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#pragma once
#include "openvic-simulation/country/Country.hpp"
#include "openvic-simulation/diplomacy/DiplomacyManager.hpp"
#include "openvic-simulation/economy/EconomyManager.hpp"
#include "openvic-simulation/history/HistoryManager.hpp"
#include "openvic-simulation/interface/UI.hpp"
#include "openvic-simulation/map/Crime.hpp"
#include "openvic-simulation/map/Map.hpp"
#include "openvic-simulation/map/Mapmode.hpp"
#include "openvic-simulation/military/MilitaryManager.hpp"
#include "openvic-simulation/misc/Decision.hpp"
#include "openvic-simulation/misc/Define.hpp"
#include "openvic-simulation/misc/Event.hpp"
#include "openvic-simulation/misc/Modifier.hpp"
#include "openvic-simulation/misc/SimulationClock.hpp"
#include "openvic-simulation/politics/PoliticsManager.hpp"
#include "openvic-simulation/pop/Pop.hpp"
#include "openvic-simulation/research/ResearchManager.hpp"
#include "openvic-simulation/scripts/ScriptManager.hpp"
namespace OpenVic {
struct GameManager {
using gamestate_updated_func_t = std::function<void()>;
private:
DefineManager PROPERTY_REF(define_manager);
EconomyManager PROPERTY_REF(economy_manager);
MilitaryManager PROPERTY_REF(military_manager);
ModifierManager PROPERTY_REF(modifier_manager);
PoliticsManager PROPERTY_REF(politics_manager);
HistoryManager PROPERTY_REF(history_manager);
ResearchManager PROPERTY_REF(research_manager);
PopManager PROPERTY_REF(pop_manager);
CountryManager PROPERTY_REF(country_manager);
CountryInstanceManager PROPERTY_REF(country_instance_manager);
CrimeManager PROPERTY_REF(crime_manager);
EventManager PROPERTY_REF(event_manager);
DecisionManager PROPERTY_REF(decision_manager);
UIManager PROPERTY_REF(ui_manager);
DiplomacyManager PROPERTY_REF(diplomacy_manager);
/* Near the end so it is freed after other managers that may depend on it,
* e.g. if we want to remove military units from the province they're in when they're destructed. */
Map PROPERTY_REF(map);
MapmodeManager PROPERTY_REF(mapmode_manager);
ScriptManager PROPERTY_REF(script_manager);
SimulationClock PROPERTY_REF(simulation_clock);
time_t session_start; /* SS-54, as well as allowing time-tracking */
Bookmark const* PROPERTY(bookmark);
Date PROPERTY(today);
gamestate_updated_func_t gamestate_updated;
bool gamestate_needs_update, currently_updating_gamestate;
void set_gamestate_needs_update();
void update_gamestate();
void tick();
public:
GameManager(
gamestate_updated_func_t gamestate_updated_callback,
SimulationClock::state_changed_function_t clock_state_changed_callback
);
bool reset();
bool load_bookmark(Bookmark const* new_bookmark);
bool expand_selected_province_building(size_t building_index);
};
}
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