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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/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);
      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);

      /* Hardcoded data for defining things for which parsing from files has
       * not been implemented, currently mapmodes and building types.
       */
      bool load_hardcoded_defines();
   };
}