bucketed_game :: Game :: defaultinit
bucketed_game :: Game :: do_post_turn
Execute something after executing the current GameTurn.bucketed_game :: Game :: do_pre_turn
Execute something before executing the current GameTurn.bucketed_game :: Game :: last_turn
Last turn executed in this gamebucketed_game :: Game :: last_turn=
Last turn executed in this gamebucketed_game $ Game :: SELF
Type of this instance, automatically specialized in every classbucketed_game $ Game :: core_serialize_to
Actual serialization ofself to serializer
			bucketed_game $ Game :: from_deserializer
Create an instance of this class from thedeserializer
			serialization :: Serializable :: accept_json_serializer
Refinable service to customize the serialization of this class to JSONserialization :: Serializable :: accept_msgpack_attribute_counter
Hook to customize the behavior of theAttributeCounter
			serialization :: Serializable :: accept_msgpack_serializer
Hook to customize the serialization of this class to MessagePackserialization :: Serializable :: add_to_bundle
Called by[]= to dynamically choose the appropriate method according
			core :: Object :: class_factory
Implementation used byget_class to create the specific class.
			serialization :: Serializable :: core_serialize_to
Actual serialization ofself to serializer
			bucketed_game :: ThinGame :: defaultinit
core :: Object :: defaultinit
bucketed_game :: Game :: defaultinit
bucketed_game :: Game :: do_post_turn
Execute something after executing the current GameTurn.bucketed_game :: Game :: do_pre_turn
Execute something before executing the current GameTurn.serialization :: Serializable :: from_deserializer
Create an instance of this class from thedeserializer
			core :: Object :: is_same_instance
Return true ifself and other are the same instance (i.e. same identity).
			core :: Object :: is_same_serialized
Isself the same as other in a serialization context?
			core :: Object :: is_same_type
Return true ifself and other have the same dynamic type.
			bucketed_game :: Game :: last_turn
Last turn executed in this gamebucketed_game :: Game :: last_turn=
Last turn executed in this gameserialization :: Serializable :: msgpack_extra_array_items
Hook to request a larger than usual metadata arraycore :: Object :: output_class_name
Display class name on stdout (debug only).serialization :: Serializable :: serialize_msgpack
Serializeself to MessagePack bytes
			serialization :: Serializable :: serialize_to
Serializeself to serializer
			serialization :: Serializable :: serialize_to_json
Serializeself to JSON
			serialization :: Serializable :: to_pretty_json
Serializeself to plain pretty JSON
			Serializer::serialize
			
# Full game logic
class Game
	super ThinGame
	# Game type used in this implementation.
	type G: Game
	# Bucket list in this game.
	var buckets: Buckets[G] = new Buckets[G]
	# Last turn executed in this game
	# Can be used to consult the latest events (by the display for example),
	# but cannot be used to add new Events.
	var last_turn: nullable ThinGameTurn[G] = null
	# Execute and return a new GameTurn.
	#
	# This method calls `do_pre_turn` before executing the GameTurn
	# and `do_post_turn` after.
	fun do_turn: GameTurn[G]
	do
		var turn = new GameTurn[G](self)
		do_pre_turn(turn)
		buckets.do_turn(turn)
		do_post_turn(turn)
		last_turn = turn
		tick += 1
		return turn
	end
	# Execute something before executing the current GameTurn.
	#
	# Should be redefined by clients to add a pre-turn behavior.
	# See `Game::do_turn`.
	fun do_pre_turn(turn: GameTurn[G]) do end
	# Execute something after executing the current GameTurn.
	#
	# Should be redefined by clients to add a post-turn behavior.
	# See `Game::do_turn`.
	fun do_post_turn(turn: GameTurn[G]) do end
end
					lib/bucketed_game/bucketed_game.nit:204,1--249,3