void init_data_structures() { // all of the applicable types that can be loaded, along with their loading functions // Add to this as needed with new StaticFunctionAccessors or new ClassFunctionAccessors for new applicable types // Static Function Access type_function_map["material"] = new StaticFunctionAccessor(&material_type::load_material); type_function_map["bionic"] = new StaticFunctionAccessor(&load_bionic); type_function_map["profession"] = new StaticFunctionAccessor(&profession::load_profession); type_function_map["skill"] = new StaticFunctionAccessor(&Skill::load_skill); type_function_map["dream"] = new StaticFunctionAccessor(&load_dream); type_function_map["mutation"] = new StaticFunctionAccessor(&load_mutation); type_function_map["recipe_category"] = new StaticFunctionAccessor(&load_recipe_category); type_function_map["recipe"] = new StaticFunctionAccessor(&load_recipe); type_function_map["lab_note"] = new StaticFunctionAccessor(&computer::load_lab_note); type_function_map["hint"] = new StaticFunctionAccessor(&load_hint); // Non Static Function Access type_function_map["snippet"] = new ClassFunctionAccessor<snippet_library>(&SNIPPET, &snippet_library::load_snippet); type_function_map["item_group"] = new ClassFunctionAccessor<Item_factory>(item_controller, &Item_factory::load_item_group); mutations_category[""].clear(); init_mutation_parts(); }
void init_data_structures() { mutations_category[""].clear(); init_mutation_parts(); }