DarkflameServer/dGame/dGrim/SpawnPatterns.cpp

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#include "SpawnPatterns.h"
#include "tinyxml2.h"
std::map<int32_t, SpawnPatterns> SpawnPatterns::s_SpawnPatterns;
void SpawnPatterns::LoadSpawnPatterns(const std::string& filename) {
tinyxml2::XMLDocument doc;
doc.LoadFile(filename.c_str());
auto root = doc.FirstChildElement("SpawnPatterns");
for (auto element = root->FirstChildElement("SpawnPattern"); element != nullptr; element = element->NextSiblingElement("SpawnPattern")) {
auto lot = element->IntAttribute("lot");
SpawnPatterns spawnPatterns(lot);
for (auto spawnElement = element->FirstChildElement("Spawn"); spawnElement != nullptr; spawnElement = spawnElement->NextSiblingElement("Spawn")) {
auto rating = spawnElement->FloatAttribute("rating");
auto chance = spawnElement->FloatAttribute("chance");
std::vector<int32_t> spawns;
for (auto spawn = spawnElement->FirstChildElement("SpawnLot"); spawn != nullptr; spawn = spawn->NextSiblingElement("SpawnID")) {
auto spawnID = spawn->IntAttribute("lot");
spawns.push_back(spawnID);
}
spawnPatterns.AddSpawnPatterns(rating, chance, spawns);
}
s_SpawnPatterns.emplace(lot, spawnPatterns);
}
}
SpawnPatterns* SpawnPatterns::FindSpawnPatterns(int32_t lot) {
const auto& it = s_SpawnPatterns.find(lot);
if (it != s_SpawnPatterns.end()) {
return &it->second;
}
return nullptr;
}
SpawnPatterns::SpawnPatterns(int32_t lot)
{
this->m_Lot = lot;
}
const std::map<float, std::pair<float, std::vector<int32_t>>>& SpawnPatterns::GetSpawnPatterns() const {
return m_SpawnPatterns;
}
void SpawnPatterns::AddSpawnPatterns(float rating, float change, std::vector<int32_t> spawns) {
m_SpawnPatterns.emplace(rating, std::make_pair(change, spawns));
}