#include "event-engine/EventEngine.h" #include #include namespace Warfactory { namespace Event { class GameEvent { public: GameEvent() = default; virtual ~GameEvent() = default; virtual void execute() {} }; class BreakthroughSystem { public: BreakthroughSystem() = default; void analyzeScrap(const std::string& scrapData) { std::cout << "Analyzing scrap: " << scrapData << std::endl; } void triggerBreakthrough(const std::string& domain) { std::cout << "Breakthrough triggered in: " << domain << std::endl; } }; class EventQueue { public: EventQueue() = default; void scheduleEvent(std::unique_ptr event, double delay) { events_.push(std::move(event)); } void addImmediate(std::unique_ptr event) { events_.push(std::move(event)); } bool hasEvents() const { return !events_.empty(); } std::unique_ptr popEvent() { if (events_.empty()) return nullptr; auto event = std::move(const_cast&>(events_.front())); events_.pop(); return event; } private: std::queue> events_; }; EventEngine::EventEngine() : running_(false) { std::cout << "EventEngine constructor" << std::endl; eventQueue_ = std::make_unique(); breakthroughSystem_ = std::make_unique(); } EventEngine::~EventEngine() { if (running_) { shutdown(); } } bool EventEngine::initialize() { std::cout << "EventEngine::initialize()" << std::endl; running_ = true; return true; } void EventEngine::run() { std::cout << "EventEngine::run() starting engine loop" << std::endl; engineThread_ = std::thread(&EventEngine::engineLoop, this); if (engineThread_.joinable()) { engineThread_.join(); } } void EventEngine::shutdown() { std::cout << "EventEngine::shutdown()" << std::endl; running_ = false; if (engineThread_.joinable()) { engineThread_.join(); } } void EventEngine::scheduleEvent(std::unique_ptr event, double /*delaySeconds*/) { eventQueue_->scheduleEvent(std::move(event), 0.0); } void EventEngine::triggerImmediateEvent(std::unique_ptr event) { eventQueue_->addImmediate(std::move(event)); } void EventEngine::analyzeScrapForBreakthrough(const std::string& scrapData) { breakthroughSystem_->analyzeScrap(scrapData); } void EventEngine::triggerBreakthrough(const std::string& technologyDomain) { breakthroughSystem_->triggerBreakthrough(technologyDomain); } void EventEngine::generateRandomEvent() { std::cout << "Generating random global event" << std::endl; } void EventEngine::processScheduledEvents() { while (eventQueue_->hasEvents()) { auto event = eventQueue_->popEvent(); if (event) { event->execute(); } } } void EventEngine::engineLoop() { auto lastUpdate = std::chrono::steady_clock::now(); while (running_) { auto now = std::chrono::steady_clock::now(); auto deltaTime = std::chrono::duration(now - lastUpdate).count(); if (deltaTime >= 1.0/60.0) { updateEventQueue(); dispatchEvents(); processScheduledEvents(); sendEvents(); receiveEventTriggers(); lastUpdate = now; } std::this_thread::sleep_for(std::chrono::milliseconds(1)); } } void EventEngine::updateEventQueue() { } void EventEngine::dispatchEvents() { } void EventEngine::sendEvents() { } void EventEngine::receiveEventTriggers() { } } // namespace Event } // namespace Warfactory