870 lines
24 KiB
C++
870 lines
24 KiB
C++
/*
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Copyright (C) 2013 - 2017 by Andrius Silinskas <silinskas.andrius@gmail.com>
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Part of the Battle for Wesnoth Project http://www.wesnoth.org/
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY.
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See the COPYING file for more details.
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*/
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#include "game_initialization/create_engine.hpp"
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#include "filesystem.hpp"
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#include "formula/string_utils.hpp"
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#include "game_config_manager.hpp"
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#include "preferences/credentials.hpp"
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#include "preferences/game.hpp"
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#include "generators/map_create.hpp"
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#include "gui/dialogs/campaign_difficulty.hpp"
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#include "hash.hpp"
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#include "image.hpp"
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#include "log.hpp"
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#include "map/exception.hpp"
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#include "map/map.hpp"
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#include "minimap.hpp"
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#include "saved_game.hpp"
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#include "wml_exception.hpp"
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#include "serialization/preprocessor.hpp"
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#include "serialization/parser.hpp"
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#include <sstream>
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#include <cctype>
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static lg::log_domain log_config("config");
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#define ERR_CF LOG_STREAM(err, log_config)
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static lg::log_domain log_mp_create_engine("mp/create/engine");
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#define WRN_MP LOG_STREAM(warn, log_mp_create_engine)
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#define DBG_MP LOG_STREAM(debug, log_mp_create_engine)
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namespace ng {
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level::level(const config& data)
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: data_(data)
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{
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}
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scenario::scenario(const config& data)
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: level(data)
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, map_()
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, map_hash_()
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, num_players_(0)
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{
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set_metadata();
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}
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bool scenario::can_launch_game() const
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{
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return map_.get() != nullptr;
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}
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void scenario::set_metadata()
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{
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const std::string& map_data = data_["map_data"];
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try {
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map_.reset(new gamemap(game_config_manager::get()->terrain_types(),
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map_data));
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} catch(incorrect_map_format_error& e) {
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data_["description"] = _("Map could not be loaded: ") + e.message;
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ERR_CF << "map could not be loaded: " << e.message << '\n';
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} catch(wml_exception& e) {
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data_["description"] = _("Map could not be loaded.");
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ERR_CF << "map could not be loaded: " << e.dev_message << '\n';
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}
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set_sides();
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}
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std::string scenario::map_size() const
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{
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std::stringstream map_size;
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if(map_.get() != nullptr) {
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map_size << map_->w();
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map_size << font::unicode_multiplication_sign;
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map_size << map_->h();
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} else {
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map_size << _("not available.");
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}
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return map_size.str();
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}
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void scenario::set_sides()
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{
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if(map_.get() != nullptr) {
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// If there are fewer sides in the configuration than there are
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// starting positions, then generate the additional sides
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const int map_positions = map_->num_valid_starting_positions();
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for(int pos = data_.child_count("side"); pos < map_positions; ++pos) {
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config& side = data_.add_child("side");
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side["side"] = pos + 1;
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side["team_name"] = "Team " + std::to_string(pos + 1);
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side["canrecruit"] = true;
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side["controller"] = "human";
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}
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num_players_ = 0;
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for(const config& scenario : data_.child_range("side")) {
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if(scenario["allow_player"].to_bool(true)) {
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++num_players_;
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}
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}
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}
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}
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user_map::user_map(const config& data, const std::string& name, gamemap* map)
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: scenario(data)
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, name_(name)
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{
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if(map != nullptr) {
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map_.reset(new gamemap(*map));
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}
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set_metadata();
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}
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void user_map::set_metadata()
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{
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set_sides();
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}
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std::string user_map::description() const
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{
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if(!data_["description"].empty()) {
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return data_["description"];
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}
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// map error message
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return _("User made map");
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}
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random_map::random_map(const config& data)
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: scenario(data)
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, generator_data_()
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, generate_whole_scenario_(data_.has_attribute("scenario_generation"))
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, generator_name_(generate_whole_scenario_ ? data_["scenario_generation"] : data_["map_generation"])
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{
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if(!data.has_child("generator")) {
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data_ = config();
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generator_data_= config();
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data_["description"] = "Error: Random map found with missing generator information. Scenario should have a [generator] child.";
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data_["error_message"] = "missing [generator] tag";
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} else {
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generator_data_ = data.child("generator");
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}
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if(!data.has_attribute("scenario_generation") && !data.has_attribute("map_generation")) {
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data_ = config();
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generator_data_= config();
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data_["description"] = "Error: Random map found with missing generator information. Scenario should have a [generator] child.";
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data_["error_message"] = "couldn't find 'scenario_generation' or 'map_generation' attribute";
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}
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}
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map_generator* random_map::create_map_generator() const
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{
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return ::create_map_generator(generator_name(), generator_data());
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}
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campaign::campaign(const config& data)
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: level(data)
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, id_(data["id"])
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, allow_era_choice_(level::allow_era_choice())
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, image_label_()
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, min_players_(2)
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, max_players_(2)
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{
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if(data.has_attribute("start_year")) {
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dates_.first = irdya_date::read_date(data["start_year"]);
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if(data.has_attribute("end_year")) {
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dates_.second = irdya_date::read_date(data["end_year"]);
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} else {
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dates_.second = dates_.first;
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}
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} else if(data.has_attribute("year")) {
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dates_.first = dates_.second = irdya_date::read_date(data["year"]);
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}
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set_metadata();
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}
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bool campaign::can_launch_game() const
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{
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return !data_.empty();
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}
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void campaign::set_metadata()
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{
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image_label_ = data_["image"].str();
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int min = data_["min_players"].to_int(2);
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int max = data_["max_players"].to_int(2);
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min_players_ = max_players_ = min;
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if(max > min) {
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max_players_ = max;
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}
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}
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void campaign::mark_if_completed()
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{
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data_["completed"] = preferences::is_campaign_completed(data_["id"]);
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std::vector<std::string> completed_difficulties;
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bool completed_on_hardest = false;
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for(auto cfg : data_.child_range("difficulty")) {
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if(preferences::is_campaign_completed(data_["id"], cfg["define"])) {
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completed_difficulties.push_back(cfg["define"]);
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completed_on_hardest = true;
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} else {
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completed_on_hardest = false;
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}
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}
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data_["completed_difficulties"] = utils::join(completed_difficulties);
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data_["completed_on_hardest"] = completed_on_hardest;
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}
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create_engine::create_engine(CVideo& v, saved_game& state)
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: current_level_type_()
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, current_level_index_(0)
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, current_era_index_(0)
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, current_mod_index_(0)
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, level_name_filter_()
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, player_count_filter_(1)
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, type_map_()
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, user_map_names_()
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, user_scenario_names_()
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, eras_()
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, mods_()
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, state_(state)
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, video_(v)
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, dependency_manager_(nullptr)
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, generator_(nullptr)
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, selected_campaign_difficulty_()
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{
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// Set up the type map. Do this first!
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type_map_.emplace(level::TYPE::SCENARIO, type_list());
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type_map_.emplace(level::TYPE::USER_MAP, type_list());
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type_map_.emplace(level::TYPE::USER_SCENARIO, type_list());
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type_map_.emplace(level::TYPE::CAMPAIGN, type_list());
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type_map_.emplace(level::TYPE::SP_CAMPAIGN, type_list());
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type_map_.emplace(level::TYPE::RANDOM_MAP, type_list());
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DBG_MP << "restoring game config\n";
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// Restore game config for multiplayer.
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game_classification::CAMPAIGN_TYPE type = state_.classification().campaign_type;
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bool connect = state_.mp_settings().show_connect;
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state_.clear();
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state_.classification().campaign_type = type;
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state_.mp_settings().show_connect = connect;
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game_config_manager::get()->load_game_config_for_create(type == game_classification::CAMPAIGN_TYPE::MULTIPLAYER);
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// Initialize dependency_manager_ after refreshing game config.
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dependency_manager_.reset(new depcheck::manager(
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game_config_manager::get()->game_config(), type == game_classification::CAMPAIGN_TYPE::MULTIPLAYER, video_));
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// TODO: the editor dir is already configurable, is the preferences value
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filesystem::get_files_in_dir(filesystem::get_user_data_dir() + "/editor/maps", &user_map_names_,
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nullptr, filesystem::FILE_NAME_ONLY);
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filesystem::get_files_in_dir(filesystem::get_user_data_dir() + "/editor/scenarios", &user_scenario_names_,
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nullptr, filesystem::FILE_NAME_ONLY);
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DBG_MP << "initializing all levels, eras and mods\n";
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init_all_levels();
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init_extras(ERA);
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init_extras(MOD);
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state_.mp_settings().saved_game = false;
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for(const std::string& str : preferences::modifications(state_.classification().campaign_type == game_classification::CAMPAIGN_TYPE::MULTIPLAYER)) {
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if(game_config_manager::get()->game_config().find_child("modification", "id", str)) {
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state_.mp_settings().active_mods.push_back(str);
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}
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}
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if(current_level_type_ != level::TYPE::CAMPAIGN &&
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current_level_type_ != level::TYPE::SP_CAMPAIGN) {
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dependency_manager_->try_modifications(state_.mp_settings().active_mods, true);
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}
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reset_level_filters();
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}
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void create_engine::init_generated_level_data()
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{
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DBG_MP << "initializing generated level data\n";
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//DBG_MP << "current data:\n";
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//DBG_MP << current_level().data().debug();
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random_map * cur_lev = dynamic_cast<random_map *> (¤t_level());
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if(!cur_lev) {
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WRN_MP << "Tried to initialized generated level data on a level that wasn't a random map\n";
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return;
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}
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try {
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if(!cur_lev->generate_whole_scenario())
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{
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DBG_MP << "** replacing map ** \n";
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config data = cur_lev->data();
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data["map_data"] = generator_->create_map();
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cur_lev->set_data(data);
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} else { //scenario generation
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DBG_MP << "** replacing scenario ** \n";
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config data = generator_->create_scenario();
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// Set the scenario to have placing of sides
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// based on the terrain they prefer
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if(!data.has_attribute("modify_placing")) {
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data["modify_placing"] = "true";
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}
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const std::string& description = cur_lev->data()["description"];
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data["description"] = description;
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cur_lev->set_data(data);
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}
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} catch (mapgen_exception & e) {
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config data = cur_lev->data();
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data["error_message"] = e.what();
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cur_lev->set_data(data);
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}
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//DBG_MP << "final data:\n";
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//DBG_MP << current_level().data().debug();
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}
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void create_engine::prepare_for_new_level()
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{
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DBG_MP << "preparing mp_game_settings for new level\n";
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state_.expand_scenario();
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state_.expand_random_scenario();
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}
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void create_engine::prepare_for_era_and_mods()
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{
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const config& game_manager_config = game_config_manager::get()->game_config();
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state_.classification().era_define = game_manager_config.find_child("era", "id", get_parameters().mp_era)["define"].str();
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for(const std::string& mod_id : get_parameters().active_mods) {
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state_.classification().mod_defines.push_back(game_manager_config.find_child("modification", "id", mod_id)["define"].str());
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}
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}
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void create_engine::prepare_for_scenario()
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{
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DBG_MP << "preparing data for scenario by reloading game config\n";
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state_.classification().scenario_define = current_level().data()["define"].str();
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state_.set_carryover_sides_start(
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config {"next_scenario", current_level().data()["id"]}
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);
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}
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void create_engine::prepare_for_campaign(const std::string& difficulty)
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{
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DBG_MP << "preparing data for campaign by reloading game config\n";
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if(difficulty != "") {
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state_.classification().difficulty = difficulty;
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} else if(!selected_campaign_difficulty_.empty()) {
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state_.classification().difficulty = selected_campaign_difficulty_;
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}
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config& current_level_data = current_level().data();
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state_.classification().campaign = current_level_data["id"].str();
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state_.classification().abbrev = current_level_data["abbrev"].str();
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state_.classification().end_text = current_level_data["end_text"].str();
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state_.classification().end_text_duration = current_level_data["end_text_duration"];
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state_.classification().campaign_define = current_level_data["define"].str();
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state_.classification().campaign_xtra_defines =
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utils::split(current_level_data["extra_defines"]);
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state_.set_carryover_sides_start(
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config {"next_scenario", current_level_data["first_scenario"]}
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);
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}
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std::string create_engine::select_campaign_difficulty(int set_value)
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{
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// Verify the existence of difficulties
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std::vector<std::string> difficulties;
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for(const config& d : current_level().data().child_range("difficulty")) {
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difficulties.push_back(d["define"]);
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}
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if(difficulties.empty()) {
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difficulties = utils::split(current_level().data()["difficulties"]);
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}
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// No difficulties found. Exit
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if(difficulties.empty()) {
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return "";
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}
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// One difficulty found. Use it
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if(difficulties.size() == 1) {
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return difficulties[0];
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}
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// A specific difficulty value was passed
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// Use a minimalistic interface to get the specified define
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if(set_value != -1) {
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if(set_value > static_cast<int>(difficulties.size())) {
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std::cerr << "incorrect difficulty number: [" <<
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set_value << "]. maximum is [" << difficulties.size() << "].\n";
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return "FAIL";
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} else if(set_value < 1) {
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std::cerr << "incorrect difficulty number: [" <<
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set_value << "]. minimum is [1].\n";
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return "FAIL";
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} else {
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return difficulties[set_value - 1];
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}
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}
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// If not, let the user pick one from the prompt
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// We don't pass the difficulties vector here because additional data is required
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// to constrict the dialog
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gui2::dialogs::campaign_difficulty dlg(current_level().data());
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dlg.show(video_);
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selected_campaign_difficulty_ = dlg.selected_difficulty();
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return selected_campaign_difficulty_;
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}
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void create_engine::prepare_for_saved_game()
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{
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DBG_MP << "preparing mp_game_settings for saved game\n";
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game_config_manager::get()->load_game_config_for_game(state_.classification());
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// The save might be a start-of-scenario save so make sure we have the scenario data loaded.
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state_.expand_scenario();
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state_.mp_settings().saved_game = true;
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state_.mp_settings().name = vgettext("$login|’s game", {{"login", preferences::login()}});
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}
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void create_engine::prepare_for_other()
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{
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DBG_MP << "prepare_for_other\n";
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state_.set_scenario(current_level().data());
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state_.mp_settings().hash = current_level().data().hash();
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}
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void create_engine::apply_level_filter(const std::string& name)
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{
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level_name_filter_ = name;
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apply_level_filters();
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}
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void create_engine::apply_level_filter(int players)
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{
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player_count_filter_ = players;
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apply_level_filters();
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}
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void create_engine::reset_level_filters()
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{
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for(auto& type : type_map_) {
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type.second.reset_filter();
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}
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level_name_filter_ = "";
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}
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std::vector<std::string> create_engine::extras_menu_item_names(const MP_EXTRA extra_type) const
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{
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std::vector<std::string> names;
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for(extras_metadata_ptr extra : get_const_extras_by_type(extra_type)) {
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names.push_back(extra->name);
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}
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return names;
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}
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level& create_engine::current_level() const
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{
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return *type_map_.at(current_level_type_.v).games[current_level_index_];
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}
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const create_engine::extras_metadata& create_engine::current_extra(const MP_EXTRA extra_type) const
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{
|
||
const size_t index = (extra_type == ERA) ?
|
||
current_era_index_ : current_mod_index_;
|
||
|
||
return *get_const_extras_by_type(extra_type)[index];
|
||
}
|
||
|
||
void create_engine::set_current_level(const size_t index)
|
||
{
|
||
try {
|
||
current_level_index_ = type_map_.at(current_level_type_.v).games_filtered.at(index);
|
||
} catch (std::out_of_range&) {
|
||
current_level_index_ = 0u;
|
||
}
|
||
|
||
if(current_level_type_ == level::TYPE::RANDOM_MAP) {
|
||
random_map* current_random_map = dynamic_cast<random_map*>(¤t_level());
|
||
|
||
// If dynamic cast has failed then we somehow have gotten all the pointers mixed together.
|
||
assert(current_random_map);
|
||
|
||
generator_.reset(current_random_map->create_map_generator());
|
||
} else {
|
||
generator_.reset(nullptr);
|
||
}
|
||
|
||
if(current_level_type_ != level::TYPE::CAMPAIGN &&
|
||
current_level_type_ != level::TYPE::SP_CAMPAIGN) {
|
||
|
||
dependency_manager_->try_scenario(current_level().id());
|
||
}
|
||
}
|
||
|
||
void create_engine::set_current_era_index(const size_t index, bool force)
|
||
{
|
||
current_era_index_ = index;
|
||
|
||
dependency_manager_->try_era_by_index(index, force);
|
||
}
|
||
|
||
bool create_engine::toggle_current_mod(bool force)
|
||
{
|
||
force |= (current_level_type_ == ng::level::TYPE::CAMPAIGN || current_level_type_ == ng::level::TYPE::SP_CAMPAIGN);
|
||
bool is_active = dependency_manager_->is_modification_active(current_mod_index_);
|
||
dependency_manager_->try_modification_by_index(current_mod_index_, !is_active, force);
|
||
|
||
state_.mp_settings().active_mods = dependency_manager_->get_modifications();
|
||
|
||
return !is_active;
|
||
}
|
||
|
||
bool create_engine::generator_assigned() const
|
||
{
|
||
return generator_ != nullptr;
|
||
}
|
||
|
||
bool create_engine::generator_has_settings() const
|
||
{
|
||
return generator_->allow_user_config();
|
||
}
|
||
|
||
void create_engine::generator_user_config()
|
||
{
|
||
generator_->user_config();
|
||
}
|
||
|
||
int create_engine::find_level_by_id(const std::string& id) const
|
||
{
|
||
int i = 0;
|
||
|
||
for(const auto& type : type_map_) {
|
||
i = 0;
|
||
|
||
for(const auto game : type.second.games) {
|
||
if(game->id() == id) {
|
||
return i;
|
||
}
|
||
|
||
i++;
|
||
}
|
||
}
|
||
|
||
return -1;
|
||
}
|
||
|
||
int create_engine::find_extra_by_id(const MP_EXTRA extra_type, const std::string& id) const
|
||
{
|
||
int i = 0;
|
||
for(extras_metadata_ptr extra : get_const_extras_by_type(extra_type)) {
|
||
if(extra->id == id) {
|
||
return i;
|
||
}
|
||
i++;
|
||
}
|
||
|
||
return -1;
|
||
}
|
||
|
||
level::TYPE create_engine::find_level_type_by_id(const std::string& id) const
|
||
{
|
||
for(const auto& type : type_map_) {
|
||
for(const auto game : type.second.games) {
|
||
if(game->id() == id) {
|
||
return type.first;
|
||
}
|
||
}
|
||
}
|
||
|
||
return level::TYPE::SP_CAMPAIGN;
|
||
}
|
||
|
||
void create_engine::init_active_mods()
|
||
{
|
||
state_.mp_settings().active_mods = dependency_manager_->get_modifications();
|
||
}
|
||
|
||
std::vector<std::string>& create_engine::active_mods()
|
||
{
|
||
return state_.mp_settings().active_mods;
|
||
}
|
||
|
||
std::vector<create_engine::extras_metadata_ptr> create_engine::active_mods_data()
|
||
{
|
||
const std::vector<extras_metadata_ptr>& mods = get_const_extras_by_type(MP_EXTRA::MOD);
|
||
|
||
std::vector<extras_metadata_ptr> data_vec;
|
||
std::copy_if(mods.begin(), mods.end(), std::back_inserter(data_vec), [this](extras_metadata_ptr mod) {
|
||
return dependency_manager_->is_modification_active(mod->id);
|
||
});
|
||
|
||
return data_vec;
|
||
}
|
||
|
||
const config& create_engine::curent_era_cfg() const
|
||
{
|
||
int era_index = current_level().allow_era_choice() ? current_era_index_ : 0;
|
||
return *eras_[era_index]->cfg;
|
||
}
|
||
|
||
const mp_game_settings& create_engine::get_parameters()
|
||
{
|
||
DBG_MP << "getting parameter values" << std::endl;
|
||
|
||
int era_index = current_level().allow_era_choice() ? current_era_index_ : 0;
|
||
state_.mp_settings().mp_era = eras_[era_index]->id;
|
||
state_.mp_settings().mp_era_addon_id = (*eras_[era_index]->cfg)["addon_id"].str();
|
||
|
||
return state_.mp_settings();
|
||
}
|
||
|
||
void create_engine::init_all_levels()
|
||
{
|
||
if(const config& generic_multiplayer = game_config_manager::get()->game_config().child("generic_multiplayer")) {
|
||
config gen_mp_data = generic_multiplayer;
|
||
|
||
// User maps.
|
||
int dep_index_offset = 0;
|
||
for(size_t i = 0; i < user_map_names_.size(); i++)
|
||
{
|
||
config user_map_data = gen_mp_data;
|
||
user_map_data["map_data"] = filesystem::read_map(user_map_names_[i]);
|
||
|
||
// Check if a file is actually a map.
|
||
// Note that invalid maps should be displayed in order to
|
||
// show error messages in the GUI.
|
||
bool add_map = true;
|
||
std::unique_ptr<gamemap> map;
|
||
try {
|
||
map.reset(new gamemap(game_config_manager::get()->terrain_types(), user_map_data["map_data"]));
|
||
} catch (incorrect_map_format_error& e) {
|
||
user_map_data["description"] = _("Map could not be loaded: ") + e.message;
|
||
|
||
ERR_CF << "map could not be loaded: " << e.message << '\n';
|
||
} catch (wml_exception&) {
|
||
add_map = false;
|
||
dep_index_offset++;
|
||
}
|
||
|
||
if(add_map) {
|
||
user_map_ptr new_user_map(new user_map(user_map_data, user_map_names_[i], map.get()));
|
||
|
||
type_map_[level::TYPE::USER_MAP].games.push_back(new_user_map);
|
||
|
||
// Since user maps are treated as scenarios, some dependency info is required
|
||
config depinfo;
|
||
depinfo["id"] = user_map_names_[i];
|
||
depinfo["name"] = user_map_names_[i];
|
||
dependency_manager_->insert_element(depcheck::SCENARIO, depinfo, i - dep_index_offset);
|
||
}
|
||
}
|
||
|
||
// User made scenarios.
|
||
dep_index_offset = 0;
|
||
for(size_t i = 0; i < user_scenario_names_.size(); i++)
|
||
{
|
||
config data;
|
||
try {
|
||
read(data, *preprocess_file(filesystem::get_user_data_dir() + "/editor/scenarios/" + user_scenario_names_[i]));
|
||
} catch (config::error & e) {
|
||
ERR_CF << "Caught a config error while parsing user made (editor) scenarios:\n" << e.message << std::endl;
|
||
ERR_CF << "Skipping file: " << (filesystem::get_user_data_dir() + "/editor/scenarios/" + user_scenario_names_[i]) << std::endl;
|
||
continue;
|
||
}
|
||
|
||
scenario_ptr new_scenario(new scenario(data));
|
||
if(new_scenario->id().empty()) continue;
|
||
|
||
type_map_[level::TYPE::USER_SCENARIO].games.push_back(new_scenario);
|
||
|
||
// Since user scenarios are treated as scenarios, some dependency info is required
|
||
config depinfo;
|
||
depinfo["id"] = data["id"];
|
||
depinfo["name"] = data["name"];
|
||
dependency_manager_->insert_element(depcheck::SCENARIO, depinfo, i - dep_index_offset++);
|
||
}
|
||
}
|
||
|
||
// Stand-alone scenarios.
|
||
for(const config& data : game_config_manager::get()->game_config().child_range("multiplayer"))
|
||
{
|
||
if(!data["allow_new_game"].to_bool(true))
|
||
continue;
|
||
|
||
if(!data["campaign_id"].empty())
|
||
continue;
|
||
|
||
if(data.has_attribute("map_generation") || data.has_attribute("scenario_generation")) {
|
||
random_map_ptr new_random_map(new random_map(data));
|
||
|
||
type_map_[level::TYPE::RANDOM_MAP].games.push_back(new_random_map);
|
||
} else {
|
||
scenario_ptr new_scenario(new scenario(data));
|
||
|
||
type_map_[level::TYPE::SCENARIO].games.push_back(new_scenario);
|
||
}
|
||
}
|
||
|
||
// Campaigns.
|
||
for(const config& data : game_config_manager::get()->game_config().child_range("campaign"))
|
||
{
|
||
const std::string& type = data["type"];
|
||
bool mp = state_.classification().campaign_type == game_classification::CAMPAIGN_TYPE::MULTIPLAYER;
|
||
|
||
if(type == "mp" || (type == "hybrid" && mp)) {
|
||
campaign_ptr new_campaign(new campaign(data));
|
||
|
||
type_map_[level::TYPE::CAMPAIGN].games.push_back(new_campaign);
|
||
}
|
||
|
||
if(type == "sp" || type.empty() || (type == "hybrid" && !mp)) {
|
||
campaign_ptr new_sp_campaign(new campaign(data));
|
||
new_sp_campaign->mark_if_completed();
|
||
|
||
type_map_[level::TYPE::SP_CAMPAIGN].games.push_back(new_sp_campaign);
|
||
}
|
||
}
|
||
|
||
auto& sp_campaigns = type_map_[level::TYPE::SP_CAMPAIGN].games;
|
||
|
||
// Sort sp campaigns by rank.
|
||
std::stable_sort(sp_campaigns.begin(), sp_campaigns.end(),
|
||
[](const create_engine::level_ptr& a, const create_engine::level_ptr& b) {
|
||
return a->data()["rank"].to_int(1000) < b->data()["rank"].to_int(1000);
|
||
}
|
||
);
|
||
}
|
||
|
||
void create_engine::init_extras(const MP_EXTRA extra_type)
|
||
{
|
||
std::vector<extras_metadata_ptr>& extras = get_extras_by_type(extra_type);
|
||
const std::string extra_name = (extra_type == ERA) ? "era" : "modification";
|
||
|
||
ng::depcheck::component_availabilty default_availabilty = (extra_type == ERA)
|
||
? ng::depcheck::component_availabilty::MP
|
||
: ng::depcheck::component_availabilty::HYBRID;
|
||
|
||
for(const config& extra : game_config_manager::get()->game_config().child_range(extra_name))
|
||
{
|
||
ng::depcheck::component_availabilty type = extra["type"].to_enum(default_availabilty);
|
||
bool mp = state_.classification().campaign_type == game_classification::CAMPAIGN_TYPE::MULTIPLAYER;
|
||
|
||
if((type != ng::depcheck::component_availabilty::MP || mp) && (type != ng::depcheck::component_availabilty::SP || !mp) )
|
||
{
|
||
extras_metadata_ptr new_extras_metadata(new extras_metadata());
|
||
new_extras_metadata->id = extra["id"].str();
|
||
new_extras_metadata->name = extra["name"].str();
|
||
new_extras_metadata->description = extra["description"].str();
|
||
new_extras_metadata->cfg = &extra;
|
||
|
||
extras.push_back(new_extras_metadata);
|
||
}
|
||
}
|
||
}
|
||
|
||
void create_engine::apply_level_filters()
|
||
{
|
||
for(auto& type : type_map_) {
|
||
type.second.apply_filter(player_count_filter_, level_name_filter_);
|
||
}
|
||
}
|
||
|
||
std::vector<create_engine::level_ptr> create_engine::get_levels_by_type_unfiltered(level::TYPE type) const
|
||
{
|
||
std::vector<level_ptr> levels;
|
||
for(const level_ptr lvl : type_map_.at(type.v).games) {
|
||
levels.push_back(lvl);
|
||
}
|
||
|
||
return levels;
|
||
}
|
||
|
||
std::vector<create_engine::level_ptr> create_engine::get_levels_by_type(level::TYPE type) const
|
||
{
|
||
auto& g_list = type_map_.at(type.v);
|
||
|
||
std::vector<level_ptr> levels;
|
||
for(size_t level : g_list.games_filtered) {
|
||
levels.push_back(g_list.games[level]);
|
||
}
|
||
|
||
return levels;
|
||
}
|
||
|
||
std::vector<size_t> create_engine::get_filtered_level_indices(level::TYPE type) const
|
||
{
|
||
return type_map_.at(type.v).games_filtered;
|
||
}
|
||
|
||
const std::vector<create_engine::extras_metadata_ptr>&
|
||
create_engine::get_const_extras_by_type(const MP_EXTRA extra_type) const
|
||
{
|
||
return (extra_type == ERA) ? eras_ : mods_;
|
||
}
|
||
|
||
std::vector<create_engine::extras_metadata_ptr>&
|
||
create_engine::get_extras_by_type(const MP_EXTRA extra_type)
|
||
{
|
||
return (extra_type == ERA) ? eras_ : mods_;
|
||
}
|
||
|
||
saved_game& create_engine::get_state()
|
||
{
|
||
return state_;
|
||
}
|
||
|
||
} // end namespace ng
|