Symphony Of Empires
Todo List
Member AI::do_tick (World &world)

AI reject alliance proposals and so on; also allow the player to reject their alliance proposals too!

Actually produce something appropriate

Member Decision::do_decision_function
Reload these when serializing
Member draw_battles (Map &map, GameState &gs, Province &province)
Display two opposing units
Class Eng3D::Deser::Serializer< bool >
On some compilers a boolean can be something not a uint8_t, we should
Member Eng3D::Deser::Serializer< World >::deser_dynamic (Eng3D::Deser::Archive &ar, type< is_serialize > &obj)
Handle dynamic tiles (provinces changing shape for ex.)
Member Eng3D::Event::Key::NONE
What usecase this even has?
Namespace Eng3D::OpenGL
We aren't deleting the OpenGL objects!!!!
Class Eng3D::SimpleModel
We should use instancing tricks on simple objects
Member Eng3D::State::clear () const
RGX clear function
Member Event::conditions_function
Reload these when serializing
Member GameState::load_world_thread ()
Events can't be properly reloaded right now :/
Member GameState::update_on_tick ()
This is inefficient and we should only update when needed
Member GameState::world_thread ()
Don't run this thread if not needed (i.e non-host-mode)
Member Interface::BattleWidget::BattleWidget (Map &map, UI::Widget *parent)
On click display information about the battle
Member Interface::MainMenuConnectServer::MainMenuConnectServer (GameState &gs)
Handle when mods differ (i.e checksum not equal to host)
Member Interface::PoliciesView::PoliciesView (GameState &gs)
More dynamic names
Member LUA_util::load (GameState &gs, const std::string &savefile_path)
Events aren't properly saved yet
Member LuaAPI::get_event (lua_State *L)
A better way to get closures
Member LuaAPI::switch_nation_soul (lua_State *L)
Broadcast this to all clients?
Member Map::draw ()
We need to better this
Member Nation::declare_war (Nation &nation, std::vector< TreatyClause::BaseClause * > clauses=std::vector< TreatyClause::BaseClause * >())
Make some form of "WarParticipationRequest" so we don't force allies to join and we also make sure betrayals are possible
Member Server::Server (GameState &gs, unsigned port=1825, unsigned max_conn=4)

Find building

Check nation can build this unit

Member UI::ProgressBar::on_render (UI::Context &ctx, Eng3D::Rect viewport) override
Fix broken progress bar. Is it still broken, hmm ?
Class UI::Text

Markdown support?

Member UI::Text::set_text (const std::string &text)
only works for monospace fonts width width 12, fix it for all fonts
Member UI::Widget::draw_rect (const Eng3D::Texture *tex, Eng3D::Rect rect_pos, Eng3D::Rect rect_tex, Eng3D::Rect viewport)
rect_tex
Member Unit::attack (Unit &enemy)
Better attack algorithm
Member UnitManager::add_unit (Unit unit, ProvinceId unit_current_province)
Obtain the cached ID of the newly added unit
Member update_production_queue (GameState &gs)
Make a better queue AI