Add: "restart current" console command to regenerate the map based on current settings (#11963)
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		@@ -1215,15 +1215,22 @@ DEF_CONSOLE_CMD(ConNewGame)
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DEF_CONSOLE_CMD(ConRestart)
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{
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	if (argc == 0) {
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		IConsolePrint(CC_HELP, "Restart game. Usage: 'restart'.");
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		IConsolePrint(CC_HELP, "Restarts a game, using the newgame settings.");
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		IConsolePrint(CC_HELP, " * if you started from a new game, and your newgame settings haven't changed, the game will be identical to when you started it.");
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		IConsolePrint(CC_HELP, " * if you started from a savegame / scenario / heightmap, the game might be different, because your settings might differ.");
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	if (argc == 0 || argc > 2) {
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		IConsolePrint(CC_HELP, "Restart game. Usage: 'restart [current|newgame]'.");
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		IConsolePrint(CC_HELP, "Restarts a game, using either the current or newgame (default) settings.");
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		IConsolePrint(CC_HELP, " * if you started from a new game, and your current/newgame settings haven't changed, the game will be identical to when you started it.");
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		IConsolePrint(CC_HELP, " * if you started from a savegame / scenario / heightmap, the game might be different, because the current/newgame settings might differ.");
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		return true;
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	}
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	StartNewGameWithoutGUI(_settings_game.game_creation.generation_seed);
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	if (argc == 1 || std::string_view(argv[1]) == "newgame") {
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		StartNewGameWithoutGUI(_settings_game.game_creation.generation_seed);
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	} else {
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		_settings_game.game_creation.map_x = Map::LogX();
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		_settings_game.game_creation.map_y = Map::LogY();
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		_switch_mode = SM_RESTARTGAME;
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	}
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	return true;
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}
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@@ -1231,9 +1238,12 @@ DEF_CONSOLE_CMD(ConReload)
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{
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	if (argc == 0) {
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		IConsolePrint(CC_HELP, "Reload game. Usage: 'reload'.");
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		IConsolePrint(CC_HELP, "Reloads a game.");
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		IConsolePrint(CC_HELP, " * if you started from a new game, reload the game with the current active settings.");
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		IConsolePrint(CC_HELP, " * if you started from a savegame / scenario / heightmap, that same savegame / scenario / heightmap will be loaded again.");
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		IConsolePrint(CC_HELP, "Reloads a game if loaded via savegame / scenario / heightmap.");
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		return true;
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	}
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	if (_file_to_saveload.abstract_ftype == FT_NONE || _file_to_saveload.abstract_ftype == FT_INVALID) {
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		IConsolePrint(CC_ERROR, "No game loaded to reload.");
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		return true;
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	}
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@@ -1049,7 +1049,7 @@ void SwitchToMode(SwitchMode new_mode)
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	if (new_mode != SM_SAVE_GAME) {
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		/* If the network is active, make it not-active */
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		if (_networking) {
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			if (_network_server && (new_mode == SM_LOAD_GAME || new_mode == SM_NEWGAME)) {
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			if (_network_server && (new_mode == SM_LOAD_GAME || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) {
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				NetworkReboot();
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			} else {
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				NetworkDisconnect();
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@@ -1113,6 +1113,7 @@ void SwitchToMode(SwitchMode new_mode)
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			UpdateSocialIntegration(GM_NORMAL);
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			break;
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		case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
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		case SM_NEWGAME: // New Game --> 'Random game'
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			MakeNewGame(false, new_mode == SM_NEWGAME);
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			GenerateSavegameId();
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@@ -26,6 +26,7 @@ enum GameMode {
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enum SwitchMode {
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	SM_NONE,
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	SM_NEWGAME,           ///< New Game --> 'Random game'.
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	SM_RESTARTGAME,       ///< Restart --> 'Random game' with current settings.
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	SM_RELOADGAME,        ///< Reload the savegame / scenario / heightmap you started the game with.
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	SM_EDITOR,            ///< Switch to scenario editor.
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	SM_LOAD_GAME,         ///< Load game, Play Scenario.
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