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Don't hardcode weather ids
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2 changed files with 7 additions and 7 deletions
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@ -6,6 +6,8 @@
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#include <components/lua/luastate.hpp>
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#include <components/misc/color.hpp>
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#include "../mwworld/weather.hpp"
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namespace sol
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{
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template <>
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@ -47,14 +49,12 @@ namespace MWLua
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= sol::readonly_property([](const ESM::Region& rec) { return LuaUtil::serializeRefId(rec.mSleepList); });
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regionT["weatherProbabilities"] = sol::readonly_property([lua = lua.lua_state()](const ESM::Region& rec) {
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constexpr std::array<const char*, 10> WeatherNames
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= { "clear", "cloudy", "foggy", "overcast", "rain", "thunder", "ash", "blight", "snow", "blizzard" };
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sol::table res(lua, sol::create);
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for (size_t i = 0; i < rec.mData.mProbabilities.size(); ++i)
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{
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res[LuaUtil::toLuaIndex(i)] = rec.mData.mProbabilities[i];
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res[WeatherNames[i]] = rec.mData.mProbabilities[i];
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const MWWorld::Weather* weather = MWBase::Environment::get().getWorld()->getWeather(i);
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res[weather->mId.serializeText()] = rec.mData.mProbabilities[i];
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}
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return res;
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});
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@ -1176,11 +1176,11 @@
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-- @field #string sleepList A leveled creature list used when sleeping outdoors in this region
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-- @field #list<#RegionSoundRef> sounds A read-only list of ambient sound references for this region.
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-- Each reference includes a chance and a resolved link to the full sound record.
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-- @field #table weatherProbabilities A table mapping weather types to their probability (0–100), should sum to 100.
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-- Supports both numeric indices (1–10) and string keys:
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-- @field #table weatherProbabilities A table mapping weather ids to their probability (0–100), should sum to 100.
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-- Supports both numeric indices (1–10) and ids, for example:
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-- `"clear"`, `"cloudy"`, `"foggy"`, `"overcast"`, `"rain"`, `"thunder"`, `"ash"`, `"blight"`, `"snow"`, `"blizzard"`
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-- @usage print(region.weatherProbabilities[1]) -- access by index
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-- @usage print(region.weatherProbabilities["rain"]) -- access by name
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-- @usage print(region.weatherProbabilities["rain"]) -- access by id
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---
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-- Region sound reference
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