本文整理汇总了C++中saved_game::set_random_seed方法的典型用法代码示例。如果您正苦于以下问题:C++ saved_game::set_random_seed方法的具体用法?C++ saved_game::set_random_seed怎么用?C++ saved_game::set_random_seed使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类saved_game
的用法示例。
在下文中一共展示了saved_game::set_random_seed方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: initial_level_config
config initial_level_config(saved_game& state)
{
const mp_game_settings& params = state.mp_settings();
//Also impliers state.expand_scenario()
//We need to call this before expand_mp_events/options oterwise they might be overwritten
state.expand_random_scenario();
state.expand_mp_events();
state.expand_mp_options();
config& scenario = state.get_starting_pos();
if(!state.mp_settings().saved_game)
{
state.set_random_seed();
if (params.random_start_time)
{
if (!tod_manager::is_start_ToD(scenario["random_start_time"]))
{
scenario["random_start_time"] = true;
}
}
else
{
scenario["random_start_time"] = false;
}
scenario["experience_modifier"] = params.xp_modifier;
}
if (scenario["objectives"].empty()) {
scenario["objectives"] = "<big>" + t_string(N_("Victory:"), "wesnoth") +
"</big>\n<span foreground=\"#00ff00\">• " +
t_string(N_("Defeat enemy leader(s)"), "wesnoth") + "</span>";
}
config level = state.to_config();
add_multiplayer_classification(level.child_or_add("multiplayer"), state);
std::string era = params.mp_era;
//[multiplayer] mp_era= should be persistent over saves.
//[era], [modification]s are toplevel tags here, they are not part of the saved_game and only used during mp_connect/mp_wait
// Initialize the list of sides available for the current era.
// We also need this no not get a segfault in mp_connect for ai configuration
const config &era_cfg =
game_config_manager::get()->game_config().find_child("era", "id", era);
if (!era_cfg) {
if (!params.saved_game)
{
utils::string_map i18n_symbols;
i18n_symbols["era"] = era;
throw config::error(vgettext("Cannot find era $era", i18n_symbols));
}
// FIXME: @todo We should tell user about missing era but still load game
WRN_CF << "Missing era in MP load game " << era << std::endl;
//Otherwise we get an error when qwhen we try to add ai algirithms in moultiplayer_connect
level.add_child("era");
}
else
{
/*config& cfg = */level.add_child("era", era_cfg);
const config& custom_side = game_config_manager::get()->
game_config().find_child("multiplayer_side", "id", "Custom");
level.child("era").add_child_at("multiplayer_side", custom_side, 0);
}
// Add modifications, needed for ai aglorithms which are applied in mp_connect
const std::vector<std::string>& mods = params.active_mods;
for (unsigned i = 0; i < mods.size(); i++) {
/*config& cfg = */level.add_child("modification",
game_config_manager::get()->
game_config().find_child("modification", "id", mods[i]));
}
// This will force connecting clients to be using the same version number as us.
level["version"] = game_config::version;
return level;
}
示例2: initial_level_config
config initial_level_config(saved_game& state)
{
const mp_game_settings& params = state.mp_settings();
state.set_defaults();
// Also impliers state.expand_scenario()
// We need to call this before expand_mp_events/options otherwise they might be overwritten.
state.expand_random_scenario();
state.expand_mp_events();
state.expand_mp_options();
if(!state.valid()) {
throw config::error("Failed to load the scenario");
}
config& scenario = state.get_starting_point();
if(state.mp_settings().saved_game == mp_game_settings::SAVED_GAME_MODE::NONE) {
state.set_random_seed();
}
if(scenario["objectives"].empty()) {
// Generic victory objectives.
std::ostringstream ss;
ss << "<big>";
ss << t_string(N_("Victory:"), "wesnoth") << "</big>\n";
ss << "<span color='#00ff00'>" << font::unicode_bullet << " ";
ss << t_string(N_("Defeat enemy leader(s)"), "wesnoth") << "</span>";
scenario["objectives"] = ss.str();
}
config level = state.to_config();
add_multiplayer_classification(level.child_or_add("multiplayer"), state);
// [multiplayer] mp_era= should be persistent over saves.
std::string era = params.mp_era;
/**
* [era] and [modification]s are toplevel tags here.
* They are not part of the saved_game and are only used during mp_staging/mp_join_game.
*
* @todo: see if all the comments ai algorithms are still up-to-date and relevant.
*
* -- vultraz, 2017-11-24
*/
const config& game_config = game_config_manager::get()->game_config();
const config& era_cfg = game_config.find_child("era", "id", era);
if(!era_cfg) {
if(params.saved_game == mp_game_settings::SAVED_GAME_MODE::NONE) {
throw config::error(VGETTEXT("Cannot find era $era", {{"era", era}}));
}
// FIXME: @todo We should tell user about missing era but still load game...
WRN_CF << "Missing era in MP load game " << era << std::endl;
// Otherwise we get an error when when we try to add ai algorithms in mp_staging.
level.add_child("era");
} else {
level.add_child("era", era_cfg);
// Initialize the list of sides available for the current era.
// We also need this so not to get a segfault in mp_staging for ai configuration.
const config& custom_side = game_config.find_child("multiplayer_side", "id", "Custom");
level.child("era").add_child_at("multiplayer_side", custom_side, 0);
}
// Add modifications, needed for ai algorithms which are applied in mp_staging.
const std::vector<std::string>& mods = params.active_mods;
for(unsigned i = 0; i < mods.size(); ++i) {
if(const config& mod_cfg = game_config.find_child("modification", "id", mods[i])) {
level.add_child("modification", mod_cfg);
}
}
// This will force connecting clients to be using the same version number as us.
level["version"] = game_config::wesnoth_version.str();
return level;
}