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authorAki <please@ignore.pl>2023-02-13 22:52:18 +0100
committerAki <please@ignore.pl>2023-02-13 22:52:42 +0100
commit2a9f378c66b28cef1c5ee063cf4d7e4e2889076e (patch)
treed678fce067c527052462adf91909f23664ca0544 /sim/src/BaseBattle.h
parent03bb1614c25a56ef6225db09c4c59b7a5f8fa808 (diff)
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Created sim::State object to hold overall state of simulation
This is seems like it creats even more chaotic binding between the components but it is a very nice and testable intermediate step before moving everything to standalone systems and shoving state into the... well, State.
Diffstat (limited to 'sim/src/BaseBattle.h')
-rw-r--r--sim/src/BaseBattle.h11
1 files changed, 4 insertions, 7 deletions
diff --git a/sim/src/BaseBattle.h b/sim/src/BaseBattle.h
index 77e1d10..6f59457 100644
--- a/sim/src/BaseBattle.h
+++ b/sim/src/BaseBattle.h
@@ -1,11 +1,9 @@
#pragma once
-#include <entt/entity/registry.hpp>
-#include <entt/signal/dispatcher.hpp>
-
#include <kurator/engine/Context.h>
#include <kurator/campaign/Scenario.h>
#include <kurator/sim/Battle.h>
+#include <kurator/sim/State.h>
#include "TeamManager.h"
@@ -20,12 +18,11 @@ class BaseBattle : public Battle
{
public:
BaseBattle(const campaign::Scenario& scenario);
- entt::registry& registry() override;
- entt::dispatcher& dispatcher() override;
+ engine::Context context() override;
+ engine::ConstContext const_context() const override;
void update(engine::Context& ctx) override;
private:
- entt::registry _registry;
- entt::dispatcher _dispatcher;
+ State state;
TeamManager manager;
void pick_random_targets();
};