C++ Joueur Client
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game.hpp
1 #ifndef GAMES_NECROWAR_GAME_H
2 #define GAMES_NECROWAR_GAME_H
3 
4 // Game
5 // Send hordes of the undead at your opponent while defending yourself against theirs to win.
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/necrowar_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 necrowar
40 {
41 
45 class Game : public Base_game
46 {
47 public:
48 
53 
57  const int& current_turn;
58 
62  const std::unordered_map<std::string, Game_object>& game_objects;
63 
68 
73 
78 
82  const int& map_height;
83 
87  const int& map_width;
88 
92  const int& max_turns;
93 
97  const std::vector<Player>& players;
98 
102  const int& river_phase;
103 
107  const std::string& session;
108 
112  const std::vector<Tile>& tiles;
113 
118 
122  const std::vector<Tower_job>& tower_jobs;
123 
127  const std::vector<Tower>& towers;
128 
132  const std::vector<Unit_job>& unit_jobs;
133 
137  const std::vector<Unit>& units;
138 
139  // <<-- Creer-Merge: member variables -->> - Code you add between this comment and the end comment will be preserved between Creer re-runs.
140  // You can add additional member variables here. None of them will be tracked or updated by the server.
141  // <<-- /Creer-Merge: member variables -->>
142 
143 
150  Tile get_tile_at(const int x, const int y);
151 
152  // <<-- Creer-Merge: methods -->> - Code you add between this comment and the end comment will be preserved between Creer re-runs.
153  // You can add additional methods here.
154  // <<-- /Creer-Merge: methods -->>
155 
156  ~Game_();
157 
158  // ####################
159  // Don't edit these!
160  // ####################
162  Game_(std::initializer_list<std::pair<std::string, Any&&>> init);
163  Game_() : Game_({}){}
164  virtual void resize(const std::string& name, std::size_t size) override;
165  virtual void change_vec_values(const std::string& name, std::vector<std::pair<std::size_t, Any>>& values) override;
166  virtual void remove_key(const std::string& name, Any& key) override;
167  virtual std::unique_ptr<Any> add_key_value(const std::string& name, Any& key, Any& value) override;
168  virtual bool is_map(const std::string& name) override;
169  virtual void rebind_by_name(Any* to_change, const std::string& member, std::shared_ptr<Base_object> ref) override;
171  // ####################
172  // Don't edit these!
173  // ####################
174 };
175 
176 } // necrowar
177 
178 } // cpp_client
179 
180 #endif // GAMES_NECROWAR_GAME_H
const int & max_turns
The maximum number of turns before the game will automatically end.
Definition: game.hpp:92
const int & current_turn
The current turn number, starting at 0 for the first player's turn.
Definition: game.hpp:57
const int & mana_income_per_unit
The Amount of gold income per turn per unit fishing on the river side.
Definition: game.hpp:77
A Tile in the game that makes up the 2D map grid.
Definition: tile.hpp:37
const int & river_phase
The amount of turns it takes between the river changing phases.
Definition: game.hpp:102
const std::vector< Unit_job > & unit_jobs
A list of every unit type / job.
Definition: game.hpp:132
const Player & current_player
The player whose turn it is currently. That player can send commands. Other players cannot...
Definition: game.hpp:52
const std::vector< Tile > & tiles
All the tiles in the map, stored in Row-major order. Use x + y * mapWidth to access the correct index...
Definition: game.hpp:112
const int & gold_income_per_unit
The amount of gold income per turn per unit in a mine.
Definition: game.hpp:67
const std::vector< Tower > & towers
Every Tower in the game.
Definition: game.hpp:127
const std::vector< Unit > & units
Every Unit in the game.
Definition: game.hpp:137
Tile get_tile_at(const int x, const int y)
Gets the Tile at a specified (x, y) position
A player in this game. Every AI controls one player.
Definition: player.hpp:37
const int & map_height
The number of Tiles in the map along the y (vertical) axis.
Definition: game.hpp:82
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:62
const int & island_income_per_unit
The amount of gold income per turn per unit in the island mine.
Definition: game.hpp:72
const std::string & session
A unique identifier for the game instance that is being played.
Definition: game.hpp:107
const std::vector< Player > & players
List of all the players in the game.
Definition: game.hpp:97
Send hordes of the undead at your opponent while defending yourself against theirs to win...
Definition: game.hpp:45
const int & map_width
The number of Tiles in the map along the x (horizontal) axis.
Definition: game.hpp:87
const std::vector< Tower_job > & tower_jobs
A list of every tower type / job.
Definition: game.hpp:122
const int & time_added_per_turn
The amount of time (in nano-seconds) added after each player performs a turn.
Definition: game.hpp:117