// // Created by koncord on 12.08.17. // #include #include "Script/LuaState.hpp" #include "Networking.hpp" #include "Settings.hpp" #include "Player.hpp" void GameSettings::Init(LuaState &lua) { lua.getState()->new_usertype("Settings", "setDifficulty", &GameSettings::setDifficulty, "setEnforcedLogLevel", &GameSettings::setEnforcedLogLevel, "setPhysicsFramerate", &GameSettings::setPhysicsFramerate, "setConsoleAllowed", &GameSettings::setConsoleAllowed, "setBedRestAllowed", &GameSettings::setBedRestAllowed, "setWildernessRestAllowed", &GameSettings::setWildernessRestAllowed, "setWaitAllowed", &GameSettings::setWaitAllowed ); } GameSettings::GameSettings(Player *player) : BaseMgr(player) { } void GameSettings::setConsoleAllowed(bool state) { player->consoleAllowed = state; setChanged(); } void GameSettings::setDifficulty(int difficulty) { player->difficulty = difficulty; setChanged(); } void GameSettings::setEnforcedLogLevel(int logLevel) { player->enforcedLogLevel = logLevel; setChanged(); } void GameSettings::setPhysicsFramerate(double physicsFramerate) { player->physicsFramerate = physicsFramerate; setChanged(); } void GameSettings::setBedRestAllowed(bool state) { player->bedRestAllowed = state; setChanged(); } void GameSettings::setWildernessRestAllowed(bool state) { player->wildernessRestAllowed = state; setChanged(); } void GameSettings::setWaitAllowed(bool state) { player->waitAllowed = state; setChanged(); } void GameSettings::processUpdate() { auto packet = mwmp::Networking::get().getPlayerPacketController()->GetPacket(ID_GAME_SETTINGS); packet->setPlayer(player); packet->Send(false); }