The Battle for Wesnoth  1.19.13+dev
mp_create_game.cpp
Go to the documentation of this file.
1 /*
2  Copyright (C) 2008 - 2025
3  by Mark de Wever <koraq@xs4all.nl>
4  Part of the Battle for Wesnoth Project https://www.wesnoth.org/
5 
6  This program is free software; you can redistribute it and/or modify
7  it under the terms of the GNU General Public License as published by
8  the Free Software Foundation; either version 2 of the License, or
9  (at your option) any later version.
10  This program is distributed in the hope that it will be useful,
11  but WITHOUT ANY WARRANTY.
12 
13  See the COPYING file for more details.
14 */
15 
16 #define GETTEXT_DOMAIN "wesnoth-lib"
17 
19 
20 #include "formatter.hpp"
21 #include "formula/string_utils.hpp"
22 #include "game_config.hpp"
23 #include "game_config_manager.hpp"
24 #include "gettext.hpp"
25 #include "gui/auxiliary/field.hpp"
28 #include "gui/widgets/button.hpp"
29 #include "gui/widgets/image.hpp"
30 #include "gui/widgets/listbox.hpp"
32 #include "gui/widgets/minimap.hpp"
33 #include "gui/widgets/slider.hpp"
36 #include "gui/widgets/text_box.hpp"
39 #include "log.hpp"
40 #include "map_settings.hpp"
42 #include "save_index.hpp"
43 #include "savegame.hpp"
44 #include "tod_manager.hpp"
45 
46 #include <boost/algorithm/string.hpp>
47 
48 static lg::log_domain log_mp_create("mp/create");
49 
50 #define DBG_MP LOG_STREAM(debug, log_mp_create)
51 #define WRN_MP LOG_STREAM(warn, log_mp_create)
52 #define ERR_MP LOG_STREAM(err, log_mp_create)
53 
54 namespace gui2::dialogs
55 {
56 
57 // Special retval value for loading a game
58 static const int LOAD_GAME = 100;
59 
61 
62 mp_create_game::mp_create_game(saved_game& state, bool local_mode)
63  : modal_dialog(window_id())
64  , create_engine_(state)
65  , options_manager_()
66  , selected_game_index_(-1)
67  , selected_rfm_index_(-1)
68  , use_map_settings_(register_bool( "use_map_settings", true,
69  []() {return prefs::get().mp_use_map_settings();},
70  [](bool v) {prefs::get().set_mp_use_map_settings(v);},
71  std::bind(&mp_create_game::update_map_settings, this)))
72  , fog_(register_bool("fog", true,
73  []() {return prefs::get().mp_fog();},
74  [](bool v) {prefs::get().set_mp_fog(v);}))
75  , shroud_(register_bool("shroud", true,
76  []() {return prefs::get().mp_shroud();},
77  [](bool v) {prefs::get().set_mp_shroud(v);}))
78  , start_time_(register_bool("random_start_time", true,
79  []() {return prefs::get().mp_random_start_time();},
80  [](bool v) {prefs::get().set_mp_random_start_time(v);}))
81  , time_limit_(register_bool("time_limit", true,
82  []() {return prefs::get().mp_countdown();},
83  [](bool v) {prefs::get().set_mp_countdown(v);},
84  std::bind(&mp_create_game::update_map_settings, this)))
85  , shuffle_sides_(register_bool("shuffle_sides", true,
86  []() {return prefs::get().shuffle_sides();},
87  [](bool v) {prefs::get().set_shuffle_sides(v);}))
88  , observers_(register_bool("observers", true,
89  []() {return prefs::get().allow_observers();},
90  [](bool v) {prefs::get().set_allow_observers(v);}))
91  , strict_sync_(register_bool("strict_sync", true))
92  , private_replay_(register_bool("private_replay", true))
93  , turns_(register_integer("turn_count", true,
94  []() {return prefs::get().mp_turns();},
95  [](int v) {prefs::get().set_mp_turns(v);}))
96  , gold_(register_integer("village_gold", true,
97  []() {return prefs::get().village_gold();},
98  [](int v) {prefs::get().set_village_gold(v);}))
99  , support_(register_integer("village_support", true,
100  []() {return prefs::get().village_support();},
101  [](int v) {prefs::get().set_village_support(v);}))
102  , experience_(register_integer("experience_modifier", true,
103  []() {return prefs::get().xp_modifier();},
104  [](int v) {prefs::get().set_xp_modifier(v);}))
105  , init_turn_limit_(register_integer("init_turn_limit", true,
106  []() {return prefs::get().countdown_init_time().count();},
107  [](int v) {prefs::get().set_countdown_init_time(std::chrono::seconds{v});}))
108  , turn_bonus_(register_integer("turn_bonus", true,
109  []() {return prefs::get().countdown_turn_bonus().count();},
110  [](int v) {prefs::get().set_countdown_turn_bonus(std::chrono::seconds{v});}))
111  , reservoir_(register_integer("reservoir", true,
112  []() {return prefs::get().countdown_reservoir_time().count();},
113  [](int v) {prefs::get().set_countdown_reservoir_time(std::chrono::seconds{v});}))
114  , action_bonus_(register_integer("action_bonus", true,
115  []() {return prefs::get().countdown_action_bonus().count();},
116  [](int v) {prefs::get().set_countdown_action_bonus(std::chrono::seconds{v});}))
117  , mod_list_()
118  , eras_menu_button_()
119  , local_mode_(local_mode)
120 {
121  level_types_ = {
122  {level_type::type::scenario, _("Scenarios")},
123  {level_type::type::campaign, _("Multiplayer Campaigns")},
124  {level_type::type::sp_campaign, _("Singleplayer Campaigns")},
125  {level_type::type::user_map, _("Custom Maps")},
126  {level_type::type::user_scenario, _("Custom Scenarios")},
127  {level_type::type::random_map, _("Random Maps")},
128  {level_type::type::preset, _("Presets")},
129  };
130 
131  utils::erase_if(level_types_, [this](level_type_info& type_info) {
132  return create_engine_.get_levels_by_type_unfiltered(type_info.first).empty();
133  });
134 
135  set_show_even_without_video(true);
136 
137  create_engine_.init_active_mods();
138 
139  create_engine_.get_state().clear();
140  create_engine_.get_state().classification().type = campaign_type::type::multiplayer;
141 
142  // Need to set this in the constructor, pre_show() is too late
143  set_allow_plugin_skip(false);
144 }
145 
146 // NOLINTNEXTLINE(performance-unnecessary-value-param)
148 {
149  // from constructor
150  ng::create_engine create(state);
151  create.init_active_mods();
152  create.get_state().clear();
153  create.get_state().classification().type = campaign_type::type::multiplayer;
154 
155  // from pre_show
156  create.set_current_level_type(level_type::type::scenario);
157  const auto& levels = create.get_levels_by_type(level_type::type::scenario);
158  for(std::size_t i = 0; i < levels.size(); i++) {
159  if(levels[i]->id() == presets["scenario"].str()) {
160  create.set_current_level(i);
161  }
162  }
163 
164  create.set_current_era_id(presets["era"]);
165 
166  // from post_show
167  create.prepare_for_era_and_mods();
168  create.prepare_for_scenario();
169  create.get_parameters();
170  create.prepare_for_new_level();
171 
172  mp_game_settings& params = create.get_state().mp_settings();
173  params.mp_scenario = presets["scenario"].str();
174  params.use_map_settings = true;
175  params.num_turns = presets["turn_count"].to_int(-1);
176  params.village_gold = presets["village_gold"].to_int();
177  params.village_support = presets["village_support"].to_int();
178  params.xp_modifier = presets["experience_modifier"].to_int();
179  params.random_start_time = presets["random_start_time"].to_bool();
180  params.fog_game = presets["fog"].to_bool();
181  params.shroud_game = presets["shroud"].to_bool();
182 
183  // write to scenario
184  // queue games are supposed to all use the same settings, not be modified by the user
185  // can be removed later if we jump straight from the lobby into a game instead of going to the staging screen to wait for other players to join
186  config& scenario = create.get_state().get_starting_point();
187 
188  if(params.random_start_time) {
189  if(!tod_manager::is_start_ToD(scenario["random_start_time"])) {
190  scenario["random_start_time"] = true;
191  }
192  } else {
193  scenario["random_start_time"] = false;
194  }
195 
196  scenario["experience_modifier"] = params.xp_modifier;
197  scenario["turns"] = params.num_turns;
198 
199  for(config& side : scenario.child_range("side")) {
200  side["controller_lock"] = true;
201  side["team_lock"] = true;
202  side["gold_lock"] = true;
203  side["income_lock"] = true;
204 
205  side["fog"] = params.fog_game;
206  side["shroud"] = params.shroud_game;
207  side["village_gold"] = params.village_gold;
208  side["village_support"] = params.village_support;
209  }
210 
211  params.mp_countdown = presets["countdown"].to_bool();
212  params.mp_countdown_init_time = std::chrono::seconds{presets["countdown_init_time"].to_int()};
213  params.mp_countdown_turn_bonus = std::chrono::seconds{presets["countdown_turn_bonus"].to_int()};
214  params.mp_countdown_reservoir_time = std::chrono::seconds{presets["countdown_reservoir_time"].to_int()};
215  params.mp_countdown_action_bonus = std::chrono::seconds{presets["countdown_action_bonus"].to_int()};
216 
217  params.allow_observers = true;
218  params.private_replay = false;
219  create.get_state().classification().oos_debug = false;
220  params.shuffle_sides = presets["shuffle_sides"].to_bool();
221 
222  params.mode = random_faction_mode::type::no_mirror;
224 }
225 
227 {
228  find_widget<text_box>("game_name").set_value(local_mode_ ? "" : settings::game_name_default());
229 
231  find_widget<button>("random_map_regenerate"),
232  std::bind(&mp_create_game::regenerate_random_map, this));
233 
235  find_widget<button>("random_map_settings"),
236  std::bind(&mp_create_game::show_generator_settings, this));
237 
239  find_widget<button>("load_game"),
240  std::bind(&mp_create_game::load_game_callback, this));
241 
243  find_widget<button>("save_preset"),
244  std::bind(&mp_create_game::save_preset, this));
245 
246  // Custom dialog close hook
248 
249  //
250  // Set up the options manager. Needs to be done before selecting an initial tab
251  //
253 
254  //
255  // Set up filtering
256  //
257  connect_signal_notify_modified(find_widget<slider>("num_players"),
258  std::bind(&mp_create_game::on_filter_change<slider>, this, "num_players", true));
259 
260  text_box& filter = find_widget<text_box>("game_filter");
261 
262  filter.on_modified([this](const auto&) { on_filter_change<text_box>("game_filter", true); });
263 
264  // Note this cannot be in the keyboard chain or it will capture focus from other text boxes
266 
267  //
268  // Set up game types menu_button
269  //
270  std::vector<config> game_types;
271  for(level_type_info& type_info : level_types_) {
272  game_types.emplace_back("label", type_info.second);
273  }
274 
275  if(game_types.empty()) {
276  gui2::show_transient_message("", _("No games found."));
277  throw game::error(_("No games found."));
278  }
279 
280  menu_button& game_menu_button = find_widget<menu_button>("game_types");
281 
282  // Helper to make sure the initially selected level type is valid
283  auto get_initial_type_index = [this]()->int {
284  const auto index = std::find_if(level_types_.begin(), level_types_.end(), [](level_type_info& info) {
285  return info.first == *level_type::get_enum(prefs::get().mp_level_type());
286  });
287 
288  if(index != level_types_.end()) {
289  return std::distance(level_types_.begin(), index);
290  }
291 
292  return 0;
293  };
294 
295  int initial_type = get_initial_type_index();
296  game_menu_button.set_values(game_types, initial_type);
297  find_widget<button>("save_preset").set_active(level_type::get_enum(initial_type) == level_type::type::scenario);
298 
299  connect_signal_notify_modified(game_menu_button,
300  std::bind(&mp_create_game::update_games_list, this));
301 
302  //
303  // Set up mods list
304  //
305  mod_list_ = &find_widget<listbox>("mod_list");
306 
307  const auto& activemods = prefs::get().modifications();
309  grid* row_grid = &mod_list_->add_row(widget_data{{ "mod_name", {{ "label", mod->name }}}});
310 
311  row_grid->find_widget<toggle_panel>("panel").set_tooltip(mod->description);
312 
313  toggle_button& mog_toggle = row_grid->find_widget<toggle_button>("mod_active_state");
314 
315  if(std::find(activemods.begin(), activemods.end(), mod->id) != activemods.end()) {
316  create_engine_.active_mods().push_back(mod->id);
317  mog_toggle.set_value_bool(true);
318  }
319 
320  connect_signal_notify_modified(mog_toggle, std::bind(&mp_create_game::on_mod_toggle, this, mod->id, &mog_toggle));
321  }
322 
323  // No mods, hide the header
324  if(mod_list_->get_item_count() <= 0) {
325  find_widget<styled_widget>("mods_header").set_visible(widget::visibility::invisible);
326  }
327 
328  //
329  // Set up eras menu_button
330  //
331  eras_menu_button_ = &find_widget<menu_button>("eras");
332 
333  std::vector<config> era_names;
335  era_names.emplace_back("label", era->name, "tooltip", era->description);
336  }
337 
338  if(era_names.empty()) {
339  gui2::show_transient_message("", _("No eras found."));
340  throw config::error(_("No eras found"));
341  }
342 
343  eras_menu_button_->set_values(era_names);
344 
346  std::bind(&mp_create_game::on_era_select, this));
347 
348  const int era_selection = create_engine_.find_extra_by_id(ng::create_engine::ERA, prefs::get().mp_era());
349  if(era_selection >= 0) {
350  eras_menu_button_->set_selected(era_selection);
351  }
352 
353  on_era_select();
354 
355  //
356  // Set up random faction mode menu_button
357  //
358  const int initial_index = static_cast<int>(random_faction_mode::get_enum(prefs::get().random_faction_mode()).value_or(random_faction_mode::type::independent));
359 
360  menu_button& rfm_menu_button = find_widget<menu_button>("random_faction_mode");
361  rfm_menu_button.set_selected(initial_index);
362 
363  connect_signal_notify_modified(rfm_menu_button,
365 
367 
368  //
369  // Set up the setting status labels
370  //
372  bind_default_status_label(static_cast<slider&>(*gold_->get_widget()));
379 
380  //
381  // Timer reset button
382  //
384  find_widget<button>("reset_timer_defaults"),
385  std::bind(&mp_create_game::reset_timer_settings, this));
386 
387  //
388  // Disable certain settings if we're playing a local game.
389  //
390  if(local_mode_) {
391  find_widget<text_box>("game_name").set_active(false);
392  find_widget<text_box>("game_password").set_active(false);
393 
394  observers_->widget_set_enabled(false, false);
395  strict_sync_->widget_set_enabled(false, false);
396  private_replay_->widget_set_enabled(false, false);
397  }
398 
399  //
400  // Set up tab control
401  //
402  listbox& tab_bar = find_widget<listbox>("tab_bar");
403 
405  std::bind(&mp_create_game::on_tab_select, this));
406 
407  // Allow the settings stack to find widgets in all pages, regardless of which is selected.
408  // This ensures settings (especially game settings) widgets are appropriately updated when
409  // a new game is selected, regardless of which settings tab is active at the time.
410  find_widget<stacked_widget>("pager").set_find_in_all_layers(true);
411 
412  // We call on_tab_select farther down.
413 
414  //
415  // Main games list
416  //
417  listbox& list = find_widget<listbox>("games_list");
418 
420  std::bind(&mp_create_game::on_game_select, this));
421 
422  add_to_keyboard_chain(&list);
423 
424  // This handles the initial game selection as well
425  display_games_of_type(level_types_[get_initial_type_index()].first, prefs::get().mp_level());
426 
427  // Initial tab selection must be done after game selection so the field widgets are set to their correct active state.
428  on_tab_select();
429 
430  //
431  // Set up the Lua plugin context
432  //
433  plugins_context_.reset(new plugins_context("Multiplayer Create"));
434 
435  plugins_context_->set_callback("create", [this](const config&) { set_retval(retval::OK); }, false);
436  plugins_context_->set_callback("quit", [this](const config&) { set_retval(retval::CANCEL); }, false);
437  plugins_context_->set_callback("load", [this](const config&) { load_game_callback(); }, false);
438 
439 #define UPDATE_ATTRIBUTE(field, convert) \
440  do { if(cfg.has_attribute(#field)) { field##_->set_widget_value(cfg[#field].convert()); } } while(false) \
441 
442  plugins_context_->set_callback("update_settings", [this](const config& cfg) {
443  UPDATE_ATTRIBUTE(turns, to_int);
444  UPDATE_ATTRIBUTE(gold, to_int);
445  UPDATE_ATTRIBUTE(support, to_int);
446  UPDATE_ATTRIBUTE(experience, to_int);
447  UPDATE_ATTRIBUTE(start_time, to_bool);
448  UPDATE_ATTRIBUTE(fog, to_bool);
449  UPDATE_ATTRIBUTE(shroud, to_bool);
450  UPDATE_ATTRIBUTE(time_limit, to_bool);
451  UPDATE_ATTRIBUTE(init_turn_limit, to_int);
452  UPDATE_ATTRIBUTE(turn_bonus, to_int);
453  UPDATE_ATTRIBUTE(reservoir, to_int);
454  UPDATE_ATTRIBUTE(action_bonus, to_int);
455  UPDATE_ATTRIBUTE(observers, to_bool);
456  UPDATE_ATTRIBUTE(strict_sync, to_bool);
457  UPDATE_ATTRIBUTE(private_replay, to_bool);
458  UPDATE_ATTRIBUTE(shuffle_sides, to_bool);
459  }, true);
460 
461 #undef UPDATE_ATTRIBUTE
462 
463  plugins_context_->set_callback("set_name", [this](const config& cfg) {
465  }, true);
466 
467  plugins_context_->set_callback("set_password", [this](const config& cfg) {
468  create_engine_.get_state().mp_settings().password = cfg["password"];
469  }, true);
470 
471  plugins_context_->set_callback("select_level", [this](const config& cfg) {
474  }, true);
475 
476  plugins_context_->set_callback("select_type", [this](const config& cfg) {
477  create_engine_.set_current_level_type(level_type::get_enum(cfg["type"].str()).value_or(level_type::type::scenario)); }, true);
478 
479  plugins_context_->set_callback("select_era", [this](const config& cfg) {
480  create_engine_.set_current_era_index(cfg["index"].to_int()); }, true);
481 
482  plugins_context_->set_callback("select_mod", [this](const config& cfg) {
483  on_mod_toggle(cfg["id"].str(), nullptr);
484  }, true);
485 
486  plugins_context_->set_accessor("get_selected", [this](const config&) {
487  const ng::level& current_level = create_engine_.current_level();
488  return config {
489  "id", current_level.id(),
490  "name", current_level.name(),
491  "icon", current_level.icon(),
492  "description", current_level.description(),
493  "allow_era_choice", current_level.allow_era_choice(),
495  };
496  });
497 
498  plugins_context_->set_accessor("find_level", [this](const config& cfg) {
499  const std::string id = cfg["id"].str();
500  auto result = create_engine_.find_level_by_id(id);
501  return config {
502  "index", result.second,
503  "type", level_type::get_string(result.first),
504  };
505  });
506 
507  plugins_context_->set_accessor_int("find_era", [this](const config& cfg) {
509  });
510 
511  plugins_context_->set_accessor_int("find_mod", [this](const config& cfg) {
513  });
514 }
515 
517 {
518  DBG_MP << "sync_with_depcheck: start";
519 
521  DBG_MP << "sync_with_depcheck: correcting era";
522  const int new_era_index = create_engine_.dependency_manager().get_era_index();
523 
524  create_engine_.set_current_era_index(new_era_index, true);
525  eras_menu_button_->set_value(new_era_index);
526  }
527 
529  DBG_MP << "sync_with_depcheck: correcting scenario";
530 
531  // Match scenario and scenario type
533  const bool different_type = new_level_index.first != create_engine_.current_level_type();
534 
535  if(new_level_index.second != -1) {
536  create_engine_.set_current_level_type(new_level_index.first);
537  create_engine_.set_current_level(new_level_index.second);
538  selected_game_index_ = new_level_index.second;
539 
540  auto& game_types_list = find_widget<menu_button>("game_types");
541  game_types_list.set_value(std::distance(level_types_.begin(), std::find_if(level_types_.begin(), level_types_.begin(), [&](const level_type_info& info){ return info.first == new_level_index.first; })));
542 
543  if(different_type) {
544  display_games_of_type(new_level_index.first, create_engine_.current_level().id());
545  } else {
546  // This function (or rather on_game_select) might be triggered by a listbox callback, in
547  // which case we cannot use display_games_of_type since it destroys the list (and its
548  // elements) which might result in segfaults. Instead, we assume that a listbox-triggered
549  // sync_with_depcheck call never changes the game type and goes to this branch instead.
550  find_widget<listbox>("games_list").select_row(new_level_index.second);
551 
552  // Override the last selection so on_game_select selects the new level
554 
555  on_game_select();
556  }
557  }
558  }
559 
561  DBG_MP << "sync_with_depcheck: correcting modifications";
563  }
564 
566  DBG_MP << "sync_with_depcheck: end";
567 }
568 
569 template<typename T>
570 void mp_create_game::on_filter_change(const std::string& id, bool do_select)
571 {
572  create_engine_.apply_level_filter(find_widget<T>(id).get_value());
573 
574  listbox& game_list = find_widget<listbox>("games_list");
575 
576  boost::dynamic_bitset<> filtered(game_list.get_item_count());
578  filtered[i] = true;
579  }
580 
581  game_list.set_row_shown(filtered);
582 
583  if(do_select) {
584  on_game_select();
585  }
586 }
587 
589 {
590  const int selected_game = find_widget<listbox>("games_list").get_selected_row();
591 
592  if(selected_game == selected_game_index_) {
593  return;
594  }
595 
596  // Convert the absolute-index get_selected_row to a relative index for the create_engine to handle
598 
600 
602 
603  update_details();
604 
605  // General settings
606  const bool can_select_era = create_engine_.current_level().allow_era_choice();
607 
608  if(!can_select_era) {
609  eras_menu_button_->set_label(_("No eras available for this game."));
610  } else {
612  }
613 
614  eras_menu_button_->set_active(can_select_era);
615 
616  // Custom options
617  options_manager_->update_game_options();
618 
619  // Game settings
621 }
622 
624 {
625  const int i = find_widget<listbox>("tab_bar").get_selected_row();
626  find_widget<stacked_widget>("pager").select_layer(i);
627 }
628 
629 void mp_create_game::on_mod_toggle(const std::string& id, toggle_button* sender)
630 {
631  if(sender && (sender->get_value_bool() == create_engine_.dependency_manager().is_modification_active(id))) {
632  ERR_MP << "ignoring on_mod_toggle that is already set";
633  return;
634  }
635 
637 
639 
640  options_manager_->update_mod_options();
641 }
642 
644 {
646 
648 
650 
651  options_manager_->update_era_options();
652 }
653 
655 {
656  selected_rfm_index_ = find_widget<menu_button>("random_faction_mode").get_value();
657 }
658 
659 void mp_create_game::show_description(const std::string& new_description)
660 {
661  styled_widget& description = find_widget<styled_widget>("description");
662 
663  description.set_label(!new_description.empty() ? new_description : _("No description available."));
664  description.set_use_markup(true);
665 }
666 
668 {
669  const int index = find_widget<menu_button>("game_types").get_value();
670 
672  find_widget<button>("save_preset").set_active(level_types_[index].first == level_type::type::scenario);
673 }
674 
676 {
678 
679  listbox& list = find_widget<listbox>("games_list");
680 
681  list.clear();
682 
685  widget_item item;
686 
687  if(type == level_type::type::campaign || type == level_type::type::sp_campaign) {
688  item["label"] = game->icon();
689  data.emplace("game_icon", item);
690  }
691 
692  item["label"] = game->name();
693  data.emplace("game_name", item);
694 
695  grid& rg = list.add_row(data);
696 
697  auto& icon = rg.find_widget<image>("game_icon");
698  if(icon.get_label().empty()) {
699  icon.set_visible(gui2::widget::visibility::invisible);
700  }
701  }
702 
703  if(!level.empty() && !list.get_rows_shown().empty()) {
704  // Recalculate which rows should be visible
705  on_filter_change<slider>("num_players", false);
706  on_filter_change<text_box>("game_filter", false);
707 
708  int level_index = create_engine_.find_level_by_id(level).second;
709  if(level_index >= 0 && std::size_t(level_index) < list.get_item_count()) {
710  list.select_row(level_index);
711  }
712  }
713 
714  const bool is_random_map = type == level_type::type::random_map;
715 
716  find_widget<button>("random_map_regenerate").set_active(is_random_map);
717  find_widget<button>("random_map_settings").set_active(is_random_map);
718 
719  // Override the last selection so on_game_select selects the new level
721 
722  on_game_select();
723 }
724 
726 {
728 
730 }
731 
733 {
735 
736  update_details();
737 }
738 
739 int mp_create_game::convert_to_game_filtered_index(const unsigned int initial_index)
740 {
741  const std::vector<std::size_t>& filtered_indices = create_engine_.get_filtered_level_indices(create_engine_.current_level_type());
742  return std::distance(filtered_indices.begin(), std::find(filtered_indices.begin(), filtered_indices.end(), initial_index));
743 }
744 
746 {
747  styled_widget& players = find_widget<styled_widget>("map_num_players");
748  styled_widget& map_size = find_widget<styled_widget>("map_size");
749 
750  if(create_engine_.current_level_type() == level_type::type::random_map) {
751  // If the current random map doesn't have data, generate it
753  create_engine_.current_level().data()["map_data"].empty() &&
754  create_engine_.current_level().data()["map_file"].empty()) {
756  }
757 
758  find_widget<button>("random_map_settings").set_active(create_engine_.generator_has_settings());
759  }
760 
762 
763  // Reset the mp_parameters with the defaults
765 
766  // Set the title, with newlines replaced. Newlines are sometimes found in SP Campaign names
767  std::string title = create_engine_.current_level().name();
768  boost::replace_all(title, "\n", " " + font::unicode_em_dash + " ");
769  find_widget<styled_widget>("game_title").set_label(title);
770 
771 
773  case level_type::type::preset:
774  case level_type::type::scenario:
775  case level_type::type::user_map:
776  case level_type::type::user_scenario:
777  case level_type::type::random_map: {
778  ng::scenario* current_scenario = dynamic_cast<ng::scenario*>(&create_engine_.current_level());
779 
780  assert(current_scenario);
781 
783 
784  find_widget<stacked_widget>("minimap_stack").select_layer(0);
785 
786  if(current_scenario->data()["map_data"].empty()) {
787  saved_game::expand_map_file(current_scenario->data());
788  current_scenario->set_metadata();
789  }
790 
791  find_widget<minimap>("minimap").set_map_data(current_scenario->data()["map_data"]);
792 
793  players.set_label(std::to_string(current_scenario->num_players()));
794  map_size.set_label(current_scenario->map_size());
795 
796  break;
797  }
798  case level_type::type::campaign:
799  case level_type::type::sp_campaign: {
800  ng::campaign* current_campaign = dynamic_cast<ng::campaign*>(&create_engine_.current_level());
801 
802  assert(current_campaign);
803 
804  create_engine_.get_state().classification().campaign = current_campaign->data()["id"].str();
805 
806  const std::string img = formatter() << current_campaign->data()["image"] << "~SCALE_INTO(265,265)";
807 
808  find_widget<stacked_widget>("minimap_stack").select_layer(1);
809  find_widget<image>("campaign_image").set_image(img);
810 
811  const int p_min = current_campaign->min_players();
812  const int p_max = current_campaign->max_players();
813 
814  if(p_max > p_min) {
815  players.set_label(VGETTEXT("number of players^$min to $max", {{"min", std::to_string(p_min)}, {"max", std::to_string(p_max)}}));
816  } else {
817  players.set_label(std::to_string(p_min));
818  }
819 
821 
822  break;
823  }
824  }
825 
826  // This needs to be at the end, since errors found expanding the map data are put into the description
828 }
829 
831 {
833  if(level["force_lock_settings"].to_bool(!create_engine_.get_state().classification().is_normal_mp_game())) {
834  use_map_settings_->widget_set_enabled(false, false);
836  } else {
838  }
839 
841 
842  const bool use_map_settings = create_engine_.get_state().mp_settings().use_map_settings;
843 
844  fog_ ->widget_set_enabled(!use_map_settings, false);
845  shroud_ ->widget_set_enabled(!use_map_settings, false);
846  start_time_ ->widget_set_enabled(!use_map_settings, false);
847 
848  turns_ ->widget_set_enabled(!use_map_settings, false);
849  gold_ ->widget_set_enabled(!use_map_settings, false);
850  support_ ->widget_set_enabled(!use_map_settings, false);
851  experience_ ->widget_set_enabled(!use_map_settings, false);
852 
853  const bool time_limit = time_limit_->get_widget_value();
854 
855  init_turn_limit_->widget_set_enabled(time_limit, false);
856  turn_bonus_ ->widget_set_enabled(time_limit, false);
857  reservoir_ ->widget_set_enabled(time_limit, false);
858  action_bonus_ ->widget_set_enabled(time_limit, false);
859 
860  find_widget<button>("reset_timer_defaults").set_active(time_limit);
861 
865 
870 }
871 
873 {
875 
876  if(!load.load_multiplayer_game()) {
877  return;
878  }
879 
880  if(load.data().cancel_orders) {
882  }
883 
885 }
886 
888 {
889  config preset;
890  preset["scenario"] = create_engine_.current_level().id();
891  preset["era"] = create_engine_.current_era().id;
892  preset["fog"] = fog_->get_widget_value();
893  preset["shroud"] = shroud_->get_widget_value();
894  preset["village_gold"] = gold_->get_widget_value();
895  preset["village_support"] = support_->get_widget_value();
896  preset["experience_modifier"] = experience_->get_widget_value();
897  preset["countdown"] = time_limit_->get_widget_value();
898  preset["countdown_turn_limit"] = init_turn_limit_->get_widget_value();
899  preset["countdown_action_bonus"] = action_bonus_->get_widget_value();
900  preset["countdown_turn_bonus"] = turn_bonus_->get_widget_value();
901  preset["countdown_reservoir"] = reservoir_->get_widget_value();
902  preset["random_start_time"] = start_time_->get_widget_value();
903  preset["shuffle_sides"] = shuffle_sides_->get_widget_value();
904  preset["turns"] = turns_->get_widget_value();
905  preset["observer"] = observers_->get_widget_value();
906  preset["use_map_settings"] = use_map_settings_->get_widget_value();
907 
908  prefs::get().add_game_preset(std::move(preset));
909 }
910 
911 std::vector<std::string> mp_create_game::get_active_mods()
912 {
913  int i = 0;
914  std::set<std::string> res;
916  if(mod_list_->get_row_grid(i)->find_widget<toggle_button>("mod_active_state").get_value_bool()) {
917  res.insert(mod->id);
918  }
919  ++i;
920  }
921  return std::vector<std::string>(res.begin(), res.end());
922 }
923 
924 void mp_create_game::set_active_mods(const std::vector<std::string>& val)
925 {
926  std::set<std::string> val2(val.begin(), val.end());
927  int i = 0;
928  std::set<std::string> res;
930  mod_list_->get_row_grid(i)->find_widget<toggle_button>("mod_active_state").set_value_bool(val2.find(mod->id) != val2.end());
931  ++i;
932  }
933 }
934 
936 {
937  // This allows the defaults to be returned by the pref getters below
942 
943  init_turn_limit_->set_widget_value(prefs::get().countdown_init_time().count());
944  turn_bonus_->set_widget_value(prefs::get().countdown_turn_bonus().count());
945  reservoir_->set_widget_value(prefs::get().countdown_reservoir_time().count());
946  action_bonus_->set_widget_value(prefs::get().countdown_action_bonus().count());
947 }
948 
950 {
952  gui2::show_transient_error_message(_("The selected game has no sides!"));
953  return false;
954  }
955 
957  std::stringstream msg;
958  // TRANSLATORS: This sentence will be followed by some details of the error, most likely the "Map could not be loaded" message from create_engine.cpp
959  msg << _("The selected game cannot be created.");
960  msg << "\n\n";
963  return false;
964  }
965 
966  if(!create_engine_.is_campaign()) {
967  return true;
968  }
969 
970  return create_engine_.select_campaign_difficulty() != "CANCEL";
971 }
972 
974 {
975  plugins_context_.reset();
976 
977  // Show all tabs so that find_widget works correctly
978  find_widget<stacked_widget>("pager").select_layer(-1);
979 
980  if(get_retval() == LOAD_GAME) {
982 
983  // We don't need the LOAD_GAME retval past this point. For convenience, reset it to OK so we can use the execute wrapper, then exit.
985  return;
986  }
987 
988  if(get_retval() == retval::OK) {
990  prefs::get().set_mp_level_type(static_cast<int>(create_engine_.current_level_type()));
991  prefs::get().set_mp_level(create_engine_.current_level().id());
992  prefs::get().set_mp_era(create_engine_.current_era().id);
993 
995 
996  if(create_engine_.current_level_type() == level_type::type::campaign ||
997  create_engine_.current_level_type() == level_type::type::sp_campaign) {
999  } else if(create_engine_.current_level_type() == level_type::type::scenario) {
1001  } else {
1002  // This means define= doesn't work for randomly generated scenarios
1004  }
1005 
1007 
1009 
1010  std::vector<const config*> entry_points;
1011  std::vector<std::string> entry_point_titles;
1012 
1013  const auto& tagname = create_engine_.get_state().classification().get_tagname();
1014 
1015  if(tagname == "scenario") {
1016  const std::string first_scenario = create_engine_.current_level().data()["first_scenario"];
1017  for(const config& scenario : game_config_manager::get()->game_config().child_range(tagname)) {
1018  const bool is_first = scenario["id"] == first_scenario;
1019  if(scenario["allow_new_game"].to_bool(false) || is_first || game_config::debug ) {
1020  const std::string& title = !scenario["new_game_title"].empty()
1021  ? scenario["new_game_title"]
1022  : scenario["name"];
1023 
1024  entry_points.insert(is_first ? entry_points.begin() : entry_points.end(), &scenario);
1025  entry_point_titles.insert(is_first ? entry_point_titles.begin() : entry_point_titles.end(), title);
1026  }
1027  }
1028  }
1029 
1031  if(entry_points.size() > 1) {
1032  gui2::dialogs::simple_item_selector dlg(_("Choose Starting Scenario"), _("Select at which point to begin this campaign."), entry_point_titles);
1033 
1034  dlg.set_single_button(true);
1035  dlg.show();
1036 
1037  const config& scenario = *entry_points[dlg.selected_index()];
1038 
1039  params.hash = scenario.hash();
1041  }
1042 
1044 
1045  if(!create_engine_.current_level().data()["force_lock_settings"].to_bool(!create_engine_.get_state().classification().is_normal_mp_game())) {
1046  // Max slider value (in this case, 100) means 'unlimited turns', so pass the value -1
1047  const int num_turns = turns_->get_widget_value();
1048  params.num_turns = num_turns < ::settings::turns_max ? num_turns : - 1;
1049  params.village_gold = gold_->get_widget_value();
1053  params.fog_game = fog_->get_widget_value();
1054  params.shroud_game = shroud_->get_widget_value();
1055 
1056  // write to scenario
1058 
1059  if(params.random_start_time) {
1060  if(!tod_manager::is_start_ToD(scenario["random_start_time"])) {
1061  scenario["random_start_time"] = true;
1062  }
1063  } else {
1064  scenario["random_start_time"] = false;
1065  }
1066 
1067  scenario["experience_modifier"] = params.xp_modifier;
1068  scenario["turns"] = params.num_turns;
1069 
1070  for(config& side : scenario.child_range("side")) {
1071  if(!params.use_map_settings) {
1072  side["fog"] = params.fog_game;
1073  side["shroud"] = params.shroud_game;
1074  side["village_gold"] = params.village_gold;
1075  side["village_support"] = params.village_support;
1076  } else {
1077  if(side["fog"].empty()) {
1078  side["fog"] = params.fog_game;
1079  }
1080 
1081  if(side["shroud"].empty()) {
1082  side["shroud"] = params.shroud_game;
1083  }
1084 
1085  if(side["village_gold"].empty()) {
1086  side["village_gold"] = params.village_gold;
1087  }
1088 
1089  if(side["village_support"].empty()) {
1090  side["village_support"] = params.village_support;
1091  }
1092  }
1093  }
1094  }
1095 
1097  params.mp_countdown_init_time = std::chrono::seconds{init_turn_limit_->get_widget_value()};
1098  params.mp_countdown_turn_bonus = std::chrono::seconds{turn_bonus_->get_widget_value()};
1099  params.mp_countdown_reservoir_time = std::chrono::seconds{reservoir_->get_widget_value()};
1100  params.mp_countdown_action_bonus = std::chrono::seconds{action_bonus_->get_widget_value()};
1101 
1106 
1107  random_faction_mode::type type = random_faction_mode::get_enum(selected_rfm_index_).value_or(random_faction_mode::type::independent);
1108  params.mode = type;
1109 
1110  // Since we don't have a field handling this option, we need to save the value manually
1111  prefs::get().set_random_faction_mode(random_faction_mode::get_string(type));
1112 
1113  // Save custom option settings
1114  params.options = options_manager_->get_options_config();
1115  prefs::get().set_options(options_manager_->get_options_config());
1116 
1117  // Set game name
1118  const std::string name = find_widget<text_box>("game_name").get_value();
1119  if(!name.empty() && (name != settings::game_name_default())) {
1120  params.name = name;
1121  }
1122 
1123  // Set game password
1124  const std::string password = find_widget<text_box>("game_password").get_value();
1125  if(!password.empty()) {
1126  params.password = password;
1127  }
1128  }
1129 }
1130 
1131 } // namespace dialogs
A config object defines a single node in a WML file, with access to child nodes.
Definition: config.hpp:158
child_itors child_range(config_key_type key)
Definition: config.cpp:268
bool empty() const
Definition: config.cpp:845
std::string hash() const
Definition: config.cpp:1279
std::ostringstream wrapper.
Definition: formatter.hpp:40
campaign_type::type type
std::string get_tagname() const
std::string campaign
The id of the campaign being played.
static game_config_manager * get()
Abstract base class for all modal dialogs.
bool show(const unsigned auto_close_time=0)
Shows the window.
std::pair< level_type::type, std::string > level_type_info
void display_games_of_type(level_type::type type, const std::string &level)
virtual void post_show() override
Actions to be taken after the window has been shown.
void set_active_mods(const std::vector< std::string > &val)
void show_description(const std::string &new_description)
virtual void pre_show() override
Actions to be taken before showing the window.
void on_mod_toggle(const std::string &id, toggle_button *sender)
std::unique_ptr< mp_options_helper > options_manager_
std::vector< level_type_info > level_types_
ng::create_engine create_engine_
void on_filter_change(const std::string &id, bool do_select)
static void quick_mp_setup(saved_game &state, const config presets)
presets needs to be a copy! Otherwise you'll get segfaults when clicking the Join button since it res...
std::vector< std::string > get_active_mods()
bool dialog_exit_hook()
Dialog exit hook to bring up the difficulty dialog when starting a campaign.
int convert_to_game_filtered_index(const unsigned int initial_index)
field_bool * use_map_settings_
All fields are also in the normal field vector, but they need to be manually controlled as well so ad...
std::unique_ptr< plugins_context > plugins_context_
void set_single_button(bool value)
Sets whether the Cancel button should be hidden or not.
int selected_index() const
Returns the selected item index after displaying.
styled_widget * get_widget()
Definition: field.hpp:192
void widget_set_enabled(const bool enable, const bool sync)
Enables a widget.
Definition: field.hpp:158
void set_widget_value(CT value)
Sets the value of the field.
Definition: field.hpp:343
T get_widget_value()
Gets the value of the field.
Definition: field.hpp:378
Base container class.
Definition: grid.hpp:32
The listbox class.
Definition: listbox.hpp:41
void set_row_shown(const unsigned row, const bool shown)
Makes a row visible or invisible.
Definition: listbox.cpp:163
grid & add_row(const widget_item &item, const int index=-1)
When an item in the list is selected by the user we need to update the state.
Definition: listbox.cpp:92
const grid * get_row_grid(const unsigned row) const
Returns the grid of the wanted row.
Definition: listbox.cpp:256
bool select_row(const unsigned row, const bool select=true)
Selects a row.
Definition: listbox.cpp:267
boost::dynamic_bitset get_rows_shown() const
Returns a list of visible rows.
Definition: listbox.cpp:251
void clear()
Removes all the rows in the listbox, clearing it.
Definition: listbox.cpp:147
unsigned get_item_count() const
Returns the number of items in the listbox.
Definition: listbox.cpp:153
void set_selected(unsigned selected, bool fire_event=true)
virtual void set_value(unsigned value, bool fire_event=false) override
Inherited from selectable_item.
Definition: menu_button.hpp:58
void set_values(const std::vector<::config > &values, unsigned selected=0)
virtual unsigned get_value() const override
Inherited from selectable_item.
Definition: menu_button.hpp:55
virtual void set_active(const bool active) override
See styled_widget::set_active.
Definition: menu_button.cpp:74
void set_value_bool(bool value, bool fire_event=false)
void set_tooltip(const t_string &tooltip)
virtual void set_label(const t_string &text)
virtual void set_use_markup(bool use_markup)
A widget that allows the user to input text in single line.
Definition: text_box.hpp:125
@ invisible
The user set the widget invisible, that means:
T * find_widget(const std::string_view id, const bool must_be_active, const bool must_exist)
Gets a widget with the wanted id.
Definition: widget.hpp:747
void set_retval(const int retval, const bool close_window=true)
Sets there return value of the window.
Definition: window.hpp:395
void keyboard_capture(widget *widget)
Definition: window.cpp:1201
void add_to_keyboard_chain(widget *widget)
Adds the widget to the keyboard chain.
Definition: window.cpp:1210
static const std::string & type()
Static type getter that does not rely on the widget being constructed.
void set_exit_hook(exit_hook mode, const Func &hook)
Sets the window's exit hook.
Definition: window.hpp:448
int get_retval()
Definition: window.hpp:402
int max_players() const
int min_players() const
void set_current_era_id(const std::string &id, bool force=false)
int find_extra_by_id(const MP_EXTRA extra_type, const std::string &id) const
std::vector< std::size_t > get_filtered_level_indices(level_type::type type) const
bool toggle_mod(const std::string &id, bool force=false)
void set_current_era_index(const std::size_t index, bool force=false)
std::string select_campaign_difficulty(int set_value=-1)
select_campaign_difficulty
std::vector< level_ptr > get_levels_by_type(level_type::type type) const
bool generator_has_settings() const
std::vector< std::string > & active_mods()
bool current_level_has_side_data()
Returns true if the current level has one or more [side] tags.
bool generator_assigned() const
level_type::type current_level_type() const
std::vector< extras_metadata_ptr > & get_extras_by_type(const MP_EXTRA extra_type)
const std::vector< extras_metadata_ptr > & get_const_extras_by_type(const MP_EXTRA extra_type) const
void apply_level_filter(const std::string &name)
const depcheck::manager & dependency_manager() const
const extras_metadata & current_era() const
void set_current_level_type(const level_type::type type)
std::pair< level_type::type, int > find_level_by_id(const std::string &id) const
saved_game & get_state()
bool is_campaign() const
Wrapper to simplify the is-type-campaign-or-sp-campaign check.
void prepare_for_campaign(const std::string &difficulty="")
std::vector< level_ptr > get_levels_by_type_unfiltered(level_type::type type) const
const mp_game_settings & get_parameters()
void set_current_level(const std::size_t index)
void prepare_for_era_and_mods()
std::size_t current_era_index() const
void init_generated_level_data()
level & current_level() const
const std::string & get_scenario() const
Returns the selected scenario.
Definition: depcheck.hpp:116
int get_era_index() const
Returns the selected era.
Definition: depcheck.cpp:398
bool is_modification_active(int index) const
Tells whether a certain mod is activated.
Definition: depcheck.cpp:441
const std::vector< std::string > & get_modifications() const
Returns the enabled modifications.
Definition: depcheck.hpp:123
Base class for all level type classes.
const config & data() const
virtual bool can_launch_game() const =0
virtual std::string id() const
virtual std::string name() const
virtual void set_metadata()=0
virtual bool allow_era_choice() const
virtual std::string icon() const
virtual std::string description() const
int num_players() const
void set_metadata()
std::string map_size() const
int village_support()
std::chrono::seconds countdown_turn_bonus()
void set_countdown_reservoir_time(const std::chrono::seconds &value)
void set_village_gold(int value)
void clear_countdown_init_time()
static prefs & get()
void set_xp_modifier(int value)
std::chrono::seconds countdown_init_time()
void set_countdown_turn_bonus(const std::chrono::seconds &value)
void set_options(const config &values)
void set_village_support(int value)
std::chrono::seconds countdown_action_bonus()
int village_gold()
void clear_countdown_turn_bonus()
void clear_countdown_reservoir_time()
const std::vector< std::string > & modifications(bool mp=true)
std::chrono::seconds countdown_reservoir_time()
void add_game_preset(config &&preset_data)
void set_modifications(const std::vector< std::string > &value, bool mp=true)
void set_countdown_init_time(const std::chrono::seconds &value)
int xp_modifier()
void set_countdown_action_bonus(const std::chrono::seconds &value)
void clear_countdown_action_bonus()
game_classification & classification()
Definition: saved_game.hpp:56
void clear()
Definition: saved_game.cpp:833
mp_game_settings & mp_settings()
Multiplayer parameters for this game.
Definition: saved_game.hpp:60
void set_scenario(config scenario)
Definition: saved_game.cpp:615
static void expand_map_file(config &scenario)
reads scenario["map_file"]
Definition: saved_game.cpp:499
config & get_starting_point()
Definition: saved_game.cpp:631
void cancel_orders()
Definition: saved_game.cpp:735
The class for loading a savefile.
Definition: savegame.hpp:101
static std::shared_ptr< save_index_class > default_saves_dir()
Returns an instance for managing saves in filesystem::get_saves_dir()
Definition: save_index.cpp:210
static bool is_start_ToD(const std::string &)
const config * cfg
Implements some helper classes to ease adding fields to a dialog and hide the synchronization needed.
#define VGETTEXT(msgid,...)
Handy wrappers around interpolate_variables_into_string and gettext.
std::size_t i
Definition: function.cpp:1032
static std::string _(const char *str)
Definition: gettext.hpp:97
Standard logging facilities (interface).
General settings and defaults for scenarios.
#define ERR_MP
#define DBG_MP
static lg::log_domain log_mp_create("mp/create")
#define UPDATE_ATTRIBUTE(field, convert)
const std::string unicode_em_dash
Definition: constants.cpp:44
Game configuration data as global variables.
Definition: build_info.cpp:61
const bool & debug
Definition: game_config.cpp:95
REGISTER_DIALOG(editor_edit_unit)
static const int LOAD_GAME
void connect_signal_notify_modified(dispatcher &dispatcher, const signal_notification &signal)
Connects a signal handler for getting a notification upon modification.
Definition: dispatcher.cpp:189
void connect_signal_mouse_left_click(dispatcher &dispatcher, const signal &signal)
Connects a signal handler for a left mouse button click.
Definition: dispatcher.cpp:163
std::vector< game_tip > load(const config &cfg)
Loads the tips from a config.
Definition: tips.cpp:37
void bind_default_status_label(W &source)
Binds a status label using the default value getter and default target ID.
std::map< std::string, widget_item > widget_data
Definition: widget.hpp:36
void show_transient_error_message(const std::string &message, const std::string &image, const bool message_use_markup)
Shows a transient error message to the user.
std::map< std::string, t_string > widget_item
Definition: widget.hpp:33
void show_transient_message(const std::string &title, const std::string &message, const std::string &image, const bool message_use_markup, const bool title_use_markup)
Shows a transient message to the user.
@ OK
Dialog was closed with the OK button.
Definition: retval.hpp:35
@ CANCEL
Dialog was closed with the CANCEL button.
Definition: retval.hpp:38
Functions to load and save images from/to disk.
logger & info()
Definition: log.cpp:351
std::string img(const std::string &src, const std::string &align, bool floating)
Generates a Help markup tag corresponding to an image.
Definition: markup.cpp:31
bool shroud_game_default(ng::create_engine &create)
int village_support_default(ng::create_engine &create)
int village_gold_default(ng::create_engine &create)
int num_turns_default(ng::create_engine &create)
std::string game_name_default()
const int turns_max
maximum number of turns
bool fog_game_default(ng::create_engine &create)
bool random_start_time_default(ng::create_engine &create)
int xp_modifier_default(ng::create_engine &create)
void set_default_values(ng::create_engine &create)
std::size_t index(std::string_view str, const std::size_t index)
Codepoint index corresponding to the nth character in a UTF-8 string.
Definition: unicode.cpp:70
constexpr auto filter
Definition: ranges.hpp:38
void erase_if(Container &container, const Predicate &predicate)
Convenience wrapper for using std::remove_if on a container.
Definition: general.hpp:106
auto * find(Container &container, const Value &value)
Convenience wrapper for using find on a container without needing to comare to end()
Definition: general.hpp:140
static void msg(const char *act, debug_info &i, const char *to="", const char *result="")
Definition: debugger.cpp:109
std::string_view data
Definition: picture.cpp:188
string_enums::enum_base< random_faction_mode_defines > random_faction_mode
Base class for all the errors encountered by the engine.
Definition: exceptions.hpp:29
random_faction_mode::type mode
std::chrono::seconds mp_countdown_reservoir_time
std::chrono::seconds mp_countdown_action_bonus
std::chrono::seconds mp_countdown_turn_bonus
std::chrono::seconds mp_countdown_init_time
std::string mp_scenario
static std::string get_string(enum_type key)
Converts a enum to its string equivalent.
Definition: enum_base.hpp:46
static constexpr utils::optional< enum_type > get_enum(const std::string_view value)
Converts a string into its enum equivalent.
Definition: enum_base.hpp:57