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

Can be bribed to change the next Forecast in some way. More...

#include <weather_station.hpp>

Inheritance diagram for cpp_client::anarchy::Weather_station:
cpp_client::anarchy::Building cpp_client::anarchy::Game_object cpp_client::Base_object

Public Member Functions

bool intensify (bool negative=false)
 bribe the weathermen to intensity the next _forecast by 1 or -1. More...
 
bool rotate (bool counterclockwise=false)
 bribe the weathermen to change the direction of the next _forecast by rotating it clockwise or counterclockwise. More...
 
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

Can be bribed to change the next Forecast in some way.

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
bool cpp_client::anarchy::Weather_station::intensify ( bool  negative = false)

bribe the weathermen to intensity the next _forecast by 1 or -1.

Parameters
negativeBy default the intensity will be increased by 1, setting this to true decreases the intensity by 1.
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.
bool cpp_client::anarchy::Weather_station::rotate ( bool  counterclockwise = false)

bribe the weathermen to change the direction of the next _forecast by rotating it clockwise or counterclockwise.

Parameters
counterclockwiseBy default the direction will be rotated clockwise. If you set this to true we will rotate the forecast counterclockwise instead.

Member Data Documentation

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

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
inherited

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

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

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

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

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

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

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

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

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
inherited

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
inherited

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
inherited

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
inherited

The location of the Building along the x-axis.

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

The location of the Building along the y-axis.


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