40   virtual void OnExit() 
override;
 
   42 #if !wxCHECK_VERSION(3, 1, 6) 
void bot_state_free(BotState *self)
Recursively destroys a BotState and its substates (similarly to game_free).
 
BotMovementThread(BotTurnController *controller)
 
virtual ExitCode Entry() override
 
BotPlacementThread(BotTurnController *controller)
 
virtual ExitCode Entry() override
 
wxDECLARE_NO_COPY_CLASS(BotThreadShared)
 
bool SetName(const wxString &WXUNUSED(name))
 
BotTurnController * controller
 
virtual void OnExit() override
 
std::shared_ptr< BotParameters > bot_params
 
std::unique_ptr< BotState, decltype(&bot_state_free)> bot_state
 
std::shared_ptr< BotThreadShared > shared
 
std::unique_ptr< Game, decltype(&game_free)> game
 
volatile bool * cancelled_ptr
 
BotThread(BotTurnController *controller)
 
void game_free(Game *self)
Destroys a Game, freeing the memory allocated for the struct itself and all associated internal lists...
 
The core of the unified game logic library, contains the Game struct.
 
An implementation of Rng for C++ using the standard functions from <random>.
 
Contains temporary data created during the evaluation of bot's moves.
 
The central struct of the application, holds the game data and settings.