A port on a Tile.
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#include <port.hpp>
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bool | spawn (const std::string &type) |
| spawn a _unit on this port. More...
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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...
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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...
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template<typename T > |
bool | is () |
| Determines if this object is of the specified object type More...
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const int & | gold |
| For players, how much more gold this Port can spend this turn. For merchants, how much gold this Port has accumulated (it will spawn a ship when the Port can afford one). More...
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const int & | investment |
| (Merchants only) How much gold was invested into this Port. Investment determines the strength and value of the next ship. More...
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const Player & | owner |
| The owner of this Port, or null if owned by merchants. More...
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const Tile & | tile |
| The Tile this Port is on. More...
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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...
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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...
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const std::vector< std::string > & | logs |
| Any strings logged will be stored here. Intended for debugging. More...
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template<typename T >
std::shared_ptr<typename T::element_type> cpp_client::Base_object::as |
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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 |
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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::pirates::Game_object::log |
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const std::string & |
message | ) |
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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
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message | A string to add to this GameObject's log. Intended for debugging. |
bool cpp_client::pirates::Port::spawn |
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const std::string & |
type | ) |
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spawn a _unit on this port.
- Parameters
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type | What type of Unit to create ('crew' or 'ship'). |
const std::string& cpp_client::pirates::Game_object::game_object_name |
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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::pirates::Port::gold |
For players, how much more gold this Port can spend this turn. For merchants, how much gold this Port has accumulated (it will spawn a ship when the Port can afford one).
const std::string& cpp_client::pirates::Game_object::id |
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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::pirates::Port::investment |
(Merchants only) How much gold was invested into this Port. Investment determines the strength and value of the next ship.
const std::vector<std::string>& cpp_client::pirates::Game_object::logs |
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inherited |
Any strings logged will be stored here. Intended for debugging.
const Player& cpp_client::pirates::Port::owner |
The owner of this Port, or null if owned by merchants.
const Tile& cpp_client::pirates::Port::tile |
The documentation for this class was generated from the following file: