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EndGameSystem.hpp
1 /*
2 ** EPITECH PROJECT, 2022
3 ** B-CPP-500-PAR-5-1-rtype-martin.vanaud
4 ** File description:
5 ** EndGameSystem
6 */
7 
8 #ifndef ENDGAMESYSTEM_HPP_
9  #define ENDGAMESYSTEM_HPP_
10 
11  #include "Registry.hpp"
12 
13  /* Component */
14  #include "Component/CNetworkQueue.hpp"
15  #include "Component/CType.hpp"
16  #include "Component/CLobbyId.hpp"
17  #include "Component/CLobbiesStatus.hpp"
18  #include "Component/CMap.hpp"
19 
23 namespace System {
27  class EndGameSystem {
28  public:
32  EndGameSystem();
33  ~EndGameSystem() = default;
34 
44 
45  protected:
46  private:
47  std::vector<ENTITY_TYPE> _entityToKill;
48  };
49 }
50 
51 #endif /* !ENDGAMESYSTEM_HPP_ */
Sparse_array
Class that handle Element of type Component like a vector which can be holed.
Definition: SparseArray.hpp:22
System
Namespace for systems.
Definition: DirectionSystem.hpp:24
System::EndGameSystem::EndGameSystem
EndGameSystem()
Construct a new End Game System object.
Definition: EndGameSystem.cpp:18
Registry
Class that handle ECS.
Definition: Registry.hpp:22
System::EndGameSystem
The End Game System class, it handles the end of the game of lobbies.
Definition: EndGameSystem.hpp:27
System::EndGameSystem::operator()
void operator()(Registry &registry, Sparse_array< component::cnetwork_queue_t > &network_queues, Sparse_array< component::ctype_t > &type, Sparse_array< component::clobby_id_t > &lobbyIds, Sparse_array< component::clobbies_status_t > &lobbiesStatus, Sparse_array< component::cmap_t > &map)
The main handler for the End Game System.
Definition: EndGameSystem.cpp:37