加载lua脚本方法

This commit is contained in:
flswld
2023-03-01 10:50:59 +08:00
parent 0395dc0bc2
commit a7b3f41839
8 changed files with 239 additions and 73 deletions

View File

@@ -33,7 +33,7 @@ type GameDataConfig struct {
SceneDataMap map[int32]*SceneData // 场景
ScenePointMap map[int32]*ScenePoint // 场景传送点
SceneTagDataMap map[int32]*SceneTagData // 场景标签
SceneDetailMap map[int32]*SceneDetail // 场景详情LUA配置数据
SceneLuaConfigMap map[int32]*SceneLuaConfig // 场景LUA配置
WorldAreaDataMap map[int32]*WorldAreaData // 世界区域
GatherDataMap map[int32]*GatherData // 采集物
GatherDataPointTypeMap map[int32]*GatherData // 采集物场景节点索引
@@ -121,7 +121,7 @@ func (g *GameDataConfig) load() {
g.loadScenePoint() // 场景传送点
g.loadSceneTagData() // 场景地图图标
if config.GetConfig().Hk4e.LoadSceneLuaConfig {
g.loadSceneDetail() // 场景详情LUA配置数据
g.loadSceneLuaConfig() // 场景LUA配置
}
g.loadWorldAreaData() // 世界区域
g.loadGatherData() // 采集物
@@ -157,14 +157,53 @@ func (g *GameDataConfig) readCsvFileData(fileName string) []byte {
return standardCsvData
}
func fixLuaState(luaStr string) *lua.LState {
fixLua := ""
fixLua += "GadgetState = {}\n"
fixLua += "EventType = {}\n"
fixLua += "RegionShape = {}\n"
fixLua += "VisionLevelType = {}\n"
luaStr = fixLua + luaStr
luaState := lua.NewState()
func RegScriptLib(fnName string, fn lua.LGFunction) {
for _, sceneLuaConfig := range CONF.SceneLuaConfigMap {
for _, block := range sceneLuaConfig.BlockMap {
for _, group := range block.GroupMap {
luaState := group.LuaState
scriptLib := luaState.NewTable()
luaState.SetField(scriptLib, fnName, luaState.NewFunction(fn))
}
}
}
}
func initLuaState(luaState *lua.LState) {
eventType := luaState.NewTable()
luaState.SetGlobal("EventType", eventType)
luaState.SetField(eventType, "NONE", lua.LNumber(0))
luaState.SetField(eventType, "EVENT_ENTER_REGION", lua.LNumber(1))
entityType := luaState.NewTable()
luaState.SetGlobal("EntityType", entityType)
luaState.SetField(entityType, "NONE", lua.LNumber(0))
luaState.SetField(entityType, "AVATAR", lua.LNumber(1))
regionShape := luaState.NewTable()
luaState.SetGlobal("RegionShape", regionShape)
luaState.SetField(regionShape, "NONE", lua.LNumber(0))
luaState.SetField(regionShape, "SPHERE", lua.LNumber(1))
questState := luaState.NewTable()
luaState.SetGlobal("QuestState", questState)
luaState.SetField(questState, "NONE", lua.LNumber(0))
luaState.SetField(questState, "UNFINISHED", lua.LNumber(1))
gadgetState := luaState.NewTable()
luaState.SetGlobal("GadgetState", gadgetState)
luaState.SetField(gadgetState, "NONE", lua.LNumber(0))
visionLevelType := luaState.NewTable()
luaState.SetGlobal("VisionLevelType", visionLevelType)
luaState.SetField(visionLevelType, "NONE", lua.LNumber(0))
}
func newLuaState(luaStr string) *lua.LState {
luaState := lua.NewState(lua.Options{
IncludeGoStackTrace: true,
})
initLuaState(luaState)
err := luaState.DoString(luaStr)
if err != nil {
if strings.Contains(err.Error(), "module") && strings.Contains(err.Error(), "not found") {