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kawari/src/world/event.rs
Joshua Goins e237cbe84d Create GenericWarp script to handle simple warps
It turns out that most warps are just a yes/no, and can be handled by
one single script. I scripted the lift attendants from Bulwark Hall <->
Airship Landing <-> Drowning Wench this way.
2025-05-05 23:30:36 -04:00

83 lines
2.3 KiB
Rust

use mlua::{Function, Lua};
use crate::{common::ObjectTypeId, config::get_config};
use super::{LuaPlayer, Zone};
pub struct Event {
lua: Lua,
}
impl Event {
pub fn new(id: u32, path: &str) -> Self {
let lua = Lua::new();
let config = get_config();
let file_name = format!("{}/{}", &config.world.scripts_location, path);
lua.load(std::fs::read(&file_name).expect("Failed to locate scripts directory!"))
.set_name("@".to_string() + &file_name)
.exec()
.unwrap();
lua.globals().set("EVENT_ID", id).unwrap();
Self { lua }
}
pub fn enter_territory(&mut self, player: &mut LuaPlayer, zone: &Zone) {
self.lua
.scope(|scope| {
let player = scope.create_userdata_ref_mut(player).unwrap();
let zone = scope.create_userdata_ref(zone).unwrap();
let func: Function = self.lua.globals().get("onEnterTerritory").unwrap();
func.call::<()>((player, zone)).unwrap();
Ok(())
})
.unwrap();
}
pub fn scene_finished(&mut self, player: &mut LuaPlayer, scene: u16) {
self.lua
.scope(|scope| {
let player = scope.create_userdata_ref_mut(player).unwrap();
let func: Function = self.lua.globals().get("onSceneFinished").unwrap();
func.call::<()>((player, scene)).unwrap();
Ok(())
})
.unwrap();
}
pub fn talk(&mut self, target_id: ObjectTypeId, player: &mut LuaPlayer) {
self.lua
.scope(|scope| {
let player = scope.create_userdata_ref_mut(player).unwrap();
let func: Function = self.lua.globals().get("onTalk").unwrap();
func.call::<()>((target_id, player)).unwrap();
Ok(())
})
.unwrap();
}
pub fn finish(&mut self, scene: u16, results: &[u32], player: &mut LuaPlayer) {
self.lua
.scope(|scope| {
let player = scope.create_userdata_ref_mut(player).unwrap();
let func: Function = self.lua.globals().get("onReturn").unwrap();
func.call::<()>((scene, results, player)).unwrap();
Ok(())
})
.unwrap();
}
}