made it so if client_type=ai is in preferences file, ...
...the player will join networked games as an AI
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3267f1a79a
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4 changed files with 12 additions and 1 deletions
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@ -344,7 +344,7 @@ void play_multiplayer_client(display& disp, game_data& units_data, config& cfg,
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side != sides_list.end(); ++side) {
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side != sides_list.end(); ++side) {
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string_map& values = (*side)->values;
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string_map& values = (*side)->values;
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if(team_num-1 == side - sides_list.begin())
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if(team_num-1 == side - sides_list.begin())
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values["controller"] = "human";
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values["controller"] = preferences::client_type();
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else
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else
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values["controller"] = "network";
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values["controller"] = "network";
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}
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}
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@ -313,6 +313,14 @@ bool show_ai_moves()
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return prefs["show_ai_moves"] != "no";
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return prefs["show_ai_moves"] != "no";
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}
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}
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std::string client_type()
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{
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if(prefs["client_type"] == "ai")
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return "ai";
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else
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return "human";
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}
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void show_preferences_dialog(display& disp)
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void show_preferences_dialog(display& disp)
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{
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{
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const events::resize_lock prevent_resizing;
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const events::resize_lock prevent_resizing;
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@ -74,6 +74,8 @@ namespace preferences {
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bool show_ai_moves();
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bool show_ai_moves();
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std::string client_type();
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void show_preferences_dialog(display& disp);
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void show_preferences_dialog(display& disp);
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void show_video_mode_dialog(display& disp);
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void show_video_mode_dialog(display& disp);
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}
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}
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@ -341,5 +341,6 @@ int main()
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run_server();
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run_server();
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} catch(network::error& e) {
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} catch(network::error& e) {
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std::cerr << "error starting server: " << e.message << "\n";
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std::cerr << "error starting server: " << e.message << "\n";
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return -1;
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}
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}
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}
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}
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