/*
* Copyright 2010-2016 OpenXcom Developers.
*
* This file is part of OpenXcom.
*
* OpenXcom is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* OpenXcom is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenXcom. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Texture.h"
#include "../Savegame/Target.h"
#include "../Engine/RNG.h"
namespace OpenXcom
{
/**
* Initializes a globe texture.
* @param id Texture identifier.
*/
Texture::Texture(int id) : _id(id)
{
}
/**
*
*/
Texture::~Texture()
{
}
/**
* Loads the texture type from a YAML file.
* @param node YAML node.
*/
void Texture::load(const YAML::Node &node)
{
_id = node["id"].as<int>(_id);
_deployments = node["deployments"].as< std::map<std::string, int> >(_deployments);
_terrain = node["terrain"].as< std::vector<TerrainCriteria> >(_terrain);
}
/**
* Returns the list of terrain criteria associated
* with this texture.
* @return List of terrain.
*/
std::vector<TerrainCriteria> *Texture::getTerrain()
{
return &_terrain;
}
/**
* Calculates a random terrain for a mission target based
* on the texture's available terrain criteria.
* @param target Pointer to the mission target.
* @return the name of the picked terrain.
*/
std::string Texture::getRandomTerrain(Target *target) const
{
int totalWeight = 0;
std::map<int, std::string> possibilities;
for (std::vector<TerrainCriteria>::const_iterator i = _terrain.begin(); i != _terrain.end(); ++i)
{
if (i->weight > 0 &&
target->getLongitude() >= i->lonMin && target->getLongitude() < i->lonMax &&
target->getLatitude() >= i->latMin && target->getLatitude() < i->latMax)
{
totalWeight += i->weight;
possibilities[totalWeight] = i->name;
}
}
if (totalWeight > 0)
{
int pick = RNG::generate(1, totalWeight);
for (std::map<int, std::string>::const_iterator i = possibilities.begin(); i != possibilities.end(); ++i)
{
if (pick <= i->first)
{
return i->second;
}
}
}
return "";
}
/**
* Returns the list of deployments associated
* with this texture.
* @return List of deployments.
*/
const std::map<std::string, int> &Texture::getDeployments() const
{
return _deployments;
}
/**
* Calculates a random deployment for a mission target based
* on the texture's available deployments.
* @return the name of the picked deployment.
*/
std::string Texture::getRandomDeployment() const
{
if (_deployments.empty())
{
return "";
}
std::map<std::string, int>::const_iterator i = _deployments.begin();
if (_deployments.size() == 1)
{
return i->first;
}
int totalWeight = 0;
for (; i != _deployments.end(); ++i)
{
totalWeight += i->second;
}
if (totalWeight >= 1)
{
int pick = RNG::generate(1, totalWeight);
for (i = _deployments.begin(); i != _deployments.end(); ++i)
{
if (pick <= i->second)
{
return i->first;
}
else
{
pick -= i->second;
}
}
}
return "";
}
}
↑ V832 It's better to use '= default;' syntax instead of empty destructor body.