An eager young person that wants to join your gang, and will call in the veteran Cowboys you need to win the brawl in the saloon.
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#include <young_gun.hpp>
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Cowboy | call_in (const std::string &job) |
| tells the _young_gun to call in a new _cowboy of the given job to the open _tile nearest to them. 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 Tile & | call_in_tile |
| The Tile that a Cowboy will be called in on if this YoungGun calls in a Cowboy. More...
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const bool & | can_call_in |
| True if the YoungGun can call in a Cowboy, false otherwise. More...
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const Player & | owner |
| The Player that owns and can control this YoungGun. More...
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const Tile & | tile |
| The Tile this YoungGun is currently 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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An eager young person that wants to join your gang, and will call in the veteran Cowboys you need to win the brawl in the saloon.
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
Cowboy cpp_client::saloon::Young_gun::call_in |
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const std::string & |
job | ) |
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tells the _young_gun to call in a new _cowboy of the given job to the open _tile nearest to them.
- Parameters
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job | The job you want the Cowboy being brought to have. |
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::saloon::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. |
const Tile& cpp_client::saloon::Young_gun::call_in_tile |
const bool& cpp_client::saloon::Young_gun::can_call_in |
True if the YoungGun can call in a Cowboy, false otherwise.
const std::string& cpp_client::saloon::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 std::string& cpp_client::saloon::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 std::vector<std::string>& cpp_client::saloon::Game_object::logs |
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inherited |
Any strings logged will be stored here. Intended for debugging.
const Player& cpp_client::saloon::Young_gun::owner |
The Player that owns and can control this YoungGun.
const Tile& cpp_client::saloon::Young_gun::tile |
The Tile this YoungGun is currently on.
The documentation for this class was generated from the following file: