C++ Joueur Client
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Use cowboys to have a good time and play some music on a Piano, while brawling with enemy Cowboys. More...
#include <game.hpp>
Public Member Functions | |
Tile | get_tile_at (const int x, const int y) |
Gets the Tile at a specified (x, y) position More... | |
Public Attributes | |
const int & | bartender_cooldown |
How many turns a Bartender will be busy for after throwing a Bottle. More... | |
const std::vector< Bottle > & | bottles |
All the beer Bottles currently flying across the saloon in the game. More... | |
const int & | brawler_damage |
How much damage is applied to neighboring things bit by the Sharpshooter between turns. More... | |
const std::vector< Cowboy > & | cowboys |
Every Cowboy in the game. More... | |
const Player & | current_player |
The player whose turn it is currently. That player can send commands. Other players cannot. More... | |
const int & | current_turn |
The current turn number, starting at 0 for the first player's turn. More... | |
const std::vector< Furnishing > & | furnishings |
Every furnishing in the game. More... | |
const std::unordered_map < std::string, Game_object > & | game_objects |
A mapping of every game object's ID to the actual game object. Primarily used by the server and client to easily refer to the game objects via ID. More... | |
const std::vector< std::string > & | jobs |
All the jobs that Cowboys can be called in with. More... | |
const int & | map_height |
The number of Tiles in the map along the y (vertical) axis. More... | |
const int & | map_width |
The number of Tiles in the map along the x (horizontal) axis. More... | |
const int & | max_cowboys_per_job |
The maximum number of Cowboys a Player can bring into the saloon of each specific job. More... | |
const int & | max_turns |
The maximum number of turns before the game will automatically end. More... | |
const std::vector< Player > & | players |
List of all the players in the game. More... | |
const int & | rowdiness_to_siesta |
When a player's rowdiness reaches or exceeds this number their Cowboys take a collective siesta. More... | |
const std::string & | session |
A unique identifier for the game instance that is being played. More... | |
const int & | sharpshooter_damage |
How much damage is applied to things hit by Sharpshooters when they act. More... | |
const int & | siesta_length |
How long siestas are for a player's team. More... | |
const std::vector< Tile > & | tiles |
All the tiles in the map, stored in Row-major order. Use x + y * mapWidth to access the correct index. More... | |
const int & | time_added_per_turn |
The amount of time (in nano-seconds) added after each player performs a turn. More... | |
const int & | turns_drunk |
How many turns a Cowboy will be drunk for if a bottle breaks on it. More... | |
Use cowboys to have a good time and play some music on a Piano, while brawling with enemy Cowboys.
Tile cpp_client::saloon::Game::get_tile_at | ( | const int | x, |
const int | y | ||
) |
const int& cpp_client::saloon::Game::bartender_cooldown |
How many turns a Bartender will be busy for after throwing a Bottle.
const std::vector<Bottle>& cpp_client::saloon::Game::bottles |
All the beer Bottles currently flying across the saloon in the game.
const int& cpp_client::saloon::Game::brawler_damage |
How much damage is applied to neighboring things bit by the Sharpshooter between turns.
const Player& cpp_client::saloon::Game::current_player |
The player whose turn it is currently. That player can send commands. Other players cannot.
const int& cpp_client::saloon::Game::current_turn |
The current turn number, starting at 0 for the first player's turn.
const std::vector<Furnishing>& cpp_client::saloon::Game::furnishings |
Every furnishing in the game.
const std::unordered_map<std::string, Game_object>& cpp_client::saloon::Game::game_objects |
A mapping of every game object's ID to the actual game object. Primarily used by the server and client to easily refer to the game objects via ID.
const std::vector<std::string>& cpp_client::saloon::Game::jobs |
All the jobs that Cowboys can be called in with.
const int& cpp_client::saloon::Game::map_height |
The number of Tiles in the map along the y (vertical) axis.
const int& cpp_client::saloon::Game::map_width |
The number of Tiles in the map along the x (horizontal) axis.
const int& cpp_client::saloon::Game::max_cowboys_per_job |
The maximum number of Cowboys a Player can bring into the saloon of each specific job.
const int& cpp_client::saloon::Game::max_turns |
The maximum number of turns before the game will automatically end.
const std::vector<Player>& cpp_client::saloon::Game::players |
List of all the players in the game.
const int& cpp_client::saloon::Game::rowdiness_to_siesta |
When a player's rowdiness reaches or exceeds this number their Cowboys take a collective siesta.
const std::string& cpp_client::saloon::Game::session |
A unique identifier for the game instance that is being played.
const int& cpp_client::saloon::Game::sharpshooter_damage |
How much damage is applied to things hit by Sharpshooters when they act.
const int& cpp_client::saloon::Game::siesta_length |
How long siestas are for a player's team.
const std::vector<Tile>& cpp_client::saloon::Game::tiles |
All the tiles in the map, stored in Row-major order. Use x + y * mapWidth
to access the correct index.
const int& cpp_client::saloon::Game::time_added_per_turn |
The amount of time (in nano-seconds) added after each player performs a turn.
const int& cpp_client::saloon::Game::turns_drunk |
How many turns a Cowboy will be drunk for if a bottle breaks on it.