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.