- Core interfaces for modular engine system - Resource management and registry system - Module system with sequential execution - ImGui-based UI implementation - Intra-process I/O communication - Data tree structures for hierarchical data - Serialization framework - Task scheduler interface - Debug engine implementation 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
50 lines
1.3 KiB
C++
50 lines
1.3 KiB
C++
#pragma once
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#include <string>
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namespace warfactory {
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/**
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* @brief Interface for geological regions during world generation
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*
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* Represents discrete regions with specific properties like resource deposits,
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* volcanic activity, or tectonic formations.
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*/
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class IRegion {
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public:
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virtual ~IRegion() = default;
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// ========================================
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// IDENTIFICATION
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// ========================================
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virtual int getId() const = 0;
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virtual const std::string& getType() const = 0;
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// ========================================
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// POSITION & SIZE
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// ========================================
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virtual float getX() const = 0;
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virtual float getY() const = 0;
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virtual float getRadius() const = 0;
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virtual float getMass() const = 0;
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// ========================================
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// LIFECYCLE
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// ========================================
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virtual void update(float delta_time) = 0;
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virtual bool isActive() const = 0;
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// ========================================
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// PROPERTIES
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// ========================================
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virtual float getIntensity() const = 0;
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virtual void setIntensity(float intensity) = 0;
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virtual bool canFuseWith(const IRegion* other) const = 0;
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};
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} // namespace warfactory
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