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.
Namespaces | Classes | Typedefs | Enumerations | Functions
cqsp::common::components Namespace Reference

Namespaces

namespace  bodies
 
namespace  infrastructure
 
namespace  science
 
namespace  ships
 
namespace  types
 

Classes

struct  AuctionHouse
 
struct  CapitalCity
 
struct  CapitalGood
 
struct  CityTimeZone
 
struct  CommandQueue
 
struct  Commercial
 Represents commercial areas and other amenities that generate economic activity. They don't export goods but they play an intergral role in tax revenue, and population consumption, and maybe tourism in the future. More...
 
struct  ConsumerGood
 See SysPopulationConsumption for an explanation of these values More...
 
struct  CostBreakdown
 
struct  CostTable
 Records the prices of goods and other things More...
 
struct  Country
 
struct  CountryCityList
 
struct  Currency
 Will be handled in the future, but for now is just a market More...
 
struct  Description
 
struct  Employer
 
struct  Energy
 
struct  Factory
 
struct  FactoryProducing
 
struct  FactoryTimer
 
struct  FailedResourceConsumption
 
struct  FailedResourceProduction
 
struct  FailedResourceTransfer
 
struct  Farm
 
struct  Good
 
struct  Governed
 The civilization or organization that owns or governs the city More...
 
struct  Habitation
 If people are living on a planet or not More...
 
struct  Hunger
 
struct  Identifier
 
struct  IndustrialZone
 
struct  IndustrySize
 
struct  InternationalPort
 
struct  LaborInformation
 Population segment that is employed More...
 
struct  LaunchVehicle
 
struct  Maneuver
 
struct  Market
 
struct  MarketAgent
 An actor in a market that trades goods. More...
 
struct  MarketCenter
 An entity where the market is based, and the resources are traded. More...
 
struct  MarketElementInformation
 
class  MarketHistory
 Records the history of market. More...
 
struct  MarketInformation
 Historical information about the market Might change this to a different type of resource ledger so that we don't have so many lookups More...
 
struct  Matter
 Something that has a mass. More...
 
struct  Mine
 
struct  Mineral
 
struct  Name
 
struct  Order
 
struct  Organization
 
struct  Owned
 
struct  PlanetaryMarket
 
struct  Player
 
struct  PopulationSegment
 
struct  Price
 Price of a good. This is temporary, because this is to determine initial prices for goods. In the future, good prices will be determined by what the market is willing to bear, and we will not need this anymore. More...
 
struct  Production
 
struct  Province
 
struct  ProvinceColor
 
struct  ProvincedPlanet
 
struct  RawResourceGen
 
struct  Recipe
 
struct  RecipeCost
 
struct  RecipeOutput
 
struct  ResourceConsumption
 
struct  ResourceConverter
 
struct  ResourceDistribution
 
struct  ResourceIO
 
class  ResourceLedger
 
struct  ResourceProduction
 
struct  ResourceStockpile
 
struct  Service
 
struct  Settlement
 A settlement is a place where a population can live in, such as a city or a space station More...
 
class  SortedOrderList
 
class  StarDate
 Holds and calculates the tick that is on going. Date is the number of hours that has been ongoing since the start of the day. Here is some rough thinking for what interval things should be done at. 1 tick: Combat ticks, planetary and ship movement? 25 ticks: (about a day) Economic activity, though I don't think it's such a good idea to put them in such a tight interval. 25 * 5 = 125 ticks: (about 5 days) 25 * 25 = 625 ticks: (about 26 days) Construction progress, pop growth, social changes, will also be the interval that would be used for the reference value 25 ^ 3 / 2 ~= 15625 ticks: (about 312 days) Momentous things and things that take a long time, such as planet's climates changing We will not do days and years, because these are specific to only earth, and we would like to portray the different cultural differences resulting from different orbital periods and rotational periods from planets, and it would be rather human-centric to assume other civilizations would use our calendar. As a result, I plan to introduce a system that allows the creation of different types of calendars. That would come later, though More...
 
struct  Surface
 
struct  TimeZone
 
struct  Unit
 The unit name of the good. If it doesn't have it, then it's a quantity. More...
 
struct  Wallet
 

Typedefs

typedef SortedOrderList< std::greater< Order > > DescendingSortedOrderList
 Greatest to smallest More...
 
typedef SortedOrderList< std::less< Order > > AscendingSortedOrderList
 Smallest to greatest More...
 
typedef std::map< entt::entity, double > LedgerMap
 

Enumerations

enum  ProductionType { factory , mine , service }
 

Functions

bool operator< (const Order &lhs, const Order &rhs)
 
bool operator> (const Order &lhs, const Order &rhs)
 
ResourceLedger CopyVals (const ResourceLedger &keys, const ResourceLedger &values)
 Creates a new resource ledger using the keys from one resource ledger, and the values from annother More...
 
ResourceLedger ResourceLedgerZip (const ResourceLedger &key, const ResourceLedger &value)
 

Typedef Documentation

◆ AscendingSortedOrderList

Smallest to greatest

◆ DescendingSortedOrderList

Greatest to smallest

◆ LedgerMap

typedef std::map<entt::entity, double> cqsp::common::components::LedgerMap

Enumeration Type Documentation

◆ ProductionType

Enumerator
factory 
mine 
service 

Function Documentation

◆ CopyVals()

ResourceLedger cqsp::common::components::CopyVals ( const ResourceLedger keys,
const ResourceLedger values 
)

Creates a new resource ledger using the keys from one resource ledger, and the values from annother

◆ operator<()

bool cqsp::common::components::operator< ( const Order lhs,
const Order rhs 
)
inline

◆ operator>()

bool cqsp::common::components::operator> ( const Order lhs,
const Order rhs 
)
inline

◆ ResourceLedgerZip()

ResourceLedger cqsp::common::components::ResourceLedgerZip ( const ResourceLedger key,
const ResourceLedger value 
)