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Mainmenu game-related changes (#11887)
fixes: * Switching between games does not immediately hide creative mode / damage buttons if so specified * World creation menu has a game selection list even though the menu already provides a gamebar * Showing gameid in world list is unnecessary * Choice of mapgen parameters in menu persists between games (and was half-broken)
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parent
b164e16d1b
commit
4c8c649779
9 changed files with 262 additions and 210 deletions
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@ -24,7 +24,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "log.h"
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#include "util/strfnd.h"
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#include "defaultsettings.h" // for set_default_settings
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#include "mapgen/mapgen.h" // for MapgenParams
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#include "map_settings_manager.h"
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#include "util/string.h"
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#ifndef SERVER
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@ -370,19 +370,12 @@ void loadGameConfAndInitWorld(const std::string &path, const std::string &name,
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// Create map_meta.txt if does not already exist
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std::string map_meta_path = final_path + DIR_DELIM + "map_meta.txt";
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if (!fs::PathExists(map_meta_path)) {
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verbosestream << "Creating map_meta.txt (" << map_meta_path << ")"
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<< std::endl;
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std::ostringstream oss(std::ios_base::binary);
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MapSettingsManager mgr(map_meta_path);
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Settings conf;
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MapgenParams params;
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mgr.setMapSetting("seed", g_settings->get("fixed_map_seed"));
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params.readParams(g_settings);
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params.writeParams(&conf);
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conf.writeLines(oss);
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oss << "[end_of_params]\n";
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fs::safeWriteToFile(map_meta_path, oss.str());
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mgr.makeMapgenParams();
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mgr.saveMapMeta();
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}
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// The Settings object is no longer needed for created worlds
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@ -52,14 +52,7 @@ MapSettingsManager::~MapSettingsManager()
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bool MapSettingsManager::getMapSetting(
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const std::string &name, std::string *value_out)
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{
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// Try getting it normally first
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if (m_map_settings->getNoEx(name, *value_out))
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return true;
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// If not we may have to resolve some compatibility kludges
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if (name == "seed")
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return Settings::getLayer(SL_GLOBAL)->getNoEx("fixed_map_seed", *value_out);
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return false;
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return m_map_settings->getNoEx(name, *value_out);
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}
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@ -1018,10 +1018,11 @@ MapgenParams::~MapgenParams()
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void MapgenParams::readParams(const Settings *settings)
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{
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std::string seed_str;
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const char *seed_name = (settings == g_settings) ? "fixed_map_seed" : "seed";
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// should always be used via MapSettingsManager
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assert(settings != g_settings);
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if (settings->getNoEx(seed_name, seed_str)) {
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std::string seed_str;
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if (settings->getNoEx("seed", seed_str)) {
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if (!seed_str.empty())
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seed = read_seed(seed_str.c_str());
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else
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@ -414,25 +414,53 @@ int ModApiMainMenu::l_create_world(lua_State *L)
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const char *name = luaL_checkstring(L, 1);
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int gameidx = luaL_checkinteger(L,2) -1;
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StringMap use_settings;
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luaL_checktype(L, 3, LUA_TTABLE);
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lua_pushnil(L);
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while (lua_next(L, 3) != 0) {
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// key at index -2 and value at index -1
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use_settings[luaL_checkstring(L, -2)] = luaL_checkstring(L, -1);
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lua_pop(L, 1);
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}
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lua_pop(L, 1);
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std::string path = porting::path_user + DIR_DELIM
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"worlds" + DIR_DELIM
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+ sanitizeDirName(name, "world_");
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std::vector<SubgameSpec> games = getAvailableGames();
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if ((gameidx >= 0) &&
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(gameidx < (int) games.size())) {
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// Create world if it doesn't exist
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try {
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loadGameConfAndInitWorld(path, name, games[gameidx], true);
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lua_pushnil(L);
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} catch (const BaseException &e) {
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lua_pushstring(L, (std::string("Failed to initialize world: ") + e.what()).c_str());
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}
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} else {
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if (gameidx < 0 || gameidx >= (int) games.size()) {
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lua_pushstring(L, "Invalid game index");
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return 1;
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}
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// Set the settings for world creation
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// this is a bad hack but the best we have right now..
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StringMap backup;
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for (auto it : use_settings) {
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if (g_settings->existsLocal(it.first))
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backup[it.first] = g_settings->get(it.first);
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g_settings->set(it.first, it.second);
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}
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// Create world if it doesn't exist
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try {
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loadGameConfAndInitWorld(path, name, games[gameidx], true);
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lua_pushnil(L);
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} catch (const BaseException &e) {
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auto err = std::string("Failed to initialize world: ") + e.what();
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lua_pushstring(L, err.c_str());
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}
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// Restore previous settings
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for (auto it : use_settings) {
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auto it2 = backup.find(it.first);
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if (it2 == backup.end())
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g_settings->remove(it.first); // wasn't set before
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else
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g_settings->set(it.first, it2->second); // was set before
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}
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return 1;
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}
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@ -659,9 +659,7 @@ bool Settings::getNoiseParamsFromGroup(const std::string &name,
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bool Settings::exists(const std::string &name) const
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{
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MutexAutoLock lock(m_mutex);
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if (m_settings.find(name) != m_settings.end())
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if (existsLocal(name))
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return true;
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if (auto parent = getParent())
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return parent->exists(name);
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@ -669,6 +667,14 @@ bool Settings::exists(const std::string &name) const
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}
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bool Settings::existsLocal(const std::string &name) const
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{
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MutexAutoLock lock(m_mutex);
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return m_settings.find(name) != m_settings.end();
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}
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std::vector<std::string> Settings::getNames() const
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{
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MutexAutoLock lock(m_mutex);
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@ -172,9 +172,12 @@ public:
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bool getNoiseParamsFromValue(const std::string &name, NoiseParams &np) const;
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bool getNoiseParamsFromGroup(const std::string &name, NoiseParams &np) const;
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// return all keys used
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// return all keys used in this object
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std::vector<std::string> getNames() const;
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// check if setting exists anywhere in the hierarchy
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bool exists(const std::string &name) const;
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// check if setting exists in this object ("locally")
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bool existsLocal(const std::string &name) const;
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/***************************************
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