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

The weather effect that will be applied at the end of a turn, which causes fires to spread. More...

#include <forecast.hpp>

Inheritance diagram for cpp_client::anarchy::Forecast:
cpp_client::anarchy::Game_object cpp_client::Base_object

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 Playercontrolling_player
 The Player that can use WeatherStations to control this Forecast when its the nextForecast. More...
 
const std::string & direction
 The direction the wind will blow fires in. Can be 'north', 'east', 'south', or 'west'. More...
 
const int & intensity
 How much of a Building's fire that can be blown in the direction of this Forecast. Fire is duplicated (copied), not moved (transferred). 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

The weather effect that will be applied at the end of a turn, which causes fires to spread.

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 Player& cpp_client::anarchy::Forecast::controlling_player

The Player that can use WeatherStations to control this Forecast when its the nextForecast.

const std::string& cpp_client::anarchy::Forecast::direction

The direction the wind will blow fires in. Can be 'north', 'east', 'south', or 'west'.

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 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 int& cpp_client::anarchy::Forecast::intensity

How much of a Building's fire that can be blown in the direction of this Forecast. Fire is duplicated (copied), not moved (transferred).

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

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


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