Change: "restart" now uses your newgame settings, where "reload" uses the current settings (#11962)

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Patric Stout 2024-02-03 11:19:47 +01:00 committed by GitHub
parent 59f6c199bf
commit a0c480c4e4
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GPG Key ID: B5690EEEBB952194
3 changed files with 8 additions and 14 deletions

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@ -1217,17 +1217,13 @@ DEF_CONSOLE_CMD(ConRestart)
{
if (argc == 0) {
IConsolePrint(CC_HELP, "Restart game. Usage: 'restart'.");
IConsolePrint(CC_HELP, "Restarts a game. It tries to reproduce the exact same map as the game started with.");
IConsolePrint(CC_HELP, "However:");
IConsolePrint(CC_HELP, " * restarting games started in another version might create another map due to difference in map generation.");
IConsolePrint(CC_HELP, " * restarting games based on scenarios, loaded games or heightmaps will start a new game based on the settings stored in the scenario/savegame.");
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.");
return true;
}
/* Don't copy the _newgame pointers to the real pointers, so call SwitchToMode directly */
_settings_game.game_creation.map_x = Map::LogX();
_settings_game.game_creation.map_y = Map::LogY();
_switch_mode = SM_RESTARTGAME;
StartNewGameWithoutGUI(_settings_game.game_creation.generation_seed);
return true;
}
@ -1236,12 +1232,12 @@ 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 savegame / scenario / heightmap, that exact same savegame / scenario / heightmap will be loaded.");
IConsolePrint(CC_HELP, " * if you started from a new game, this acts the same as 'restart'.");
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.");
return true;
}
/* Don't copy the _newgame pointers to the real pointers, so call SwitchToMode directly */
/* Use a switch-mode to prevent copying over newgame settings to active settings. */
_settings_game.game_creation.map_x = Map::LogX();
_settings_game.game_creation.map_y = Map::LogY();
_switch_mode = SM_RELOADGAME;

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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 || new_mode == SM_RESTARTGAME)) {
if (_network_server && (new_mode == SM_LOAD_GAME || new_mode == SM_NEWGAME)) {
NetworkReboot();
} else {
NetworkDisconnect();
@ -1113,7 +1113,6 @@ 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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@ -26,7 +26,6 @@ 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.