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project-meteor-server/FFXIVClassic Map Server/lua/LuaPlayer.cs

74 lines
2 KiB
C#

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<LuaParam> lParams = LuaUtils.createLuaParamList(parameters);
player.getConnection1().queuePacket(RunEventFunctionPacket.buildPacket(player.actorID, player.eventCurrentOwner, player.eventCurrentStarter, functionName, lParams), true, false);
}
public void endEvent()
{
player.getConnection1().queuePacket(EndEventPacket.buildPacket(player.actorID, player.eventCurrentOwner, player.eventCurrentStarter), true, false);
}
}
}