public void LoadLua() { var scriptLoc = _game.Config.ContentManager.GetBuffScriptPath(_name); Logger.LogCoreInfo("Loading buff from " + scriptLoc); _buffScript.lua.DoString("package.path = 'LuaLib/?.lua;' .. package.path"); _buffScript.lua.DoString(@" function onAddBuff() end"); _buffScript.lua.DoString(@" function onUpdate(diff) end"); _buffScript.lua.DoString(@" function onBuffEnd() end"); _buffScript.lua.RegisterFunction("getSourceUnit", this, typeof(Buff).GetMethod("GetSourceUnit")); _buffScript.lua.RegisterFunction("getUnit", this, typeof(Buff).GetMethod("GetUnit")); _buffScript.lua.RegisterFunction("getStacks", this, typeof(Buff).GetMethod("GetStacks")); _buffScript.lua.RegisterFunction("addStat", this, typeof(Buff).GetMethod("GetStacks")); _buffScript.lua.RegisterFunction("substractStat", this, typeof(Buff).GetMethod("GetStacks")); _buffScript.lua.RegisterFunction("setStat", this, typeof(Buff).GetMethod("GetStacks")); ApiFunctionManager.AddBaseFunctionToLuaScript(_buffScript); _buffScript.loadScript(scriptLoc); }
public virtual void LoadLua() { _scriptEngine = new LuaScriptEngine(); _scriptEngine.Execute("package.path = 'LuaLib/?.lua;' .. package.path"); _scriptEngine.Execute(@" function onAutoAttack(target) end"); _scriptEngine.Execute(@" function onUpdate(diff) end"); _scriptEngine.Execute(@" function onDealDamage(target, damage, type, source) end"); _scriptEngine.Execute(@" function onDie(killer) end"); _scriptEngine.Execute(@" function onDamageTaken(attacker, damage, type, source) end"); _scriptEngine.Execute(@" function onCollide(collider) end"); _scriptEngine.Execute(@" function onCollideWithTerrain() end"); ApiFunctionManager.AddBaseFunctionToLuaScript(_scriptEngine); }
public void LoadLua(IScriptEngine scriptEngine) { var config = _game.Config; string scriptloc; if (Slot > 3) { scriptloc = config.ContentManager.GetSpellScriptPath("Global", _spellName); } else { scriptloc = config.ContentManager.GetSpellScriptPath(Owner.Model, getStringForSlot()); } scriptEngine.Execute("package.path = 'LuaLib/?.lua;' .. package.path"); scriptEngine.Execute(@" function onFinishCasting() end"); scriptEngine.Execute(@" function applyEffects() end"); scriptEngine.Execute(@" function onUpdate(diff) end"); scriptEngine.Execute(@" function onStartCasting() end"); ApiFunctionManager.AddBaseFunctionToLuaScript(scriptEngine); scriptEngine.SetGlobalVariable("owner", Owner); scriptEngine.SetGlobalVariable("spellLevel", Level); scriptEngine.RegisterFunction("getOwnerLevel", Owner.GetStats(), typeof(Stats).GetMethod("GetLevel")); scriptEngine.RegisterFunction("getChampionModel", Owner, typeof(Spell).GetMethod("GetChampionModel")); scriptEngine.SetGlobalVariable("spell", this); scriptEngine.SetGlobalVariable("projectileSpeed", ProjectileSpeed); scriptEngine.SetGlobalVariable("coefficient", Coefficient); scriptEngine.RegisterFunction("addProjectile", this, typeof(Spell).GetMethod("AddProjectile", new[] { typeof(string), typeof(float), typeof(float), typeof(bool) })); scriptEngine.RegisterFunction("addProjectileTarget", this, typeof(Spell).GetMethod("AddProjectileTarget", new[] { typeof(string), typeof(Target), typeof(bool) })); scriptEngine.RegisterFunction("getEffectValue", this, typeof(Spell).GetMethod("getEffectValue", new[] { typeof(int) })); scriptEngine.RegisterFunction("spellAnimation", this, typeof(Spell).GetMethod("spellAnimation", new[] { typeof(string), typeof(Unit) })); scriptEngine.RegisterFunction("setAnimation", this, typeof(Spell).GetMethod("setAnimation", new[] { typeof(string), typeof(string), typeof(Unit) })); scriptEngine.RegisterFunction("resetAnimations", this, typeof(Spell).GetMethod("resetAnimations", new[] { typeof(Unit) })); scriptEngine.RegisterFunction("getOtherSpellLevel", this, typeof(Spell).GetMethod("getOtherSpellLevel", new[] { typeof(int) })); scriptEngine.RegisterFunction("addPlaceable", this, typeof(Spell).GetMethod("AddPlaceable", new[] { typeof(float), typeof(float), typeof(string), typeof(string) })); scriptEngine.RegisterFunction("addProjectileCustom", this, typeof(Spell).GetMethod("AddProjectileCustom", new[] { typeof(string), typeof(float), typeof(float), typeof(float), typeof(float), typeof(bool) })); scriptEngine.RegisterFunction("addProjectileCustomTarget", this, typeof(Spell).GetMethod("AddProjectileCustomTarget", new[] { typeof(string), typeof(float), typeof(float), typeof(Target), typeof(bool) })); scriptEngine.RegisterFunction("setCooldown", this, typeof(Spell).GetMethod("SetCooldown", new[] { typeof(byte), typeof(float) })); scriptEngine.RegisterFunction("lowerCooldown", this, typeof(Spell).GetMethod("LowerCooldown", new[] { typeof(byte), typeof(float) })); scriptEngine.RegisterFunction("addLaser", this, typeof(Spell).GetMethod("AddLaser", new[] { typeof(float), typeof(float), typeof(bool) })); /*scriptEngine.RegisterFunction("addMovementSpeedBuff", this, typeof(Spell).GetMethod("addMovementSpeedBuff", new Type[] { typeof(Unit), typeof(float), typeof(float) })); * * public void addMovementSpeedBuff(Unit u, float amount, float duration) * { * Buff b = new Buff(duration); * b.setMovementSpeedPercentModifier(amount); * u.AddBuff(b); * u.GetStats().addMovementSpeedPercentageModifier(b.getMovementSpeedPercentModifier()); * }*/ scriptEngine.Load(scriptloc); //todo: abstract class that loads a lua file for any lua }
public virtual void LoadLua() { unitScript = new LuaScript(); unitScript.lua.DoString("package.path = 'LuaLib/?.lua;' .. package.path"); unitScript.lua.DoString(@" function onAutoAttack(target) end"); unitScript.lua.DoString(@" function onUpdate(diff) end"); unitScript.lua.DoString(@" function onDealDamage(target, damage, type, source) end"); unitScript.lua.DoString(@" function onDie(killer) end"); ApiFunctionManager.AddBaseFunctionToLuaScript(unitScript); }
public void LoadLua(LuaScript script) { var config = owner.GetGame().Config; string scriptloc; if (getSlot() > 3) { scriptloc = config.ContentManager.GetSpellScriptPath("Global", spellName); } else { scriptloc = config.ContentManager.GetSpellScriptPath(owner.getType(), getStringForSlot()); } script.lua.DoString("package.path = 'LuaLib/?.lua;' .. package.path"); script.lua.DoString(@" function onFinishCasting() end"); script.lua.DoString(@" function applyEffects() end"); ApiFunctionManager.AddBaseFunctionToLuaScript(script); script.lua.RegisterFunction("getOwner", this, typeof(Spell).GetMethod("getOwner")); script.lua.RegisterFunction("getOwnerX", owner, typeof(Champion).GetMethod("getX")); script.lua.RegisterFunction("getOwnerY", owner, typeof(Champion).GetMethod("getY")); script.lua.RegisterFunction("getSpellLevel", this, typeof(Spell).GetMethod("getLevel")); script.lua.RegisterFunction("getOwnerLevel", owner.GetStats(), typeof(Stats).GetMethod("GetLevel")); script.lua.RegisterFunction("getChampionModel", owner, typeof(Champion).GetMethod("getModel")); script.lua.RegisterFunction("getCastTarget", this, typeof(Spell).GetMethod("getTarget")); script.lua.RegisterFunction("getSpellToX", this, typeof(Spell).GetMethod("getX")); script.lua.RegisterFunction("getSpellToY", this, typeof(Spell).GetMethod("getY")); script.lua.RegisterFunction("getRange", this, typeof(Spell).GetMethod("getRange")); script.lua.RegisterFunction("getProjectileSpeed", this, typeof(Spell).GetMethod("getProjectileSpeed")); script.lua.RegisterFunction("getCoefficient", this, typeof(Spell).GetMethod("getCoefficient")); script.lua.RegisterFunction("addProjectile", this, typeof(Spell).GetMethod("addProjectile", new Type[] { typeof(string), typeof(float), typeof(float) })); script.lua.RegisterFunction("addProjectileTarget", this, typeof(Spell).GetMethod("addProjectileTarget", new Type[] { typeof(string), typeof(Target) })); script.lua.RegisterFunction("getEffectValue", this, typeof(Spell).GetMethod("getEffectValue", new Type[] { typeof(int) })); /*script.lua.set_function("addMovementSpeedBuff", [this](Unit* u, float amount, float duration) { // expose teleport to lua * Buff* b = new Buff(duration); * b->setMovementSpeedPercentModifier(amount); * u->addBuff(b); * u->GetStats().addMovementSpeedPercentageModifier(b->getMovementSpeedPercentModifier()); * return; * });*/ /* * script.lua.set_function("addProjectileCustom", [this](const std::string&name, float projSpeed, float toX, float toY) { * Projectile* p = new Projectile(owner->getMap(), GetNewNetID(), owner->getX(), owner->getY(), lineWidth, owner, new Target(toX, toY), this, projectileSpeed, RAFFile::getHash(name), projectileFlags ? projectileFlags : flags); * owner->getMap()->addObject(p); * owner->getMap()->getGame()->notifyProjectileSpawn(p); * * return; * }); * * script.lua.set_function("addProjectileTargetCustom", [this](const std::string&name, float projSpeed, Target *t) { * Projectile* p = new Projectile(owner->getMap(), GetNewNetID(), owner->getX(), owner->getY(), lineWidth, owner, t, this, projectileSpeed, RAFFile::getHash(name), projectileFlags ? projectileFlags : flags); * owner->getMap()->addObject(p); * owner->getMap()->getGame()->notifyProjectileSpawn(p); * * return; * }); * * * //For spells that don't require SpawnProjectile, but for which we still need to track the projectile server-side * * script.lua.set_function("addServerProjectile", [this](float toX, float toY) { * Projectile* p = new Projectile(owner->getMap(), futureProjNetId, owner->getX(), owner->getY(), lineWidth, owner, new Target(toX, toY), this, projectileSpeed, 0, projectileFlags ? projectileFlags : flags); * owner->getMap()->addObject(p); * * return; * }); * * script.lua.set_function("spellAnimation", [this](const std::string&animation, Unit* u) { * owner->getMap()->getGame()->notifySpellAnimation(u, animation); * return; * }); * * // TODO: Set multiple animations * script.lua.set_function("setAnimation", [this](const std::string&animation1, const std::string&animation2, Unit* u) { * std::vector < std::pair < std::string, std::string>> animationPairs; * animationPairs.push_back(std::make_pair(animation1, animation2)); * * owner->getMap()->getGame()->notifySetAnimation(u, animationPairs); * return; * }); * * script.lua.set_function("resetAnimations", [this](Unit * u) { * std::vector < std::pair < std::string, std::string>> animationPairs; * owner->getMap()->getGame()->notifySetAnimation(u, animationPairs); * return; * });*/ script.loadScript(scriptloc); //todo: abstract class that loads a lua file for any lua }