18#ifndef INCLUDED_SIMCONTEXT
19#define INCLUDED_SIMCONTEXT
Definition: ComponentManager.h:40
Object wrapping an entity_id_t, with a SEntityComponentCache to support fast QueryInterface() / CmpPt...
Definition: Entity.h:80
entity_id_t GetId() const
Definition: Entity.h:88
Contains pointers to various 'global' objects that are needed by the simulation code,...
Definition: SimContext.h:33
~CSimContext()
Definition: SimContext.cpp:32
void SetComponentManager(CComponentManager *man)
Definition: SimContext.cpp:58
ScriptInterface & GetScriptInterface() const
Definition: SimContext.cpp:64
CTerrain & GetTerrain() const
Definition: SimContext.cpp:52
CEntityHandle m_SystemEntity
Definition: SimContext.h:62
CTerrain * m_Terrain
Definition: SimContext.h:60
CSimContext(CTerrain *terrain=nullptr, CUnitManager *unitManager=nullptr)
Definition: SimContext.cpp:26
void SetSystemEntity(CEntityHandle ent)
Definition: SimContext.h:48
CComponentManager & GetComponentManager() const
Definition: SimContext.cpp:36
CUnitManager & GetUnitManager() const
Definition: SimContext.cpp:46
bool HasUnitManager() const
Definition: SimContext.cpp:41
CComponentManager * m_ComponentManager
Definition: SimContext.h:58
CUnitManager * m_UnitManager
Definition: SimContext.h:59
CEntityHandle GetSystemEntity() const
Definition: SimContext.h:49
int GetCurrentDisplayedPlayer() const
Returns the player ID that the current display is being rendered for.
Definition: SimContext.cpp:69
Definition: UnitManager.h:38
Abstraction around a SpiderMonkey JS::Realm.
Definition: ScriptInterface.h:72
#define ASSERT(expr)
same as ENSURE in debug mode, does nothing in release mode.
Definition: debug.h:305
const entity_id_t SYSTEM_ENTITY
Entity ID for singleton 'system' components.
Definition: Entity.h:43