Represents the complete state of the casino simulation at a given point in time.
SimulationState encapsulates all entities and components that make up the simulation, including customers, games, spawners, walls, and timing information. It serves as the central data structure that is passed between simulation updates, maintaining immutability for predictable state transitions.
The state includes all dynamic entities (customers, games) as well as static environment elements (walls) that define the simulation's physical boundaries and collision detection.
Value parameters
- customers
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sequence of all customer entities currently in the simulation
- games
-
list of all game entities available for interaction
- spawner
-
optional spawner entity for creating new customers
- ticker
-
timing coordinator for managing simulation updates and scheduling
- walls
-
list of wall entities that define physical boundaries
Attributes
- Companion
- object
- Graph
-
- Supertypes
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trait Serializabletrait Producttrait Equalsclass Objecttrait Matchableclass Any