Calculate max. recommended hog count for perlin maps
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#include <QDebug>
#include <QModelIndex>
#include <QFile>
#include <QSettings>
#include <QTextStream>
#include <QHash>
#include "gameSchemeModel.h"
#include "hwconsts.h"
QList<QVariant> defaultScheme = QList<QVariant>()
<< QVariant("Default") // name 0
<< QVariant(false) // switchhog 1
<< QVariant(false) // team divide 2
<< QVariant(false) // solid land 3
<< QVariant(false) // border 4
<< QVariant(false) // low gravity 5
<< QVariant(false) // laser sight 6
<< QVariant(false) // invulnerable 7
<< QVariant(false) // reset health 8
<< QVariant(false) // vampiric 9
<< QVariant(false) // karma 10
<< QVariant(false) // artillery 11
<< QVariant(true) // random order 12
<< QVariant(false) // king 13
<< QVariant(false) // place hog 14
<< QVariant(false) // shared ammo 15
<< QVariant(false) // disable girders 16
<< QVariant(false) // disable land objects 17
<< QVariant(false) // AI survival 18
<< QVariant(false) // inf. attack 19
<< QVariant(false) // reset weps 20
<< QVariant(false) // per hog ammo 21
<< QVariant(false) // no wind 22
<< QVariant(false) // more wind 23
<< QVariant(false) // tag team 24
<< QVariant(false) // bottom border 25
<< QVariant(100) // damage modfier 26
<< QVariant(45) // turn time 27
<< QVariant(100) // init health 28
<< QVariant(15) // sudden death 29
<< QVariant(5) // case prob 30
<< QVariant(3) // mines time 31
<< QVariant(4) // mines number 32
<< QVariant(0) // mine dud pct 33
<< QVariant(2) // explosives 34
<< QVariant(0) // air mines 35
<< QVariant(35) // health case pct 36
<< QVariant(25) // health case amt 37
<< QVariant(47) // water rise amt 38
<< QVariant(5) // health dec amt 39
<< QVariant(100) // rope modfier 40
<< QVariant(100) // get away time 41
<< QVariant(0) // world edge 42
<< QVariant() // scriptparam 43
;
GameSchemeModel::GameSchemeModel(QObject* parent, const QString & directory) :
QAbstractTableModel(parent)
{
predefSchemesNames = QStringList()
<< "Default"
<< "Pro Mode"
<< "Shoppa"
<< "Clean Slate"
<< "Minefield"
<< "Barrel Mayhem"
<< "Tunnel Hogs"
<< "Timeless"
<< "Thinking with Portals"
<< "King Mode"
<< "Mutant"
<< "Construction Mode"
<< "The Specialists"
<< "Space Invasion"
<< "HedgeEditor"
;
numberOfDefaultSchemes = predefSchemesNames.size();
spNames = QStringList()
<< "name" // 0 | Name should be first forever
<< "switchhog" // 1
<< "divteams" // 2
<< "solidland" // 3
<< "border" // 4
<< "lowgrav" // 5
<< "laser" // 6
<< "invulnerability" // 7
<< "resethealth" // 8
<< "vampiric" // 9
<< "karma" // 10
<< "artillery" // 11
<< "randomorder" // 12
<< "king" // 13
<< "placehog" // 14
<< "sharedammo" // 15
<< "disablegirders" // 16
<< "disablelandobjects" // 17
<< "aisurvival" // 18
<< "infattack" // 19
<< "resetweps" // 20
<< "perhogammo" // 21
<< "disablewind" // 22
<< "morewind" // 23
<< "tagteam" // 24
<< "bottomborder" // 25
<< "damagefactor" // 26
<< "turntime" // 27
<< "health" // 28
<< "suddendeath" // 29
<< "caseprobability" // 30
<< "minestime" // 31
<< "minesnum" // 32
<< "minedudpct" // 33
<< "explosives" // 34
<< "airmines" // 35
<< "healthprobability" // 36
<< "healthcaseamount" // 37
<< "waterrise" // 38
<< "healthdecrease" // 39
<< "ropepct" // 40
<< "getawaytime" // 41
<< "worldedge" // 42
<< "scriptparam" // scriptparam 43
;
QList<QVariant> proMode;
proMode
<< predefSchemesNames[1] // name 0
<< QVariant(false) // switchhog 1
<< QVariant(false) // team divide 2
<< QVariant(false) // solid land 3
<< QVariant(false) // border 4
<< QVariant(false) // low gravity 5
<< QVariant(false) // laser sight 6
<< QVariant(false) // invulnerable 7
<< QVariant(false) // reset health 8
<< QVariant(false) // vampiric 9
<< QVariant(false) // karma 10
<< QVariant(false) // artillery 11
<< QVariant(true) // random order 12
<< QVariant(false) // king 13
<< QVariant(false) // place hog 14
<< QVariant(true) // shared ammo 15
<< QVariant(false) // disable girders 16
<< QVariant(false) // disable land objects 17
<< QVariant(false) // AI survival 18
<< QVariant(false) // inf. attack 19
<< QVariant(false) // reset weps 20
<< QVariant(false) // per hog ammo 21
<< QVariant(false) // no wind 22
<< QVariant(false) // more wind 23
<< QVariant(false) // tag team 24
<< QVariant(false) // bottom border 25
<< QVariant(100) // damage modfier 26
<< QVariant(15) // turn time 27
<< QVariant(100) // init health 28
<< QVariant(15) // sudden death 29
<< QVariant(0) // case prob 30
<< QVariant(3) // mines time 31
<< QVariant(0) // mines number 32
<< QVariant(0) // mine dud pct 33
<< QVariant(2) // explosives 34
<< QVariant(0) // air mines 35
<< QVariant(35) // health case pct 36
<< QVariant(25) // health case amt 37
<< QVariant(47) // water rise amt 38
<< QVariant(5) // health dec amt 39
<< QVariant(100) // rope modfier 40
<< QVariant(100) // get away time 41
<< QVariant(0) // world edge 42
<< QVariant() // scriptparam 43
;
QList<QVariant> shoppa;
shoppa
<< predefSchemesNames[2] // name 0
<< QVariant(false) // switchhog 1
<< QVariant(false) // team divide 2
<< QVariant(true) // solid land 3
<< QVariant(true) // border 4
<< QVariant(false) // low gravity 5
<< QVariant(false) // laser sight 6
<< QVariant(false) // invulnerable 7
<< QVariant(false) // reset health 8
<< QVariant(false) // vampiric 9
<< QVariant(false) // karma 10
<< QVariant(false) // artillery 11
<< QVariant(true) // random order 12
<< QVariant(false) // king 13
<< QVariant(false) // place hog 14
<< QVariant(true) // shared ammo 15
<< QVariant(true) // disable girders 16
<< QVariant(true) // disable land objects 17
<< QVariant(false) // AI survival 18
<< QVariant(false) // inf. attack 19
<< QVariant(true) // reset weps 20
<< QVariant(false) // per hog ammo 21
<< QVariant(false) // no wind 22
<< QVariant(false) // more wind 23
<< QVariant(false) // tag team 24
<< QVariant(false) // bottom border 25
<< QVariant(100) // damage modfier 26
<< QVariant(30) // turn time 27
<< QVariant(100) // init health 28
<< QVariant(50) // sudden death 29
<< QVariant(1) // case prob 30
<< QVariant(0) // mines time 31
<< QVariant(0) // mines number 32
<< QVariant(0) // mine dud pct 33
<< QVariant(0) // explosives 34
<< QVariant(0) // air mines 35
<< QVariant(0) // health case pct 36
<< QVariant(25) // health case amt 37
<< QVariant(0) // water rise amt 38
<< QVariant(0) // health dec amt 39
<< QVariant(100) // rope modfier 40
<< QVariant(100) // get away time 41
<< QVariant(0) // world edge 42
<< QVariant() // scriptparam 43
;
QList<QVariant> cleanslate;
cleanslate
<< predefSchemesNames[3] // name 0
<< QVariant(false) // switchhog 1
<< QVariant(false) // team divide 2
<< QVariant(false) // solid land 3
<< QVariant(false) // border 4
<< QVariant(false) // low gravity 5
<< QVariant(false) // laser sight 6
<< QVariant(false) // invulnerable 7
<< QVariant(true) // reset health 8
<< QVariant(false) // vampiric 9
<< QVariant(false) // karma 10
<< QVariant(false) // artillery 11
<< QVariant(true) // random order 12
<< QVariant(false) // king 13
<< QVariant(false) // place hog 14
<< QVariant(false) // shared ammo 15
<< QVariant(false) // disable girders 16
<< QVariant(false) // disable land objects 17
<< QVariant(false) // AI survival 18
<< QVariant(true) // inf. attack 19
<< QVariant(true) // reset weps 20
<< QVariant(false) // per hog ammo 21
<< QVariant(false) // no wind 22
<< QVariant(false) // more wind 23
<< QVariant(false) // tag team 24
<< QVariant(false) // bottom border 25
<< QVariant(100) // damage modfier 26
<< QVariant(45) // turn time 27
<< QVariant(100) // init health 28
<< QVariant(15) // sudden death 29
<< QVariant(5) // case prob 30
<< QVariant(3) // mines time 31
<< QVariant(4) // mines number 32
<< QVariant(0) // mine dud pct 33
<< QVariant(2) // explosives 34
<< QVariant(0) // air mines 35
<< QVariant(35) // health case pct 36
<< QVariant(25) // health case amt 37
<< QVariant(47) // water rise amt 38
<< QVariant(5) // health dec amt 39
<< QVariant(100) // rope modfier 40
<< QVariant(100) // get away time 41
<< QVariant(0) // world edge 42
<< QVariant() // scriptparam 43
;
QList<QVariant> minefield;
minefield
<< predefSchemesNames[4] // name 0
<< QVariant(false) // switchhog 1
<< QVariant(false) // team divide 2
<< QVariant(false) // solid land 3
<< QVariant(false) // border 4
<< QVariant(false) // low gravity 5
<< QVariant(false) // laser sight 6
<< QVariant(false) // invulnerable 7
<< QVariant(false) // reset health 8
<< QVariant(false) // vampiric 9
<< QVariant(false) // karma 10
<< QVariant(false) // artillery 11
<< QVariant(true) // random order 12
<< QVariant(false) // king 13
<< QVariant(false) // place hog 14
<< QVariant(true) // shared ammo 15
<< QVariant(true) // disable girders 16
<< QVariant(false) // disable land objects 17
<< QVariant(false) // AI survival 18
<< QVariant(false) // inf. attack 19
<< QVariant(false) // reset weps 20
<< QVariant(false) // per hog ammo 21
<< QVariant(false) // no wind 22
<< QVariant(false) // more wind 23
<< QVariant(false) // tag team 24
<< QVariant(false) // bottom border 25
<< QVariant(100) // damage modfier 26
<< QVariant(30) // turn time 27
<< QVariant(50) // init health 28
<< QVariant(15) // sudden death 29
<< QVariant(0) // case prob 30
<< QVariant(0) // mines time 31
<< QVariant(200) // mines number 32
<< QVariant(0) // mine dud pct 33
<< QVariant(0) // explosives 34
<< QVariant(0) // air mines 35
<< QVariant(35) // health case pct 36
<< QVariant(25) // health case amt 37
<< QVariant(47) // water rise amt 38
<< QVariant(5) // health dec amt 39
<< QVariant(100) // rope modfier 40
<< QVariant(100) // get away time 41
<< QVariant(0) // world edge 42
<< QVariant() // scriptparam 43
;
QList<QVariant> barrelmayhem;
barrelmayhem
<< predefSchemesNames[5] // name 0
<< QVariant(false) // switchhog 1
<< QVariant(false) // team divide 2
<< QVariant(false) // solid land 3
<< QVariant(false) // border 4
<< QVariant(false) // low gravity 5
<< QVariant(false) // laser sight 6
<< QVariant(false) // invulnerable 7
<< QVariant(false) // reset health 8
<< QVariant(false) // vampiric 9
<< QVariant(false) // karma 10
<< QVariant(false) // artillery 11
<< QVariant(true) // random order 12
<< QVariant(false) // king 13
<< QVariant(false) // place hog 14
<< QVariant(true) // shared ammo 15
<< QVariant(false) // disable girders 16
<< QVariant(false) // disable land objects 17
<< QVariant(false) // AI survival 18
<< QVariant(false) // inf. attack 19
<< QVariant(false) // reset weps 20
<< QVariant(false) // per hog ammo 21
<< QVariant(false) // no wind 22
<< QVariant(false) // more wind 23
<< QVariant(false) // tag team 24
<< QVariant(false) // bottom border 25
<< QVariant(100) // damage modfier 26
<< QVariant(30) // turn time 27
<< QVariant(100) // init health 28
<< QVariant(15) // sudden death 29
<< QVariant(0) // case prob 30
<< QVariant(0) // mines time 31
<< QVariant(0) // mines number 32
<< QVariant(0) // mine dud pct 33
<< QVariant(200) // explosives 34
<< QVariant(0) // air mines 35
<< QVariant(35) // health case pct 36
<< QVariant(25) // health case amt 37
<< QVariant(47) // water rise amt 38
<< QVariant(5) // health dec amt 39
<< QVariant(100) // rope modfier 40
<< QVariant(100) // get away time 41
<< QVariant(0) // world edge 42
<< QVariant() // scriptparam 43
;
QList<QVariant> tunnelhogs;
tunnelhogs
<< predefSchemesNames[6] // name 0
<< QVariant(false) // switchhog 1
<< QVariant(false) // team divide 2
<< QVariant(false) // solid land 3
<< QVariant(true) // border 4
<< QVariant(false) // low gravity 5
<< QVariant(false) // laser sight 6
<< QVariant(false) // invulnerable 7
<< QVariant(false) // reset health 8
<< QVariant(false) // vampiric 9
<< QVariant(false) // karma 10
<< QVariant(false) // artillery 11
<< QVariant(true) // random order 12
<< QVariant(false) // king 13
<< QVariant(false) // place hog 14
<< QVariant(true) // shared ammo 15
<< QVariant(true) // disable girders 16
<< QVariant(true) // disable land objects 17
<< QVariant(false) // AI survival 18
<< QVariant(false) // inf. attack 19
<< QVariant(false) // reset weps 20
<< QVariant(false) // per hog ammo 21
<< QVariant(false) // no wind 22
<< QVariant(false) // more wind 23
<< QVariant(false) // tag team 24
<< QVariant(false) // bottom border 25
<< QVariant(100) // damage modfier 26
<< QVariant(30) // turn time 27
<< QVariant(100) // init health 28
<< QVariant(15) // sudden death 29
<< QVariant(5) // case prob 30
<< QVariant(3) // mines time 31
<< QVariant(10) // mines number 32
<< QVariant(10) // mine dud pct 33
<< QVariant(10) // explosives 34
<< QVariant(4) // air mines 35
<< QVariant(35) // health case pct 36
<< QVariant(25) // health case amt 37
<< QVariant(47) // water rise amt 38
<< QVariant(5) // health dec amt 39
<< QVariant(100) // rope modfier 40
<< QVariant(100) // get away time 41
<< QVariant(0) // world edge 42
<< QVariant() // scriptparam 43
;
QList<QVariant> timeless;
timeless
<< predefSchemesNames[7] // name 0
<< QVariant(false) // switchhog 1
<< QVariant(false) // team divide 2
<< QVariant(false) // solid land 3
<< QVariant(false) // border 4
<< QVariant(false) // low gravity 5
<< QVariant(false) // laser sight 6
<< QVariant(false) // invulnerable 7
<< QVariant(false) // reset health 8
<< QVariant(false) // vampiric 9
<< QVariant(false) // karma 10
<< QVariant(false) // artillery 11
<< QVariant(true) // random order 12
<< QVariant(false) // king 13
<< QVariant(false) // place hog 14
<< QVariant(false) // shared ammo 15
<< QVariant(false) // disable girders 16
<< QVariant(false) // disable land objects 17
<< QVariant(false) // AI survival 18
<< QVariant(false) // inf. attack 19
<< QVariant(false) // reset weps 20
<< QVariant(true) // per hog ammo 21
<< QVariant(false) // no wind 22
<< QVariant(false) // more wind 23
<< QVariant(false) // tag team 24
<< QVariant(false) // bottom border 25
<< QVariant(100) // damage modfier 26
<< QVariant(9999) // turn time 27
<< QVariant(100) // init health 28
<< QVariant(15) // sudden death 29
<< QVariant(5) // case prob 30
<< QVariant(3) // mines time 31
<< QVariant(5) // mines number 32
<< QVariant(10) // mine dud pct 33
<< QVariant(2) // explosives 34
<< QVariant(0) // air mines 35
<< QVariant(35) // health case pct 36
<< QVariant(30) // health case amt 37
<< QVariant(0) // water rise amt 38
<< QVariant(0) // health dec amt 39
<< QVariant(100) // rope modfier 40
<< QVariant(100) // get away time 41
<< QVariant(0) // world edge 42
<< QVariant() // scriptparam 43
;
QList<QVariant> thinkingportals;
thinkingportals
<< predefSchemesNames[8] // name 0
<< QVariant(false) // switchhog 1
<< QVariant(false) // team divide 2
<< QVariant(false) // solid land 3
<< QVariant(false) // border 4
<< QVariant(false) // low gravity 5
<< QVariant(false) // laser sight 6
<< QVariant(false) // invulnerable 7
<< QVariant(false) // reset health 8
<< QVariant(false) // vampiric 9
<< QVariant(false) // karma 10
<< QVariant(true) // artillery 11
<< QVariant(true) // random order 12
<< QVariant(false) // king 13
<< QVariant(false) // place hog 14
<< QVariant(false) // shared ammo 15
<< QVariant(false) // disable girders 16
<< QVariant(false) // disable land objects 17
<< QVariant(false) // AI survival 18
<< QVariant(false) // inf. attack 19
<< QVariant(false) // reset weps 20
<< QVariant(false) // per hog ammo 21
<< QVariant(false) // no wind 22
<< QVariant(false) // more wind 23
<< QVariant(false) // tag team 24
<< QVariant(false) // bottom border 25
<< QVariant(100) // damage modfier 26
<< QVariant(45) // turn time 27
<< QVariant(100) // init health 28
<< QVariant(15) // sudden death 29
<< QVariant(2) // case prob 30
<< QVariant(3) // mines time 31
<< QVariant(5) // mines number 32
<< QVariant(0) // mine dud pct 33
<< QVariant(5) // explosives 34
<< QVariant(4) // air mines 35
<< QVariant(25) // health case pct 36
<< QVariant(25) // health case amt 37
<< QVariant(47) // water rise amt 38
<< QVariant(5) // health dec amt 39
<< QVariant(100) // rope modfier 40
<< QVariant(100) // get away time 41
<< QVariant(0) // world edge 42
<< QVariant() // scriptparam 43
;
QList<QVariant> kingmode;
kingmode
<< predefSchemesNames[9] // name 0
<< QVariant(false) // switchhog 1
<< QVariant(false) // team divide 2
<< QVariant(false) // solid land 3
<< QVariant(false) // border 4
<< QVariant(false) // low gravity 5
<< QVariant(false) // laser sight 6
<< QVariant(false) // invulnerable 7
<< QVariant(false) // reset health 8
<< QVariant(false) // vampiric 9
<< QVariant(false) // karma 10
<< QVariant(false) // artillery 11
<< QVariant(true) // random order 12
<< QVariant(true) // king 13
<< QVariant(false) // place hog 14
<< QVariant(false) // shared ammo 15
<< QVariant(false) // disable girders 16
<< QVariant(false) // disable land objects 17
<< QVariant(false) // AI survival 18
<< QVariant(false) // inf. attack 19
<< QVariant(false) // reset weps 20
<< QVariant(false) // per hog ammo 21
<< QVariant(false) // no wind 22
<< QVariant(false) // more wind 23
<< QVariant(false) // tag team 24
<< QVariant(false) // bottom border 25
<< QVariant(100) // damage modfier 26
<< QVariant(45) // turn time 27
<< QVariant(100) // init health 28
<< QVariant(15) // sudden death 29
<< QVariant(5) // case prob 30
<< QVariant(3) // mines time 31
<< QVariant(4) // mines number 32
<< QVariant(0) // mine dud pct 33
<< QVariant(2) // explosives 34
<< QVariant(0) // air mines 35
<< QVariant(35) // health case pct 36
<< QVariant(25) // health case amt 37
<< QVariant(47) // water rise amt 38
<< QVariant(5) // health dec amt 39
<< QVariant(100) // rope modfier 40
<< QVariant(100) // get away time 41
<< QVariant(0) // world edge 42
<< QVariant() // scriptparam 43
;
QList<QVariant> mutant;
mutant
<< predefSchemesNames[10] // name 0
<< QVariant(false) // switchhog 1
<< QVariant(false) // team divide 2
<< QVariant(false) // solid land 3
<< QVariant(false) // border 4
<< QVariant(false) // low gravity 5
<< QVariant(false) // laser sight 6
<< QVariant(false) // invulnerable 7
<< QVariant(false) // reset health 8
<< QVariant(false) // vampiric 9
<< QVariant(false) // karma 10
<< QVariant(false) // artillery 11
<< QVariant(true) // random order 12
<< QVariant(false) // king 13
<< QVariant(false) // place hog 14
<< QVariant(false) // shared ammo 15
<< QVariant(false) // disable girders 16
<< QVariant(false) // disable land objects 17
<< QVariant(false) // AI survival 18
<< QVariant(false) // inf. attack 19
<< QVariant(true) // reset weps 20
<< QVariant(false) // per hog ammo 21
<< QVariant(false) // no wind 22
<< QVariant(false) // more wind 23
<< QVariant(false) // tag team 24
<< QVariant(false) // bottom border 25
<< QVariant(100) // damage modfier 26
<< QVariant(20) // turn time 27
<< QVariant(100) // init health 28
<< QVariant(15) // sudden death 29
<< QVariant(2) // case prob 30
<< QVariant(1) // mines time 31
<< QVariant(4) // mines number 32
<< QVariant(0) // mine dud pct 33
<< QVariant(2) // explosives 34
<< QVariant(0) // air mines 35
<< QVariant(0) // health case pct 36
<< QVariant(25) // health case amt 37
<< QVariant(0) // water rise amt 38
<< QVariant(0) // health dec amt 39
<< QVariant(100) // rope modfier 40
<< QVariant(100) // get away time 41
<< QVariant(0) // world edge 42
<< QVariant() // scriptparam 43
;
QList<QVariant> construction;
construction
<< predefSchemesNames[11] // name 0
<< QVariant(false) // switchhog 1
<< QVariant(false) // team divide 2
<< QVariant(false) // solid land 3
<< QVariant(false) // border 4
<< QVariant(false) // low gravity 5
<< QVariant(false) // laser sight 6
<< QVariant(false) // invulnerable 7
<< QVariant(false) // reset health 8
<< QVariant(false) // vampiric 9
<< QVariant(false) // karma 10
<< QVariant(false) // artillery 11
<< QVariant(true) // random order 12
<< QVariant(false) // king 13
<< QVariant(false) // place hog 14
<< QVariant(false) // shared ammo 15
<< QVariant(true) // disable girders 16
<< QVariant(true) // disable land objects 17
<< QVariant(false) // AI survival 18
<< QVariant(true) // inf. attack 19
<< QVariant(false) // reset weps 20
<< QVariant(true) // per hog ammo 21
<< QVariant(false) // no wind 22
<< QVariant(false) // more wind 23
<< QVariant(false) // tag team 24
<< QVariant(false) // bottom border 25
<< QVariant(100) // damage modfier 26
<< QVariant(45) // turn time 27
<< QVariant(100) // init health 28
<< QVariant(15) // sudden death 29
<< QVariant(5) // case prob 30
<< QVariant(3) // mines time 31
<< QVariant(0) // mines number 32
<< QVariant(0) // mine dud pct 33
<< QVariant(0) // explosives 34
<< QVariant(0) // air mines 35
<< QVariant(35) // health case pct 36
<< QVariant(25) // health case amt 37
<< QVariant(47) // water rise amt 38
<< QVariant(5) // health dec amt 39
<< QVariant(100) // rope modfier 40
<< QVariant(100) // get away time 41
<< QVariant(0) // world edge 42
// NOTE: If you change this, also change the defaults in the Construction Mode script
<< QVariant("initialenergy=550, energyperround=50, maxenergy=1000, cratesperround=5") // scriptparam 43
;
QList<QVariant> specialists;
specialists
<< predefSchemesNames[12] // name 0
<< QVariant(true) // switchhog 1
<< QVariant(false) // team divide 2
<< QVariant(false) // solid land 3
<< QVariant(false) // border 4
<< QVariant(false) // low gravity 5
<< QVariant(false) // laser sight 6
<< QVariant(false) // invulnerable 7
<< QVariant(false) // reset health 8
<< QVariant(false) // vampiric 9
<< QVariant(false) // karma 10
<< QVariant(false) // artillery 11
<< QVariant(false) // random order 12
<< QVariant(false) // king 13
<< QVariant(true) // place hog 14
<< QVariant(false) // shared ammo 15
<< QVariant(false) // disable girders 16
<< QVariant(false) // disable land objects 17
<< QVariant(false) // AI survival 18
<< QVariant(true) // inf. attack 19
<< QVariant(true) // reset weps 20
<< QVariant(true) // per hog ammo 21
<< QVariant(false) // no wind 22
<< QVariant(false) // more wind 23
<< QVariant(false) // tag team 24
<< QVariant(false) // bottom border 25
<< QVariant(100) // damage modfier 26
<< QVariant(45) // turn time 27
<< QVariant(100) // init health 28
<< QVariant(15) // sudden death 29
<< QVariant(5) // case prob 30
<< QVariant(3) // mines time 31
<< QVariant(0) // mines number 32
<< QVariant(0) // mine dud pct 33
<< QVariant(0) // explosives 34
<< QVariant(0) // air mines 35
<< QVariant(100) // health case pct 36
<< QVariant(25) // health case amt 37
<< QVariant(47) // water rise amt 38
<< QVariant(5) // health dec amt 39
<< QVariant(100) // rope modfier 40
<< QVariant(100) // get away time 41
<< QVariant(0) // world edge 42
// NOTE: If you change this, also change the defaults in the The Specialists script
<< QVariant("t=SENDXHPL") // scriptparam 43
;
QList<QVariant> spaceinvasion;
spaceinvasion
<< predefSchemesNames[13] // name 0
<< QVariant(false) // switchhog 1
<< QVariant(false) // team divide 2
<< QVariant(false) // solid land 3
<< QVariant(false) // border 4
<< QVariant(false) // low gravity 5
<< QVariant(false) // laser sight 6
<< QVariant(false) // invulnerable 7
<< QVariant(false) // reset health 8
<< QVariant(false) // vampiric 9
<< QVariant(false) // karma 10
<< QVariant(false) // artillery 11
<< QVariant(true) // random order 12
<< QVariant(false) // king 13
<< QVariant(false) // place hog 14
<< QVariant(false) // shared ammo 15
<< QVariant(true) // disable girders 16
<< QVariant(false) // disable land objects 17
<< QVariant(false) // AI survival 18
<< QVariant(false) // inf. attack 19
<< QVariant(false) // reset weps 20
<< QVariant(false) // per hog ammo 21
<< QVariant(false) // no wind 22
<< QVariant(false) // more wind 23
<< QVariant(false) // tag team 24
<< QVariant(false) // bottom border 25
<< QVariant(100) // damage modfier 26
<< QVariant(45) // turn time 27
<< QVariant(100) // init health 28
<< QVariant(50) // sudden death 29
<< QVariant(0) // case prob 30
<< QVariant(3) // mines time 31
<< QVariant(0) // mines number 32
<< QVariant(0) // mine dud pct 33
<< QVariant(0) // explosives 34
<< QVariant(0) // air mines 35
<< QVariant(0) // health case pct 36
<< QVariant(25) // health case amt 37
<< QVariant(0) // water rise amt 38
<< QVariant(0) // health dec amt 39
<< QVariant(100) // rope modfier 40
<< QVariant(100) // get away time 41
<< QVariant(0) // world edge 42
// NOTE: If you change this, also change the defaults in the Space Invasion script
<< QVariant("rounds=3, shield=30, barrels=5, pings=2, barrelbonus=3, shieldbonus=30, timebonus=4") // scriptparam 43
;
QList<QVariant> hedgeeditor;
hedgeeditor
<< predefSchemesNames[14] // name 0
<< QVariant(false) // switchhog 1
<< QVariant(false) // team divide 2
<< QVariant(false) // solid land 3
<< QVariant(false) // border 4
<< QVariant(false) // low gravity 5
<< QVariant(false) // laser sight 6
<< QVariant(false) // invulnerable 7
<< QVariant(false) // reset health 8
<< QVariant(false) // vampiric 9
<< QVariant(false) // karma 10
<< QVariant(false) // artillery 11
<< QVariant(false) // random order 12
<< QVariant(false) // king 13
<< QVariant(false) // place hog 14
<< QVariant(false) // shared ammo 15
<< QVariant(false) // disable girders 16
<< QVariant(false) // disable land objects 17
<< QVariant(false) // AI survival 18
<< QVariant(false) // inf. attack 19
<< QVariant(false) // reset weps 20
<< QVariant(true) // per hog ammo 21
<< QVariant(false) // no wind 22
<< QVariant(false) // more wind 23
<< QVariant(false) // tag team 24
<< QVariant(false) // bottom border 25
<< QVariant(100) // damage modfier 26
<< QVariant(9999) // turn time 27
<< QVariant(100) // init health 28
<< QVariant(50) // sudden death 29
<< QVariant(0) // case prob 30
<< QVariant(3) // mines time 31
<< QVariant(0) // mines number 32
<< QVariant(0) // mine dud pct 33
<< QVariant(0) // explosives 34
<< QVariant(0) // air mines 35
<< QVariant(35) // health case pct 36
<< QVariant(25) // health case amt 37
<< QVariant(0) // water rise amt 38
<< QVariant(0) // health dec amt 39
<< QVariant(100) // rope modfier 40
<< QVariant(100) // get away time 41
<< QVariant(0) // world edge 42
<< QVariant() // scriptparam 43
;
schemes.append(defaultScheme);
schemes.append(proMode);
schemes.append(shoppa);
schemes.append(cleanslate);
schemes.append(minefield);
schemes.append(barrelmayhem);
schemes.append(tunnelhogs);
schemes.append(timeless);
schemes.append(thinkingportals);
schemes.append(kingmode);
schemes.append(mutant);
schemes.append(construction);
schemes.append(specialists);
schemes.append(spaceinvasion);
schemes.append(hedgeeditor);
if (!QDir(cfgdir->absolutePath() + "/Schemes").exists()) {
QDir().mkdir(cfgdir->absolutePath() + "/Schemes");
}
QStringList predefSchemesNamesLower;
for (int i = 0; i < predefSchemesNames.size(); ++i)
{
predefSchemesNamesLower.append(predefSchemesNames[i].toLower());
}
if (!QDir(directory).exists()) {
QDir().mkdir(directory);
qDebug("No /Schemes/Game directory found. Trying to import game schemes from schemes.ini.");
QSettings legacyFileConfig(cfgdir->absolutePath() + "/schemes.ini", QSettings::IniFormat);
int size = legacyFileConfig.beginReadArray("schemes");
int imported = 0;
for (int i = 0; i < size; ++i)
{
legacyFileConfig.setArrayIndex(i);
QString schemeName = legacyFileConfig.value(spNames[0]).toString();
if (!schemeName.isNull() && !predefSchemesNamesLower.contains(schemeName.toLower()))
{
QList<QVariant> scheme;
QFile file(directory + "/" + schemeName + ".hwg");
// Add keys to scheme info and create file
if (file.open(QIODevice::WriteOnly)) {
QTextStream stream(&file);
for (int k = 0; k < spNames.size(); ++k) {
scheme << legacyFileConfig.value(spNames[k], defaultScheme[k]);
// File handling
// We skip the name key (k==0), it is not stored redundantly in file.
// The file name is used for that already.
if(k != 0) {
// The file is just a list of key=value pairs
stream << spNames[k] << "=" << legacyFileConfig.value(spNames[k], defaultScheme[k]).toString();
stream << endl;
}
}
file.close();
}
imported++;
schemes.append(scheme);
}
}
qDebug("%d game scheme(s) imported.", imported);
legacyFileConfig.endArray();
} else {
QStringList scheme_dir = QDir(directory).entryList(QDir::Files);
for(int i = 0; i < scheme_dir.size(); i++)
{
QList<QVariant> scheme;
QFile file(directory + "/" + scheme_dir[i]);
// Chop off file name suffix
QString schemeName = scheme_dir[i];
if (schemeName.endsWith(".hwg", Qt::CaseInsensitive)) {
schemeName.chop(4);
}
// Don't load scheme if name collides with default scheme
if (predefSchemesNamesLower.contains(schemeName.toLower())) {
qWarning("Game scheme \"%s\" not loaded from file, name collides with a default scheme!", qPrintable(schemeName));
continue;
}
// Parse game scheme file
if (file.open(QIODevice::ReadOnly)) {
QTextStream stream(&file);
QString line, key, value;
QHash<QString, QString> fileKeyValues;
do {
// Read line and get key and value
line = stream.readLine();
key = line.section(QChar('='), 0, 0);
value = line.section(QChar('='), 1);
if(!key.isNull() && !value.isNull()) {
fileKeyValues[key] = value;
}
} while (!line.isNull());
// Add scheme name manually
scheme << schemeName;
// Add other keys from the QHash.
for (int k = 1; k < spNames.size(); ++k) {
key = spNames[k];
if (fileKeyValues.contains(key)) {
scheme << fileKeyValues.value(key);
} else {
// Use default value in case the key is not set
scheme << defaultScheme[k];
}
}
schemes.append(scheme);
file.close();
}
}
}
}
QVariant GameSchemeModel::headerData(int section, Qt::Orientation orientation, int role) const
{
Q_UNUSED(section);
Q_UNUSED(orientation);
Q_UNUSED(role);
return QVariant();
}
int GameSchemeModel::rowCount(const QModelIndex &parent) const
{
if (parent.isValid())
return 0;
else
return schemes.size();
}
int GameSchemeModel::columnCount(const QModelIndex & parent) const
{
if (parent.isValid())
return 0;
else
return defaultScheme.size();
}
bool GameSchemeModel::hasScheme(QString name)
{
return hasScheme(name, -1);
}
bool GameSchemeModel::hasScheme(QString name, int ignoreID)
{
QString nameLower = name.toLower();
for(int i=0; i<schemes.size(); i++)
{
if(((ignoreID == -1) || (i != ignoreID)) && (schemes[i][0].toString().toLower() == nameLower))
{
return true;
}
}
return false;
}
bool GameSchemeModel::renameScheme(int index, QString newName)
{
return setData(QAbstractItemModel::createIndex(index, 0), QVariant(newName));
}
Qt::ItemFlags GameSchemeModel::flags(const QModelIndex & index) const
{
Q_UNUSED(index);
return
Qt::ItemIsEnabled
| Qt::ItemIsSelectable
| Qt::ItemIsEditable;
}
bool GameSchemeModel::setData(const QModelIndex & index, const QVariant & value, int role)
{
if (!index.isValid() || index.row() < numberOfDefaultSchemes
|| index.row() >= schemes.size()
|| index.column() >= defaultScheme.size()
|| role != Qt::EditRole)
return false;
schemes[index.row()][index.column()] = value;
emit dataChanged(index, index);
return true;
}
bool GameSchemeModel::insertRows(int row, int count, const QModelIndex & parent)
{
Q_UNUSED(count);
beginInsertRows(parent, schemes.size(), schemes.size());
if (row == -1)
{
QList<QVariant> newScheme = defaultScheme;
QString newName = tr("New");
if(hasScheme(newName))
{
//name already used -> look for an appropriate name:
int i=2;
while(hasScheme(newName = tr("New (%1)").arg(i++))) ;
}
newScheme[0] = QVariant(newName);
schemes.insert(schemes.size(), newScheme);
}
else
{
QList<QVariant> newScheme = schemes[row];
QString oldName = newScheme[0].toString();
QString newName = tr("Copy of %1").arg(oldName);
if(hasScheme(newName))
{
//name already used -> look for an appropriate name:
int i=2;
while(hasScheme(newName = tr("Copy of %1 (%2)").arg(oldName).arg(i++)));
}
newScheme[0] = QVariant(newName);
schemes.insert(schemes.size(), newScheme);
}
endInsertRows();
return true;
}
bool GameSchemeModel::removeRows(int row, int count, const QModelIndex & parent)
{
if(count != 1
|| row < numberOfDefaultSchemes
|| row >= schemes.size())
return false;
beginRemoveRows(parent, row, row);
QList<QVariant> scheme = schemes[row];
int j = spNames.indexOf("name");
QFile(cfgdir->absolutePath() + "/Schemes/Game/" + scheme[j].toString() + ".hwg").remove();
schemes.removeAt(row);
endRemoveRows();
return true;
}
QVariant GameSchemeModel::data(const QModelIndex &index, int role) const
{
if (!index.isValid() || index.row() < 0
|| index.row() >= schemes.size()
|| index.column() >= defaultScheme.size()
|| (role != Qt::EditRole && role != Qt::DisplayRole)
)
return QVariant();
return schemes[index.row()][index.column()];
}
void GameSchemeModel::Save()
{
for (int i = 0; i < schemes.size() - numberOfDefaultSchemes; ++i)
{
QList<QVariant> scheme = schemes[i + numberOfDefaultSchemes];
int j = spNames.indexOf("name");
QString schemeName = scheme[j].toString();
QFile file(cfgdir->absolutePath() + "/Schemes/Game/" + schemeName + ".hwg");
if (file.open(QIODevice::WriteOnly)) {
QTextStream stream(&file);
for (int k = 0; k < spNames.size(); ++k) {
// We skip the name key
if(k != j) {
// The file is just a list of key=value pairs
stream << spNames[k] << "=" << scheme[k].toString();
stream << endl;
}
}
file.close();
}
}
}
NetGameSchemeModel::NetGameSchemeModel(QObject * parent) :
QAbstractTableModel(parent)
{
netScheme = defaultScheme;
}
QVariant NetGameSchemeModel::headerData(int section, Qt::Orientation orientation, int role) const
{
Q_UNUSED(section);
Q_UNUSED(orientation);
Q_UNUSED(role);
return QVariant();
}
int NetGameSchemeModel::rowCount(const QModelIndex & parent) const
{
if (parent.isValid())
return 0;
else
return 1;
}
int NetGameSchemeModel::columnCount(const QModelIndex & parent) const
{
if (parent.isValid())
return 0;
else
return defaultScheme.size();
}
QVariant NetGameSchemeModel::data(const QModelIndex &index, int role) const
{
if (!index.isValid() || index.row() < 0
|| index.row() > 1
|| index.column() >= defaultScheme.size()
|| (role != Qt::EditRole && role != Qt::DisplayRole)
)
return QVariant();
return netScheme[index.column()];
}
void NetGameSchemeModel::setNetSchemeConfig(QStringList cfg)
{
if(cfg.size() != netScheme.size())
{
qWarning("Incorrect scheme cfg size");
return;
}
beginResetModel();
cfg[cfg.size()-1] = cfg[cfg.size()-1].mid(1);
for(int i = 0; i < cfg.size(); ++i)
netScheme[i] = QVariant(cfg[i]);
endResetModel();
}