using FFXIVClassic_Map_Server.Actors; using FFXIVClassic_Map_Server.packets.send; using MoonSharp.Interpreter; using System.Collections.Generic; namespace FFXIVClassic_Map_Server.lua { [MoonSharpUserData] class LuaPlayer { private Player player; public LuaPlayer(Player player) { this.player = player; } public void SetMusic(ushort musicID, ushort playMode) { player.playerSession.QueuePacket(SetMusicPacket.BuildPacket(player.actorId, musicID, playMode), true, false); } public void SetWeather(ushort weatherID) { player.playerSession.QueuePacket(SetWeatherPacket.BuildPacket(player.actorId, weatherID, 1), true, false); } public void GetParameter(string paramName) { } public void SetParameter(string paramName, object value, string uiToRefresh) { } public void GetAttributePoints() { } public void SetAttributePoints(int str, int vit, int dex, int inte, int min, int pie) { } public void Logout() { player.playerSession.QueuePacket(LogoutPacket.BuildPacket(player.actorId), true, false); } public void QuitGame() { player.playerSession.QueuePacket(QuitPacket.BuildPacket(player.actorId), true, false); } public void RunEvent(string functionName, params object[] parameters) { List lParams = LuaUtils.CreateLuaParamList(parameters); // player.playerSession.QueuePacket(RunEventFunctionPacket.BuildPacket(player.actorId, player.eventCurrentOwner, player.eventCurrentStarter, functionName, lParams), true, false); } public void EndEvent() { // player.playerSession.QueuePacket(EndEventPacket.BuildPacket(player.actorId, player.eventCurrentOwner, player.eventCurrentStarter), true, false); } } }