2025-05-05 22:28:45 -04:00
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use mlua::{FromLua, Lua, LuaSerdeExt, UserData, UserDataFields, UserDataMethods, Value};
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2025-03-28 00:26:31 -04:00
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use crate::{
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common::{ObjectId, ObjectTypeId, Position, timestamp_secs, workdefinitions::RemakeMode},
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ipc::zone::{
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ActionEffect, DamageElement, DamageKind, DamageType, EffectKind, EventScene,
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ServerZoneIpcData, ServerZoneIpcSegment, Warp,
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},
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opcodes::ServerZoneIpcType,
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packet::{PacketSegment, SegmentData, SegmentType},
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};
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use super::{PlayerData, StatusEffects, Zone};
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pub enum Task {
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ChangeTerritory { zone_id: u16 },
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SetRemakeMode(RemakeMode),
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Warp { warp_id: u32 },
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BeginLogOut,
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FinishEvent { handler_id: u32 },
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}
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2025-03-28 00:26:31 -04:00
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#[derive(Default)]
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pub struct LuaPlayer {
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pub player_data: PlayerData,
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pub status_effects: StatusEffects,
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pub queued_segments: Vec<PacketSegment<ServerZoneIpcSegment>>,
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pub queued_tasks: Vec<Task>,
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}
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impl LuaPlayer {
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fn queue_segment(&mut self, segment: PacketSegment<ServerZoneIpcSegment>) {
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self.queued_segments.push(segment);
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}
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fn send_message(&mut self, message: &str) {
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let ipc = ServerZoneIpcSegment {
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op_code: ServerZoneIpcType::ServerChatMessage,
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timestamp: timestamp_secs(),
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data: ServerZoneIpcData::ServerChatMessage {
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message: message.to_string(),
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unk: 0,
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},
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..Default::default()
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};
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self.queue_segment(PacketSegment {
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source_actor: self.player_data.actor_id,
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target_actor: self.player_data.actor_id,
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segment_type: SegmentType::Ipc,
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data: SegmentData::Ipc { data: ipc },
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});
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}
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fn give_status_effect(&mut self, effect_id: u16, duration: f32) {
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self.status_effects.add(effect_id, duration);
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}
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fn play_scene(
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&mut self,
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target: ObjectTypeId,
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event_id: u32,
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scene: u16,
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scene_flags: u32,
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param: u8,
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) {
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let ipc = ServerZoneIpcSegment {
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op_code: ServerZoneIpcType::EventScene,
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timestamp: timestamp_secs(),
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data: ServerZoneIpcData::EventScene(EventScene {
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actor_id: target,
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event_id,
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scene,
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scene_flags,
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unk2: param,
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..Default::default()
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}),
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..Default::default()
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};
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self.queue_segment(PacketSegment {
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source_actor: self.player_data.actor_id,
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target_actor: self.player_data.actor_id,
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segment_type: SegmentType::Ipc,
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data: SegmentData::Ipc { data: ipc },
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});
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}
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fn set_position(&mut self, position: Position) {
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let ipc = ServerZoneIpcSegment {
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op_code: ServerZoneIpcType::Warp,
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timestamp: timestamp_secs(),
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data: ServerZoneIpcData::Warp(Warp {
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position,
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..Default::default()
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}),
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..Default::default()
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};
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self.queue_segment(PacketSegment {
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source_actor: self.player_data.actor_id,
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target_actor: self.player_data.actor_id,
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segment_type: SegmentType::Ipc,
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data: SegmentData::Ipc { data: ipc },
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});
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}
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fn change_territory(&mut self, zone_id: u16) {
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self.queued_tasks.push(Task::ChangeTerritory { zone_id });
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}
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fn set_remake_mode(&mut self, mode: RemakeMode) {
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self.queued_tasks.push(Task::SetRemakeMode(mode));
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}
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fn warp(&mut self, warp_id: u32) {
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self.queued_tasks.push(Task::Warp { warp_id });
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}
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fn begin_log_out(&mut self) {
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self.queued_tasks.push(Task::BeginLogOut);
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}
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fn finish_event(&mut self, handler_id: u32) {
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self.queued_tasks.push(Task::FinishEvent { handler_id });
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}
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}
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impl UserData for LuaPlayer {
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fn add_methods<M: UserDataMethods<Self>>(methods: &mut M) {
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methods.add_method_mut("send_message", |_, this, message: String| {
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this.send_message(&message);
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Ok(())
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});
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methods.add_method_mut(
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"give_status_effect",
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|_, this, (effect_id, duration): (u16, f32)| {
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this.give_status_effect(effect_id, duration);
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Ok(())
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},
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);
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methods.add_method_mut(
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"play_scene",
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|_, this, (target, event_id, scene, scene_flags, param): (ObjectTypeId, u32, u16, u32, u8)| {
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this.play_scene(target, event_id, scene, scene_flags, param);
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Ok(())
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},
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);
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methods.add_method_mut("set_position", |lua, this, position: Value| {
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let position: Position = lua.from_value(position).unwrap();
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this.set_position(position);
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Ok(())
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});
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methods.add_method_mut("change_territory", |_, this, zone_id: u16| {
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this.change_territory(zone_id);
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Ok(())
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});
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methods.add_method_mut("set_remake_mode", |lua, this, mode: Value| {
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let mode: RemakeMode = lua.from_value(mode).unwrap();
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this.set_remake_mode(mode);
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Ok(())
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});
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methods.add_method_mut("warp", |_, this, warp_id: u32| {
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this.warp(warp_id);
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Ok(())
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});
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methods.add_method_mut("begin_log_out", |_, this, _: ()| {
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this.begin_log_out();
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Ok(())
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});
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methods.add_method_mut("finish_event", |_, this, handler_id: u32| {
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this.finish_event(handler_id);
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Ok(())
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});
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}
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fn add_fields<F: UserDataFields<Self>>(fields: &mut F) {
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fields.add_field_method_get("id", |_, this| {
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Ok(ObjectTypeId {
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object_id: ObjectId(this.player_data.actor_id),
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object_type: 0,
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})
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});
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}
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}
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impl UserData for Position {}
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impl UserData for ObjectTypeId {}
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impl FromLua for ObjectTypeId {
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fn from_lua(value: Value, _: &Lua) -> mlua::Result<Self> {
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match value {
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Value::UserData(ud) => Ok(*ud.borrow::<Self>()?),
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_ => unreachable!(),
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}
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}
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}
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impl UserData for Zone {
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fn add_methods<M: UserDataMethods<Self>>(methods: &mut M) {
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methods.add_method(
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"get_pop_range",
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|lua: &Lua, this, id: u32| -> mlua::Result<mlua::Value> {
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if let Some(pop_range) = this.find_pop_range(id) {
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let trans = pop_range.0.transform.translation;
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return lua.pack(Position {
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x: trans[0],
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y: trans[1],
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z: trans[2],
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});
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}
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Ok(mlua::Nil)
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},
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);
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}
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}
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#[derive(Clone, Debug, Default)]
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pub struct EffectsBuilder {
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pub effects: Vec<ActionEffect>,
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}
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impl UserData for EffectsBuilder {
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fn add_methods<M: UserDataMethods<Self>>(methods: &mut M) {
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methods.add_method_mut("damage", |lua, this, (damage_kind, damage_type, damage_element, amount): (Value, Value, Value, u16)| {
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let damage_kind: DamageKind = lua.from_value(damage_kind).unwrap();
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let damage_type: DamageType = lua.from_value(damage_type).unwrap();
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let damage_element: DamageElement = lua.from_value(damage_element).unwrap();
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this.effects.push(ActionEffect {
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kind: EffectKind::Damage {
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damage_kind,
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damage_type,
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damage_element,
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bonus_percent: 0,
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unk3: 0,
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unk4: 0,
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amount,
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},
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..Default::default()
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});
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Ok(())
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});
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}
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}
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impl FromLua for EffectsBuilder {
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fn from_lua(value: Value, _: &Lua) -> mlua::Result<Self> {
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match value {
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Value::UserData(ud) => Ok(ud.borrow::<Self>()?.clone()),
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_ => unreachable!(),
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}
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}
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}
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