1 #ifndef GAMES_SALOON_COWBOY_H 
    2 #define GAMES_SALOON_COWBOY_H 
   14 #include <unordered_map> 
   16 #include <initializer_list> 
   18 #include "../../joueur/src/any.hpp" 
   20 #include "game_object.hpp" 
   22 #include "impl/saloon_fwd.hpp" 
   74     const std::string& 
job;
 
  131    Cowboy_(std::initializer_list<std::pair<std::string, Any&&>> init);
 
  132    Cowboy_() : Cowboy_({}){}
 
  133    virtual void resize(
const std::string& name, std::size_t size) 
override;
 
  134    virtual void change_vec_values(
const std::string& name, std::vector<std::pair<std::size_t, Any>>& values) 
override;
 
  135    virtual void remove_key(
const std::string& name, Any& key) 
override;
 
  136    virtual std::unique_ptr<Any> add_key_value(
const std::string& name, Any& key, Any& value) 
override;
 
  137    virtual bool is_map(
const std::string& name) 
override;
 
  138    virtual void rebind_by_name(Any* to_change, 
const std::string& member, std::shared_ptr<Base_object> ref) 
override;
 
  149 #endif // GAMES_SALOON_COWBOY_H 
An object in the game. The most basic class that all game classes should inherit from automatically...
Definition: game_object.hpp:37
 
bool act(const Tile &tile, const std::string &drunk_direction="")
does their job's action on a _tile. 
 
A person on the map that can move around and interact within the saloon. 
Definition: cowboy.hpp:37
 
const Player & owner
The Player that owns and can control this Cowboy. 
Definition: cowboy.hpp:79
 
bool play(const Furnishing &piano)
sits down and plays a piano. 
 
const int & health
How much health this Cowboy currently has. 
Definition: cowboy.hpp:59
 
const int & turns_busy
How many turns this unit has remaining before it is no longer busy and can act() or play() again...
Definition: cowboy.hpp:94
 
const bool & is_drunk
If this Cowboy is drunk, and will automatically walk. 
Definition: cowboy.hpp:69
 
A Tile in the game that makes up the 2D map grid. 
Definition: tile.hpp:37
 
bool move(const Tile &tile)
moves this _cowboy from its current _tile to an adjacent _tile. 
 
const bool & is_dead
If this Cowboy is dead and has been removed from the game. 
Definition: cowboy.hpp:64
 
const Tile & tile
The Tile that this Cowboy is located on. 
Definition: cowboy.hpp:84
 
const std::string & drunk_direction
The direction this Cowboy is moving while drunk. Will be 'North', 'East', 'South', or 'West' when drunk; or '' (empty string) when not drunk. 
Definition: cowboy.hpp:49
 
const std::string & job
The job that this Cowboy does, and dictates how they fight and interact within the Saloon...
Definition: cowboy.hpp:74
 
const bool & can_move
If the Cowboy can be moved this turn via its owner. 
Definition: cowboy.hpp:44
 
An furnishing in the Saloon that must be pathed around, or destroyed. 
Definition: furnishing.hpp:37
 
const int & focus
How much focus this Cowboy has. Different Jobs do different things with their Cowboy's focus...
Definition: cowboy.hpp:54
 
const int & tolerance
How many times this unit has been drunk before taking their siesta and resetting this to 0...
Definition: cowboy.hpp:89
 
A player in this game. Every AI controls one player. 
Definition: player.hpp:37