C++ Joueur Client
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cpp_client::catastrophe::Job Class Reference

Information about a Unit's job. More...

#include <job.hpp>

Inheritance diagram for cpp_client::catastrophe::Job:
cpp_client::catastrophe::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 double & action_cost
 The amount of energy this Job normally uses to perform its actions. More...
 
const int & carry_limit
 How many combined resources a Unit with this Job can hold at once. More...
 
const int & moves
 The number of moves this Job can make per turn. More...
 
const double & regen_rate
 The amount of energy normally regenerated when resting at a shelter. More...
 
const std::string & title
 The Job title. More...
 
const int & upkeep
 The amount of food per turn this Unit consumes. If there isn't enough food for every Unit, all Units become starved and do not consume food. 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

Information about a Unit's job.

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::catastrophe::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 double& cpp_client::catastrophe::Job::action_cost

The amount of energy this Job normally uses to perform its actions.

const int& cpp_client::catastrophe::Job::carry_limit

How many combined resources a Unit with this Job can hold at once.

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

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

const int& cpp_client::catastrophe::Job::moves

The number of moves this Job can make per turn.

const double& cpp_client::catastrophe::Job::regen_rate

The amount of energy normally regenerated when resting at a shelter.

const std::string& cpp_client::catastrophe::Job::title

The Job title.

const int& cpp_client::catastrophe::Job::upkeep

The amount of food per turn this Unit consumes. If there isn't enough food for every Unit, all Units become starved and do not consume food.


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