C++ Joueur Client
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cpp_client::anarchy::Building Class Reference

A basic building. It does nothing besides burn down. Other Buildings inherit from this class. More...

#include <building.hpp>

Inheritance diagram for cpp_client::anarchy::Building:
cpp_client::anarchy::Game_object cpp_client::Base_object cpp_client::anarchy::Fire_department cpp_client::anarchy::Police_department cpp_client::anarchy::Warehouse cpp_client::anarchy::Weather_station

Public Member Functions

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. More...
 
template<typename T >
std::shared_ptr< typename
T::element_type > 
as ()
 Dynamically casts this object to another type. Returns nullptr if it cannot be converted to the type. More...
 
template<typename T >
bool is ()
 Determines if this object is of the specified object type More...
 

Public Attributes

const bool & bribed
 When true this building has already been bribed this turn and cannot be bribed again this turn. More...
 
const Buildingbuilding_east
 The Building directly to the east of this building, or null if not present. More...
 
const Buildingbuilding_north
 The Building directly to the north of this building, or null if not present. More...
 
const Buildingbuilding_south
 The Building directly to the south of this building, or null if not present. More...
 
const Buildingbuilding_west
 The Building directly to the west of this building, or null if not present. More...
 
const int & fire
 How much fire is currently burning the building, and thus how much damage it will take at the end of its owner's turn. 0 means no fire. More...
 
const int & health
 How much health this building currently has. When this reaches 0 the Building has been burned down. More...
 
const bool & is_headquarters
 True if this is the Headquarters of the owning player, false otherwise. Burning this down wins the game for the other Player. More...
 
const Playerowner
 The player that owns this building. If it burns down (health reaches 0) that player gets an additional bribe(s). More...
 
const int & x
 The location of the Building along the x-axis. More...
 
const int & y
 The location of the Building along the y-axis. More...
 
const std::string & game_object_name
 String representing the top level Class that this game object is an instance of. Used for reflection to create new instances on clients, but exposed for convenience should AIs want this data. More...
 
const std::string & id
 A unique id for each instance of a GameObject or a sub class. Used for client and server communication. Should never change value after being set. More...
 
const std::vector< std::string > & logs
 Any strings logged will be stored here. Intended for debugging. More...
 

Detailed Description

A basic building. It does nothing besides burn down. Other Buildings inherit from this class.

Member Function Documentation

template<typename T >
std::shared_ptr<typename T::element_type> cpp_client::Base_object::as ( )
inlineinherited

Dynamically casts this object to another type. Returns nullptr if it cannot be converted to the type.

Returns
A pointer to the desired type, or nullptr if it could not be converted
template<typename T >
bool cpp_client::Base_object::is ( )
inlineinherited

Determines if this object is of the specified object type

Returns
true if the object is the object type, false otherwise
void cpp_client::anarchy::Game_object::log ( const std::string &  message)
inherited

adds a message to this _game_object's logs. _intended for your own debugging purposes, as strings stored here are saved in the gamelog.

Parameters
messageA string to add to this GameObject's log. Intended for debugging.

Member Data Documentation

const bool& cpp_client::anarchy::Building::bribed

When true this building has already been bribed this turn and cannot be bribed again this turn.

const Building& cpp_client::anarchy::Building::building_east

The Building directly to the east of this building, or null if not present.

const Building& cpp_client::anarchy::Building::building_north

The Building directly to the north of this building, or null if not present.

const Building& cpp_client::anarchy::Building::building_south

The Building directly to the south of this building, or null if not present.

const Building& cpp_client::anarchy::Building::building_west

The Building directly to the west of this building, or null if not present.

const int& cpp_client::anarchy::Building::fire

How much fire is currently burning the building, and thus how much damage it will take at the end of its owner's turn. 0 means no fire.

const std::string& cpp_client::anarchy::Game_object::game_object_name
inherited

String representing the top level Class that this game object is an instance of. Used for reflection to create new instances on clients, but exposed for convenience should AIs want this data.

const int& cpp_client::anarchy::Building::health

How much health this building currently has. When this reaches 0 the Building has been burned down.

const std::string& cpp_client::anarchy::Game_object::id
inherited

A unique id for each instance of a GameObject or a sub class. Used for client and server communication. Should never change value after being set.

const bool& cpp_client::anarchy::Building::is_headquarters

True if this is the Headquarters of the owning player, false otherwise. Burning this down wins the game for the other Player.

const std::vector<std::string>& cpp_client::anarchy::Game_object::logs
inherited

Any strings logged will be stored here. Intended for debugging.

const Player& cpp_client::anarchy::Building::owner

The player that owns this building. If it burns down (health reaches 0) that player gets an additional bribe(s).

const int& cpp_client::anarchy::Building::x

The location of the Building along the x-axis.

const int& cpp_client::anarchy::Building::y

The location of the Building along the y-axis.


The documentation for this class was generated from the following file: