Previously settings about side effects were scattered through different
relevant classes.
Now they will all be recorded in a single config object.
Additionally, log messages about both success and failure of introducing
these side effects.
Now `AcediaGameRules` are only added when Acedia actually needs their
events.
AcediaCore now also outputs console message about adding them and
registers a side effect.
This patch changes AcediaCore to only inject `BroadcastEventsObserver`
when its events are actually needed.
Other changes are making this change produce a log entry and adding a
relevant `SideEffect` that describes this change.
Squashed commit of the following:
commit f7cbf54045
Author: Anton Tarasenko <dkanus@gmail.com>
Date: Thu Jun 23 02:45:20 2022 +0700
Done
commit 3cf67a3ca5
Author: Anton Tarasenko <dkanus@gmail.com>
Date: Wed Jun 22 20:49:28 2022 +0700
Almost done
commit 6dfb9dc204
Author: Anton Tarasenko <dkanus@gmail.com>
Date: Wed Jun 22 17:03:06 2022 +0700
Now it even works
commit 2be4656f51
Author: Anton Tarasenko <dkanus@gmail.com>
Date: Wed Jun 22 16:30:35 2022 +0700
Kind of compiles now
commit 73914e9b7e
Author: Anton Tarasenko <dkanus@gmail.com>
Date: Tue Jun 21 04:24:04 2022 +0700
Daily dirty commit
`APlayer` and `ATrader` represented player and trader (`ShopVolume`)
with a single object instance. Such design, if used for all actors,
could have led to mutitute of problems rooted in need to find that
single object for any given native actor: we'd need to store
object-actor pairs separately and look through pairs lists, which is
hardly a sane design.
Now Acedia switches to a different design, where a single in-game entity
(i.e. actor) can have several interfaces referring to it. All equaly
valid. Refactoring `APlayer` and `ATrader` into `EPlayer` and `ETrader`
is a first step in that direction.
I shamefully ended up doing another mega-commit, because a lot of things
needed to be redone at once and it was easier that way on me. No one
really consistently tracks what I'm doing with these commits anyway.
This adds a whole bunch of code to deal with proper clean up for Acedia,
so it doesn't crash on map change and also replaces old event/listener
system with new signals/slots one.