using FFXIVClassic_Map_Server.dataobjects; using FFXIVClassic_Map_Server.packets.send; using FFXIVClassic_Map_Server.packets.send.events; using NLua; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace FFXIVClassic_Map_Server.lua { class LuaPlayer { private ConnectedPlayer player; public LuaPlayer(ConnectedPlayer player) { this.player = player; } public void setMusic(ushort musicID, ushort playMode) { player.queuePacket(SetMusicPacket.buildPacket(player.actorID, musicID, playMode), true, false); } public void setWeather(uint weatherID) { player.queuePacket(SetWeatherPacket.buildPacket(player.actorID, weatherID), 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.queuePacket(LogoutPacket.buildPacket(player.actorID), true, false); } public void quitGame() { player.queuePacket(QuitPacket.buildPacket(player.actorID), true, false); } public void runEvent(string functionName, params object[] parameters) { List lParams = LuaUtils.createLuaParamList(parameters); player.queuePacket(RunEventFunctionPacket.buildPacket(player.actorID, player.eventCurrentOwner, player.eventCurrentStarter, functionName, lParams), true, false); } public void endEvent() { player.queuePacket(EndEventPacket.buildPacket(player.actorID, player.eventCurrentOwner, player.eventCurrentStarter), true, false); } } }