refactor: move Weather instance to WorldInfo
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0ea842580c
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9c4db8fa10
@ -209,11 +209,10 @@ void LevelScreen::update(float delta) {
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playerController->postUpdate(delta, !inputLocked, hud->isPause());
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hud->update(hudVisible);
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const auto& weather = level->getWorld()->getInfo().weather;
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decorator->update(
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hud->isPause() ? 0.0f : delta,
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*camera,
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worldRenderer->weather.a,
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worldRenderer->weather.b
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hud->isPause() ? 0.0f : delta, *camera, weather.a, weather.b
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);
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}
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@ -111,6 +111,7 @@ void WorldRenderer::setupWorldShader(
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const EngineSettings& settings,
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float fogFactor
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) {
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const auto& weather = level.getWorld()->getInfo().weather;
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shader.use();
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shader.uniformMatrix("u_model", glm::mat4(1.0f));
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shader.uniformMatrix("u_proj", camera.getProjection());
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@ -152,7 +153,7 @@ void WorldRenderer::renderLevel(
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bool pause,
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bool hudVisible
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) {
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weather.update(delta);
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const auto& weather = level.getWorld()->getInfo().weather;
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texts->render(ctx, camera, settings, hudVisible, false);
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@ -200,7 +201,7 @@ void WorldRenderer::renderLevel(
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setupWorldShader(entityShader, camera, settings, fogFactor);
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std::array<WeatherPreset*, 2> weatherInstances {&weather.a, &weather.b};
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std::array<const WeatherPreset*, 2> weatherInstances {&weather.a, &weather.b};
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for (const auto& weather : weatherInstances) {
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float zero = weather->fall.minOpacity;
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float one = weather->fall.maxOpacity;
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@ -335,6 +336,7 @@ void WorldRenderer::draw(
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) {
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timer += delta * !pause;
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auto world = level.getWorld();
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const auto& weather = world->getInfo().weather;
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const Viewport& vp = pctx.getViewport();
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camera.aspect = vp.getWidth() / static_cast<float>(vp.getHeight());
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@ -11,6 +11,7 @@
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#include "typedefs.hpp"
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#include "presets/WeatherPreset.hpp"
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#include "world/Weather.hpp"
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class Level;
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class Player;
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@ -34,44 +35,6 @@ class ModelBatch;
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class Assets;
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struct EngineSettings;
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struct Weather {
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WeatherPreset a {};
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WeatherPreset b {};
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std::string nameA;
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std::string nameB;
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float t = 1.0f;
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float speed = 0.0f;
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void update(float delta) {
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t += delta * speed;
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t = std::min(t, 1.0f);
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b.intensity = t;
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a.intensity = 1.0f - t;
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}
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void change(WeatherPreset preset, float time, std::string name="") {
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std::swap(a, b);
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std::swap(nameA, nameB);
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b = std::move(preset);
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t = 0.0f;
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speed = 1.0f / glm::max(time, 1.e-5f);
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nameB = std::move(name);
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update(0.0f);
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}
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float fogOpacity() const {
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return b.fogOpacity * t + a.fogOpacity * (1.0f - t);
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}
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float fogDencity() const {
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return b.fogDencity * t + a.fogDencity * (1.0f - t);
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}
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float fogCurve() const {
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return b.fogCurve * t + a.fogCurve * (1.0f - t);
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}
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};
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class WorldRenderer {
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Engine& engine;
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const Level& level;
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@ -113,7 +76,6 @@ public:
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std::unique_ptr<ParticlesRenderer> particles;
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std::unique_ptr<BlockWrapsRenderer> blockWraps;
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std::unique_ptr<PrecipitationRenderer> precipitation;
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Weather weather {};
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static bool showChunkBorders;
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static bool showEntitiesDebug;
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@ -9,4 +9,10 @@ public:
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virtual ~Serializable() {}
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virtual dv::value serialize() const = 0;
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virtual void deserialize(const dv::value& src) = 0;
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void deserializeOpt(const dv::optionalvalue& opt) {
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if (opt.ptr) {
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deserialize(*opt.ptr);
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}
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}
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};
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@ -69,6 +69,8 @@ LevelController::LevelController(
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}
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void LevelController::update(float delta, bool pause) {
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level->getWorld()->getInfo().weather.update(delta);
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for (const auto& [_, player] : *level->players) {
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if (player->isSuspended()) {
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continue;
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@ -1,31 +1,43 @@
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#include "libhud.hpp"
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#include "world/Level.hpp"
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#include "world/World.hpp"
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using namespace scripting;
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static Weather& require_weather() {
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if (level == nullptr) {
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throw std::runtime_error("world is not open");
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}
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return level->getWorld()->getInfo().weather;
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}
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static int l_change(lua::State* L) {
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WeatherPreset weather {};
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weather.deserialize(lua::tovalue(L, 1));
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WeatherPreset preset {};
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preset.deserialize(lua::tovalue(L, 1));
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float time = lua::tonumber(L, 2);
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std::string name;
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if (lua::isstring(L, 3)) {
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name = lua::tostring(L, 3);
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}
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renderer->weather.change(std::move(weather), time, std::move(name));
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auto& weather = require_weather();
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weather.change(std::move(preset), time, std::move(name));
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return 0;
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}
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static int l_get_current(lua::State* L) {
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if (renderer->weather.t > 0.5f) {
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return lua::pushstring(L, renderer->weather.nameB);
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const auto& weather = require_weather();
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if (weather.t > 0.5f) {
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return lua::pushstring(L, weather.nameB);
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} else {
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return lua::pushstring(L, renderer->weather.nameA);
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return lua::pushstring(L, weather.nameA);
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}
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}
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static int l_get_fall_intencity(lua::State* L) {
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const auto& a = renderer->weather.a;
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const auto& b = renderer->weather.b;
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float t = renderer->weather.t;
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auto& weather = require_weather();
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const auto& a = weather.a;
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const auto& b = weather.b;
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float t = weather.t;
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return lua::pushnumber(L,
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(a.fall.texture.empty() ? 0.0f : (1.0f - t)) +
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(b.fall.texture.empty() ? 0.0f : t)
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@ -33,17 +45,23 @@ static int l_get_fall_intencity(lua::State* L) {
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}
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static int l_get_current_data(lua::State* L) {
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if (renderer->weather.t > 0.5f) {
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return lua::pushvalue(L, renderer->weather.b.serialize());
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auto& weather = require_weather();
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if (weather.t > 0.5f) {
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return lua::pushvalue(L, weather.b.serialize());
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} else {
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return lua::pushvalue(L, renderer->weather.a.serialize());
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return lua::pushvalue(L, weather.a.serialize());
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}
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}
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static int l_is_transition(lua::State* L) {
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return lua::pushboolean(L, require_weather().t < 1.0f);
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}
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const luaL_Reg weatherlib[] = {
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{"change", wrap_hud<l_change>},
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{"get_current", wrap_hud<l_get_current>},
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{"get_current_data", wrap_hud<l_get_current_data>},
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{"get_fall_intencity", wrap_hud<l_get_fall_intencity>},
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{"is_transition", wrap_hud<l_is_transition>},
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{NULL, NULL}
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};
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63
src/world/Weather.hpp
Normal file
63
src/world/Weather.hpp
Normal file
@ -0,0 +1,63 @@
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#pragma once
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#include <string>
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#include "presets/WeatherPreset.hpp"
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struct Weather : Serializable {
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WeatherPreset a {};
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WeatherPreset b {};
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std::string nameA;
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std::string nameB;
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float t = 1.0f;
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float speed = 0.0f;
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void update(float delta) {
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t += delta * speed;
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t = std::min(t, 1.0f);
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b.intensity = t;
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a.intensity = 1.0f - t;
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}
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void change(WeatherPreset preset, float time, std::string name="") {
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std::swap(a, b);
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std::swap(nameA, nameB);
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b = std::move(preset);
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t = 0.0f;
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speed = 1.0f / std::max(time, 1.e-5f);
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nameB = std::move(name);
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update(0.0f);
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}
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float fogOpacity() const {
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return b.fogOpacity * t + a.fogOpacity * (1.0f - t);
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}
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float fogDencity() const {
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return b.fogDencity * t + a.fogDencity * (1.0f - t);
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}
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float fogCurve() const {
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return b.fogCurve * t + a.fogCurve * (1.0f - t);
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}
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dv::value serialize() const override {
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return dv::object({
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{"a", a.serialize()},
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{"b", b.serialize()},
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{"name-a", nameA},
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{"name-b", nameB},
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{"t", t},
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{"speed", speed},
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});
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}
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void deserialize(const dv::value& src) override {
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a.deserializeOpt(src.at("a"));
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b.deserializeOpt(src.at("b"));
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src.at("name-a").get(nameA);
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src.at("name-b").get(nameB);
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src.at("t").get(t);
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src.at("speed").get(speed);
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}
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};
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@ -208,6 +208,7 @@ void WorldInfo::deserialize(const dv::value& root) {
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totalTime = timeobj["total-time"].asNumber();
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}
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if (root.has("weather")) {
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weather.deserialize(root["weather"]);
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fog = root["weather"]["fog"].asNumber();
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}
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nextInventoryId = root["next-inventory-id"].asInteger(2);
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@ -231,8 +232,8 @@ dv::value WorldInfo::serialize() const {
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timeobj["day-time-speed"] = daytimeSpeed;
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timeobj["total-time"] = totalTime;
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auto& weatherobj = root.object("weather");
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weatherobj["fog"] = fog;
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root["weather"] = weather.serialize();
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root["weather"]["fog"] = fog;
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root["next-inventory-id"] = nextInventoryId;
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root["next-entity-id"] = nextEntityId;
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@ -4,9 +4,10 @@
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#include <string>
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#include <vector>
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#include "io/fwd.hpp"
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#include "content/ContentPack.hpp"
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#include "interfaces/Serializable.hpp"
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#include "io/fwd.hpp"
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#include "Weather.hpp"
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#include "typedefs.hpp"
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#include "util/timeutil.hpp"
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@ -33,7 +34,6 @@ struct WorldInfo : public Serializable {
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/// 0.5 - is noon
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float daytime = timeutil::time_value(10, 00, 00);
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// looking bad
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float daytimeSpeed = 1.0f;
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/// @brief total time passed in the world (not depending on daytimeSpeed)
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@ -46,6 +46,8 @@ struct WorldInfo : public Serializable {
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int major = 0, minor = -1;
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Weather weather {};
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dv::value serialize() const override;
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void deserialize(const dv::value& src) override;
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};
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