Added GetComboList and GetLifeRecord to PlayerStageStats.
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@@ -1107,6 +1107,7 @@
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<Function name='GetAliveSeconds'/>
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<Function name='GetBestFullComboTapNoteScore'/>
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<Function name='GetCaloriesBurned'/>
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<Function name='GetComboList'/>
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<Function name='GetCurMaxScore'/>
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<Function name='GetCurrentCombo'/>
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<Function name='GetCurrentLife'/>
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@@ -1118,6 +1119,7 @@
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<Function name='GetHoldNoteScores'/>
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<Function name='GetLessonScoreActual'/>
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<Function name='GetLessonScoreNeeded'/>
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<Function name='GetLifeRecord'/>
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<Function name='GetLifeRemainingSeconds'/>
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<Function name='GetMachineHighScoreIndex'/>
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<Function name='GetNumControllerSteps'/>
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@@ -3217,6 +3217,9 @@ save yourself some time, copy this for undocumented things:
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<Function name='GetCaloriesBurned' return='float' arguments=''>
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Returns the number of calories burned.
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</Function>
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<Function name='GetComboList' return= '{combo}' arguments=''>
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Returns a table of all the combos. Each entry in the table is a table containing the StartSecond, SizeSeconds, Count, Rollover, StageCount, and IsZero information for that combo.
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</Function>
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<Function name='GetCurMaxScore' return='int' arguments=''>
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Returns the current possible maximum score.
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</Function>
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@@ -3250,6 +3253,11 @@ save yourself some time, copy this for undocumented things:
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<Function name='GetLessonScoreNeeded' return='int' arguments=''>
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Returns the score needed to pass the lesson.
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</Function>
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<Function name='GetLifeRecord' return='{float}' arguments='float last_second, int samples'>
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Returns table of samples of the life record from 0 to last_second.
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'samples' determines the size of the table. 'samples' defaults to 100
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if not specified.
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</Function>
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<Function name='GetLifeRemainingSeconds' return='float' arguments=''>
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Returns the player's life remaining seconds.
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</Function>
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@@ -741,6 +741,58 @@ public:
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}
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return 1;
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}
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static int GetComboList( T* p, lua_State *L )
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{
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lua_createtable(L, p->m_ComboList.size(), 0);
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for( size_t i= 0; i < p->m_ComboList.size(); ++i)
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{
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lua_createtable(L, 0, 6);
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lua_pushstring(L, "StartSecond");
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lua_pushnumber(L, p->m_ComboList[i].m_fStartSecond);
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lua_rawset(L, -3);
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lua_pushstring(L, "SizeSeconds");
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lua_pushnumber(L, p->m_ComboList[i].m_fSizeSeconds);
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lua_rawset(L, -3);
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lua_pushstring(L, "Count");
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lua_pushnumber(L, p->m_ComboList[i].m_cnt);
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lua_rawset(L, -3);
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lua_pushstring(L, "Rollover");
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lua_pushnumber(L, p->m_ComboList[i].m_rollover);
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lua_rawset(L, -3);
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lua_pushstring(L, "StageCount");
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lua_pushnumber(L, p->m_ComboList[i].GetStageCnt());
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lua_rawset(L, -3);
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lua_pushstring(L, "IsZero");
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lua_pushnumber(L, p->m_ComboList[i].IsZero());
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lua_rawset(L, -3);
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lua_rawseti(L, -2, i+1);
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}
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return 1;
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}
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static int GetLifeRecord( T* p, lua_State *L )
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{
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float last_second= FArg(1);
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int samples= 100;
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if (lua_gettop(L) >= 2 && !lua_isnil(L,2))
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{
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samples= IArg(2);
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if(samples <= 0)
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{
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LOG->Trace("PlayerStageStats:GetLifeRecord requires an integer greater than 0. Defaulting to 100.");
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samples= 100;
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}
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}
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lua_createtable(L, samples, 0);
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for(int i= 0; i < samples; ++i)
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{
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// The scale from range is [0, samples-1] because that is i's range.
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float from= SCALE(i, 0, (float)samples-1.0f, 0.0f, last_second);
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float curr= p->GetLifeRecordLerpAt(from);
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lua_pushnumber(L, curr);
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lua_rawseti(L, -2, i+1);
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}
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return 1;
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}
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static int GetRadarPossible( T* p, lua_State *L ) { p->m_radarPossible.PushSelf(L); return 1; }
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static int GetRadarActual( T* p, lua_State *L ) { p->m_radarActual.PushSelf(L); return 1; }
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@@ -800,6 +852,8 @@ public:
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ADD_METHOD( IsDisqualified );
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ADD_METHOD( GetPlayedSteps );
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ADD_METHOD( GetPossibleSteps );
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ADD_METHOD( GetComboList );
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ADD_METHOD( GetLifeRecord );
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ADD_METHOD( GetAliveSeconds );
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ADD_METHOD( GetPercentageOfTaps );
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ADD_METHOD( GetRadarActual );
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@@ -99,6 +99,7 @@ public:
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struct Combo_t
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{
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// Update GetComboList in PlayerStageStats.cpp when adding new members that should be visible from the Lua side.
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/**
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* @brief The start time of the combo.
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*
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