The Battle for Wesnoth  1.19.14+dev
mp_create_game.cpp
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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"] = false;
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 {
285  level_type::get_enum(prefs::get().mp_level_type()).value(), &level_type_info::first);
286 
287  if(index != level_types_.end()) {
288  return std::distance(level_types_.begin(), index);
289  }
290 
291  return 0;
292  };
293 
294  int initial_type = get_initial_type_index();
295  game_menu_button.set_values(game_types, initial_type);
296  find_widget<button>("save_preset").set_active(level_type::get_enum(initial_type) == level_type::type::scenario);
297 
298  connect_signal_notify_modified(game_menu_button,
299  std::bind(&mp_create_game::update_games_list, this));
300 
301  //
302  // Set up mods list
303  //
304  mod_list_ = &find_widget<listbox>("mod_list");
305 
306  const auto& activemods = prefs::get().modifications();
308  grid* row_grid = &mod_list_->add_row(widget_data{{ "mod_name", {{ "label", mod->name }}}});
309 
310  row_grid->find_widget<toggle_panel>("panel").set_tooltip(mod->description);
311 
312  toggle_button& mog_toggle = row_grid->find_widget<toggle_button>("mod_active_state");
313 
314  if(std::find(activemods.begin(), activemods.end(), mod->id) != activemods.end()) {
315  create_engine_.active_mods().push_back(mod->id);
316  mog_toggle.set_value_bool(true);
317  }
318 
319  connect_signal_notify_modified(mog_toggle, std::bind(&mp_create_game::on_mod_toggle, this, mod->id, &mog_toggle));
320  }
321 
322  // No mods, hide the header
323  if(mod_list_->get_item_count() <= 0) {
324  find_widget<styled_widget>("mods_header").set_visible(widget::visibility::invisible);
325  }
326 
327  //
328  // Set up eras menu_button
329  //
330  eras_menu_button_ = &find_widget<menu_button>("eras");
331 
332  std::vector<config> era_names;
334  era_names.emplace_back("label", era->name, "tooltip", era->description);
335  }
336 
337  if(era_names.empty()) {
338  gui2::show_transient_message("", _("No eras found."));
339  throw config::error(_("No eras found"));
340  }
341 
342  eras_menu_button_->set_values(era_names);
343 
345  std::bind(&mp_create_game::on_era_select, this));
346 
347  const int era_selection = create_engine_.find_extra_by_id(ng::create_engine::ERA, prefs::get().mp_era());
348  if(era_selection >= 0) {
349  eras_menu_button_->set_selected(era_selection);
350  }
351 
352  on_era_select();
353 
354  //
355  // Set up random faction mode menu_button
356  //
357  const int initial_index = static_cast<int>(random_faction_mode::get_enum(prefs::get().random_faction_mode()).value_or(random_faction_mode::type::independent));
358 
359  menu_button& rfm_menu_button = find_widget<menu_button>("random_faction_mode");
360  rfm_menu_button.set_selected(initial_index);
361 
362  connect_signal_notify_modified(rfm_menu_button,
364 
366 
367  //
368  // Set up the setting status labels
369  //
371  bind_default_status_label(static_cast<slider&>(*gold_->get_widget()));
378 
379  //
380  // Timer reset button
381  //
383  find_widget<button>("reset_timer_defaults"),
384  std::bind(&mp_create_game::reset_timer_settings, this));
385 
386  //
387  // Disable certain settings if we're playing a local game.
388  //
389  if(local_mode_) {
390  find_widget<text_box>("game_name").set_active(false);
391  find_widget<text_box>("game_password").set_active(false);
392 
393  observers_->widget_set_enabled(false, false);
394  strict_sync_->widget_set_enabled(false, false);
395  private_replay_->widget_set_enabled(false, false);
396  }
397 
398  //
399  // Set up tab control
400  //
401  listbox& tab_bar = find_widget<listbox>("tab_bar");
402 
404  std::bind(&mp_create_game::on_tab_select, this));
405 
406  // Allow the settings stack to find widgets in all pages, regardless of which is selected.
407  // This ensures settings (especially game settings) widgets are appropriately updated when
408  // a new game is selected, regardless of which settings tab is active at the time.
409  find_widget<stacked_widget>("pager").set_find_in_all_layers(true);
410 
411  // We call on_tab_select farther down.
412 
413  //
414  // Main games list
415  //
416  listbox& list = find_widget<listbox>("games_list");
417 
419  std::bind(&mp_create_game::on_game_select, this));
420 
421  add_to_keyboard_chain(&list);
422 
423  // This handles the initial game selection as well
424  display_games_of_type(level_types_[get_initial_type_index()].first, prefs::get().mp_level());
425 
426  // Initial tab selection must be done after game selection so the field widgets are set to their correct active state.
427  on_tab_select();
428 
429  //
430  // Set up the Lua plugin context
431  //
432  plugins_context_.reset(new plugins_context("Multiplayer Create"));
433 
434  plugins_context_->set_callback("create", [this](const config&) { set_retval(retval::OK); }, false);
435  plugins_context_->set_callback("quit", [this](const config&) { set_retval(retval::CANCEL); }, false);
436  plugins_context_->set_callback("load", [this](const config&) { load_game_callback(); }, false);
437 
438 #define UPDATE_ATTRIBUTE(field, convert) \
439  do { if(cfg.has_attribute(#field)) { field##_->set_widget_value(cfg[#field].convert()); } } while(false) \
440 
441  plugins_context_->set_callback("update_settings", [this](const config& cfg) {
442  UPDATE_ATTRIBUTE(turns, to_int);
443  UPDATE_ATTRIBUTE(gold, to_int);
444  UPDATE_ATTRIBUTE(support, to_int);
445  UPDATE_ATTRIBUTE(experience, to_int);
446  UPDATE_ATTRIBUTE(start_time, to_bool);
447  UPDATE_ATTRIBUTE(fog, to_bool);
448  UPDATE_ATTRIBUTE(shroud, to_bool);
449  UPDATE_ATTRIBUTE(time_limit, to_bool);
450  UPDATE_ATTRIBUTE(init_turn_limit, to_int);
451  UPDATE_ATTRIBUTE(turn_bonus, to_int);
452  UPDATE_ATTRIBUTE(reservoir, to_int);
453  UPDATE_ATTRIBUTE(action_bonus, to_int);
454  UPDATE_ATTRIBUTE(observers, to_bool);
455  UPDATE_ATTRIBUTE(strict_sync, to_bool);
456  UPDATE_ATTRIBUTE(private_replay, to_bool);
457  UPDATE_ATTRIBUTE(shuffle_sides, to_bool);
458  }, true);
459 
460 #undef UPDATE_ATTRIBUTE
461 
462  plugins_context_->set_callback("set_name", [this](const config& cfg) {
464  }, true);
465 
466  plugins_context_->set_callback("set_password", [this](const config& cfg) {
467  create_engine_.get_state().mp_settings().password = cfg["password"];
468  }, true);
469 
470  plugins_context_->set_callback("select_level", [this](const config& cfg) {
473  }, true);
474 
475  plugins_context_->set_callback("select_type", [this](const config& cfg) {
476  create_engine_.set_current_level_type(level_type::get_enum(cfg["type"].str()).value_or(level_type::type::scenario)); }, true);
477 
478  plugins_context_->set_callback("select_era", [this](const config& cfg) {
479  create_engine_.set_current_era_index(cfg["index"].to_int()); }, true);
480 
481  plugins_context_->set_callback("select_mod", [this](const config& cfg) {
482  on_mod_toggle(cfg["id"].str(), nullptr);
483  }, true);
484 
485  plugins_context_->set_accessor("get_selected", [this](const config&) {
486  const ng::level& current_level = create_engine_.current_level();
487  return config {
488  "id", current_level.id(),
489  "name", current_level.name(),
490  "icon", current_level.icon(),
491  "description", current_level.description(),
492  "allow_era_choice", current_level.allow_era_choice(),
494  };
495  });
496 
497  plugins_context_->set_accessor("find_level", [this](const config& cfg) {
498  const std::string id = cfg["id"].str();
499  auto result = create_engine_.find_level_by_id(id);
500  return config {
501  "index", result.second,
502  "type", level_type::get_string(result.first),
503  };
504  });
505 
506  plugins_context_->set_accessor_int("find_era", [this](const config& cfg) {
508  });
509 
510  plugins_context_->set_accessor_int("find_mod", [this](const config& cfg) {
512  });
513 }
514 
516 {
517  DBG_MP << "sync_with_depcheck: start";
518 
520  DBG_MP << "sync_with_depcheck: correcting era";
521  const int new_era_index = create_engine_.dependency_manager().get_era_index();
522 
523  create_engine_.set_current_era_index(new_era_index, true);
524  eras_menu_button_->set_value(new_era_index);
525  }
526 
528  DBG_MP << "sync_with_depcheck: correcting scenario";
529 
530  // Match scenario and scenario type
531  const auto [new_level_type, new_level_index] = create_engine_.find_level_by_id(create_engine_.dependency_manager().get_scenario());
532  const bool different_type = new_level_type != create_engine_.current_level_type();
533 
534  if(new_level_index != -1) {
535  create_engine_.set_current_level_type(new_level_type);
536  create_engine_.set_current_level(new_level_index);
537  selected_game_index_ = new_level_index;
538 
539  auto iter = utils::ranges::find(level_types_, new_level_type, &level_type_info::first);
540  find_widget<menu_button>("game_types").set_value(std::distance(level_types_.begin(), iter));
541 
542  if(different_type) {
544  } else {
545  // This function (or rather on_game_select) might be triggered by a listbox callback, in
546  // which case we cannot use display_games_of_type since it destroys the list (and its
547  // elements) which might result in segfaults. Instead, we assume that a listbox-triggered
548  // sync_with_depcheck call never changes the game type and goes to this branch instead.
549  find_widget<listbox>("games_list").select_row(new_level_index);
550 
551  // Override the last selection so on_game_select selects the new level
553 
554  on_game_select();
555  }
556  }
557  }
558 
560  DBG_MP << "sync_with_depcheck: correcting modifications";
562  }
563 
565  DBG_MP << "sync_with_depcheck: end";
566 }
567 
568 template<typename T>
569 void mp_create_game::on_filter_change(const std::string& id, bool do_select)
570 {
571  create_engine_.apply_level_filter(find_widget<T>(id).get_value());
572 
573  listbox& game_list = find_widget<listbox>("games_list");
574 
575  boost::dynamic_bitset<> filtered(game_list.get_item_count());
577  filtered[i] = true;
578  }
579 
580  game_list.set_row_shown(filtered);
581 
582  if(do_select) {
583  on_game_select();
584  }
585 }
586 
588 {
589  const int selected_game = find_widget<listbox>("games_list").get_selected_row();
590 
591  if(selected_game == selected_game_index_) {
592  return;
593  }
594 
595  // Convert the absolute-index get_selected_row to a relative index for the create_engine to handle
597 
599 
601 
602  update_details();
603 
604  // General settings
605  const bool can_select_era = create_engine_.current_level().allow_era_choice();
606 
607  if(!can_select_era) {
608  eras_menu_button_->set_label(_("No eras available for this game."));
609  } else {
611  }
612 
613  eras_menu_button_->set_active(can_select_era);
614 
615  // Custom options
616  options_manager_->update_game_options();
617 
618  // Game settings
620 }
621 
623 {
624  const int i = find_widget<listbox>("tab_bar").get_selected_row();
625  find_widget<stacked_widget>("pager").select_layer(i);
626 }
627 
628 void mp_create_game::on_mod_toggle(const std::string& id, toggle_button* sender)
629 {
630  if(sender && (sender->get_value_bool() == create_engine_.dependency_manager().is_modification_active(id))) {
631  ERR_MP << "ignoring on_mod_toggle that is already set";
632  return;
633  }
634 
636 
638 
639  options_manager_->update_mod_options();
640 }
641 
643 {
645 
647 
649 
650  options_manager_->update_era_options();
651 }
652 
654 {
655  selected_rfm_index_ = find_widget<menu_button>("random_faction_mode").get_value();
656 }
657 
658 void mp_create_game::show_description(const std::string& new_description)
659 {
660  styled_widget& description = find_widget<styled_widget>("description");
661 
662  description.set_label(!new_description.empty() ? new_description : _("No description available."));
663  description.set_use_markup(true);
664 }
665 
667 {
668  const int index = find_widget<menu_button>("game_types").get_value();
669 
671  find_widget<button>("save_preset").set_active(level_types_[index].first == level_type::type::scenario);
672 }
673 
675 {
677 
678  listbox& list = find_widget<listbox>("games_list");
679 
680  list.clear();
681 
684  widget_item item;
685 
686  if(type == level_type::type::campaign || type == level_type::type::sp_campaign) {
687  item["label"] = game->icon();
688  data.emplace("game_icon", item);
689  }
690 
691  item["label"] = game->name();
692  data.emplace("game_name", item);
693 
694  grid& rg = list.add_row(data);
695 
696  auto& icon = rg.find_widget<image>("game_icon");
697  if(icon.get_label().empty()) {
698  icon.set_visible(gui2::widget::visibility::invisible);
699  }
700  }
701 
702  if(!level.empty() && !list.get_rows_shown().empty()) {
703  // Recalculate which rows should be visible
704  on_filter_change<slider>("num_players", false);
705  on_filter_change<text_box>("game_filter", false);
706 
707  int level_index = create_engine_.find_level_by_id(level).second;
708  if(level_index >= 0 && std::size_t(level_index) < list.get_item_count()) {
709  list.select_row(level_index);
710  }
711  }
712 
713  const bool is_random_map = type == level_type::type::random_map;
714 
715  find_widget<button>("random_map_regenerate").set_active(is_random_map);
716  find_widget<button>("random_map_settings").set_active(is_random_map);
717 
718  // Override the last selection so on_game_select selects the new level
720 
721  on_game_select();
722 }
723 
725 {
727 
729 }
730 
732 {
734 
735  update_details();
736 }
737 
738 int mp_create_game::convert_to_game_filtered_index(const unsigned int initial_index)
739 {
740  const std::vector<std::size_t>& filtered_indices = create_engine_.get_filtered_level_indices(create_engine_.current_level_type());
741  return std::distance(filtered_indices.begin(), std::find(filtered_indices.begin(), filtered_indices.end(), initial_index));
742 }
743 
745 {
746  styled_widget& players = find_widget<styled_widget>("map_num_players");
747  styled_widget& map_size = find_widget<styled_widget>("map_size");
748 
749  if(create_engine_.current_level_type() == level_type::type::random_map) {
750  // If the current random map doesn't have data, generate it
752  create_engine_.current_level().data()["map_data"].empty() &&
753  create_engine_.current_level().data()["map_file"].empty()) {
755  }
756 
757  find_widget<button>("random_map_settings").set_active(create_engine_.generator_has_settings());
758  }
759 
761 
762  // Reset the mp_parameters with the defaults
764 
765  // Set the title, with newlines replaced. Newlines are sometimes found in SP Campaign names
766  std::string title = create_engine_.current_level().name();
767  boost::replace_all(title, "\n", " " + font::unicode_em_dash + " ");
768  find_widget<styled_widget>("game_title").set_label(title);
769 
770 
772  case level_type::type::preset:
773  case level_type::type::scenario:
774  case level_type::type::user_map:
775  case level_type::type::user_scenario:
776  case level_type::type::random_map: {
777  ng::scenario* current_scenario = dynamic_cast<ng::scenario*>(&create_engine_.current_level());
778 
779  assert(current_scenario);
780 
782 
783  find_widget<stacked_widget>("minimap_stack").select_layer(0);
784 
785  if(current_scenario->data()["map_data"].empty()) {
786  saved_game::expand_map_file(current_scenario->data());
787  current_scenario->set_metadata();
788  }
789 
790  find_widget<minimap>("minimap").set_map_data(current_scenario->data()["map_data"]);
791 
792  players.set_label(std::to_string(current_scenario->num_players()));
793  map_size.set_label(current_scenario->map_size());
794 
795  break;
796  }
797  case level_type::type::campaign:
798  case level_type::type::sp_campaign: {
799  ng::campaign* current_campaign = dynamic_cast<ng::campaign*>(&create_engine_.current_level());
800 
801  assert(current_campaign);
802 
803  create_engine_.get_state().classification().campaign = current_campaign->data()["id"].str();
804 
805  const std::string img = formatter() << current_campaign->data()["image"] << "~SCALE_INTO(265,265)";
806 
807  find_widget<stacked_widget>("minimap_stack").select_layer(1);
808  find_widget<image>("campaign_image").set_image(img);
809 
810  const int p_min = current_campaign->min_players();
811  const int p_max = current_campaign->max_players();
812 
813  if(p_max > p_min) {
814  players.set_label(VGETTEXT("number of players^$min to $max", {{"min", std::to_string(p_min)}, {"max", std::to_string(p_max)}}));
815  } else {
816  players.set_label(std::to_string(p_min));
817  }
818 
820 
821  break;
822  }
823  }
824 
825  // This needs to be at the end, since errors found expanding the map data are put into the description
827 }
828 
830 {
832  if(level["force_lock_settings"].to_bool(!create_engine_.get_state().classification().is_normal_mp_game())) {
833  use_map_settings_->widget_set_enabled(false, false);
835  } else {
837  }
838 
840 
841  const bool use_map_settings = create_engine_.get_state().mp_settings().use_map_settings;
842 
843  fog_ ->widget_set_enabled(!use_map_settings, false);
844  shroud_ ->widget_set_enabled(!use_map_settings, false);
845  start_time_ ->widget_set_enabled(!use_map_settings, false);
846 
847  turns_ ->widget_set_enabled(!use_map_settings, false);
848  gold_ ->widget_set_enabled(!use_map_settings, false);
849  support_ ->widget_set_enabled(!use_map_settings, false);
850  experience_ ->widget_set_enabled(!use_map_settings, false);
851 
852  const bool time_limit = time_limit_->get_widget_value();
853 
854  init_turn_limit_->widget_set_enabled(time_limit, false);
855  turn_bonus_ ->widget_set_enabled(time_limit, false);
856  reservoir_ ->widget_set_enabled(time_limit, false);
857  action_bonus_ ->widget_set_enabled(time_limit, false);
858 
859  find_widget<button>("reset_timer_defaults").set_active(time_limit);
860 
864 
869 }
870 
872 {
874 
875  if(!load.load_multiplayer_game()) {
876  return;
877  }
878 
879  if(load.data().cancel_orders) {
881  }
882 
884 }
885 
887 {
888  config preset;
889  preset["scenario"] = create_engine_.current_level().id();
890  preset["era"] = create_engine_.current_era().id;
891  preset["fog"] = fog_->get_widget_value();
892  preset["shroud"] = shroud_->get_widget_value();
893  preset["village_gold"] = gold_->get_widget_value();
894  preset["village_support"] = support_->get_widget_value();
895  preset["experience_modifier"] = experience_->get_widget_value();
896  preset["countdown"] = time_limit_->get_widget_value();
897  preset["countdown_turn_limit"] = init_turn_limit_->get_widget_value();
898  preset["countdown_action_bonus"] = action_bonus_->get_widget_value();
899  preset["countdown_turn_bonus"] = turn_bonus_->get_widget_value();
900  preset["countdown_reservoir"] = reservoir_->get_widget_value();
901  preset["random_start_time"] = start_time_->get_widget_value();
902  preset["shuffle_sides"] = shuffle_sides_->get_widget_value();
903  preset["turns"] = turns_->get_widget_value();
904  preset["observer"] = observers_->get_widget_value();
905  preset["use_map_settings"] = use_map_settings_->get_widget_value();
906 
907  prefs::get().add_game_preset(std::move(preset));
908 }
909 
910 std::vector<std::string> mp_create_game::get_active_mods()
911 {
912  int i = 0;
913  std::set<std::string> res;
915  if(mod_list_->get_row_grid(i)->find_widget<toggle_button>("mod_active_state").get_value_bool()) {
916  res.insert(mod->id);
917  }
918  ++i;
919  }
920  return std::vector<std::string>(res.begin(), res.end());
921 }
922 
923 void mp_create_game::set_active_mods(const std::vector<std::string>& val)
924 {
925  std::set<std::string> val2(val.begin(), val.end());
926  int i = 0;
927  std::set<std::string> res;
929  mod_list_->get_row_grid(i)->find_widget<toggle_button>("mod_active_state").set_value_bool(val2.find(mod->id) != val2.end());
930  ++i;
931  }
932 }
933 
935 {
936  // This allows the defaults to be returned by the pref getters below
941 
942  init_turn_limit_->set_widget_value(prefs::get().countdown_init_time().count());
943  turn_bonus_->set_widget_value(prefs::get().countdown_turn_bonus().count());
944  reservoir_->set_widget_value(prefs::get().countdown_reservoir_time().count());
945  action_bonus_->set_widget_value(prefs::get().countdown_action_bonus().count());
946 }
947 
949 {
951  gui2::show_transient_error_message(_("The selected game has no sides!"));
952  return false;
953  }
954 
956  std::stringstream msg;
957  // 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
958  msg << _("The selected game cannot be created.");
959  msg << "\n\n";
962  return false;
963  }
964 
965  if(!create_engine_.is_campaign()) {
966  return true;
967  }
968 
969  return create_engine_.select_campaign_difficulty() != "CANCEL";
970 }
971 
973 {
974  plugins_context_.reset();
975 
976  // Show all tabs so that find_widget works correctly
977  find_widget<stacked_widget>("pager").select_layer(-1);
978 
979  if(get_retval() == LOAD_GAME) {
981 
982  // 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.
984  return;
985  }
986 
987  if(get_retval() == retval::OK) {
989  prefs::get().set_mp_level_type(static_cast<int>(create_engine_.current_level_type()));
990  prefs::get().set_mp_level(create_engine_.current_level().id());
991  prefs::get().set_mp_era(create_engine_.current_era().id);
992 
994 
995  if(create_engine_.current_level_type() == level_type::type::campaign ||
996  create_engine_.current_level_type() == level_type::type::sp_campaign) {
998  } else if(create_engine_.current_level_type() == level_type::type::scenario) {
1000  } else {
1001  // This means define= doesn't work for randomly generated scenarios
1003  }
1004 
1006 
1008 
1009  std::vector<const config*> entry_points;
1010  std::vector<std::string> entry_point_titles;
1011 
1012  const auto& tagname = create_engine_.get_state().classification().get_tagname();
1013 
1014  if(tagname == "scenario") {
1015  const std::string first_scenario = create_engine_.current_level().data()["first_scenario"];
1016  for(const config& scenario : game_config_manager::get()->game_config().child_range(tagname)) {
1017  const bool is_first = scenario["id"] == first_scenario;
1018  if(scenario["allow_new_game"].to_bool(false) || is_first || game_config::debug ) {
1019  const std::string& title = !scenario["new_game_title"].empty()
1020  ? scenario["new_game_title"]
1021  : scenario["name"];
1022 
1023  entry_points.insert(is_first ? entry_points.begin() : entry_points.end(), &scenario);
1024  entry_point_titles.insert(is_first ? entry_point_titles.begin() : entry_point_titles.end(), title);
1025  }
1026  }
1027  }
1028 
1030  if(entry_points.size() > 1) {
1031  gui2::dialogs::simple_item_selector dlg(_("Choose Starting Scenario"), _("Select at which point to begin this campaign."), entry_point_titles);
1032 
1033  dlg.set_single_button(true);
1034  dlg.show();
1035 
1036  const config& scenario = *entry_points[dlg.selected_index()];
1037 
1038  params.hash = scenario.hash();
1040  }
1041 
1043 
1044  if(!create_engine_.current_level().data()["force_lock_settings"].to_bool(!create_engine_.get_state().classification().is_normal_mp_game())) {
1045  // Max slider value (in this case, 100) means 'unlimited turns', so pass the value -1
1046  const int num_turns = turns_->get_widget_value();
1047  params.num_turns = num_turns < ::settings::turns_max ? num_turns : - 1;
1048  params.village_gold = gold_->get_widget_value();
1052  params.fog_game = fog_->get_widget_value();
1053  params.shroud_game = shroud_->get_widget_value();
1054 
1055  // write to scenario
1057 
1058  if(params.random_start_time) {
1059  if(!tod_manager::is_start_ToD(scenario["random_start_time"])) {
1060  scenario["random_start_time"] = true;
1061  }
1062  } else {
1063  scenario["random_start_time"] = false;
1064  }
1065 
1066  scenario["experience_modifier"] = params.xp_modifier;
1067  scenario["turns"] = params.num_turns;
1068 
1069  for(config& side : scenario.child_range("side")) {
1070  if(!params.use_map_settings) {
1071  side["fog"] = params.fog_game;
1072  side["shroud"] = params.shroud_game;
1073  side["village_gold"] = params.village_gold;
1074  side["village_support"] = params.village_support;
1075  } else {
1076  if(side["fog"].empty()) {
1077  side["fog"] = params.fog_game;
1078  }
1079 
1080  if(side["shroud"].empty()) {
1081  side["shroud"] = params.shroud_game;
1082  }
1083 
1084  if(side["village_gold"].empty()) {
1085  side["village_gold"] = params.village_gold;
1086  }
1087 
1088  if(side["village_support"].empty()) {
1089  side["village_support"] = params.village_support;
1090  }
1091  }
1092  }
1093  }
1094 
1096  params.mp_countdown_init_time = std::chrono::seconds{init_turn_limit_->get_widget_value()};
1097  params.mp_countdown_turn_bonus = std::chrono::seconds{turn_bonus_->get_widget_value()};
1098  params.mp_countdown_reservoir_time = std::chrono::seconds{reservoir_->get_widget_value()};
1099  params.mp_countdown_action_bonus = std::chrono::seconds{action_bonus_->get_widget_value()};
1100 
1105 
1106  random_faction_mode::type type = random_faction_mode::get_enum(selected_rfm_index_).value_or(random_faction_mode::type::independent);
1107  params.mode = type;
1108 
1109  // Since we don't have a field handling this option, we need to save the value manually
1110  prefs::get().set_random_faction_mode(random_faction_mode::get_string(type));
1111 
1112  // Save custom option settings
1113  params.options = options_manager_->get_options_config();
1114  prefs::get().set_options(options_manager_->get_options_config());
1115 
1116  // Set game name
1117  const std::string name = find_widget<text_box>("game_name").get_value();
1118  if(!name.empty() && (name != settings::game_name_default())) {
1119  params.name = name;
1120  }
1121 
1122  // Set game password
1123  const std::string password = find_widget<text_box>("game_password").get_value();
1124  if(!password.empty()) {
1125  params.password = password;
1126  }
1127  }
1128 }
1129 
1130 } // 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:839
std::string hash() const
Definition: config.cpp:1273
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:1215
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.
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
auto find(Container &container, const Value &value, const Projection &projection={})
Definition: general.hpp:179
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:107
auto * find(Container &container, const Value &value)
Convenience wrapper for using find on a container without needing to comare to end()
Definition: general.hpp:141
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