Fixing dorm script bugs

This commit is contained in:
Vladislav Khorev committed 2026-07-10 15:08:38 +03:00
1 parent 07f45ad1e1
commit 7dadfd8ed8
6 files changed
+45 -32

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+11
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@@ -150,6 +150,17 @@ void Character::setTarget(const Eigen::Vector3f& target, std::function<void()> o
state.walkTarget = normalizedTarget;
}
void Character::stopAndRotateToTarget(int npcId)
{
state.onArrivedCallback = nullptr;
state.onArrivedCallbackName = "";
state.walkTarget = state.position;
state.requestedWalkTarget = state.position;
state.faceTargetIndex = npcId;
state.pathWaypoints.clear();
state.currentWaypointIndex = 0;
}
void Character::setPathPlanner(PathPlanner planner) {
pathPlanner = std::move(planner);
}
+2
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@@ -55,6 +55,8 @@ public:
// callbackName, if given, is the global Lua function name backing onArrived —
// stored in state.onArrivedCallbackName so it survives save/load (see ScriptEngine::rehydrateNamedCallback).
void setTarget(const Eigen::Vector3f& target, std::function<void()> onArrived = nullptr, std::string callbackName = "");
void stopAndRotateToTarget(int npcId);
void forceReplan();
void stopInPlace() { state.stopInPlace(); }
-31
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@@ -802,37 +802,6 @@ namespace ZL
CheckGlError(__FILE__, __LINE__);
}
/*void Game::drawMobilePortraitOverlay()
{
if (!mobileRotateTexture) return;
const float W = Environment::projectionWidth;
const float H = Environment::projectionHeight;
if (W != mobileRotateMeshLastW || H != mobileRotateMeshLastH) {
mobileRotateMeshLastW = W;
mobileRotateMeshLastH = H;
const float minDim = min(W, H);
mobileRotateMesh.data = CreateRect2D({ 0.f, 0.f }, { minDim * 0.5f, minDim * 0.5f }, 3.f);
mobileRotateMesh.RefreshVBO();
}
renderer.shaderManager.PushShader(defaultShaderName);
renderer.RenderUniform1i(textureUniformName, 0);
renderer.RenderUniform1f("uAlpha", 1.0f);
renderer.PushProjectionMatrix(-W * 0.5f, W * 0.5f, -H * 0.5f, H * 0.5f, -10, 10);
renderer.PushMatrix();
renderer.LoadIdentity();
glBindTexture(GL_TEXTURE_2D, mobileRotateTexture->getTexID());
renderer.DrawVertexRenderStruct(mobileRotateMesh);
renderer.PopMatrix();
renderer.PopProjectionMatrix();
renderer.shaderManager.PopShader();
CheckGlError(__FILE__, __LINE__);
}*/
void Game::drawLoading()
{
glClear(GL_DEPTH_BUFFER_BIT);
+5
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@@ -128,6 +128,11 @@ namespace ZL {
npcs[index]->state.targetFacingAngle = rad;
});
api.set_function("player_stop_and_rotate_to_npc",
[loc](int index) {
loc->player->stopAndRotateToTarget(index);
});
api.set_function("player_walk_to",
[loc, this_impl = impl.get()](float x, float y, float z, sol::object on_arrived) {