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This allows defining an [game_presets] tag which contains [game] tags describing how to show the game in the lobby and what settings the game should use. Functionally this adds an entry per [game] into the Matchmaking section of the MP lobby: * If a player clicks Join and there are no previously created games from this "queue" that are open, then the server instead responds telling the client to create the game. The game is created directly using the settings defined in its [game] tag, so for the player it looks like they clicked join and then go straight to the MP staging screen. * If a player clicks Join and there is an open game created from this "queue", then the server instead responds telling the client the actual ID of the game to join and the client then joins that game just as if they had clicked Join on a normal game. Currently only implemented for mainline.
120 lines
2.2 KiB
INI
120 lines
2.2 KiB
INI
#textdomain wesnoth
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# title screen and no_gui mode do not need terrain_graphics
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#ifdef TITLE_SCREEN
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#define NO_TERRAIN_GFX
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#enddef
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#endif
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#ifdef NO_GUI
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#define NO_TERRAIN_GFX
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#enddef
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#endif
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{english.cfg}
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{themes/}
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{core/}
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[multiplayer_side]
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id=Custom
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name= _"Custom"
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image="units/unknown-unit.png"
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[/multiplayer_side]
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#ifdef MULTIPLAYER
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{multiplayer/}
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#ifdef MP_TEST
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{test/multiplayer/}
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#endif
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#endif
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# Using different default eras in SP and MP forces a config reload which we don't want.
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{multiplayer/eras.cfg}
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{internal/resources/}
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{campaigns/}
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{modifications.cfg}
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[ais]
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default_ai_algorithm=ai_default_rca
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[default_config]
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{ai/utils/default_config.cfg}
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[/default_config]
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{ai/ais/}
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#ifdef DEBUG_MODE
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{ai/dev/}
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#endif
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[/ais]
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#ifdef EDITOR
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[textdomain]
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name="wesnoth-editor"
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[/textdomain]
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[binary_path]
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path=data/internal/Urban_Jungle
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[/binary_path]
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{internal/Urban_Jungle/terrain.cfg}
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{internal/Urban_Jungle/terrain-graphics.cfg}
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[editor_group]
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id=urban_jungle
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name= _ "Urban Jungle (Internal)"
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icon="group_mainline"
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[/editor_group]
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#endif
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#ifdef TEST
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# Manual demonstrations or tests of the AI code. Most of these are showcases of the available
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# functionality, explaning what a parameter or Micro AI does. They can be run by binding a
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# hotkey for the main menu's "Choose Test Scenario" option, or by using the command line
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# option `-t <testname>`.
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{ai/scenarios/}
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{ai/micro_ais/scenarios/}
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#define DONT_RELOAD_CORE
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#enddef
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# load test scenarios and macros
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{test/}
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#endif
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[textdomain]
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name="wesnoth"
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[/textdomain]
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[textdomain]
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name="wesnoth-help"
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[/textdomain]
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[textdomain]
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name="wesnoth-units"
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[/textdomain]
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[textdomain]
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name="wesnoth-multiplayer"
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[/textdomain]
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# does not work when wired in only in the multiplayer file, do not ask me why...
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[textdomain]
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name="wesnoth-anl"
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[/textdomain]
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#ifndef NO_TERRAIN_GFX
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# Include the terrain-graphics definitions after the campaigns so campaign specific
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# terrains work properly.
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{core/terrain-graphics.cfg}
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#endif
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[binary_path]
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path=data/core
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[/binary_path]
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{advanced_preferences.cfg}
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{game_config.cfg}
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{game_presets.cfg}
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[textdomain]
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name="wesnoth-lib"
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[/textdomain]
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