C++ Joueur Client
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game.hpp
1 #ifndef GAMES_ANARCHY_GAME_H
2 #define GAMES_ANARCHY_GAME_H
3 
4 // Game
5 // Two player grid based game where each player tries to burn down the other player's buildings. Let it burn.
6 
7 // DO NOT MODIFY THIS FILE
8 // Never try to directly create an instance of this class, or modify its member variables.
9 // Instead, you should only be reading its variables and calling its functions.
10 
11 #include <vector>
12 #include <queue>
13 #include <deque>
14 #include <unordered_map>
15 #include <string>
16 #include <initializer_list>
17 
18 #include "../../joueur/src/any.hpp"
19 
20 
21 #include "../../joueur/src/base_game.hpp"
22 #include "impl/anarchy_fwd.hpp"
23 
24 // <<-- Creer-Merge: includes -->> - Code you add between this comment and the end comment will be preserved between Creer re-runs.
25 // you can add additional #includes here
26 // <<-- /Creer-Merge: includes -->>
27 
28 namespace cpp_client
29 {
30 
39 namespace anarchy
40 {
41 
45 class Game : public Base_game
46 {
47 public:
48 
53 
57  const std::vector<Building>& buildings;
58 
63 
68 
72  const int& current_turn;
73 
77  const std::vector<Forecast>& forecasts;
78 
82  const std::unordered_map<std::string, Game_object>& game_objects;
83 
87  const int& map_height;
88 
92  const int& map_width;
93 
97  const int& max_fire;
98 
103 
107  const int& max_turns;
108 
113 
117  const std::vector<Player>& players;
118 
122  const std::string& session;
123 
128 
129  // <<-- Creer-Merge: member variables -->> - Code you add between this comment and the end comment will be preserved between Creer re-runs.
130  // You can add additional member variables here. None of them will be tracked or updated by the server.
131  // <<-- /Creer-Merge: member variables -->>
132 
133 
134 
135  // <<-- Creer-Merge: methods -->> - Code you add between this comment and the end comment will be preserved between Creer re-runs.
136  // You can add additional methods here.
137  // <<-- /Creer-Merge: methods -->>
138 
139  ~Game_();
140 
141  // ####################
142  // Don't edit these!
143  // ####################
145  Game_(std::initializer_list<std::pair<std::string, Any&&>> init);
146  Game_() : Game_({}){}
147  virtual void resize(const std::string& name, std::size_t size) override;
148  virtual void change_vec_values(const std::string& name, std::vector<std::pair<std::size_t, Any>>& values) override;
149  virtual void remove_key(const std::string& name, Any& key) override;
150  virtual std::unique_ptr<Any> add_key_value(const std::string& name, Any& key, Any& value) override;
151  virtual bool is_map(const std::string& name) override;
152  virtual void rebind_by_name(Any* to_change, const std::string& member, std::shared_ptr<Base_object> ref) override;
154  // ####################
155  // Don't edit these!
156  // ####################
157 };
158 
159 } // anarchy
160 
161 } // cpp_client
162 
163 #endif // GAMES_ANARCHY_GAME_H
const int & map_height
The width of the entire map along the vertical (y) axis.
Definition: game.hpp:87
const std::string & session
A unique identifier for the game instance that is being played.
Definition: game.hpp:122
const std::vector< Player > & players
List of all the players in the game.
Definition: game.hpp:117
const int & max_forecast_intensity
The maximum amount of intensity value for any Forecast.
Definition: game.hpp:102
const std::unordered_map< std::string, Game_object > & game_objects
A mapping of every game object's ID to the actual game object. Primarily used by the server and clien...
Definition: game.hpp:82
A player in this game. Every AI controls one player.
Definition: player.hpp:37
const int & max_fire
The maximum amount of fire value for any Building.
Definition: game.hpp:97
const Player & current_player
The player whose turn it is currently. That player can send commands. Other players cannot...
Definition: game.hpp:67
const int & current_turn
The current turn number, starting at 0 for the first player's turn.
Definition: game.hpp:72
const int & map_width
The width of the entire map along the horizontal (x) axis.
Definition: game.hpp:92
const Forecast & current_forecast
The current Forecast, which will be applied at the end of the turn.
Definition: game.hpp:62
const Forecast & next_forecast
The next Forecast, which will be applied at the end of your opponent's turn. This is also the Forecas...
Definition: game.hpp:112
The weather effect that will be applied at the end of a turn, which causes fires to spread...
Definition: forecast.hpp:37
const std::vector< Forecast > & forecasts
All the forecasts in the game, indexed by turn number.
Definition: game.hpp:77
const int & max_turns
The maximum number of turns before the game will automatically end.
Definition: game.hpp:107
const int & base_bribes_per_turn
How many bribes players get at the beginning of their turn, not counting their burned down Buildings...
Definition: game.hpp:52
Two player grid based game where each player tries to burn down the other player's buildings...
Definition: game.hpp:45
const int & time_added_per_turn
The amount of time (in nano-seconds) added after each player performs a turn.
Definition: game.hpp:127
const std::vector< Building > & buildings
All the buildings in the game.
Definition: game.hpp:57