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#pragma once
#include <functional>
#include "openvic-simulation/country/CountryInstance.hpp"
#include "openvic-simulation/diplomacy/CountryRelation.hpp"
#include "openvic-simulation/economy/GoodInstance.hpp"
#include "openvic-simulation/map/MapInstance.hpp"
#include "openvic-simulation/map/Mapmode.hpp"
#include "openvic-simulation/military/UnitInstanceGroup.hpp"
#include "openvic-simulation/misc/SimulationClock.hpp"
#include "openvic-simulation/types/Date.hpp"
namespace OpenVic {
struct DefinitionManager;
struct Bookmark;
struct InstanceManager {
using gamestate_updated_func_t = std::function<void()>;
private:
DefinitionManager const& PROPERTY(definition_manager);
CountryInstanceManager PROPERTY_REF(country_instance_manager);
CountryRelationManager PROPERTY_REF(country_relation_manager);
GoodInstanceManager PROPERTY_REF(good_instance_manager);
UnitInstanceManager PROPERTY_REF(unit_instance_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. */
MapInstance PROPERTY_REF(map_instance);
SimulationClock PROPERTY_REF(simulation_clock);
bool PROPERTY_CUSTOM_PREFIX(game_instance_setup, is);
bool PROPERTY_CUSTOM_PREFIX(game_session_started, is);
public:
inline constexpr bool is_bookmark_loaded() const {
return bookmark != nullptr;
}
private:
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:
InstanceManager(
DefinitionManager const& new_definition_manager, gamestate_updated_func_t gamestate_updated_callback,
SimulationClock::state_changed_function_t clock_state_changed_callback
);
bool setup();
bool load_bookmark(Bookmark const* new_bookmark);
bool start_game_session();
bool update_clock();
bool expand_selected_province_building(size_t building_index);
};
}
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