Struct Grapher

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pub struct Grapher {
    faith_graph_complete: HashMap<u32, BTreeMap<i16, u32>>,
    culture_graph_complete: HashMap<u32, BTreeMap<i16, u32>>,
    total_deaths: BTreeMap<i16, u32>,
}
Expand description

An object that can create graphs from the game state

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§faith_graph_complete: HashMap<u32, BTreeMap<i16, u32>>

Stored graph data for all faiths, certainly less memory efficient but the speed is worth it

§culture_graph_complete: HashMap<u32, BTreeMap<i16, u32>>§total_deaths: BTreeMap<i16, u32>

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impl Grapher

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pub fn new( faith_death_data: HashMap<u32, BTreeMap<i16, u32>>, culture_death_data: HashMap<u32, BTreeMap<i16, u32>>, total_deaths: BTreeMap<i16, u32>, ) -> Self

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pub fn create_tree_graph<I: IntoIterator<Item = Shared<GameObjectEntity<T>>>, T: TreeNode<I> + GameObjectDerived + FromGameObject, P: AsRef<Path>>( &self, start: Shared<GameObjectEntity<T>>, reverse: bool, output_path: &P, )

Creates a tree graph from a given node The reverse parameter determines if the tree is drawn from the parent to the children or the other way around

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pub fn create_dynasty_graph<P: AsRef<Path>>( &self, dynasty: &Dynasty, output_path: &P, )

Creates a dynasty graph, meaning the family tree graph

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pub fn create_culture_graph<P: AsRef<Path>>( &self, culture_id: u32, output_path: &P, )

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pub fn create_faith_graph<P: AsRef<Path>>(&self, faith_id: u32, output_path: &P)

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