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Core types for match state management. More...

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 # helios::engine::mechanics::match::types
 
 Core types for match state management.
 
 ## Types
 
 | Type | Description |
 |------|-------------|
 | `MatchState` | Enum of possible match states (bitmask) |
 | `MatchStateTransitionContext` | Context for a state transition |
 | `MatchStateTransitionId` | Enum of transition identifiers |
 | `MatchStateTransitionRequest` | Request to transition from a state |
 | `MatchStateTransitionRule` | Definition of a valid transition |
 | `MatchStateTransitionType` | Categorization of transitions |
 
 ## MatchState
 
 Bitmask enum with values:
 - `Undefined`, `Warmup`, `Start`, `Countdown`, `Playing`, `PlayerDefeated`, `GameOver`
 
 Supports bitwise operators for combining states.
 
 ## MatchStateTransitionId
 
 Transition identifiers:
 - `Undefined`, `WarmupRequest`, `StartRequest`, `CountdownRequest`, `PlayerSpawnRequest`, `PlayerDied`, `GameOverRequest`, `QuitRequest`
 
 ## MatchStateTransitionRule
 
 Defines a valid transition with:
 - Source state (`from`)
 - Transition identifier (`transitionId`)
 - Target state (`to`)
 - Transition type
 - Optional guard callback
 
 ---
 
 <details>
 <summary>Doxygen</summary><p>
 @namespace helios::engine::mechanics::match::types
 @brief Core types for match state management.
 @details Contains enums, structs, and classes for state machine operations.
 </p></details>
 

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