Add: "restart current" console command to regenerate the map based on current settings (#11963)

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Patric Stout 2024-02-03 15:48:54 +01:00 committed by GitHub
parent 17d02ed45f
commit 0dfba564ab
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GPG Key ID: B5690EEEBB952194
3 changed files with 22 additions and 10 deletions

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@ -1215,15 +1215,22 @@ DEF_CONSOLE_CMD(ConNewGame)
DEF_CONSOLE_CMD(ConRestart)
{
if (argc == 0) {
IConsolePrint(CC_HELP, "Restart game. Usage: 'restart'.");
IConsolePrint(CC_HELP, "Restarts a game, using the newgame settings.");
IConsolePrint(CC_HELP, " * if you started from a new game, and your newgame settings haven't changed, the game will be identical to when you started it.");
IConsolePrint(CC_HELP, " * if you started from a savegame / scenario / heightmap, the game might be different, because your settings might differ.");
if (argc == 0 || argc > 2) {
IConsolePrint(CC_HELP, "Restart game. Usage: 'restart [current|newgame]'.");
IConsolePrint(CC_HELP, "Restarts a game, using either the current or newgame (default) settings.");
IConsolePrint(CC_HELP, " * if you started from a new game, and your current/newgame settings haven't changed, the game will be identical to when you started it.");
IConsolePrint(CC_HELP, " * if you started from a savegame / scenario / heightmap, the game might be different, because the current/newgame settings might differ.");
return true;
}
StartNewGameWithoutGUI(_settings_game.game_creation.generation_seed);
if (argc == 1 || std::string_view(argv[1]) == "newgame") {
StartNewGameWithoutGUI(_settings_game.game_creation.generation_seed);
} else {
_settings_game.game_creation.map_x = Map::LogX();
_settings_game.game_creation.map_y = Map::LogY();
_switch_mode = SM_RESTARTGAME;
}
return true;
}
@ -1231,9 +1238,12 @@ DEF_CONSOLE_CMD(ConReload)
{
if (argc == 0) {
IConsolePrint(CC_HELP, "Reload game. Usage: 'reload'.");
IConsolePrint(CC_HELP, "Reloads a game.");
IConsolePrint(CC_HELP, " * if you started from a new game, reload the game with the current active settings.");
IConsolePrint(CC_HELP, " * if you started from a savegame / scenario / heightmap, that same savegame / scenario / heightmap will be loaded again.");
IConsolePrint(CC_HELP, "Reloads a game if loaded via savegame / scenario / heightmap.");
return true;
}
if (_file_to_saveload.abstract_ftype == FT_NONE || _file_to_saveload.abstract_ftype == FT_INVALID) {
IConsolePrint(CC_ERROR, "No game loaded to reload.");
return true;
}

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@ -1049,7 +1049,7 @@ void SwitchToMode(SwitchMode new_mode)
if (new_mode != SM_SAVE_GAME) {
/* If the network is active, make it not-active */
if (_networking) {
if (_network_server && (new_mode == SM_LOAD_GAME || new_mode == SM_NEWGAME)) {
if (_network_server && (new_mode == SM_LOAD_GAME || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) {
NetworkReboot();
} else {
NetworkDisconnect();
@ -1113,6 +1113,7 @@ void SwitchToMode(SwitchMode new_mode)
UpdateSocialIntegration(GM_NORMAL);
break;
case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
case SM_NEWGAME: // New Game --> 'Random game'
MakeNewGame(false, new_mode == SM_NEWGAME);
GenerateSavegameId();

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@ -26,6 +26,7 @@ enum GameMode {
enum SwitchMode {
SM_NONE,
SM_NEWGAME, ///< New Game --> 'Random game'.
SM_RESTARTGAME, ///< Restart --> 'Random game' with current settings.
SM_RELOADGAME, ///< Reload the savegame / scenario / heightmap you started the game with.
SM_EDITOR, ///< Switch to scenario editor.
SM_LOAD_GAME, ///< Load game, Play Scenario.