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