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Conquer Space 0.0.0
A space themed grand strategy game set in the near future, with realistic orbital mechanics, and an emphasis on economics and politics.
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Classes | |
| class | NameGenerator |
| Name generator is pretty straightforward Format: More... | |
Functions | |
| Node | CreateCity (Node &planet, components::types::SurfaceCoordinate coords) |
| Node | CreateCity (Node &planet, double lat, double longi) |
| bool | BuyGood (components::AuctionHouse &auction_house, Node &agent, Node &good, double price, double quantity) |
| Buys a good from the market More... | |
| bool | SellGood (components::AuctionHouse &auction_house, Node &agent, Node &, double price, double quantity) |
| Sells a good to the market More... | |
| void | AddParticipant (Node &market_node, Node &participant) |
| double | GetCost (Node &market, const components::ResourceMap &ledger) |
| Node | CreateMarket (Universe &universe) |
| Creates a market two instance. More... | |
| bool | SellGood (Node &agent, const components::ResourceMap &selling) |
| Note: This will only buy the maximum resources that are in the market. If there aren't enough resources on the market, then we buy all the remaining resources on the market. You'll have to calculate how much you want later on More... | |
| Node | OrderConstructionFactory (Node &city, Node &market, Node &recipe, Node &builder, int productivity=1) |
| Will charge the entity builder the amount needed to construct the factory/building. You'll have to find a organization that can construct it though. More... | |
| Node | CreateFactory (Node city, Node recipe, int productivity=1, double wages=10, double cash_reserves=0) |
| Creates a factory from thin air More... | |
| components::ResourceMap | GetFactoryCost (Node &city, Node &recipe, int productivity) |
| Node | CreateCommercialArea (Node &city) |
| uint64_t | GetCityPopulation (Node &city) |
| Node | CreateLab (Universe &universe) |
| void | AddScienceResearch (Node &lab, Node &research, double progress) |
| void | ResearchTech (Node &civilization, Node &tech) |
| void | ProcessAction (Node &civilization, const std::string &action) |
| Node | CreateShip (Node &starsystem, Node &fleet, const glm::vec3 &orbit, const std::string &shipName="") |
| creates a ship with a name and assigns it to a fleet and solar system More... | |
| Node | CreateShip (Node &starsystem, Node &fleet, Node &orbit, const std::string &shipName) |
| Node | CreateShip (Node &starsystem, Node &fleet, const components::types::Orbit &orbit, const std::string &shipName) |
| entt::entity | LaunchShip (Universe &universe, const components::types::Orbit &orbit) |
| bool cqsp::core::actions::BuyGood | ( | components::AuctionHouse & | auction_house, |
| Node & | agent, | ||
| Node & | good, | ||
| double | price, | ||
| double | quantity | ||
| ) |
Buys a good from the market
| auction_house | Auction house to buy from |
| good | Good to buy |
| price | Price |
| quantity | Quantity |
| Node cqsp::core::actions::CreateCity | ( | Node & | planet, |
| components::types::SurfaceCoordinate | coords | ||
| ) |
| Node cqsp::core::actions::CreateFactory | ( | Node | city, |
| Node | recipe, | ||
| int | productivity = 1, |
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| double | wages = 10, |
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| double | cash_reserves = 0 |
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| ) |
Creates a factory from thin air
| universe | |
| city | |
| recipe | |
| productivity |
| Node cqsp::core::actions::CreateShip | ( | Node & | starsystem, |
| Node & | fleet, | ||
| const components::types::Orbit & | orbit, | ||
| const std::string & | shipName | ||
| ) |
| Node cqsp::core::actions::CreateShip | ( | Node & | starsystem, |
| Node & | fleet, | ||
| const glm::vec3 & | orbit, | ||
| const std::string & | shipName = "" |
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| ) |
creates a ship with a name and assigns it to a fleet and solar system
| universe | The registry for the entities |
| fleetEnt | The fleet to be used |
| starsystemEnt | The star system where the ship is created in |
| Node cqsp::core::actions::CreateShip | ( | Node & | starsystem, |
| Node & | fleet, | ||
| Node & | orbit, | ||
| const std::string & | shipName | ||
| ) |
| uint64_t cqsp::core::actions::GetCityPopulation | ( | Node & | city | ) |
| double cqsp::core::actions::GetCost | ( | Node & | market, |
| const components::ResourceMap & | ledger | ||
| ) |
| components::ResourceMap cqsp::core::actions::GetFactoryCost | ( | Node & | city, |
| Node & | recipe, | ||
| int | productivity | ||
| ) |
| entt::entity cqsp::core::actions::LaunchShip | ( | Universe & | universe, |
| const components::types::Orbit & | orbit | ||
| ) |
| Node cqsp::core::actions::OrderConstructionFactory | ( | Node & | city, |
| Node & | market, | ||
| Node & | recipe, | ||
| Node & | builder, | ||
| int | productivity = 1 |
||
| ) |
Will charge the entity builder the amount needed to construct the factory/building. You'll have to find a organization that can construct it though.
| city | |
| market | |
| recipe | |
| builder | |
| productivity |
| void cqsp::core::actions::ProcessAction | ( | Node & | civilization, |
| const std::string & | action | ||
| ) |
| bool cqsp::core::actions::SellGood | ( | components::AuctionHouse & | auction_house, |
| Node & | agent, | ||
| Node & | , | ||
| double | price, | ||
| double | quantity | ||
| ) |
Sells a good to the market
| auction_house | Auction house to buy from |
| good | Good to buy |
| price | Price |
| quantity | Quantity |
| bool cqsp::core::actions::SellGood | ( | Node & | agent, |
| const components::ResourceMap & | selling | ||
| ) |
Note: This will only buy the maximum resources that are in the market. If there aren't enough resources on the market, then we buy all the remaining resources on the market. You'll have to calculate how much you want later on
| universe | |
| agent | |
| purchase |