public override void die(Unit killer) { if (RespawnTimer != null) //? { RespawnTimer.Stop(); } RespawnTimer = new System.Timers.Timer(RESPAWN_TIMER); RespawnTimer.AutoReset = false; RespawnTimer.Elapsed += (a, b) => { GetStats().CurrentHealth = GetStats().HealthPoints.Total; setState(InhibitorState.Alive); IsDead = false; }; RespawnTimer.Start(); TimerStartTime = DateTime.Now; if (killer != null && killer is Champion) { Champion c = killer as Champion; c.GetStats().Gold += GOLD_WORTH; _game.PacketNotifier.notifyAddGold(c, this, GOLD_WORTH); } setState(InhibitorState.Dead, killer); RespawnAnnounced = false; base.die(killer); }
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 }