public static LuaScript LoadScript(string path) { if (!File.Exists(path)) { return(null); } LuaScript script = LoadGlobals(); try { script.DoFile(path); } catch (SyntaxErrorException e) { Program.Log.Error("{0}.", e.DecoratedMessage); return(null); } return(script); }
public static void RunGMCommand(Player player, String cmd, string[] param, bool help = false) { bool playerNull = player == null; if (playerNull) { if (param.Length >= 2 && param[1].Contains("\"")) { player = Server.GetWorldManager().GetPCInWorld(param[1]); } else if (param.Length > 2) { player = Server.GetWorldManager().GetPCInWorld(param[1] + param[2]); } } // load from scripts/commands/gm/ directory var path = String.Format("./scripts/commands/gm/{0}.lua", cmd.ToLower()); // check if the file exists if (File.Exists(path)) { // load global functions LuaScript script = LoadGlobals(); // see if this script has any syntax errors try { script.DoFile(path); } catch (Exception e) { Program.Log.Error("LuaEngine.RunGMCommand: {0}.", e.Message); return; } // can we run this script if (!script.Globals.Get("onTrigger").IsNil()) { // can i run this command var permissions = 0; // parameter types (string, integer, double, float) var parameters = ""; var description = "!" + cmd + ": "; // get the properties table var res = script.Globals.Get("properties"); // make sure properties table exists if (!res.IsNil()) { try { // returns table if one is found var table = res.Table; // find each key/value pair foreach (var pair in table.Pairs) { if (pair.Key.String == "permissions") { permissions = (int)pair.Value.Number; } else if (pair.Key.String == "parameters") { parameters = pair.Value.String; } else if (pair.Key.String == "description") { description = pair.Value.String; } } } catch (Exception e) { LuaScript.Log.Error("LuaEngine.RunGMCommand: " + e.Message); return; } } // if this isnt a console command, make sure player exists if (player != null) { if (permissions > 0 && !player.isGM) { Program.Log.Info("LuaEngine.RunGMCommand: {0}'s GM level is too low to use command {1}.", player.actorName, cmd); return; } // i hate to do this, but cant think of a better way to keep !help else if (help) { player.SendMessage(SendMessagePacket.MESSAGE_TYPE_SYSTEM_ERROR, String.Format("[Commands] [{0}]", cmd), description); return; } } else if (help) { LuaScript.Log.Info("[Commands] [{0}]: {1}", cmd, description); return; } // we'll push our lua params here List <object> LuaParam = new List <object>(); var i = playerNull ? 2 : 0; for (; i < parameters.Length; ++i) { try { // convert chat parameters to command parameters switch (parameters[i]) { case 'i': LuaParam.Add(Convert.ChangeType(param[i + 1], typeof(int))); continue; case 'd': LuaParam.Add(Convert.ChangeType(param[i + 1], typeof(double))); continue; case 'f': LuaParam.Add(Convert.ChangeType(param[i + 1], typeof(float))); continue; case 's': LuaParam.Add(param[i + 1]); continue; default: LuaScript.Log.Info("LuaEngine.RunGMCommand: {0} unknown parameter {1}.", path, parameters[i]); LuaParam.Add(param[i + 1]); continue; } } catch (Exception e) { if (e is IndexOutOfRangeException) { break; } LuaParam.Add(param[i + 1]); } } // the script can double check the player exists, we'll push them anyways LuaParam.Insert(0, player); // push the arg count too LuaParam.Insert(1, i - (playerNull ? 2 : 0)); // run the script //script.Call(script.Globals["onTrigger"], LuaParam.ToArray()); // gm commands dont need to be coroutines? try { Coroutine coroutine = script.CreateCoroutine(script.Globals["onTrigger"]).Coroutine; DynValue value = coroutine.Resume(LuaParam.ToArray()); GetInstance().ResolveResume(player, coroutine, value); } catch (Exception e) { Program.Log.Error("LuaEngine.RunGMCommand: {0} - {1}", path, e.Message); } return; } } LuaScript.Log.Error("LuaEngine.RunGMCommand: Unable to find script {0}", path); return; }