1 #ifndef GAMES_NECROWAR_GAME_H
2 #define GAMES_NECROWAR_GAME_H
14 #include <unordered_map>
16 #include <initializer_list>
18 #include "../../joueur/src/any.hpp"
21 #include "../../joueur/src/base_game.hpp"
22 #include "impl/necrowar_fwd.hpp"
45 class Game :
public Base_game
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;
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