update

package update

Members list

Type members

Classlikes

enum Event

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
trait Enum
trait Serializable
trait Product
trait Equals
class Object
trait Matchable
class Any
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case class Update(customerManager: DefaultMovementManager)

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

the movement manager responsible for customer positioning and collision detection

Attributes

Supertypes
trait Serializable
trait Product
trait Equals
class Object
trait Matchable
class Any
Show all