-
-
Notifications
You must be signed in to change notification settings - Fork 988
/
configure_engine.cpp
216 lines (180 loc) · 5.79 KB
/
configure_engine.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
/*
Copyright (C) 2013 - 2018 by the Battle for Wesnoth Project https://www.wesnoth.org/
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY.
See the COPYING file for more details.
*/
#include "game_initialization/configure_engine.hpp"
#include "formula/string_utils.hpp"
#include "mp_game_settings.hpp"
#include "preferences/credentials.hpp"
#include "preferences/game.hpp"
#include "map_settings.hpp"
#include "tod_manager.hpp"
#include <cassert>
#include <iostream>
#include <sstream>
namespace ng
{
configure_engine::configure_engine(saved_game& state, const config* initial)
: state_(state)
, parameters_(state_.mp_settings())
, initial_(initial ? initial : &state_.get_starting_point())
{
set_use_map_settings(use_map_settings_default());
}
void configure_engine::set_default_values()
{
set_use_map_settings(use_map_settings_default());
set_game_name(game_name_default());
set_num_turns(num_turns_default());
set_village_gold(village_gold_default());
set_village_support(village_support_default());
set_xp_modifier(xp_modifier_default());
set_mp_countdown_init_time(mp_countdown_init_time_default());
set_mp_countdown_reservoir_time(mp_countdown_reservoir_time_default());
set_mp_countdown_action_bonus(mp_countdown_action_bonus_default());
set_mp_countdown(mp_countdown_default());
set_random_start_time(random_start_time_default());
set_fog_game(fog_game_default());
set_shroud_game(shroud_game_default());
set_random_faction_mode(random_faction_mode_default());
}
bool configure_engine::force_lock_settings() const
{
return initial_cfg()["force_lock_settings"].to_bool(!state_.classification().is_normal_mp_game());
}
std::string configure_engine::game_name_default()
{
utils::string_map i18n_symbols;
i18n_symbols["login"] = preferences::login();
return VGETTEXT("$login|’s game", i18n_symbols);
}
int configure_engine::num_turns_default() const
{
return use_map_settings() ? settings::get_turns(initial_cfg()["turns"]) : preferences::turns();
}
int configure_engine::village_gold_default() const
{
return use_map_settings()
? settings::get_village_gold(initial_cfg()["mp_village_gold"], &state_.classification())
: preferences::village_gold();
}
int configure_engine::village_support_default() const
{
return use_map_settings()
? settings::get_village_support(initial_cfg()["mp_village_support"])
: preferences::village_support();
}
int configure_engine::xp_modifier_default() const
{
return use_map_settings()
? settings::get_xp_modifier(initial_cfg()["experience_modifier"])
: preferences::xp_modifier();
}
int configure_engine::mp_countdown_init_time_default() const
{
return preferences::countdown_init_time();
}
int configure_engine::mp_countdown_reservoir_time_default() const
{
return preferences::countdown_reservoir_time();
}
int configure_engine::mp_countdown_turn_bonus_default() const
{
return preferences::countdown_turn_bonus();
}
int configure_engine::mp_countdown_action_bonus_default() const
{
return preferences::countdown_action_bonus();
}
bool configure_engine::mp_countdown_default() const
{
return preferences::countdown();
}
bool configure_engine::use_map_settings_default() const
{
return force_lock_settings() || preferences::use_map_settings();
}
bool configure_engine::random_start_time_default() const
{
return use_map_settings()
? initial_cfg()["random_start_time"].to_bool(false)
: preferences::random_start_time();
}
bool configure_engine::fog_game_default() const
{
return use_map_settings()
? initial_cfg()["mp_fog"].to_bool(state_.classification().is_normal_mp_game())
: preferences::fog();
}
bool configure_engine::shroud_game_default() const
{
return use_map_settings() ? initial_cfg()["mp_shroud"].to_bool(false) : preferences::shroud();
}
bool configure_engine::allow_observers_default() const
{
return preferences::allow_observers();
}
bool configure_engine::registered_users_only_default() const
{
return preferences::registered_users_only();
}
bool configure_engine::shuffle_sides_default() const
{
return preferences::shuffle_sides();
}
mp_game_settings::RANDOM_FACTION_MODE configure_engine::random_faction_mode_default() const
{
return mp_game_settings::RANDOM_FACTION_MODE::string_to_enum(
preferences::random_faction_mode(), mp_game_settings::RANDOM_FACTION_MODE::DEFAULT);
}
void configure_engine::set_options(const config& cfg)
{
parameters_.options = cfg;
preferences::set_options(cfg);
}
const config& configure_engine::options_default() const
{
return preferences::options();
}
void configure_engine::write_parameters()
{
config& scenario = this->state_.get_starting_point();
const mp_game_settings& params = this->state_.mp_settings();
if(params.random_start_time) {
if(!tod_manager::is_start_ToD(scenario["random_start_time"])) {
scenario["random_start_time"] = true;
}
} else {
scenario["random_start_time"] = false;
}
scenario["experience_modifier"] = params.xp_modifier;
scenario["turns"] = params.num_turns;
for(config& side : scenario.child_range("side")) {
if(!params.use_map_settings) {
side["fog"] = params.fog_game;
side["shroud"] = params.shroud_game;
side["village_gold"] = params.village_gold;
side["village_support"] = params.village_support;
} else {
if(side["fog"].empty()) {
side["fog"] = params.fog_game;
}
if(side["shroud"].empty()) {
side["shroud"] = params.shroud_game;
}
if(side["village_gold"].empty()) {
side["village_gold"] = params.village_gold;
}
if(side["village_support"].empty()) {
side["village_support"] = params.village_support;
}
}
}
}
} // end namespace ng