iw4x-client/src/Components/Modules/MapRotation.hpp

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#pragma once
namespace Components
{
class MapRotation : public Component
{
public:
MapRotation();
bool unitTest() override;
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private:
struct ParseRotationError : public std::exception
{
const char* what() const noexcept override { return "Parse Rotation Error"; }
};
class RotationData
{
public:
using rotationEntry = std::pair<std::string, std::string>;
RotationData();
void randomize();
// In case a new way to enrich the map rotation is added (other than sv_mapRotation)
// this method should be called to add a new entry (gamemode/map & value)
void addEntry(const std::string& key, const std::string& value);
[[nodiscard]] std::size_t getEntriesSize() const;
rotationEntry& getNextEntry();
void parse(const std::string& data);
// Json11 Implicit constructor
[[nodiscard]] json11::Json to_json() const;
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private:
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std::vector<rotationEntry> rotationEntries_;
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std::size_t index_;
};
// Rotation Dvars
static Dvar::Var SVRandomMapRotation;
static Dvar::Var SVDontRotate;
// Game Dvars
static Game::dvar_t** SVMapRotation;
static Game::dvar_t** SVMapname;
// Holds the parsed data from sv_mapRotation
static RotationData DedicatedRotation;
static void LoadRotation(const std::string& data);
// Use these commands before SV_MapRotate_f is called
static void AddMapRotationCommands();
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static bool ShouldRotate();
static void RestartCurrentMap();
static void ApplyMapRotation();
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static void RandomizeMapRotation();
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static void SV_MapRotate_f();
};
}