69 lines
1.8 KiB
C++

#include "libhud.hpp"
#include "world/Level.hpp"
#include "world/World.hpp"
using namespace scripting;
static Weather& require_weather() {
if (level == nullptr) {
throw std::runtime_error("world is not open");
}
return renderer->getWeather();
}
static int l_change(lua::State* L) {
WeatherPreset preset {};
preset.deserialize(lua::tovalue(L, 1));
float time = lua::tonumber(L, 2);
std::string name;
if (lua::isstring(L, 3)) {
name = lua::tostring(L, 3);
}
auto& weather = require_weather();
weather.change(std::move(preset), time, std::move(name));
return 0;
}
static int l_get_current(lua::State* L) {
const auto& weather = require_weather();
if (weather.t > 0.5f) {
return lua::pushstring(L, weather.nameB);
} else {
return lua::pushstring(L, weather.nameA);
}
}
static int l_get_fall_intensity(lua::State* L) {
auto& weather = require_weather();
const auto& a = weather.a;
const auto& b = weather.b;
float t = weather.t;
return lua::pushnumber(L,
(a.fall.texture.empty() ? 0.0f : (1.0f - t)) +
(b.fall.texture.empty() ? 0.0f : t)
);
}
static int l_get_current_data(lua::State* L) {
auto& weather = require_weather();
if (weather.t > 0.5f) {
return lua::pushvalue(L, weather.b.serialize());
} else {
return lua::pushvalue(L, weather.a.serialize());
}
}
static int l_is_transition(lua::State* L) {
return lua::pushboolean(L, require_weather().t < 1.0f);
}
const luaL_Reg weatherlib[] = {
{"change", lua::wrap<l_change>},
{"get_current", lua::wrap<l_get_current>},
{"get_current_data", lua::wrap<l_get_current_data>},
{"get_fall_intensity", lua::wrap<l_get_fall_intensity>},
{"is_transition", lua::wrap<l_is_transition>},
{NULL, NULL}
};