Simulator::cGameModeManager class

Base classes

class cStrategy
class App::IUnmanagedMessageListener
Same as App::IMessageListener, but this one does not use ref-counting.

Public static functions

static auto Get() -> cGameModeManager*
Returns the active Simulator game mode manager.

Public functions

auto GetActiveModeID() -> uint32_t
auto GetDifficultyTuning(uint32_t gameModeID, bool bUseCurrentDifficulty = false) -> App::PropertyList*
Returns the difficulty tuning property list that configures the specified game mode ID.
auto GetActiveDifficultyTuning() -> App::PropertyList*
Returns the dificulty tuning property list for the active game mode and difficulty.
void SubmitEditorRequest(Editors::EditorRequest* pRequest)

Protected types

struct DifficultyTuning

Protected variables

uint32_t mActiveModeID
int field_24
bool field_28
bool field_29
int field_2C
intrusive_ptr<Swarm::IEffectWorld> mpTransitionEffectWorld
int field_34
int mpTransitionBlockingWin
DifficultyTuning mDifficultyTuning
intrusive_ptr<App::PropertyList> mScenarioTuning

Function documentation

App::PropertyList* Simulator::cGameModeManager::GetDifficultyTuning(uint32_t gameModeID, bool bUseCurrentDifficulty = false)

Returns the difficulty tuning property list that configures the specified game mode ID.

Parameters
gameModeID
bUseCurrentDifficulty [Optional]

If bUseCurrentDifficulty is false, it will return the medium difficulty; otherwise, it will use the current player difficulty.

App::PropertyList* Simulator::cGameModeManager::GetActiveDifficultyTuning()

Returns the dificulty tuning property list for the active game mode and difficulty.

If there is no player dificulty set, it returns the medium difficulty.