The Battle for Wesnoth  1.17.6+dev
playsingle_controller.cpp
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1 /*
2  Copyright (C) 2006 - 2022
3  by Joerg Hinrichs <joerg.hinrichs@alice-dsl.de>
4  Copyright (C) 2003 by David White <dave@whitevine.net>
5  Part of the Battle for Wesnoth Project https://www.wesnoth.org/
6 
7  This program is free software; you can redistribute it and/or modify
8  it under the terms of the GNU General Public License as published by
9  the Free Software Foundation; either version 2 of the License, or
10  (at your option) any later version.
11  This program is distributed in the hope that it will be useful,
12  but WITHOUT ANY WARRANTY.
13 
14  See the COPYING file for more details.
15 */
16 
17 /**
18  * @file
19  * Logic for single-player game.
20  */
21 
23 
24 #include "actions/undo.hpp"
25 #include "ai/manager.hpp"
26 #include "ai/testing.hpp"
27 #include "display_chat_manager.hpp"
28 #include "events.hpp"
29 #include "formula/string_utils.hpp"
30 #include "game_end_exceptions.hpp"
31 #include "game_events/pump.hpp"
32 #include "gettext.hpp"
36 #include "hotkey/hotkey_item.hpp"
37 #include "log.hpp"
38 #include "map/label.hpp"
39 #include "map/map.hpp"
40 #include "playturn.hpp"
41 #include "preferences/game.hpp"
42 #include "random_deterministic.hpp"
43 #include "replay_helper.hpp"
44 #include "resources.hpp"
45 #include "savegame.hpp"
47 #include "sound.hpp"
48 #include "soundsource.hpp"
49 #include "statistics.hpp"
50 #include "synced_context.hpp"
51 #include "units/unit.hpp"
52 #include "video.hpp"
54 #include "whiteboard/manager.hpp"
55 
56 #include <boost/dynamic_bitset.hpp>
57 
58 static lg::log_domain log_aitesting("ai/testing");
59 #define LOG_AIT LOG_STREAM(info, log_aitesting)
60 // If necessary, this define can be replaced with `#define LOG_AIT std::cout` to restore previous behavior
61 
62 static lg::log_domain log_engine("engine");
63 #define ERR_NG LOG_STREAM(err, log_engine)
64 #define LOG_NG LOG_STREAM(info, log_engine)
65 
66 static lg::log_domain log_enginerefac("enginerefac");
67 #define LOG_RG LOG_STREAM(info, log_enginerefac)
68 
69 playsingle_controller::playsingle_controller(const config& level, saved_game& state_of_game, bool skip_replay)
70  : play_controller(level, state_of_game, skip_replay, true) // start faded
71  , cursor_setter_(cursor::NORMAL)
72  , textbox_info_()
73  , replay_sender_(*resources::recorder)
74  , network_reader_([this](config& cfg) { return receive_from_wesnothd(cfg); })
77  , skip_next_turn_(false)
78  , ai_fallback_(false)
80 {
81  // upgrade hotkey handler to the sp (whiteboard enabled) version
82  hotkey_handler_ = std::make_unique<hotkey_handler>(*this, saved_game_);
83 
84  // game may need to start in linger mode
86 
87  plugins_context_->set_accessor_string("level_result", std::bind(&playsingle_controller::describe_result, this));
88  plugins_context_->set_accessor_int("turn", std::bind(&play_controller::turn, this));
89 }
90 
92 {
93  if(!is_regular_game_end()) {
94  return "NONE";
95  } else if(get_end_level_data().is_victory) {
96  return "VICTORY";
97  } else {
98  return "DEFEAT";
99  }
100 }
101 
103 {
104  LOG_NG << "Initializing GUI... " << (SDL_GetTicks() - ticks());
106 
107  // Scroll to the starting position of the first team. If there is a
108  // human team, use that team; otherwise use team 1. If the map defines
109  // a starting position for the selected team, scroll to that tile. Note
110  // this often does not matter since many scenario start with messages,
111  // which will usually scroll to the speaker. Also note that the map
112  // does not necessarily define the starting positions. While usually
113  // best to use the map, the scenarion may explicitly set the positions,
114  // overriding those found in the map (if any).
115  if(map_start_.valid()) {
116  gui_->scroll_to_tile(map_start_, game_display::WARP, false);
117  LOG_NG << "Found good stored ui location " << map_start_;
118  } else {
119  int scroll_team = gamestate().first_human_team_ + 1;
120  if(scroll_team == 0) {
121  scroll_team = 1;
122  }
123 
124  map_location loc(get_map().starting_position(scroll_team));
125  if((loc.x >= 0) && (loc.y >= 0)) {
126  gui_->scroll_to_tile(loc, game_display::WARP);
127  LOG_NG << "Found bad stored ui location " << map_start_ << " using side starting location " << loc;
128  } else {
129  LOG_NG << "Found bad stored ui location";
130  }
131  }
132 
133  // Fade in
134  gui_->set_prevent_draw(false);
135  gui_->queue_repaint();
136  if(!video::headless() && !video::testing()) {
137  gui_->fade_to({0,0,0,0}, 500);
138  } else {
139  gui_->set_fade({0,0,0,0});
140  }
141 
143 }
144 
146 {
147  // At the beginning of the scenario, save a snapshot as replay_start
148  if(saved_game_.replay_start().empty()) {
150  }
151 
152  start_game();
153 
155  // This won't cause errors later but we should notify the user about it in case he didn't knew it.
157  // TODO: find a better title
158  _("Game Error"),
159  _("This multiplayer game uses an alternative random mode, if you don't know what this message means, then "
160  "most likely someone is cheating or someone reloaded a corrupt game."));
161  }
162 
163  return;
164 }
165 
167 {
168  LOG_NG << "starting main loop\n" << (SDL_GetTicks() - ticks());
169 
171  if(get_teams().empty()) {
172  ERR_NG << "Playing game with 0 teams.";
173  }
174 
175  while(true) {
176  try {
177  play_turn();
178  if(is_regular_game_end()) {
180  return;
181  }
182  } catch(const reset_gamestate_exception& ex) {
183  //
184  // TODO:
185  //
186  // The MP replay feature still doesn't work properly (causes OOS)
187  // because:
188  //
189  // 1) The undo stack is not reset along with the gamestate (fixed).
190  // 2) The server_request_number_ is not reset along with the
191  // gamestate (fixed).
192  // 3) chat and other unsynced actions are inserted in the middle of
193  // the replay bringing the replay_pos in unorder (fixed).
194  // 4) untracked changes in side controllers are lost when resetting
195  // gamestate (fixed).
196  // 5) The game should have a stricter check for whether the loaded
197  // game is actually a parent of this game.
198  // 6) If an action was undone after a game was saved it can cause
199  // OOS if the undone action is in the snapshot of the saved
200  // game (luckily this is never the case for autosaves).
201  //
202  boost::dynamic_bitset<> local_players;
203  local_players.resize(get_teams().size(), true);
204  // Preserve side controllers, because we won't get the side controoller updates again when replaying.
205  for(std::size_t i = 0; i < local_players.size(); ++i) {
206  local_players[i] = get_teams()[i].is_local();
207  }
208 
209  if(ex.start_replay) {
210  // MP "Back to turn"
212  } else {
213  // SP replay
215  }
216 
217  reset_gamestate(*ex.level, (*ex.level)["replay_pos"]);
218 
219  for(std::size_t i = 0; i < local_players.size(); ++i) {
220  resources::gameboard->teams()[i].set_local(local_players[i]);
221  }
222 
224 
225  if(replay_controller_ == nullptr) {
226  replay_controller_ = std::make_unique<replay_controller>(*this, false, ex.level, [this]() { on_replay_end(false); });
227  }
228 
229  if(ex.start_replay) {
230  replay_controller_->play_replay();
231  }
232  }
233  } // end for loop
234 }
235 
237 {
238  LOG_NG << "in playsingle_controller::play_scenario()...";
239 
240  // Start music.
241  for(const config& m : level.child_range("music")) {
242  sound::play_music_config(m, true);
243  }
244 
246 
248  // Combine all the [story] tags into a single config. Handle this here since
249  // storyscreen::controller doesn't have a default constructor.
250  config cfg;
251  for(const auto& iter : level.child_range("story")) {
252  cfg.append_children(iter);
253  }
254 
255  if(!cfg.empty()) {
257  }
258  }
259 
260  gui_->labels().read(level);
261 
262  // Read sound sources
263  assert(soundsources_manager_ != nullptr);
264  for(const config& s : level.child_range("sound_source")) {
265  try {
267  soundsources_manager_->add(spec);
268  } catch(const bad_lexical_cast&) {
269  ERR_NG << "Error when parsing sound_source config: bad lexical cast.";
270  ERR_NG << "sound_source config was: " << s.debug();
271  ERR_NG << "Skipping this sound source...";
272  }
273  }
274 
275  LOG_NG << "entering try... " << (SDL_GetTicks() - ticks());
276 
277  try {
279  // clears level config;
281 
282  if(!is_regular_game_end() && !linger_) {
284  }
285 
287  exit(0);
288  }
289  const bool is_victory = get_end_level_data().is_victory;
290 
291  //if(gamestate().gamedata_.phase() <= game_data::PRESTART) {
292  // video::clear_screen();
293  //}
294 
296 
297  const end_level_data& end_level = get_end_level_data();
298 
299  if(get_teams().empty()) {
300  // store persistent teams
302 
303  // this is probably only a story scenario, i.e. has its endlevel in the prestart event
304  return level_result::type::victory;
305  }
306 
307  if(linger_) {
308  LOG_NG << "resuming from loaded linger state...";
309  // as carryover information is stored in the snapshot, we have to re-store it after loading a linger state
311  if(!is_observer()) {
313  }
314 
315  return level_result::type::victory;
316  }
317 
318  pump().fire(is_victory ? "local_victory" : "local_defeat");
319 
320  { // Block for set_scontext_synced_base
322  pump().fire(end_level.proceed_to_next_level ? level_result::victory : level_result::defeat);
323  pump().fire("scenario_end");
324  }
325 
326  if(end_level.proceed_to_next_level) {
328  }
329 
330  if(is_observer()) {
331  gui2::show_transient_message(_("Game Over"), _("The game is over."));
332  return level_result::type::observer_end;
333  }
334 
335  // If we're a player, and the result is victory/defeat, then send
336  // a message to notify the server of the reason for the game ending.
338  "info", config {
339  "type", "termination",
340  "condition", "game over",
341  "result", is_victory ? level_result::victory : level_result::defeat,
342  },
343  });
344 
345  // Play victory music once all victory events
346  // are finished, if we aren't observers and the
347  // carryover dialog isn't disabled.
348  //
349  // Some scenario authors may use 'continue'
350  // result for something that is not story-wise
351  // a victory, so let them use [music] tags
352  // instead should they want special music.
353  const std::string& end_music = select_music(is_victory);
354  if((!is_victory || end_level.transient.carryover_report) && !end_music.empty()) {
356  sound::play_music_once(end_music);
357  }
358 
360 
361  level_result::type res = level_result::get_enum(end_level.test_result).value_or(level_result::type::test_invalid);
362  if(res == level_result::type::result_not_set) {
363  return is_victory ? level_result::type::victory : level_result::type::defeat;
364  } else {
365  return res;
366  }
367  } catch(const savegame::load_game_exception&) {
368  // Loading a new game is effectively a quit.
369  saved_game_.clear();
370  throw;
371  } catch(const wesnothd_error& e) {
372  scoped_savegame_snapshot snapshot(*this);
374  if(e.message == "") {
376  _("A network disconnection has occurred, and the game cannot continue. Do you want to save the game?"),
378  } else {
380  _("This game has been ended.\nReason: ") + e.message + _("\nDo you want to save the game?"),
382  }
383 
384  if(dynamic_cast<const ingame_wesnothd_error*>(&e)) {
385  return level_result::type::quit;
386  } else {
387  throw;
388  }
389  }
390 }
391 
393 {
394  while(!should_return_to_play_side()) {
396  SDL_Delay(10);
397  }
398 }
399 
401 {
402  if(!skip_next_turn_) {
404  }
405 
406  if(replay_controller_.get() != nullptr) {
407  init_side_done_now_ = false;
408 
409  REPLAY_RETURN res = replay_controller_->play_side_impl();
410  if(res == REPLAY_FOUND_END_TURN) {
412  }
413 
415  replay_controller_.reset();
416  }
417  } else if((current_team().is_local_human() && current_team().is_proxy_human())) {
418  LOG_NG << "is human...";
419  // If a side is dead end the turn, but play at least side=1's
420  // turn in case all sides are dead
421  if(gamestate().board_.side_units(current_side()) == 0 && !(get_units().empty() && current_side() == 1)) {
423  }
424 
426 
427  if(end_turn_ == END_TURN_NONE) {
428  play_human_turn();
429  }
430 
433  }
434 
435  LOG_NG << "human finished turn...";
436  } else if(current_team().is_local_ai() || (current_team().is_local_human() && current_team().is_droid())) {
437  play_ai_turn();
438  } else if(current_team().is_network()) {
440  } else if(current_team().is_local_human() && current_team().is_idle()) {
441  end_turn_enable(false);
444 
445  if(end_turn_ == END_TURN_NONE) {
446  play_idle_loop();
447  }
448  } else {
449  // we should have skipped over empty controllers before so this shouldn't be possible
450  ERR_NG << "Found invalid side controller " << side_controller::get_string(current_team().controller()) << " ("
451  << side_proxy_controller::get_string(current_team().proxy_controller()) << ") for side " << current_team().side();
452  }
453 }
454 
456 {
457  log_scope("player turn");
458  assert(!linger_);
460  return;
461  }
462 
464  scoped_savegame_snapshot snapshot(*this);
467  }
468 
469  if(preferences::turn_bell()) {
471  }
472 }
473 
475 {
477  blindfold b(*gui_, true); // apply a blindfold for the duration of this dialog
478  gui_->queue_rerender();
479  std::string message = _("It is now $name|’s turn");
480  utils::string_map symbols;
481  symbols["name"] = gamestate().board_.get_team(current_side()).side_name();
482  message = utils::interpolate_variables_into_string(message, &symbols);
483  gui2::show_transient_message("", message);
484  }
485 }
486 
488 {
490  return;
491  }
492 
493  try {
495  } catch(const return_to_play_side_exception&) {
496  }
497 }
498 
500 {
502 
504  execute_gotos();
505  }
506 
507  end_turn_enable(true);
508 
509  while(!should_return_to_play_side()) {
512  }
513 }
514 
516 {
517  LOG_NG << "beginning end-of-scenario linger";
518  linger_ = true;
519 
520  // If we need to set the status depending on the completion state
521  // the key to it is here.
522  gui_->set_game_mode(game_display::LINGER);
523 
524  // Make all of the able-to-move units' orbs consistently red
526 
527  // change the end-turn button text to its alternate label
528  gui_->get_theme().refresh_title2("button-endturn", "title2");
529  gui_->queue_rerender();
530 
531  try {
532  // Same logic as single-player human turn, but
533  // *not* the same as multiplayer human turn.
534  end_turn_enable(true);
536  while(end_turn_ == END_TURN_NONE) {
537  play_slice();
538  }
539  } catch(const savegame::load_game_exception&) {
540  // Loading a new game is effectively a quit.
541  saved_game_.clear();
542  throw;
543  }
544 
545  // revert the end-turn button text to its normal label
546  gui_->get_theme().refresh_title2("button-endturn", "title");
547  gui_->queue_rerender();
548  gui_->set_game_mode(game_display::RUNNING);
549 
550  LOG_NG << "ending end-of-scenario linger";
551 }
552 
554 {
555  // TODO: this is really only needed to refresh the visual state of the buttons on each turn.
556  // It looks like we can put it in play_side_impl, but it definitely should be removed from
557  // here since other code already takes care of actually enabling/disabling the end turn button.
559 }
560 
562 {
563  // Clear moves from the GUI.
564  gui_->set_route(nullptr);
565  gui_->unhighlight_reach();
566 }
567 
569 {
570  LOG_NG << "is ai...";
571 
572  end_turn_enable(false);
573  gui_->recalculate_minimap();
574 
575  const cursor::setter cursor_setter(cursor::WAIT);
576 
577  // Correct an oddball case where a human could have left delayed shroud
578  // updates on before giving control to the AI. (The AI does not bother
579  // with the undo stack, so it cannot delay shroud updates.)
580  team& cur_team = current_team();
581  if(!cur_team.auto_shroud_updates()) {
582  // We just took control, so the undo stack is empty. We still need
583  // to record this change for the replay though.
585  }
586 
587  undo_stack().clear();
589 
590  try {
591  try {
594  }
595  } catch(const return_to_play_side_exception&) {
596  } catch(const fallback_ai_to_human_exception&) {
598  player_type_changed_ = true;
599  ai_fallback_ = true;
600  }
601  } catch(...) {
603  throw;
604  }
605 
608  }
609 
611  gui_->recalculate_minimap();
612  gui_->invalidate_unit();
613  gui_->invalidate_game_status();
614  gui_->invalidate_all();
615 }
616 
617 /**
618  * Will handle sending a networked notification in descendent classes.
619  */
621 {
622  gui_->get_chat_manager().add_chat_message(std::time(nullptr), "Wesnoth", 0,
623  "This side is in an idle state. To proceed with the game, the host must assign it to another controller.",
625 }
626 
627 /**
628  * Will handle networked turns in descendent classes.
629  */
631 {
632  // There should be no networked sides in single-player.
633  ERR_NG << "Networked team encountered by playsingle_controller.";
634 }
635 
636 void playsingle_controller::handle_generic_event(const std::string& name)
637 {
638  if(name == "ai_user_interact") {
639  play_slice(false);
640  }
641 }
642 
644 {
645  if(linger_) {
647  } else if(!is_browsing() && menu_handler_.end_turn(current_side())) {
649  }
650 }
651 
653 {
654  skip_next_turn_ = true;
656 }
657 
659 {
660  if(!get_teams().empty()) {
661  const team& t = get_teams()[gui_->viewing_team()];
662 
664  show_objectives();
665  }
666  }
667 }
668 
670 {
671  // mouse_handler expects at least one team for linger mode to work.
672  assert(is_regular_game_end());
673  if(get_end_level_data().transient.linger_mode && !get_teams().empty()) {
674  linger();
675  }
676 }
677 
679 {
680  // We cannot add [end_turn] to the recorder while executing another action.
682 
683  if(end_turn_ == END_TURN_REQUIRED && current_team().is_local()) {
684  // TODO: we should also send this immediately.
685  resources::recorder->end_turn(gamestate_->next_player_number_);
687  }
688 
689  assert(end_turn_ == END_TURN_SYNCED);
690  skip_next_turn_ = false;
691 
692  if(ai_fallback_) {
693  current_team().make_ai();
694  ai_fallback_ = false;
695  }
696 }
697 
699 {
700  if(replay_controller_ && replay_controller_->is_controlling_view()) {
701  replay_controller_->update_viewing_player();
702  } else if(int side_num = play_controller::find_last_visible_team()) {
703  // Update viewing team in case it has changed during the loop.
704  if(side_num != gui_->viewing_side()) {
705  update_gui_to_player(side_num - 1);
706  }
707  }
708 }
709 
711 {
712  if(replay_controller_ && replay_controller_->allow_reset_replay()) {
713  replay_controller_->stop_replay();
714  throw reset_gamestate_exception(replay_controller_->get_reset_state(), {}, false);
715  } else {
716  ERR_NG << "received invalid reset replay";
717  }
718 }
719 
721 {
722  replay_controller_ = std::make_unique<replay_controller>(
723  *this,
725  std::make_shared<config>(saved_game_.get_replay_starting_point()),
726  std::bind(&playsingle_controller::on_replay_end, this, is_unit_test)
727  );
728 
729  if(is_unit_test) {
730  replay_controller_->play_replay();
731  }
732 }
733 
735 {
737  return true;
738  } else if(end_turn_ == END_TURN_NONE || replay_controller_.get() != 0 || current_team().is_network()) {
739  return false;
740  } else {
741  return true;
742  }
743 }
744 
746 {
747  if(is_networked_mp()) {
749  } else if(is_unit_test) {
750  replay_controller_->return_to_play_side();
751  if(!is_regular_game_end()) {
753  e.proceed_to_next_level = false;
754  e.is_victory = false;
756  }
757  }
758 }
bool disable_auto_moves()
Definition: general.cpp:972
void empty_playlist()
Definition: sound.cpp:612
void end_turn(int next_player_number)
Definition: replay.cpp:305
void clear()
Clears the stack of undoable (and redoable) actions.
Definition: undo.cpp:221
void set_all_units_user_end_turn()
Definition: game_board.cpp:86
An error occurred during when trying to communicate with the wesnothd server.
static lg::log_domain log_aitesting("ai/testing")
int autosavemax()
Definition: game.cpp:792
std::unique_ptr< soundsource::manager > soundsources_manager_
bool turn_bell()
Definition: general.cpp:668
static void display(const std::string &scenario_name, const config &story)
static bool run_and_store(const std::string &commandname, const config &data, bool use_undo=true, bool show=true, synced_command::error_handler_function error_handler=default_error_function)
hotkey::command_executor * get_hotkey_command_executor() override
Optionally get a command executor to handle context menu events.
std::string interpolate_variables_into_string(const std::string &str, const string_map *const symbols)
virtual const std::vector< team > & teams() const override
Definition: game_board.hpp:86
void heal_all_survivors()
Definition: game_board.cpp:93
std::map< std::string, t_string > string_map
int find_last_visible_team() const
returns 0 if no such team was found.
std::unique_ptr< game_display > gui_
const unit_map & get_units() const
events::mouse_handler mouse_handler_
static manager & get_singleton()
Definition: manager.hpp:145
std::unique_ptr< plugins_context > plugins_context_
bool is_network() const
Definition: team.hpp:250
config & replay_start()
Definition: saved_game.hpp:123
bool is_skipping_replay() const
const std::string & side_name() const
Definition: team.hpp:295
level_result::type play_scenario(const config &level)
Exception used to escape form the ai or ui code to playsingle_controller::play_side.
virtual void play_side_impl() override
Class for autosaves.
Definition: savegame.hpp:279
game_events::wml_event_pump & pump()
const int INFINITE_AUTO_SAVES
Definition: game.hpp:208
std::unique_ptr< hotkey_handler > hotkey_handler_
int first_human_team_
Definition: game_state.hpp:75
child_itors child_range(config_key_type key)
Definition: config.cpp:344
virtual void init_gui() override
bool objectives_changed() const
Definition: team.hpp:229
PROCESS_DATA_RESULT sync_network()
Definition: playturn.cpp:61
static config get_auto_shroud(bool turned_on)
Records that the player has toggled automatic shroud updates.
Gather statistics important for AI testing and output them.
And endturn was required eigher by the player, by the ai or by [end_turn].
void clear()
Definition: saved_game.cpp:785
void enable_replay(bool is_unit_test=false)
virtual void play_slice(bool is_delay_enabled=true)
const gamemap & get_map() const
Class for "normal" midgame saves.
Definition: savegame.hpp:252
bool testing()
The game is running unit tests.
Definition: video.cpp:112
config & set_snapshot(config snapshot)
Definition: saved_game.cpp:559
void play_music_once(const std::string &file)
Definition: sound.cpp:603
void append_children(const config &cfg)
Adds children from cfg.
Definition: config.cpp:223
static void log_game_end()
Definition: testing.cpp:103
Contains the exception interfaces used to signal completion of a scenario, campaign or turn...
bool save_game_interactive(const std::string &message, DIALOG_TYPE dialog_type)
Save a game interactively through the savegame dialog.
Definition: savegame.cpp:384
static std::string _(const char *str)
Definition: gettext.hpp:93
persist_manager persist_
void reset_current_scenario()
Reset the stats of the current scenario to the beginning.
Definition: statistics.cpp:797
void send_data()
Definition: playturn.cpp:80
An extension of play_controller::hotkey_handler, which has support for SP wesnoth features like white...
events::menu_handler menu_handler_
virtual void do_idle_notification()
Will handle sending a networked notification in descendent classes.
playsingle_controller(const config &level, saved_game &state_of_game, bool skip_replay)
#define b
void make_human()
Definition: team.hpp:261
std::unique_ptr< game_state > gamestate_
REPLAY_RETURN
Definition: replay.hpp:156
no linger overlay, show fog and shroud.
std::string turn_bell
saved_game & saved_game_
void end_turn_enable(bool enable)
This class stores all the data for a single &#39;side&#39; (in game nomenclature).
Definition: team.hpp:75
bool end_turn(int side_num)
virtual void check_objectives() override
virtual bool should_return_to_play_side() const override
team & get_team(int i)
Definition: game_board.hpp:98
std::size_t size(const std::string &str)
Length in characters of a UTF-8 string.
Definition: unicode.cpp:87
std::string test_result
result to use if this is a unit test
bool disable_autosave
bool has_human_sides() const
Definition: game_state.hpp:76
config to_config() const
Builds the snapshot config from members and their respective configs.
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.
bool valid() const
Definition: location.hpp:89
game_board * gameboard
Definition: resources.cpp:21
bool is_regular_game_end() const
std::vector< team > & get_teams()
bool headless()
The game is running headless.
Definition: video.cpp:107
std::shared_ptr< config > stats_
virtual void init_gui()
void read_stats(const config &cfg)
Definition: statistics.cpp:773
std::string describe_result() const
Managing the AIs lifecycle - headers TODO: Refactor history handling and internal commands...
#define LOG_NG
replay * recorder
Definition: resources.cpp:29
void play_turn(side_number side)
Plays a turn for the specified side using its active AI.
Definition: manager.cpp:726
static lg::log_domain log_enginerefac("enginerefac")
bool carryover_report
Should a summary of the scenario outcome be displayed?
virtual void play_network_turn()
Will handle networked turns in descendent classes.
static void log_game_start()
Definition: testing.cpp:91
bool is_browsing() const override
bool is_observer() const
void update_gui_to_player(const int team_index, const bool observe=false)
Changes the UI for this client to the passed side index.
Encapsulates the map of the game.
Definition: location.hpp:38
void on_replay_end(bool is_unit_test)
bool auto_shroud_updates() const
Definition: team.hpp:326
void make_ai()
Definition: team.hpp:262
Sound source info class.
void set_end_level_data(const end_level_data &data)
Exception used to signal that the user has decided to abortt a game, and to load another game instead...
Definition: savegame.hpp:83
transient_end_level transient
virtual bool is_networked_mp() const
const config & get_replay_starting_point()
Definition: saved_game.cpp:588
std::size_t i
Definition: function.cpp:967
const std::string & select_music(bool victory) const
map_location map_start_
void execute_gotos(mouse_handler &mousehandler, int side_num)
static constexpr std::optional< enum_type > get_enum(const std::string_view value)
Converts a string into its enum equivalent.
Definition: enum_base.hpp:57
#define ERR_NG
static map_location::DIRECTION s
std::unique_ptr< replay_controller > replay_controller_
void reset_gamestate(const config &level, int replay_pos)
Define the game&#39;s event mechanism.
#define log_scope(description)
Definition: log.hpp:235
bool empty() const
Definition: map.hpp:446
bool proceed_to_next_level
whether to proceed to the next scenario, equals is_victory in sp.
t_string get_scenario_name() const
Additional information on the game outcome which can be provided by WML.
actions::undo_list & undo_stack()
const end_level_data & get_end_level_data() const
pump_result_t fire(const std::string &event, const entity_location &loc1=entity_location::null_entity, const entity_location &loc2=entity_location::null_entity, const config &data=config())
Function to fire an event.
Definition: pump.cpp:402
virtual bool receive_from_wesnothd(config &) const
void update_viewing_player() override
compression::format save_compression_format()
Definition: game.cpp:844
void play_bell(const std::string &files)
Definition: sound.cpp:1050
game_state & gamestate()
double t
Definition: astarsearch.cpp:65
playturn_network_adapter network_reader_
void play_music_config(const config &music_node, bool allow_interrupt_current_track, int i)
Definition: sound.cpp:713
game_classification & classification()
Definition: saved_game.hpp:55
game_board board_
Definition: game_state.hpp:47
Various functions that implement the undoing (and redoing) of in-game commands.
Standard logging facilities (interface).
void autosave(const bool disable_autosave, const int autosave_max, const int infinite_autosaves)
Definition: savegame.cpp:609
int current_side() const
Returns the number of the side whose turn it is.
bool is_skipping_story() const
replay_network_sender replay_sender_
std::string message
Definition: exceptions.hpp:30
std::shared_ptr< config > level
#define e
std::size_t turn() const
void commit_music_changes()
Definition: sound.cpp:837
void remove_snapshot()
Definition: saved_game.cpp:577
int side() const
Definition: team.hpp:176
A config object defines a single node in a WML file, with access to child nodes.
Definition: config.hpp:60
static lg::log_domain log_engine("engine")
bool turn_dialog()
Definition: game.cpp:417
Thrown when a lexical_cast fails.
bool empty() const
Definition: config.cpp:941
virtual void send_to_wesnothd(const config &, const std::string &="unknown") const
virtual void handle_generic_event(const std::string &name) override
An [end_turn] was added to the replay.
void show_objectives() const
bool init_side_done_now_
Whether we did init sides in this session (false = we did init sides before we reloaded the game)...
static std::string get_string(enum_type key)
Converts a enum to its string equivalent.
Definition: enum_base.hpp:46