Configure Engine: formatting cleanup
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2 changed files with 334 additions and 164 deletions
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@ -12,28 +12,30 @@
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*/
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#include "game_initialization/configure_engine.hpp"
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#include "formula/string_utils.hpp"
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#include "game_config_manager.hpp"
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#include "mp_game_settings.hpp"
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#include "preferences/credentials.hpp"
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#include "settings.hpp"
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#include "tod_manager.hpp"
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#include "preferences/credentials.hpp"
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#include <cassert>
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#include <sstream>
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#include <iostream>
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#include <sstream>
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namespace ng {
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configure_engine::configure_engine(saved_game& state, const config* intial)
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namespace ng
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{
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configure_engine::configure_engine(saved_game& state, const config* initial)
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: state_(state)
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, parameters_(state_.mp_settings())
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, initial_(intial ? intial : &state_.get_starting_pos())
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, initial_(initial ? initial : &state_.get_starting_pos())
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{
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set_use_map_settings(use_map_settings_default());
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}
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void configure_engine::set_default_values() {
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void configure_engine::set_default_values()
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{
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set_use_map_settings(use_map_settings_default());
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set_game_name(game_name_default());
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set_num_turns(num_turns_default());
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@ -50,171 +52,159 @@ void configure_engine::set_default_values() {
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set_random_faction_mode(random_faction_mode_default());
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}
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bool configure_engine::force_lock_settings() const {
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bool configure_engine::force_lock_settings() const
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{
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return initial_cfg()["force_lock_settings"].to_bool(!state_.classification().is_normal_mp_game());
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}
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std::string configure_engine::game_name() const { return parameters_.name; }
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int configure_engine::num_turns() const { return parameters_.num_turns; }
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int configure_engine::village_gold() const { return parameters_.village_gold; }
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int configure_engine::village_support() const { return parameters_.village_support; }
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int configure_engine::xp_modifier() const { return parameters_.xp_modifier; }
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int configure_engine::mp_countdown_init_time() const { return parameters_.mp_countdown_init_time; }
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int configure_engine::mp_countdown_reservoir_time() const { return parameters_.mp_countdown_reservoir_time; }
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int configure_engine::mp_countdown_turn_bonus() const { return parameters_.mp_countdown_turn_bonus; }
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int configure_engine::mp_countdown_action_bonus() const { return parameters_.mp_countdown_action_bonus; }
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bool configure_engine::mp_countdown() const { return parameters_.mp_countdown; }
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bool configure_engine::use_map_settings() const { return parameters_.use_map_settings; }
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bool configure_engine::random_start_time() const { return parameters_.random_start_time; }
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bool configure_engine::fog_game() const { return parameters_.fog_game; }
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bool configure_engine::shroud_game() const { return parameters_.shroud_game; }
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bool configure_engine::allow_observers() const { return parameters_.allow_observers; }
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bool configure_engine::registered_users_only() const { return parameters_.registered_users_only; }
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bool configure_engine::shuffle_sides() const { return parameters_.shuffle_sides; }
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mp_game_settings::RANDOM_FACTION_MODE configure_engine::random_faction_mode() const { return parameters_.random_faction_mode; }
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const config& configure_engine::options() const { return parameters_.options; }
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void configure_engine::set_game_name(std::string val) { parameters_.name = val; }
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void configure_engine::set_game_password(std::string val) { parameters_.password = val; }
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void configure_engine::set_num_turns(int val) { parameters_.num_turns = val; }
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void configure_engine::set_village_gold(int val) { parameters_.village_gold = val; }
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void configure_engine::set_village_support(int val) { parameters_.village_support = val; }
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void configure_engine::set_xp_modifier(int val) { parameters_.xp_modifier = val; }
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void configure_engine::set_mp_countdown_init_time(int val) { parameters_.mp_countdown_init_time = val; }
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void configure_engine::set_mp_countdown_reservoir_time(int val) { parameters_.mp_countdown_reservoir_time = val; }
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void configure_engine::set_mp_countdown_turn_bonus(int val) { parameters_.mp_countdown_turn_bonus = val; }
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void configure_engine::set_mp_countdown_action_bonus(int val) { parameters_.mp_countdown_action_bonus = val; }
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void configure_engine::set_mp_countdown(bool val) { parameters_.mp_countdown = val; }
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void configure_engine::set_use_map_settings(bool val) { parameters_.use_map_settings = val; }
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void configure_engine::set_random_start_time(bool val) { parameters_.random_start_time = val; }
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void configure_engine::set_fog_game(bool val) { parameters_.fog_game = val; }
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void configure_engine::set_shroud_game(bool val) { parameters_.shroud_game = val; }
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void configure_engine::set_allow_observers(bool val) { parameters_.allow_observers = val; }
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void configure_engine::set_registered_users_only(bool val) { parameters_.registered_users_only = val; }
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void configure_engine::set_oos_debug(bool val) { state_.classification().oos_debug = val; }
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void configure_engine::set_shuffle_sides(bool val) { parameters_.shuffle_sides = val; }
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void configure_engine::set_random_faction_mode(mp_game_settings::RANDOM_FACTION_MODE val) { parameters_.random_faction_mode = val;}
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void configure_engine::set_options(const config& cfg) { parameters_.options = cfg; }
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std::string configure_engine::game_name_default() {
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std::string configure_engine::game_name_default()
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{
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utils::string_map i18n_symbols;
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i18n_symbols["login"] = preferences::login();
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return vgettext("$login|’s game", i18n_symbols);
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}
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int configure_engine::num_turns_default() const {
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return use_map_settings() ?
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settings::get_turns(initial_cfg()["turns"]) :
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preferences::turns();
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int configure_engine::num_turns_default() const
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{
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return use_map_settings() ? settings::get_turns(initial_cfg()["turns"]) : preferences::turns();
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}
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int configure_engine::village_gold_default() const {
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return use_map_settings() ?
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settings::get_village_gold(initial_cfg()["mp_village_gold"], &state_.classification()) :
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preferences::village_gold();
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int configure_engine::village_gold_default() const
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{
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return use_map_settings()
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? settings::get_village_gold(initial_cfg()["mp_village_gold"], &state_.classification())
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: preferences::village_gold();
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}
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int configure_engine::village_support_default() const {
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return use_map_settings() ?
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settings::get_village_support(initial_cfg()["mp_village_support"]) :
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preferences::village_support();
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int configure_engine::village_support_default() const
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{
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return use_map_settings()
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? settings::get_village_support(initial_cfg()["mp_village_support"])
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: preferences::village_support();
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}
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int configure_engine::xp_modifier_default() const {
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return use_map_settings() ?
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settings::get_xp_modifier(initial_cfg()["experience_modifier"]) :
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preferences::xp_modifier();
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int configure_engine::xp_modifier_default() const
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{
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return use_map_settings()
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? settings::get_xp_modifier(initial_cfg()["experience_modifier"])
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: preferences::xp_modifier();
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}
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int configure_engine::mp_countdown_init_time_default() const {
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int configure_engine::mp_countdown_init_time_default() const
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{
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return preferences::countdown_init_time();
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}
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int configure_engine::mp_countdown_reservoir_time_default() const {
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int configure_engine::mp_countdown_reservoir_time_default() const
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{
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return preferences::countdown_reservoir_time();
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}
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int configure_engine::mp_countdown_turn_bonus_default() const {
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int configure_engine::mp_countdown_turn_bonus_default() const
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{
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return preferences::countdown_turn_bonus();
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}
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int configure_engine::mp_countdown_action_bonus_default() const {
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int configure_engine::mp_countdown_action_bonus_default() const
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{
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return preferences::countdown_action_bonus();
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}
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bool configure_engine::mp_countdown_default() const {
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bool configure_engine::mp_countdown_default() const
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{
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return preferences::countdown();
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}
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bool configure_engine::use_map_settings_default() const {
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bool configure_engine::use_map_settings_default() const
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{
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return force_lock_settings() || preferences::use_map_settings();
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}
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bool configure_engine::random_start_time_default() const {
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return use_map_settings() ?
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initial_cfg()["random_start_time"].to_bool(false) :
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preferences::random_start_time();
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bool configure_engine::random_start_time_default() const
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{
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return use_map_settings()
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? initial_cfg()["random_start_time"].to_bool(false)
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: preferences::random_start_time();
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}
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bool configure_engine::fog_game_default() const {
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return use_map_settings() ?
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initial_cfg()["mp_fog"].to_bool(state_.classification().is_normal_mp_game()) :
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preferences::fog();
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bool configure_engine::fog_game_default() const
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{
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return use_map_settings()
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? initial_cfg()["mp_fog"].to_bool(state_.classification().is_normal_mp_game())
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: preferences::fog();
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}
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bool configure_engine::shroud_game_default() const {
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return use_map_settings() ?
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initial_cfg()["mp_shroud"].to_bool(false) :
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preferences::shroud();
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bool configure_engine::shroud_game_default() const
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{
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return use_map_settings() ? initial_cfg()["mp_shroud"].to_bool(false) : preferences::shroud();
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}
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bool configure_engine::allow_observers_default() const {
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bool configure_engine::allow_observers_default() const
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{
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return preferences::allow_observers();
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}
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bool configure_engine::registered_users_only_default() const
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{
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return preferences::registered_users_only();
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}
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bool configure_engine::shuffle_sides_default() const {
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bool configure_engine::shuffle_sides_default() const
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{
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return preferences::shuffle_sides();
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}
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mp_game_settings::RANDOM_FACTION_MODE configure_engine::random_faction_mode_default() const {
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return mp_game_settings::RANDOM_FACTION_MODE::string_to_enum(preferences::random_faction_mode(), mp_game_settings::RANDOM_FACTION_MODE::DEFAULT);
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mp_game_settings::RANDOM_FACTION_MODE configure_engine::random_faction_mode_default() const
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{
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return mp_game_settings::RANDOM_FACTION_MODE::string_to_enum(
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preferences::random_faction_mode(), mp_game_settings::RANDOM_FACTION_MODE::DEFAULT);
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}
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const config& configure_engine::options_default() const {
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const config& configure_engine::options_default() const
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{
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return preferences::options();
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}
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const mp_game_settings& configure_engine::get_parameters() const {
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return parameters_;
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}
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void configure_engine::write_parameters()
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{
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config& scenario = this->state_.get_starting_pos();
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const mp_game_settings& params = this->state_.mp_settings();
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if (params.random_start_time) {
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if (!tod_manager::is_start_ToD(scenario["random_start_time"])) {
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if(params.random_start_time) {
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if(!tod_manager::is_start_ToD(scenario["random_start_time"])) {
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scenario["random_start_time"] = true;
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}
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}
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else {
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} else {
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scenario["random_start_time"] = false;
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}
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scenario["experience_modifier"] = params.xp_modifier;
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scenario["turns"] = params.num_turns;
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for (config& side : scenario.child_range("side"))
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{
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if (!params.use_map_settings) {
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for(config& side : scenario.child_range("side")) {
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if(!params.use_map_settings) {
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side["fog"] = params.fog_game;
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side["shroud"] = params.shroud_game;
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side["village_gold"] = params.village_gold;
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side["village_support"] = params.village_support;
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}
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else {
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if (side["fog"].empty()) {
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} else {
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if(side["fog"].empty()) {
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side["fog"] = params.fog_game;
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}
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if (side["shroud"].empty()) {
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if(side["shroud"].empty()) {
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side["shroud"] = params.shroud_game;
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}
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if (side["village_gold"].empty()) {
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if(side["village_gold"].empty()) {
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side["village_gold"] = params.village_gold;
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}
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if (side["village_support"].empty()) {
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if(side["village_support"].empty()) {
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side["village_support"] = params.village_support;
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}
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}
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}
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}
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} //end namespace ng
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} // end namespace ng
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#pragma once
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#include "gettext.hpp"
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#include "preferences/game.hpp"
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#include "mp_game_settings.hpp"
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#include "preferences/game.hpp"
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#include "saved_game.hpp"
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namespace ng {
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namespace ng
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{
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/**
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* configure_engine
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*
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class configure_engine
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{
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public:
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configure_engine(saved_game& state, const config* intial = nullptr);
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configure_engine(saved_game& state, const config* initial = nullptr);
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// Set all parameters to their default values
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/** Set all parameters to their default values. */
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void set_default_values();
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// check force_lock_settings in config
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/** Checks force_lock_settings in config. */
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bool force_lock_settings() const;
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// getter methods
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std::string game_name() const;
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int num_turns() const;
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int village_gold() const;
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int village_support() const;
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int xp_modifier() const;
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int mp_countdown_init_time() const;
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int mp_countdown_reservoir_time() const;
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int mp_countdown_turn_bonus() const;
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int mp_countdown_action_bonus() const;
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bool mp_countdown() const;
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bool use_map_settings() const;
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bool random_start_time() const;
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bool fog_game() const;
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bool shroud_game() const;
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bool allow_observers() const;
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bool registered_users_only() const;
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bool shuffle_sides() const;
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mp_game_settings::RANDOM_FACTION_MODE random_faction_mode() const;
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const config& options() const;
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//
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// Getter methods
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//
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// setter methods
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void set_game_name(std::string name);
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void set_game_password(std::string name);
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void set_num_turns(int val);
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void set_village_gold(int val);
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void set_village_support(int val);
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void set_xp_modifier(int val);
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void set_mp_countdown_init_time(int val);
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void set_mp_countdown_reservoir_time(int val);
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void set_mp_countdown_turn_bonus(int val);
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void set_mp_countdown_action_bonus(int val);
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void set_mp_countdown(bool val);
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void set_use_map_settings(bool val);
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void set_random_start_time(bool val);
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void set_fog_game(bool val);
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void set_shroud_game(bool val);
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void set_allow_observers(bool val);
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void set_registered_users_only(bool val);
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void set_oos_debug(bool val);
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void set_shuffle_sides(bool val);
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void set_random_faction_mode(mp_game_settings::RANDOM_FACTION_MODE val);
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void set_options(const config& cfg);
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std::string game_name() const
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{
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return parameters_.name;
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}
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int num_turns() const
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{
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return parameters_.num_turns;
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}
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int village_gold() const
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{
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return parameters_.village_gold;
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}
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int village_support() const
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{
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return parameters_.village_support;
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}
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int xp_modifier() const
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{
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return parameters_.xp_modifier;
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}
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int mp_countdown_init_time() const
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{
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return parameters_.mp_countdown_init_time;
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}
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int mp_countdown_reservoir_time() const
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{
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return parameters_.mp_countdown_reservoir_time;
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}
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int mp_countdown_turn_bonus() const
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{
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return parameters_.mp_countdown_turn_bonus;
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}
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int mp_countdown_action_bonus() const
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{
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return parameters_.mp_countdown_action_bonus;
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}
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bool mp_countdown() const
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{
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return parameters_.mp_countdown;
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}
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bool use_map_settings() const
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{
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return parameters_.use_map_settings;
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}
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bool random_start_time() const
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{
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return parameters_.random_start_time;
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}
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bool fog_game() const
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{
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return parameters_.fog_game;
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}
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bool shroud_game() const
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{
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return parameters_.shroud_game;
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}
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|
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bool allow_observers() const
|
||||
{
|
||||
return parameters_.allow_observers;
|
||||
}
|
||||
|
||||
bool registered_users_only() const
|
||||
{
|
||||
return parameters_.registered_users_only;
|
||||
}
|
||||
|
||||
bool shuffle_sides() const
|
||||
{
|
||||
return parameters_.shuffle_sides;
|
||||
}
|
||||
|
||||
mp_game_settings::RANDOM_FACTION_MODE random_faction_mode() const
|
||||
{
|
||||
return parameters_.random_faction_mode;
|
||||
}
|
||||
|
||||
const config& options() const
|
||||
{
|
||||
return parameters_.options;
|
||||
}
|
||||
|
||||
//
|
||||
// Setter methods
|
||||
//
|
||||
|
||||
void set_game_name(std::string name)
|
||||
{
|
||||
parameters_.name = name;
|
||||
}
|
||||
|
||||
void set_game_password(std::string name)
|
||||
{
|
||||
parameters_.password = name;
|
||||
}
|
||||
|
||||
void set_num_turns(int val)
|
||||
{
|
||||
parameters_.num_turns = val;
|
||||
}
|
||||
|
||||
void set_village_gold(int val)
|
||||
{
|
||||
parameters_.village_gold = val;
|
||||
}
|
||||
|
||||
void set_village_support(int val)
|
||||
{
|
||||
parameters_.village_support = val;
|
||||
}
|
||||
|
||||
void set_xp_modifier(int val)
|
||||
{
|
||||
parameters_.xp_modifier = val;
|
||||
}
|
||||
|
||||
void set_mp_countdown_init_time(int val)
|
||||
{
|
||||
parameters_.mp_countdown_init_time = val;
|
||||
}
|
||||
|
||||
void set_mp_countdown_reservoir_time(int val)
|
||||
{
|
||||
parameters_.mp_countdown_reservoir_time = val;
|
||||
}
|
||||
|
||||
void set_mp_countdown_turn_bonus(int val)
|
||||
{
|
||||
parameters_.mp_countdown_turn_bonus = val;
|
||||
}
|
||||
|
||||
void set_mp_countdown_action_bonus(int val)
|
||||
{
|
||||
parameters_.mp_countdown_action_bonus = val;
|
||||
}
|
||||
|
||||
void set_mp_countdown(bool val)
|
||||
{
|
||||
parameters_.mp_countdown = val;
|
||||
}
|
||||
|
||||
void set_use_map_settings(bool val)
|
||||
{
|
||||
parameters_.use_map_settings = val;
|
||||
}
|
||||
|
||||
void set_random_start_time(bool val)
|
||||
{
|
||||
parameters_.random_start_time = val;
|
||||
}
|
||||
|
||||
void set_fog_game(bool val)
|
||||
{
|
||||
parameters_.fog_game = val;
|
||||
}
|
||||
|
||||
void set_shroud_game(bool val)
|
||||
{
|
||||
parameters_.shroud_game = val;
|
||||
}
|
||||
|
||||
void set_allow_observers(bool val)
|
||||
{
|
||||
parameters_.allow_observers = val;
|
||||
}
|
||||
|
||||
void set_registered_users_only(bool val)
|
||||
{
|
||||
parameters_.registered_users_only = val;
|
||||
}
|
||||
|
||||
void set_oos_debug(bool val)
|
||||
{
|
||||
state_.classification().oos_debug = val;
|
||||
}
|
||||
|
||||
void set_shuffle_sides(bool val)
|
||||
{
|
||||
parameters_.shuffle_sides = val;
|
||||
}
|
||||
|
||||
void set_random_faction_mode(mp_game_settings::RANDOM_FACTION_MODE val)
|
||||
{
|
||||
parameters_.random_faction_mode = val;
|
||||
}
|
||||
|
||||
void set_options(const config& cfg)
|
||||
{
|
||||
parameters_.options = cfg;
|
||||
}
|
||||
|
||||
//
|
||||
// Parameter defaults
|
||||
//
|
||||
|
||||
// parameter defaults
|
||||
static std::string game_name_default();
|
||||
int num_turns_default() const;
|
||||
int village_gold_default() const;
|
||||
|
@ -103,32 +270,45 @@ public:
|
|||
mp_game_settings::RANDOM_FACTION_MODE random_faction_mode_default() const;
|
||||
const config& options_default() const;
|
||||
|
||||
// parameters_ accessor
|
||||
const mp_game_settings& get_parameters() const;
|
||||
const mp_game_settings& get_parameters() const
|
||||
{
|
||||
return parameters_;
|
||||
}
|
||||
|
||||
const std::vector<std::string>& entry_point_titles() const;
|
||||
void write_parameters();
|
||||
|
||||
void update_initial_cfg(const config& cfg)
|
||||
{
|
||||
initial_ = &cfg;
|
||||
}
|
||||
|
||||
const std::vector<std::string>& entry_point_titles() const;
|
||||
|
||||
private:
|
||||
saved_game& state_;
|
||||
|
||||
mp_game_settings& parameters_;
|
||||
|
||||
/// Never nullptr.
|
||||
const config* initial_;
|
||||
// village gold, village support, fog, and shroud are per player, always show values of player 1.
|
||||
|
||||
/**
|
||||
* @todo This might not be 100% correct, but at the moment
|
||||
* it is not possible to show the fog and shroud per player.
|
||||
* This might change in the future.
|
||||
* Village gold, village support, fog, and shroud are per player but always show the
|
||||
* player 1's values.
|
||||
*
|
||||
* @todo This might not be 100% correct, but at the moment it is not possible to show
|
||||
* fog and shroud per player. This might change in the future.
|
||||
*
|
||||
* @todo: Is the above even still true?
|
||||
* -- vultraz, 2017-10-05
|
||||
*
|
||||
* NOTE when 'load game' is selected there are no sides.
|
||||
*/
|
||||
const config& side_cfg() const
|
||||
{
|
||||
return initial_->child_or_empty("side");
|
||||
}
|
||||
|
||||
const config& initial_cfg() const
|
||||
{
|
||||
return *initial_;
|
||||
|
|
Loading…
Add table
Reference in a new issue