RunConfiguration.h header

#include <ew/core/RunConfiguration.h>

Namespace ew::core

RunConfiguration struct

struct ew::core::RunConfiguration

A named story state a playthrough can begin in – "after the coronation", "poor and hunted".

The overrides never touch the project's declared initial values. Those are what the story actually starts from and what every export and analysis reads; a run configuration is a lens for looking at the middle of a story without rewriting its beginning. Reaching a late-game branch is otherwise a matter of clicking through forty nodes to get there, every time, which is why authors stop checking them.

Held as a vector rather than a map so the on-disk order is stable and a diff of an untouched project stays empty.

Members

QString ew::core::branching::RunConfiguration::name

What the author calls it.

std::vector<RunOverride> ew::core::branching::RunConfiguration::overrides

The variables that start somewhere other than where they are declared to.

bool operator==(const RunConfiguration &, const RunConfiguration &)=default

Configurations compare equal when both the name and every override match.

RunOverride struct

struct ew::core::RunOverride

One variable's starting value for a playthrough, overriding what the project declares.

Members

ew::core::foundation::VariableId ew::core::branching::RunOverride::variableId

The variable to start somewhere else.

VariableValue ew::core::branching::RunOverride::value

The value it starts at for this run.

bool operator==(const RunOverride &, const RunOverride &)=default

Overrides compare equal when both the variable and the value match.