71 lines
1.8 KiB
C++
71 lines
1.8 KiB
C++
#pragma once
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namespace Components
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{
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class MapRotation : public Component
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{
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public:
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MapRotation();
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static bool Contains(const std::string& key, const std::string& value);
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bool unitTest() override;
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private:
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struct ParseRotationError : public std::exception
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{
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const char* what() const noexcept override { return "Parse Rotation Error"; }
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};
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class RotationData
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{
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public:
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using rotationEntry = std::pair<std::string, std::string>;
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RotationData();
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void randomize();
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// In case a new way to enrich the map rotation is added (other than sv_mapRotation)
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// this method should be called to add a new entry (gamemode/map & value)
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void addEntry(const std::string& key, const std::string& value);
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[[nodiscard]] std::size_t getEntriesSize() const noexcept;
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rotationEntry& getNextEntry();
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void parse(const std::string& data);
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[[nodiscard]] bool empty() const noexcept;
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[[nodiscard]] bool contains(const std::string& key, const std::string& value) const;
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private:
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std::vector<rotationEntry> rotationEntries_;
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std::size_t index_;
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};
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// Rotation Dvars
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static Dvar::Var SVRandomMapRotation;
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static Dvar::Var SVDontRotate;
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// Holds the parsed data from sv_mapRotation
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static RotationData DedicatedRotation;
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static void LoadRotation(const std::string& data);
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static void LoadMapRotation();
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// Use these commands before SV_MapRotate_f is called
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static void AddMapRotationCommands();
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static bool ShouldRotate();
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static void ApplyMap(const std::string& map);
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static void ApplyGametype(const std::string& gametype);
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static void RestartCurrentMap();
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static void ApplyRotation(RotationData& rotation);
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static void ApplyMapRotationCurrent(const std::string& data);
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static void RandomizeMapRotation();
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static void SV_MapRotate_f();
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};
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}
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