Wizard
Software Engineering Project - Wizard
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game_state Member List

This is the complete list of members for game_state, including all inherited members.

_id (defined in unique_serializable)unique_serializableprotected
add_player(player *player, std::string &err) (defined in game_state)game_state
can_be_played(player *player, const card *card, std::string &err) const noexcept (defined in game_state)game_state
estimate_tricks(player *player, std::string &err, int trick_estimate) (defined in game_state)game_state
finish_game(std::string &err) (defined in game_state)game_state
from_json(const rapidjson::Value &json) (defined in game_state)game_statestatic
game_state() (defined in game_state)game_state
get_current_player() const (defined in game_state)game_state
get_id() const (defined in unique_serializable)unique_serializable
get_max_round_number() const (defined in game_state)game_state
get_players() (defined in game_state)game_state
get_round_number() const (defined in game_state)game_state
get_starting_player() const (defined in game_state)game_state
get_trick() const (defined in game_state)game_state
get_trick_estimate_sum() const (defined in game_state)game_state
get_trick_number() const (defined in game_state)game_state
get_trick_starting_player() const (defined in game_state)game_state
get_trump_color() const (defined in game_state)game_state
is_estimation_phase() const (defined in game_state)game_state
is_finished() const (defined in game_state)game_state
is_full() const (defined in game_state)game_state
is_player_in_game(player *player) const (defined in game_state)game_state
is_started() const (defined in game_state)game_state
play_card(player *player, const std::string &card_id, std::string &err) (defined in game_state)game_state
remove_player(player *player, std::string &err) (defined in game_state)game_state
setup_round(std::string &err) (defined in game_state)game_state
start_game(std::string &err) (defined in game_state)game_state
to_json() const (defined in serializable)serializableinlinevirtual
unique_serializable() (defined in unique_serializable)unique_serializableprotected
unique_serializable(std::string id) (defined in unique_serializable)unique_serializableprotected
update_current_player(std::string &err) (defined in game_state)game_state
wrap_up_round(std::string &err) (defined in game_state)game_state
write_into_json(rapidjson::Value &json, rapidjson::Document::AllocatorType &allocator) const override (defined in game_state)game_statevirtual
write_into_json(rapidjson::Value &json, rapidjson::MemoryPoolAllocator< rapidjson::CrtAllocator > &allocator) const override (defined in unique_serializable)unique_serializablevirtual
~game_state() override (defined in game_state)game_state
~serializable()=default (defined in serializable)serializablevirtual