A player in this game. Every AI controls one player.
More...
#include <player.hpp>
|
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...
|
|
|
const std::string & | client_type |
| What type of client this is, e.g. 'Python', 'JavaScript', or some other language. For potential data mining purposes. More...
|
|
const std::vector< Cowboy > & | cowboys |
| Every Cowboy owned by this Player. More...
|
|
const int & | kills |
| How many enemy Cowboys this player's team has killed. More...
|
|
const bool & | lost |
| If the player lost the game or not. More...
|
|
const std::string & | name |
| The name of the player. More...
|
|
const Player & | opponent |
| This player's opponent in the game. More...
|
|
const std::string & | reason_lost |
| The reason why the player lost the game. More...
|
|
const std::string & | reason_won |
| The reason why the player won the game. More...
|
|
const int & | rowdiness |
| How rowdy their team is. When it gets too high their team takes a collective siesta. More...
|
|
const int & | score |
| How many times their team has played a piano. More...
|
|
const int & | siesta |
| 0 when not having a team siesta. When greater than 0 represents how many turns left for the team siesta to complete. More...
|
|
const double & | time_remaining |
| The amount of time (in ns) remaining for this AI to send commands. More...
|
|
const bool & | won |
| If the player won the game or not. More...
|
|
const Young_gun & | young_gun |
| The YoungGun this Player uses to call in new Cowboys. 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...
|
|
A player in this game. Every AI controls one player.
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::saloon::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
-
message | A string to add to this GameObject's log. Intended for debugging. |
const std::string& cpp_client::saloon::Player::client_type |
What type of client this is, e.g. 'Python', 'JavaScript', or some other language. For potential data mining purposes.
const std::vector<Cowboy>& cpp_client::saloon::Player::cowboys |
const std::string& cpp_client::saloon::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::saloon::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::saloon::Player::kills |
How many enemy Cowboys this player's team has killed.
const std::vector<std::string>& cpp_client::saloon::Game_object::logs |
|
inherited |
Any strings logged will be stored here. Intended for debugging.
const bool& cpp_client::saloon::Player::lost |
If the player lost the game or not.
const std::string& cpp_client::saloon::Player::name |
const Player& cpp_client::saloon::Player::opponent |
This player's opponent in the game.
const std::string& cpp_client::saloon::Player::reason_lost |
The reason why the player lost the game.
const std::string& cpp_client::saloon::Player::reason_won |
The reason why the player won the game.
const int& cpp_client::saloon::Player::rowdiness |
How rowdy their team is. When it gets too high their team takes a collective siesta.
const int& cpp_client::saloon::Player::score |
How many times their team has played a piano.
const int& cpp_client::saloon::Player::siesta |
0 when not having a team siesta. When greater than 0 represents how many turns left for the team siesta to complete.
const double& cpp_client::saloon::Player::time_remaining |
The amount of time (in ns) remaining for this AI to send commands.
const bool& cpp_client::saloon::Player::won |
If the player won the game or not.
const Young_gun& cpp_client::saloon::Player::young_gun |
The YoungGun this Player uses to call in new Cowboys.
The documentation for this class was generated from the following file: