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Shift towards making the tutorial work as a mod behind the scenes #77455
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Tweak a couple of load functions to not be mandatory if it's a child
I think the C++ allows using multiple flags at once but that implementing that seems overly complicated until someone has a want for it
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…ring that the map is irrelevant in the current tutorial
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Tooling that is not part of the main game but is part of the repo.
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Design documents, internal info, guides and help.
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Game lore, in-game communication. Also the Lore tab.
Map / Mapgen
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Monsters both friendly and unfriendly.
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Summary
Infrastructure "Tutorial content moved to a mod, keybind snippets work outside of tutorial"
Purpose of change
Hardcode bad
Tutorial stuff being loaded when not playing tutorial bad
Describe the solution
Doesn't change anything obvious player facing about the tutorial
The tutorial now loads the new mod dda_tutorial rather than just the core game, marked as obsolete so it doesn't appear on the normal mod list
All existing tutorial content I'm aware of is now contained in the mod
Blacklists all specials except the tutorial map
Prevents all external_option controllable mapgen (roads, forests etc) in the tutorial
Unhardcodes the trap triggered messages as spell triggered EoCs
Enables
u_
/npc_message
popups to use popup flagsAllows using keybind snippets in the form
<keybind:id_of_uncategorised_keybind>
or<keybind:id_of_keybind_category::id_of_categorised_keybind>
anywhere read by parse_tags instead of just the tutorial messagesTweaks a couple of trap load fields that were mandatory regardless of inheritance
Adds labelling for tutorial changes, excludes them for mods label (I think someone with perms needs to actually make the label for this to do anything)
Describe alternatives you've considered
Housing the tutorial mod files somewhere other than /data/mods
I'm going to look at letting traps directly trigger EoCs in a separate PR to use in favour of via spells where not needed
Testing
Went through the tutorial, checked the rest of the map is just field, checked the tutorial trap messages still appear, checked there's no loaded mod order weirdness after save quitting etc
Additional context