wesnoth/data/_main.cfg
mattsc a96487a837 AI: move default algorithm definition from C++ to WML
Among other things this now allows defining cores that have a different default AI.
2018-12-18 06:55:16 -08:00

106 lines
1.7 KiB
INI

#textdomain wesnoth
# title screen and no_gui mode do not need terrain_graphics
#ifdef TITLE_SCREEN
#define NO_TERRAIN_GFX
#enddef
#endif
#ifdef NO_GUI
#define NO_TERRAIN_GFX
#enddef
#endif
{english.cfg}
{themes/}
{core/}
[multiplayer_side]
id=Custom
name= _"Custom"
image="units/unknown-unit.png"
[/multiplayer_side]
#ifdef MULTIPLAYER
{multiplayer/}
#ifdef MP_TEST
{test/multiplayer/}
#endif
#endif
# Using different default eras in SP and MP forces a config reload which we don't want.
{multiplayer/eras.cfg}
{campaigns/}
[ais]
default_ai_algorithm=ai_default_rca
[default_config]
{ai/utils/default_config.cfg}
[/default_config]
{ai/ais/}
#ifdef DEBUG_MODE
{ai/dev/}
#endif
[/ais]
#ifdef EDITOR
[textdomain]
name="wesnoth-editor"
[/textdomain]
#endif
#ifdef TEST
{scenario-test.cfg}
{scenario-leaders.cfg}
{scenario-movethrough.cfg}
{scenario-story.cfg}
{ai/scenarios/}
{ai/micro_ais/scenarios/}
#define DONT_RELOAD_CORE
#enddef
{test/}
#endif
[textdomain]
name="wesnoth"
[/textdomain]
[textdomain]
name="wesnoth-help"
[/textdomain]
[textdomain]
name="wesnoth-ai"
[/textdomain]
[textdomain]
name="wesnoth-units"
[/textdomain]
[textdomain]
name="wesnoth-multiplayer"
[/textdomain]
# does not work when wired in only in the multiplayer file, do not ask me why...
[textdomain]
name="wesnoth-anl"
[/textdomain]
#ifndef NO_TERRAIN_GFX
# Include the terrain-graphics definitions after the campaigns so campaign specific
# terrains work properly.
{core/terrain-graphics.cfg}
#endif
[binary_path]
path=data/core
[/binary_path]
{advanced_preferences.cfg}
{game_config.cfg}
[textdomain]
name="wesnoth-lib"
[/textdomain]