calculating numbers of objects instead of referecing pre-calculated values

This commit is contained in:
devZoGok
2023-12-26 12:09:00 +02:00
parent fd02c64765
commit 950411f515
+21 -14
View File
@@ -112,11 +112,13 @@ namespace battleship{
}
void Map::loadSpawnPoints(){
sol::state_view SOL_LUA_STATE = generateView();
int numSpawnPoints = SOL_LUA_STATE[mapTable]["numSpawnPoints"];
sol::state_view SOL_LUA_VIEW = generateView();
string spawnPointInd = "spawnPoints";
SOL_LUA_VIEW.script("numSpawnPoints = #" + mapTable + "." + spawnPointInd);
int numSpawnPoints = SOL_LUA_VIEW["numSpawnPoints"];
for(int i = 0; i < numSpawnPoints; i++){
sol::table posTable = SOL_LUA_STATE[mapTable]["spawnPoints"][i + 1];
sol::table posTable = SOL_LUA_VIEW[mapTable][spawnPointInd][i + 1];
spawnPoints.push_back(Vector3(posTable["x"], posTable["y"], posTable["z"]));
}
}
@@ -125,19 +127,23 @@ namespace battleship{
AssetManager *assetManager = AssetManager::getSingleton();
string path = GameManager::getSingleton()->getPath();
assetManager->load(path + DEFAULT_TEXTURE);
sol::state_view SOL_LUA_STATE = generateView();
assetManager->load(path + (string)SOL_LUA_STATE["modelPrefix"], true);
sol::state_view SOL_LUA_VIEW = generateView();
assetManager->load(path + (string)SOL_LUA_VIEW["modelPrefix"], true);
assetManager->load(path + "Textures/", true);
int numPlayers = SOL_LUA_STATE[mapTable]["numPlayers"];
string playerInd = "players";
SOL_LUA_VIEW.script("numPlayers = #" + mapTable + "." + playerInd);
int numPlayers = SOL_LUA_VIEW["numPlayers"];
for(int i = 0; i < numPlayers; i++){
if(i == 0){
int numNpcObjs = SOL_LUA_STATE[mapTable][playerInd][i + 1]["numResourceDeposits"];
string resDepInd = "resourceDeposits";
SOL_LUA_VIEW.script("numResourceDeposits = #" + mapTable + "." + playerInd + "[" + to_string(i + 1) + "]." + resDepInd);
int numNpcObjs = SOL_LUA_VIEW["numResourceDeposits"];
for(int j = 0; j < numNpcObjs; j++){
sol::table npcObjTable = SOL_LUA_STATE[mapTable][playerInd][i + 1]["resourceDeposits"][j + 1];
sol::table npcObjTable = SOL_LUA_VIEW[mapTable][playerInd][i + 1][resDepInd][j + 1];
int id = npcObjTable["id"];
sol::table posTable = npcObjTable["pos"];
@@ -151,10 +157,12 @@ namespace battleship{
}
//int spawnPointId = SOL_LUA_STATE[mapTable]["spawnPointInd"][i + 1][spawnPointId];
int numUnits = SOL_LUA_STATE[mapTable][playerInd][i + 1]["numUnits"];
string unitInd = "units";
SOL_LUA_VIEW.script("numUnits = #" + mapTable + "." + playerInd + "[" + to_string(i + 1) + "]." + unitInd);
int numUnits = SOL_LUA_VIEW["numUnits"];
for(int j = 0; j < numUnits; j++){
sol::table unitTable = SOL_LUA_STATE[mapTable][playerInd][i + 1]["units"][j + 1];
sol::table unitTable = SOL_LUA_VIEW[mapTable][playerInd][i + 1][unitInd][j + 1];
string posInd = "pos";
Vector3 pos = Vector3(unitTable[posInd]["x"], unitTable[posInd]["y"], unitTable[posInd]["z"]);
@@ -163,7 +171,6 @@ namespace battleship{
Quaternion rot = Quaternion(unitTable[rotInd]["w"], unitTable[rotInd]["x"], unitTable[rotInd]["x"], unitTable[rotInd]["x"]);
int id = unitTable["id"];
player->addUnit(GameObjectFactory::createUnit(player, id, pos, rot));
}
}
@@ -194,9 +201,9 @@ namespace battleship{
}
void Map::loadCells(){
sol::state_view SOL_LUA_STATE = generateView();
int numCells = SOL_LUA_STATE[mapTable]["numCells"];
sol::table cellsTable = SOL_LUA_STATE[mapTable]["cells"];
sol::state_view SOL_LUA_VIEW = generateView();
int numCells = SOL_LUA_VIEW[mapTable]["numCells"];
sol::table cellsTable = SOL_LUA_VIEW[mapTable]["cells"];
for(int i = 0; i < numCells; i++){
sol::table cellTable = cellsTable[i + 1], posTable = cellTable["pos"];