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.