1 #ifndef GAMES_CATASTROPHE_UNIT_H
2 #define GAMES_CATASTROPHE_UNIT_H
14 #include <unordered_map>
16 #include <initializer_list>
18 #include "../../joueur/src/any.hpp"
20 #include "game_object.hpp"
22 #include "impl/catastrophe_fwd.hpp"
143 bool drop(
const Tile&
tile,
const std::string& resource,
int amount = 0);
163 bool pickup(
const Tile&
tile,
const std::string& resource,
int amount = 0);
181 Unit_(std::initializer_list<std::pair<std::string, Any&&>> init);
182 Unit_() : Unit_({}){}
183 virtual void resize(
const std::string& name, std::size_t size)
override;
184 virtual void change_vec_values(
const std::string& name, std::vector<std::pair<std::size_t, Any>>& values)
override;
185 virtual void remove_key(
const std::string& name, Any& key)
override;
186 virtual std::unique_ptr<Any> add_key_value(
const std::string& name, Any& key, Any& value)
override;
187 virtual bool is_map(
const std::string& name)
override;
188 virtual void rebind_by_name(Any* to_change,
const std::string& member, std::shared_ptr<Base_object> ref)
override;
199 #endif // GAMES_CATASTROPHE_UNIT_H
const int & moves
How many moves this Unit has left this turn.
Definition: unit.hpp:74
const bool & starving
Whether this Unit is starving. Starving Units regenerate energy at half the rate they normally would ...
Definition: unit.hpp:89
bool construct(const Tile &tile, const std::string &type)
constructs a _structure on an adjacent _tile.
A Tile in the game that makes up the 2D map grid.
Definition: tile.hpp:37
An object in the game. The most basic class that all game classes should inherit from automatically...
Definition: game_object.hpp:37
bool move(const Tile &tile)
moves this _unit from its current _tile to an adjacent _tile.
bool attack(const Tile &tile)
attacks an adjacent _tile. _costs an action for each _unit in this _unit's squad. _units in the squad...
const Job & job
The Job this Unit was recruited to do.
Definition: unit.hpp:59
Information about a Unit's job.
Definition: job.hpp:37
bool change_job(const std::string &job)
changes this _unit's _job. _must be at max energy (100) to change _jobs.
const Tile & movement_target
The tile this Unit is moving to. This only applies to neutral fresh humans spawned on the road...
Definition: unit.hpp:69
bool rest()
regenerates energy. _must be in range of a friendly shelter to rest. _costs an action. _units cannot move after resting.
const Player & owner
The Player that owns and can control this Unit, or null if the Unit is neutral.
Definition: unit.hpp:79
const std::vector< Unit > & squad
The Units in the same squad as this Unit. Units in the same squad attack and defend together...
Definition: unit.hpp:84
const Tile & tile
The Tile this Unit is on.
Definition: unit.hpp:94
bool pickup(const Tile &tile, const std::string &resource, int amount=0)
picks up some materials or food on or adjacent to the _unit's _tile. _does not count as an action...
const int & food
The amount of food this Unit is holding.
Definition: unit.hpp:54
const double & energy
The amount of energy this Unit has (from 0.0 to 100.0).
Definition: unit.hpp:49
bool deconstruct(const Tile &tile)
removes materials from an adjacent _tile's _structure. _you cannot deconstruct friendly structures (s...
bool harvest(const Tile &tile)
harvests the food on an adjacent _tile.
const int & materials
The amount of materials this Unit is holding.
Definition: unit.hpp:64
const bool & acted
Whether this Unit has performed its action this turn.
Definition: unit.hpp:44
bool convert(const Tile &tile)
converts an adjacent _unit to your side.
A unit in the game.
Definition: unit.hpp:37
const int & turns_to_die
The number of turns before this Unit dies. This only applies to neutral fresh humans created from com...
Definition: unit.hpp:99
A player in this game. Every AI controls one player.
Definition: player.hpp:37
bool drop(const Tile &tile, const std::string &resource, int amount=0)
drops some of the given resource on or adjacent to the _unit's _tile. _does not count as an action...