1 #ifndef GAMES_ANARCHY_FORECAST_H
2 #define GAMES_ANARCHY_FORECAST_H
14 #include <unordered_map>
16 #include <initializer_list>
18 #include "../../joueur/src/any.hpp"
20 #include "game_object.hpp"
22 #include "impl/anarchy_fwd.hpp"
72 Forecast_(std::initializer_list<std::pair<std::string, Any&&>> init);
73 Forecast_() : Forecast_({}){}
74 virtual void resize(
const std::string& name, std::size_t size)
override;
75 virtual void change_vec_values(
const std::string& name, std::vector<std::pair<std::size_t, Any>>& values)
override;
76 virtual void remove_key(
const std::string& name, Any& key)
override;
77 virtual std::unique_ptr<Any> add_key_value(
const std::string& name, Any& key, Any& value)
override;
78 virtual bool is_map(
const std::string& name)
override;
79 virtual void rebind_by_name(Any* to_change,
const std::string& member, std::shared_ptr<Base_object> ref)
override;
90 #endif // GAMES_ANARCHY_FORECAST_H
An object in the game. The most basic class that all game classes should inherit from automatically...
Definition: game_object.hpp:37
A player in this game. Every AI controls one player.
Definition: player.hpp:37
const std::string & direction
The direction the wind will blow fires in. Can be 'north', 'east', 'south', or 'west'.
Definition: forecast.hpp:49
const Player & controlling_player
The Player that can use WeatherStations to control this Forecast when its the nextForecast.
Definition: forecast.hpp:44
The weather effect that will be applied at the end of a turn, which causes fires to spread...
Definition: forecast.hpp:37
const int & intensity
How much of a Building's fire that can be blown in the direction of this Forecast. Fire is duplicated (copied), not moved (transferred).
Definition: forecast.hpp:54