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Take vanilla/TRNG stuff out of Tracks.lua (which is now no longer needed) and partially replicate it in the C++ side of things.
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parent
4d8fbe279c
commit
14f0b710fb
6 changed files with 44 additions and 35 deletions
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@ -85,17 +85,6 @@ settings.lua shouldn't be bundled with any finished levels/games.
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*/
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m_lua->set_function("SetAnimations", &GameFlow::SetAnimations, this);
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/*** tracks.lua.
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__TODO CONFIRM PROPER BEHAVIOUR__
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@section trackslua
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*/
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/***
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@function SetAudioTracks
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@tparam table table array-style table with @{AudioTrack} objects
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*/
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//TODO confirm proper behaviour
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m_lua->set_function("SetAudioTracks", &GameFlow::SetAudioTracks, this);
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/*** strings.lua.
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These functions used in strings.lua, which is generated by TombIDE.
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You will not need to call them manually.
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@ -181,24 +170,9 @@ void GameFlow::SetGameFarView(byte val)
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}
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}
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void GameFlow::SetAudioTracks(sol::as_table_t<std::vector<GameScriptAudioTrack>>&& src)
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{
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std::vector<GameScriptAudioTrack> tracks = std::move(src);
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SoundTracks.clear();
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for (auto t : tracks) {
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SoundTrackInfo track;
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track.Name = t.trackName;
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track.Mask = 0;
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track.Mode = t.looped ? SOUNDTRACK_PLAYTYPE::BGM : SOUNDTRACK_PLAYTYPE::OneShot;
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SoundTracks.push_back(track);
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}
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}
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void GameFlow::LoadGameFlowScript()
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{
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ExecuteScript("Scripts/Enums.lua");
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ExecuteScript("Scripts/Tracks.lua");
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ExecuteScript("Scripts/Gameflow.lua");
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ExecuteScript("Scripts/Strings.lua");
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ExecuteScript("Scripts/Settings.lua");
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@ -38,7 +38,6 @@ public:
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~GameFlow();
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void AddLevel(GameScriptLevel const& level);
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void SetAudioTracks(sol::as_table_t<std::vector<GameScriptAudioTrack>>&& src);
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void LoadGameFlowScript();
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char const * GetString(const char* id) const;
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void SetStrings(sol::nested<std::unordered_map<std::string, std::vector<std::string>>> && src);
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