|
@@ -3,24 +3,24 @@
|
|
|
namespace Game {
|
|
namespace Game {
|
|
|
|
|
|
|
|
struct CameraConfig {
|
|
struct CameraConfig {
|
|
|
- float defaultDistance = 12.0F;
|
|
|
|
|
- float defaultPitch = 45.0F;
|
|
|
|
|
- float defaultYaw = 225.0F;
|
|
|
|
|
- float orbitStepNormal = 4.0F;
|
|
|
|
|
- float orbitStepShift = 8.0F;
|
|
|
|
|
|
|
+ float default_distance = 12.0F;
|
|
|
|
|
+ float default_pitch = 45.0F;
|
|
|
|
|
+ float default_yaw = 225.0F;
|
|
|
|
|
+ float orbit_step_normal = 4.0F;
|
|
|
|
|
+ float orbit_step_shift = 8.0F;
|
|
|
};
|
|
};
|
|
|
|
|
|
|
|
struct ArrowConfig {
|
|
struct ArrowConfig {
|
|
|
- float arcHeightMultiplier = 0.15F;
|
|
|
|
|
- float arcHeightMin = 0.2F;
|
|
|
|
|
- float arcHeightMax = 1.2F;
|
|
|
|
|
- float speedDefault = 8.0F;
|
|
|
|
|
- float speedAttack = 6.0F;
|
|
|
|
|
|
|
+ float arc_height_multiplier = 0.15F;
|
|
|
|
|
+ float arc_height_min = 0.2F;
|
|
|
|
|
+ float arc_height_max = 1.2F;
|
|
|
|
|
+ float speed_default = 8.0F;
|
|
|
|
|
+ float speed_attack = 6.0F;
|
|
|
};
|
|
};
|
|
|
|
|
|
|
|
struct GameplayConfig {
|
|
struct GameplayConfig {
|
|
|
float visibility_update_interval = 0.075F;
|
|
float visibility_update_interval = 0.075F;
|
|
|
- float formationSpacingDefault = 1.0F;
|
|
|
|
|
|
|
+ float formation_spacing_default = 1.0F;
|
|
|
int max_troops_per_player = 500;
|
|
int max_troops_per_player = 500;
|
|
|
};
|
|
};
|
|
|
|
|
|
|
@@ -41,95 +41,95 @@ public:
|
|
|
return m_gameplay;
|
|
return m_gameplay;
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
- [[nodiscard]] auto getCameraDefaultDistance() const noexcept -> float {
|
|
|
|
|
- return m_camera.defaultDistance;
|
|
|
|
|
|
|
+ [[nodiscard]] auto get_camera_default_distance() const noexcept -> float {
|
|
|
|
|
+ return m_camera.default_distance;
|
|
|
}
|
|
}
|
|
|
- [[nodiscard]] auto getCameraDefaultPitch() const noexcept -> float {
|
|
|
|
|
- return m_camera.defaultPitch;
|
|
|
|
|
|
|
+ [[nodiscard]] auto get_camera_default_pitch() const noexcept -> float {
|
|
|
|
|
+ return m_camera.default_pitch;
|
|
|
}
|
|
}
|
|
|
- [[nodiscard]] auto getCameraDefaultYaw() const noexcept -> float {
|
|
|
|
|
- return m_camera.defaultYaw;
|
|
|
|
|
|
|
+ [[nodiscard]] auto get_camera_default_yaw() const noexcept -> float {
|
|
|
|
|
+ return m_camera.default_yaw;
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
- [[nodiscard]] auto getArrowArcHeightMultiplier() const noexcept -> float {
|
|
|
|
|
- return m_arrow.arcHeightMultiplier;
|
|
|
|
|
|
|
+ [[nodiscard]] auto get_arrow_arc_height_multiplier() const noexcept -> float {
|
|
|
|
|
+ return m_arrow.arc_height_multiplier;
|
|
|
}
|
|
}
|
|
|
- [[nodiscard]] auto getArrowArcHeightMin() const noexcept -> float {
|
|
|
|
|
- return m_arrow.arcHeightMin;
|
|
|
|
|
|
|
+ [[nodiscard]] auto get_arrow_arc_height_min() const noexcept -> float {
|
|
|
|
|
+ return m_arrow.arc_height_min;
|
|
|
}
|
|
}
|
|
|
- [[nodiscard]] auto getArrowArcHeightMax() const noexcept -> float {
|
|
|
|
|
- return m_arrow.arcHeightMax;
|
|
|
|
|
|
|
+ [[nodiscard]] auto get_arrow_arc_height_max() const noexcept -> float {
|
|
|
|
|
+ return m_arrow.arc_height_max;
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
- [[nodiscard]] auto getArrowSpeedDefault() const noexcept -> float {
|
|
|
|
|
- return m_arrow.speedDefault;
|
|
|
|
|
|
|
+ [[nodiscard]] auto get_arrow_speed_default() const noexcept -> float {
|
|
|
|
|
+ return m_arrow.speed_default;
|
|
|
}
|
|
}
|
|
|
- [[nodiscard]] auto getArrowSpeedAttack() const noexcept -> float {
|
|
|
|
|
- return m_arrow.speedAttack;
|
|
|
|
|
|
|
+ [[nodiscard]] auto get_arrow_speed_attack() const noexcept -> float {
|
|
|
|
|
+ return m_arrow.speed_attack;
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
- [[nodiscard]] auto getVisibilityUpdateInterval() const noexcept -> float {
|
|
|
|
|
|
|
+ [[nodiscard]] auto get_visibility_update_interval() const noexcept -> float {
|
|
|
return m_gameplay.visibility_update_interval;
|
|
return m_gameplay.visibility_update_interval;
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
- [[nodiscard]] auto getFormationSpacingDefault() const noexcept -> float {
|
|
|
|
|
- return m_gameplay.formationSpacingDefault;
|
|
|
|
|
|
|
+ [[nodiscard]] auto get_formation_spacing_default() const noexcept -> float {
|
|
|
|
|
+ return m_gameplay.formation_spacing_default;
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
- [[nodiscard]] auto getCameraOrbitStepNormal() const noexcept -> float {
|
|
|
|
|
- return m_camera.orbitStepNormal;
|
|
|
|
|
|
|
+ [[nodiscard]] auto get_camera_orbit_step_normal() const noexcept -> float {
|
|
|
|
|
+ return m_camera.orbit_step_normal;
|
|
|
}
|
|
}
|
|
|
- [[nodiscard]] auto getCameraOrbitStepShift() const noexcept -> float {
|
|
|
|
|
- return m_camera.orbitStepShift;
|
|
|
|
|
|
|
+ [[nodiscard]] auto get_camera_orbit_step_shift() const noexcept -> float {
|
|
|
|
|
+ return m_camera.orbit_step_shift;
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
- void setCameraDefaultDistance(float value) noexcept {
|
|
|
|
|
- m_camera.defaultDistance = value;
|
|
|
|
|
|
|
+ void set_camera_default_distance(float value) noexcept {
|
|
|
|
|
+ m_camera.default_distance = value;
|
|
|
}
|
|
}
|
|
|
- void setCameraDefaultPitch(float value) noexcept {
|
|
|
|
|
- m_camera.defaultPitch = value;
|
|
|
|
|
|
|
+ void set_camera_default_pitch(float value) noexcept {
|
|
|
|
|
+ m_camera.default_pitch = value;
|
|
|
}
|
|
}
|
|
|
- void setCameraDefaultYaw(float value) noexcept {
|
|
|
|
|
- m_camera.defaultYaw = value;
|
|
|
|
|
|
|
+ void set_camera_default_yaw(float value) noexcept {
|
|
|
|
|
+ m_camera.default_yaw = value;
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
- void setArrowArcHeightMultiplier(float value) noexcept {
|
|
|
|
|
- m_arrow.arcHeightMultiplier = value;
|
|
|
|
|
|
|
+ void set_arrow_arc_height_multiplier(float value) noexcept {
|
|
|
|
|
+ m_arrow.arc_height_multiplier = value;
|
|
|
}
|
|
}
|
|
|
- void setArrowArcHeightMin(float value) noexcept {
|
|
|
|
|
- m_arrow.arcHeightMin = value;
|
|
|
|
|
|
|
+ void set_arrow_arc_height_min(float value) noexcept {
|
|
|
|
|
+ m_arrow.arc_height_min = value;
|
|
|
}
|
|
}
|
|
|
- void setArrowArcHeightMax(float value) noexcept {
|
|
|
|
|
- m_arrow.arcHeightMax = value;
|
|
|
|
|
|
|
+ void set_arrow_arc_height_max(float value) noexcept {
|
|
|
|
|
+ m_arrow.arc_height_max = value;
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
- void setArrowSpeedDefault(float value) noexcept {
|
|
|
|
|
- m_arrow.speedDefault = value;
|
|
|
|
|
|
|
+ void set_arrow_speed_default(float value) noexcept {
|
|
|
|
|
+ m_arrow.speed_default = value;
|
|
|
}
|
|
}
|
|
|
- void setArrowSpeedAttack(float value) noexcept {
|
|
|
|
|
- m_arrow.speedAttack = value;
|
|
|
|
|
|
|
+ void set_arrow_speed_attack(float value) noexcept {
|
|
|
|
|
+ m_arrow.speed_attack = value;
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
- void setVisibilityUpdateInterval(float value) noexcept {
|
|
|
|
|
|
|
+ void set_visibility_update_interval(float value) noexcept {
|
|
|
m_gameplay.visibility_update_interval = value;
|
|
m_gameplay.visibility_update_interval = value;
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
- void setFormationSpacingDefault(float value) noexcept {
|
|
|
|
|
- m_gameplay.formationSpacingDefault = value;
|
|
|
|
|
|
|
+ void set_formation_spacing_default(float value) noexcept {
|
|
|
|
|
+ m_gameplay.formation_spacing_default = value;
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
- void setCameraOrbitStepNormal(float value) noexcept {
|
|
|
|
|
- m_camera.orbitStepNormal = value;
|
|
|
|
|
|
|
+ void set_camera_orbit_step_normal(float value) noexcept {
|
|
|
|
|
+ m_camera.orbit_step_normal = value;
|
|
|
}
|
|
}
|
|
|
- void setCameraOrbitStepShift(float value) noexcept {
|
|
|
|
|
- m_camera.orbitStepShift = value;
|
|
|
|
|
|
|
+ void set_camera_orbit_step_shift(float value) noexcept {
|
|
|
|
|
+ m_camera.orbit_step_shift = value;
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
- [[nodiscard]] auto getMaxTroopsPerPlayer() const noexcept -> int {
|
|
|
|
|
|
|
+ [[nodiscard]] auto get_max_troops_per_player() const noexcept -> int {
|
|
|
return m_gameplay.max_troops_per_player;
|
|
return m_gameplay.max_troops_per_player;
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
- void setMaxTroopsPerPlayer(int value) noexcept {
|
|
|
|
|
|
|
+ void set_max_troops_per_player(int value) noexcept {
|
|
|
m_gameplay.max_troops_per_player = value;
|
|
m_gameplay.max_troops_per_player = value;
|
|
|
}
|
|
}
|
|
|
|
|
|