owner.ChangeState(SetActorStatePacket.MAIN_STATE_DEAD2);
owner.OnDespawn();
}
public override bool Update(DateTime tick)
{
if (tick >= endTime)
if (tick >= respawnTime)
{
// todo: send packet to despawn the npc, set it so npc is despawned when requesting spawn packets
owner.zone.BroadcastPacketAroundActor(owner, RemoveActorPacket.BuildPacket(owner.actorId));
owner.QueuePositionUpdate(owner.spawnX, owner.spawnY, owner.spawnZ);
lua.LuaEngine.CallLuaBattleAction(owner, "onDespawn", owner);
owner.Spawn(tick);
return true;
}
return false;

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@ -15,6 +15,8 @@ using FFXIVClassic_Map_Server.actors.chara.ai.state;
using FFXIVClassic_Map_Server.utils;
using FFXIVClassic_Map_Server.packets.send.actor.battle;
using FFXIVClassic_Map_Server.actors.chara.ai.utils;
using FFXIVClassic_Map_Server.actors.group;
using FFXIVClassic_Map_Server.packets.send;
namespace FFXIVClassic_Map_Server.Actors
{
@ -34,8 +36,10 @@ namespace FFXIVClassic_Map_Server.Actors
public AggroType aggroType;
public bool neutral;
private uint despawnTime;
private uint respawnTime;
private uint spawnDistance;
public Character lastAttacker;
public BattleNpc(int actorNumber, ActorClass actorClass, string uniqueId, Area spawnedArea, float posX, float posY, float posZ, float rot,
ushort actorState, uint animationId, string customDisplayName)
@ -56,15 +60,38 @@ namespace FFXIVClassic_Map_Server.Actors
spawnY = posY;
spawnZ = posZ;
// todo: read this from db
// todo: read these from db also
aggroType = AggroType.Sight;
this.moveState = 2;
ResetMoveSpeeds();
despawnTime = 10;
respawnTime = 30;
CalculateBaseStats();
}
public override List<SubPacket> GetSpawnPackets(Player player, ushort spawnType)
{
List<SubPacket> subpackets = new List<SubPacket>();
if (IsAlive())
{
subpackets.Add(CreateAddActorPacket());
subpackets.AddRange(GetEventConditionPackets());
subpackets.Add(CreateSpeedPacket());
subpackets.Add(CreateSpawnPositonPacket(0x0));
subpackets.Add(CreateAppearancePacket());
subpackets.Add(CreateNamePacket());
subpackets.Add(CreateStatePacket());
subpackets.Add(CreateIdleAnimationPacket());
subpackets.Add(CreateInitStatusPacket());
subpackets.Add(CreateSetActorIconPacket());
subpackets.Add(CreateIsZoneingPacket());
subpackets.Add(CreateScriptBindPacket(player));
}
return subpackets;
}
public uint GetAggroType()
{
return (uint)aggroType;
@ -135,6 +162,16 @@ namespace FFXIVClassic_Map_Server.Actors
despawnTime = seconds;
}
public uint GetRespawnTime()
{
return respawnTime;
}
public void SetRespawnTime(uint seconds)
{
respawnTime = seconds;
}
///<summary> // todo: create an action object? </summary>
public bool OnAttack(AttackState state)
{
@ -143,32 +180,61 @@ namespace FFXIVClassic_Map_Server.Actors
public override void Spawn(DateTime tick)
{
base.Spawn(tick);
if (respawnTime > 0)
{
base.Spawn(tick);
this.isMovingToSpawn = false;
this.ResetMoveSpeeds();
this.hateContainer.ClearHate();
this.ChangeState(SetActorStatePacket.MAIN_STATE_PASSIVE);
this.isMovingToSpawn = false;
this.ResetMoveSpeeds();
this.hateContainer.ClearHate();
zone.BroadcastPacketsAroundActor(this, GetSpawnPackets(null, 0x01));
zone.BroadcastPacketsAroundActor(this, GetInitPackets());
charaWork.parameterSave.hp = charaWork.parameterSave.hpMax;
charaWork.parameterSave.mp = charaWork.parameterSave.mpMax;
RecalculateStats();
updateFlags |= ActorUpdateFlags.AllNpc;
}
}
public override void Die(DateTime tick)
{
if (IsAlive())
{
if (lastAttacker is Pet && ((Pet)lastAttacker).master is Player)
{
lastAttacker = ((Pet)lastAttacker).master;
}
if (lastAttacker is Player)
{
if (lastAttacker.currentParty != null && lastAttacker.currentParty is Party)
{
foreach (var memberId in ((Party)lastAttacker.currentParty).members)
{
var partyMember = zone.FindActorInArea<Player>(memberId);
// onDeath(monster, player, killer)
lua.LuaEngine.CallLuaBattleFunction(this, "onDeath", this, partyMember, lastAttacker);
// <actor> defeat/defeats <target>
((Player)lastAttacker).QueuePacket(BattleActionX01Packet.BuildPacket(lastAttacker.actorId, 0, 0, new BattleAction(actorId, 30108, 0)));
}
}
else
{
// onDeath(monster, player, killer)
lua.LuaEngine.CallLuaBattleFunction(this, "onDeath", this, lastAttacker, lastAttacker);
((Player)lastAttacker).QueuePacket(BattleActionX01Packet.BuildPacket(lastAttacker.actorId, 0, 0, new BattleAction(actorId, 30108, 0)));
}
}
aiContainer.InternalDie(tick, despawnTime);
aiContainer.pathFind.Clear();
this.ResetMoveSpeeds();
this.positionX = oldPositionX;
this.positionY = oldPositionY;
this.positionZ = oldPositionZ;
this.isAtSpawn = true;
// todo: reset cooldowns
}
else
{
var err = $"[{actorId}][{customDisplayName}] {positionX} {positionY} {positionZ} {GetZoneID()} tried to die ded";
var err = $"[{actorId}][{GetUniqueId()}] {positionX} {positionY} {positionZ} {GetZone().GetName()} tried to die ded";
Program.Log.Error(err);
//throw new Exception(err);
}
@ -176,9 +242,10 @@ namespace FFXIVClassic_Map_Server.Actors
public override void Despawn(DateTime tick)
{
aiContainer.ClearStates();
// todo: probably didnt need to make a new state...
aiContainer.ForceChangeState(new DespawnState(this, null, 0));
aiContainer.InternalDespawn(tick, respawnTime);
lua.LuaEngine.CallLuaBattleFunction(this, "onDespawn", this);
this.isAtSpawn = true;
}
public void OnRoam(DateTime tick)
@ -203,6 +270,7 @@ namespace FFXIVClassic_Map_Server.Actors
else
{
this.isMovingToSpawn = false;
lua.LuaEngine.CallLuaBattleFunction(this, "onRoam", this);
}
}
@ -217,5 +285,20 @@ namespace FFXIVClassic_Map_Server.Actors
// todo: move this somewhere else prolly and change based on model/appearance (so maybe in Character.cs instead)
action.animation = 0x11001000; // (temporary) wolf anim
}
public override void OnSpawn()
{
base.OnSpawn();
}
public override void OnDeath()
{
base.OnDeath();
}
public override void OnDespawn()
{
base.OnDespawn();
}
}
}

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@ -58,13 +58,15 @@ namespace FFXIVClassic_Map_Server.Actors
charaWork.battleSave.potencial = 1.0f;
charaWork.parameterSave.state_mainSkill[0] = 3;
charaWork.parameterSave.state_mainSkill[2] = 3;
charaWork.parameterSave.state_mainSkillLevel = 2;
charaWork.parameterSave.hp[0] = 500;
charaWork.parameterSave.hpMax[0] = 500;
// todo: these really need to be read from db etc
{
charaWork.parameterSave.state_mainSkill[0] = 3;
charaWork.parameterSave.state_mainSkill[2] = 3;
charaWork.parameterSave.state_mainSkillLevel = 1;
charaWork.parameterSave.hp[0] = 80;
charaWork.parameterSave.hpMax[0] = 80;
}
for (int i = 0; i < 32; i++ )
charaWork.property[i] = (byte)(((int)actorClass.propertyFlags >> i) & 1);
@ -400,13 +402,30 @@ namespace FFXIVClassic_Map_Server.Actors
aiContainer.Update(tick);
}
//A party member list packet came, set the party
/* public void SetParty(MonsterPartyGroup group)
public override void OnSpawn()
{
if (group is MonsterPartyGroup)
currentParty = group;
base.OnSpawn();
}
*/
public override void OnDeath()
{
base.OnDeath();
}
public override void OnDespawn()
{
zone.BroadcastPacketAroundActor(this, RemoveActorPacket.BuildPacket(this.actorId));
zone.BroadcastPacketAroundActor(this, RemoveActorPacket.BuildPacket(this.actorId));
QueuePositionUpdate(spawnX, spawnY, spawnZ);
LuaEngine.CallLuaBattleFunction(this, "onDespawn", this);
}
//A party member list packet came, set the party
/* public void SetParty(MonsterPartyGroup group)
{
if (group is MonsterPartyGroup)
currentParty = group;
}
*/
}
}

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@ -13,6 +13,7 @@ namespace FFXIVClassic_Map_Server.Actors
{
class Pet : BattleNpc
{
public Character master;
public Pet(int actorNumber, ActorClass actorClass, string uniqueId, Area spawnedArea, float posX, float posY, float posZ, float rot,
ushort actorState, uint animationId, string customDisplayName)
: base(actorNumber, actorClass, uniqueId, spawnedArea, posX, posY, posZ, rot, actorState, animationId, customDisplayName)

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@ -1781,21 +1781,6 @@ namespace FFXIVClassic_Map_Server.Actors
base.PostUpdate(tick, packets);
}
public override void AddHP(int hp)
{
// todo: +/- hp and die
// todo: check hidden effects and shit
var addHp = charaWork.parameterSave.hp[currentJob] + hp;
addHp = addHp.Clamp(ushort.MinValue, charaWork.parameterSave.hpMax[currentJob]);
charaWork.parameterSave.hp[currentJob] = (short)addHp;
if (charaWork.parameterSave.hp[currentJob] < 1)
Die(Program.Tick);
updateFlags |= ActorUpdateFlags.HpTpMp;
}
public override void Die(DateTime tick)
{
// todo: death timer
@ -1981,7 +1966,7 @@ namespace FFXIVClassic_Map_Server.Actors
{
if (aiContainer.CanChangeState())
aiContainer.Cast(zone.FindActorInArea<Character>(targetId == 0 ? currentTarget : targetId), spellId);
else if (aiContainer.GetCurrentState() is MagicState)
else if (aiContainer.IsCurrentState<MagicState>())
// You are already casting.
SendGameMessage(Server.GetWorldManager().GetActor(), 32536, 0x20);
else
@ -2141,7 +2126,7 @@ namespace FFXIVClassic_Map_Server.Actors
//action.animation = 0x19001000;
}
var target = state.GetTarget();
//if (target is BattleNpc)
if (target is BattleNpc)
{
((BattleNpc)target).hateContainer.UpdateHate(this, action.amount);
}
@ -2164,6 +2149,8 @@ namespace FFXIVClassic_Map_Server.Actors
var skill = ((WeaponSkillState)state).GetWeaponSkill();
// todo: should just make a thing that updates the one slot cause this is dumb as hell
UpdateHotbarTimer(skill.id, skill.recastTimeSeconds);
// todo: this really shouldnt be called on each ws?
lua.LuaEngine.CallLuaBattleFunction(this, "onWeaponSkill", this, state.GetTarget(), skill);
}
}
}

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@ -134,9 +134,10 @@ 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 CallLuaBattleAction(Character actor, string functionName, params object[] args)
public static void CallLuaBattleFunction(Character actor, string functionName, params object[] args)
{
string path = $"./scripts/unique/{actor.zone.zoneName}/Monster/{actor.customDisplayName}.lua";
// todo: should use "scripts/zones/ZONE_NAME/battlenpcs/NAME.lua" instead of scripts/unique
string path = "";
// todo: should we call this for players too?
if (actor is Player)
@ -144,6 +145,12 @@ namespace FFXIVClassic_Map_Server.lua
// todo: check this is correct
path = FILEPATH_PLAYER;
}
else if (actor is Npc)
{
// todo: this is probably unnecessary as im not sure there were pets for players
if (!(actor is Pet && ((Pet)actor).master is Player))
path = String.Format("./scripts/unique/{0}/{1}/{2}.lua", actor.zone.zoneName, actor is BattleNpc ? "Monster" : "PopulaceStandard", ((Npc)actor).GetUniqueId());
}
// dont wanna throw an error if file doesnt exist
if (File.Exists(path))
{
@ -154,7 +161,7 @@ namespace FFXIVClassic_Map_Server.lua
}
catch (Exception e)
{
Program.Log.Error($"LuaEngine.CallLuaBattleAction [{functionName}] {e.Message}");
Program.Log.Error($"LuaEngine.CallLuaBattleFunction [{functionName}] {e.Message}");
}
DynValue res = new DynValue();
@ -167,6 +174,7 @@ namespace FFXIVClassic_Map_Server.lua
public static int CallLuaStatusEffectFunction(Character actor, StatusEffect effect, string functionName, params object[] args)
{
// todo: this is stupid, load the actual effect crap
var name = ((StatusEffectId)effect.GetStatusEffectId()).ToString().ToLower();
string path = $"./scripts/effects/{name}.lua";

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@ -116,6 +116,12 @@ namespace FFXIVClassic_Map_Server
public static void WriteLuaParams(BinaryWriter writer, List<LuaParam> luaParams)
{
if (luaParams == null)
{
Program.Log.Error("LuaUtils.WriteLuaParams LuaParams are null!");
return;
}
foreach (LuaParam l in luaParams)
{
if (l.typeID == 0x1)

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@ -61,7 +61,7 @@ function onEventStarted(player, actor, triggerName)
end
function onUpdate()
function onUpdate(deltaTime, area)
end
function onTalkEvent(player, npc)