update
Members list
Type members
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Enumeration of all possible events that can occur in the casino simulation.
Enumeration of all possible events that can occur in the casino simulation.
Events represent discrete actions or state changes that drive the simulation forward. They follow an event-driven architecture pattern where different parts of the system can trigger events, and event handlers process them to update the simulation state accordingly.
Events are categorized into regular simulation updates (ticks, position updates), configuration changes (walls, games), and control actions (reset, spawning).
Attributes
- Supertypes
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trait Enumtrait Serializabletrait Producttrait Equalsclass Objecttrait Matchableclass AnyShow all
Central update processor for the casino simulation's event-driven architecture.
Central update processor for the casino simulation's event-driven architecture.
The Update class serves as the main event processor that handles all simulation state transitions. It implements a tail-recursive event processing system where events are chained together to form complete simulation update cycles. Each simulation tick triggers a cascade of events that update different aspects of the simulation in a controlled sequence.
The class coordinates between various managers (movement, bankroll, decision) to ensure consistent state updates across all simulation components.
Value parameters
- customerManager
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the movement manager responsible for customer positioning and collision detection
Attributes
- Supertypes
-
trait Serializabletrait Producttrait Equalsclass Objecttrait Matchableclass AnyShow all