Expaneded the lua API for Regions
I've added lua hooks for both pager functor classes. Hopefully, I haven't missed any corner cases, because it took me a while to hunt everything down. One issue is that the map's save directory needs to be set in the Format class, but it'll do for now. I'll review this again when I've got more than one map running at one time. There should be enough here for a lua-driven map generator to be implemented, even if it's a bit rough. I think I'll test this out in the editor eventually, but getting the base branch's network map code going comes first. The current process is extremely convulted, so I need to document everything that I've done so far, including C++ and lua functions.
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@@ -101,6 +101,8 @@ void ServerApplication::Init(int argc, char** argv) {
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mapPager.SetRegionHeight(REGION_HEIGHT);
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mapPager.SetRegionDepth(REGION_DEPTH);
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mapPager.GetGenerator()->SetLuaState(luaState);
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mapPager.GetFormat()->SetLuaState(luaState);
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mapPager.GetFormat()->SetSaveDir("save/mapname/");
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//TODO: pass args to the generator & format as needed
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//NOTE: I might need to rearrange the init process so that lua & SQL can interact
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// with the map system as needed.
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@@ -112,8 +114,7 @@ void ServerApplication::Init(int argc, char** argv) {
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cout << "Startup completed successfully" << endl;
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//debugging
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mapPager.GetRegion(0,0);
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mapPager.GetRegion(128,256);
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//
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}
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void ServerApplication::Loop() {
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@@ -136,6 +137,7 @@ void ServerApplication::Loop() {
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void ServerApplication::Quit() {
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cout << "Shutting down" << endl;
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//empty the members
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mapPager.UnloadAll();
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//TODO: player manager
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//TODO: client manager
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