C++ Joueur Client
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game_object.hpp
1 #ifndef GAMES_CHESS_GAME_OBJECT_H
2 #define GAMES_CHESS_GAME_OBJECT_H
3 
4 // GameObject
5 // An object in the game. The most basic class that all game classes should inherit from automatically.
6 
7 // DO NOT MODIFY THIS FILE
8 // Never try to directly create an instance of this class, or modify its member variables.
9 // Instead, you should only be reading its variables and calling its functions.
10 
11 #include <vector>
12 #include <queue>
13 #include <deque>
14 #include <unordered_map>
15 #include <string>
16 #include <initializer_list>
17 
18 #include "../../joueur/src/any.hpp"
19 
20 
21 #include "../../joueur/src/base_object.hpp"
22 #include "impl/chess_fwd.hpp"
23 
24 // <<-- Creer-Merge: includes -->> - Code you add between this comment and the end comment will be preserved between Creer re-runs.
25 // you can add additional #includes here
26 // <<-- /Creer-Merge: includes -->>
27 
28 namespace cpp_client
29 {
30 
31 namespace chess
32 {
33 
37 class Game_object : public Base_object
38 {
39 public:
40 
44  const std::string& game_object_name;
45 
49  const std::string& id;
50 
54  const std::vector<std::string>& logs;
55 
56  // <<-- Creer-Merge: member variables -->> - Code you add between this comment and the end comment will be preserved between Creer re-runs.
57  // You can add additional member variables here. None of them will be tracked or updated by the server.
58  // <<-- /Creer-Merge: member variables -->>
59 
60 
65  void log(const std::string& message);
66 
67 
68  // <<-- Creer-Merge: methods -->> - Code you add between this comment and the end comment will be preserved between Creer re-runs.
69  // You can add additional methods here.
70  // <<-- /Creer-Merge: methods -->>
71 
72  ~Game_object_();
73 
74  // ####################
75  // Don't edit these!
76  // ####################
78  Game_object_(std::initializer_list<std::pair<std::string, Any&&>> init);
79  Game_object_() : Game_object_({}){}
80  virtual void resize(const std::string& name, std::size_t size) override;
81  virtual void change_vec_values(const std::string& name, std::vector<std::pair<std::size_t, Any>>& values) override;
82  virtual void remove_key(const std::string& name, Any& key) override;
83  virtual std::unique_ptr<Any> add_key_value(const std::string& name, Any& key, Any& value) override;
84  virtual bool is_map(const std::string& name) override;
85  virtual void rebind_by_name(Any* to_change, const std::string& member, std::shared_ptr<Base_object> ref) override;
86  virtual Base_game* get_game() override;
88  // ####################
89  // Don't edit these!
90  // ####################
91 };
92 
93 } // chess
94 
95 } // cpp_client
96 
97 #endif // GAMES_CHESS_GAME_OBJECT_H
Definition: base_object.hpp:19
const std::vector< std::string > & logs
Any strings logged will be stored here. Intended for debugging.
Definition: game_object.hpp:54
void log(const std::string &message)
adds a message to this _game_object's logs. _intended for your own debugging purposes, as strings stored here are saved in the gamelog.
const std::string & id
A unique id for each instance of a GameObject or a sub class. Used for client and server communicatio...
Definition: game_object.hpp:49
An object in the game. The most basic class that all game classes should inherit from automatically...
Definition: game_object.hpp:37
const std::string & game_object_name
String representing the top level Class that this game object is an instance of. Used for reflection ...
Definition: game_object.hpp:44