1 #ifndef GAMES_STUMPED_BEAVER_H 
    2 #define GAMES_STUMPED_BEAVER_H 
   14 #include <unordered_map> 
   16 #include <initializer_list> 
   18 #include "../../joueur/src/any.hpp" 
   20 #include "game_object.hpp" 
   22 #include "impl/stumped_fwd.hpp" 
  113     bool drop(
const Tile& 
tile, 
const std::string& resource, 
int amount = 0);
 
  133     bool pickup(
const Tile& 
tile, 
const std::string& resource, 
int amount = 0);
 
  146    Beaver_(std::initializer_list<std::pair<std::string, Any&&>> init);
 
  147    Beaver_() : Beaver_({}){}
 
  148    virtual void resize(
const std::string& name, std::size_t size) 
override;
 
  149    virtual void change_vec_values(
const std::string& name, std::vector<std::pair<std::size_t, Any>>& values) 
override;
 
  150    virtual void remove_key(
const std::string& name, Any& key) 
override;
 
  151    virtual std::unique_ptr<Any> add_key_value(
const std::string& name, Any& key, Any& value) 
override;
 
  152    virtual bool is_map(
const std::string& name) 
override;
 
  153    virtual void rebind_by_name(Any* to_change, 
const std::string& member, std::shared_ptr<Base_object> ref) 
override;
 
  164 #endif // GAMES_STUMPED_BEAVER_H 
const int & health
How much health this Beaver has left. 
Definition: beaver.hpp:59
 
Information about a beaver's job. 
Definition: job.hpp:37
 
const bool & recruited
True if the Beaver has finished being recruited and can do things, False otherwise. 
Definition: beaver.hpp:79
 
const int & moves
How many moves this Beaver has left this turn. 
Definition: beaver.hpp:69
 
bool pickup(const Tile &tile, const std::string &resource, int amount=0)
picks up some branches or food on the beaver's tile. 
 
bool drop(const Tile &tile, const std::string &resource, int amount=0)
drops some of the given resource on the beaver's _tile. 
 
const int & turns_distracted
Number of turns this Beaver is distracted for (0 means not distracted). 
Definition: beaver.hpp:89
 
bool harvest(const Spawner &spawner)
harvests the branches or food from a _spawner on an adjacent _tile. 
 
A player in this game. Every AI controls one player. 
Definition: player.hpp:37
 
A Tile in the game that makes up the 2D map grid. 
Definition: tile.hpp:37
 
bool attack(const Beaver &beaver)
attacks another adjacent beaver. 
 
A beaver in the game. 
Definition: beaver.hpp:37
 
const int & branches
The amount of branches this Beaver is holding. 
Definition: beaver.hpp:49
 
const Job & job
The Job this Beaver was recruited to do. 
Definition: beaver.hpp:64
 
const Tile & tile
The Tile this Beaver is on. 
Definition: beaver.hpp:84
 
bool move(const Tile &tile)
moves this _beaver from its current _tile to an adjacent _tile. 
 
const Player & owner
The Player that owns and can control this Beaver. 
Definition: beaver.hpp:74
 
An object in the game. The most basic class that all game classes should inherit from automatically...
Definition: game_object.hpp:37
 
A resource spawner that generates branches or food. 
Definition: spawner.hpp:37
 
bool build_lodge()
builds a lodge on the _beavers current _tile. 
 
const int & food
The amount of food this Beaver is holding. 
Definition: beaver.hpp:54
 
const int & actions
The number of actions remaining for the Beaver this turn. 
Definition: beaver.hpp:44