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https://github.com/devZoGok/PlanetFleet.git
synced 2026-08-26 19:43:29 +00:00
map selections are loaded instantly
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@@ -371,7 +371,7 @@ namespace battleship{
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if(name != "")
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generateView().script_file(GameManager::getSingleton()->getPath() + "Models/Maps/" + name + "/" + name + ".lua");
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sol::table spawnPointsTbl = generateView()["map"]["spawnPoints"];
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sol::table spawnPointsTbl = generateView()["metadata"]["spawnPoints"];
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return spawnPointsTbl.size();
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}
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@@ -525,7 +525,7 @@ namespace battleship{
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//TODO implement toggleable cell rendering
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void Map::loadCells(){
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sol::state_view SOL_LUA_VIEW = generateView();
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sol::table cellsTable = SOL_LUA_VIEW[mapTable]["cells"];
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sol::table cellsTable = SOL_LUA_VIEW["cells"];
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int numCells = cellsTable.size();
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for(int i = 0; i < numCells; i++){
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@@ -570,6 +570,7 @@ namespace battleship{
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sol::state_view SOL_LUA_STATE = generateView();
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SOL_LUA_STATE.script_file(path + "Models/Maps/" + mapName + "/" + mapName + ".lua");
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SOL_LUA_STATE.script_file(path + "Models/Maps/" + mapName + "/cells.lua");
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preprareScene(false);
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loadSpawnPoints();
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@@ -97,7 +97,7 @@ namespace battleship{
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inline float getBaseHeight(){return baseHeight;}
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inline void setBaseHeight(float bh){this->baseHeight = bh;}
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private:
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std::string mapTable = "map";
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std::string mapTable = "metadata";
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vb01::Node *terrainNode = nullptr, *cellNode = nullptr;
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vb01::Material *landCellMat = nullptr, *waterCellMat = nullptr;
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std::string mapName;
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