my attempt
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.IO;
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using Barotrauma.Networking;
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using MoonSharp.Interpreter;
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using Microsoft.Xna.Framework;
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namespace Barotrauma
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{
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class LuaSetup
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{
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public Script lua;
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public Hook hook;
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public void DoString(string code)
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{
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try
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{
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lua.DoString(code);
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}
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catch (Exception e)
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{
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Console.WriteLine(e.ToString());
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}
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}
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private class Player
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{
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public static List<DynValue> GetAllCharacters()
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{
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List<DynValue> values = new List<DynValue>();
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foreach (Character ch in Character.CharacterList)
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{
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values.Add(UserData.Create(ch));
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}
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return values;
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}
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public static List<DynValue> GetAllClients()
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{
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List<DynValue> values = new List<DynValue>();
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foreach (Client ch in GameMain.Server.ConnectedClients)
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{
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values.Add(UserData.Create(ch));
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}
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return values;
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}
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public static void SetClientCharacter(Client client, Character character)
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{
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GameMain.Server.SetClientCharacter(client, character);
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}
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public static void Kick(Client client, string reason="")
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{
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GameMain.Server.KickClient(client.Connection, reason);
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}
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public static void Ban(Client client, string reason = "", bool range = false, float seconds=-1)
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{
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if(seconds == -1)
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{
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GameMain.Server.BanClient(client, reason, range, null);
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}
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else
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{
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GameMain.Server.BanClient(client, reason, range, TimeSpan.FromSeconds(seconds));
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}
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}
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public static void StartGame()
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{
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GameMain.Server.StartGame();
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}
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}
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private class Game
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{
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public static void SendMessage(string msg, int messageType = 0, Client sender = null, Character character = null)
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{
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GameMain.Server.SendChatMessage(msg, (ChatMessageType)messageType, sender, character);
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}
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public static void Explode(Vector2 pos, float range=100, float force=30, float damage=30, float structureDamage=30, float itemDamage=30, float empStrength=0, float ballastFloraStrength=0)
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{
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new Explosion(range, force, damage, structureDamage, itemDamage, empStrength, ballastFloraStrength).Explode(pos, null);
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}
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public static string Spawn(string name, Vector2 pos)
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{
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string error;
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DebugConsole.SpawnCharacter(new string[] {name, "cursor"}, pos, out error);
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return error;
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}
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public static string SpawnItem(string name, Vector2 pos, bool inventory = false, Character character=null)
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{
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string error;
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DebugConsole.SpawnItem(new string[] { name, inventory ? "inventory" : "cursor" }, pos, character, out error);
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return error;
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}
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}
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// hooks:
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// chatMessage
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// think
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// update
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// clientConnected
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// clientDisconnected
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// roundStart
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// roundEnd
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public class Hook
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{
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public Script env;
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public Hook(Script e)
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{
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env = e;
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}
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public class HookFunction
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{
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public string name;
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public string hookName;
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public DynValue function;
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public HookFunction(string n, string hn, DynValue func)
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{
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name = n;
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hookName = hn;
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function = func;
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}
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}
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public List<HookFunction> hookFunctions = new List<HookFunction>();
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public void Add(string name, string hookName, DynValue function)
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{
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foreach (HookFunction hf in hookFunctions)
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{
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if(hf.hookName == hookName && hf.name == name)
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{
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hf.function = function;
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return;
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}
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}
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hookFunctions.Add(new HookFunction(name, hookName, function));
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}
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public void Call(string name, DynValue[] args)
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{
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foreach(HookFunction hf in hookFunctions)
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{
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if (hf.name == name)
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{
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try
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{
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env.Call(hf.function, args);
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}catch(Exception e)
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{
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Console.WriteLine(e.ToString());
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}
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}
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}
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}
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}
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public LuaSetup()
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{
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Console.WriteLine("Lua!");
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LuaCustomConverters.RegisterAll();
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LuaScriptLoader luaScriptLoader = new LuaScriptLoader();
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//UserData.RegisterAssembly();
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UserData.RegisterType<Character>();
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UserData.RegisterType<Client>();
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UserData.RegisterType<Player>();
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UserData.RegisterType<Hook>();
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UserData.RegisterType<Game>();
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UserData.RegisterType<Vector2>();
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UserData.RegisterType<Vector3>();
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UserData.RegisterType<Vector4>();
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lua = new Script(CoreModules.Preset_SoftSandbox);
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lua.Options.ScriptLoader = luaScriptLoader;
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hook = new Hook(lua);
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lua.Globals["Player"] = new Player();
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lua.Globals["Game"] = new Game();
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lua.Globals["Hook"] = hook;
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luaScriptLoader.RunFolder("Lua/autorun", lua);
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}
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}
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}
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