1 #ifndef GAMES_SALOON_YOUNG_GUN_H
2 #define GAMES_SALOON_YOUNG_GUN_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"
83 Young_gun_(std::initializer_list<std::pair<std::string, Any&&>> init);
84 Young_gun_() : Young_gun_({}){}
85 virtual void resize(
const std::string& name, std::size_t size)
override;
86 virtual void change_vec_values(
const std::string& name, std::vector<std::pair<std::size_t, Any>>& values)
override;
87 virtual void remove_key(
const std::string& name, Any& key)
override;
88 virtual std::unique_ptr<Any> add_key_value(
const std::string& name, Any& key, Any& value)
override;
89 virtual bool is_map(
const std::string& name)
override;
90 virtual void rebind_by_name(Any* to_change,
const std::string& member, std::shared_ptr<Base_object> ref)
override;
101 #endif // GAMES_SALOON_YOUNG_GUN_H
An object in the game. The most basic class that all game classes should inherit from automatically...
Definition: game_object.hpp:37
A person on the map that can move around and interact within the saloon.
Definition: cowboy.hpp:37
const bool & can_call_in
True if the YoungGun can call in a Cowboy, false otherwise.
Definition: young_gun.hpp:49
const Player & owner
The Player that owns and can control this YoungGun.
Definition: young_gun.hpp:54
A Tile in the game that makes up the 2D map grid.
Definition: tile.hpp:37
const Tile & tile
The Tile this YoungGun is currently on.
Definition: young_gun.hpp:59
An eager young person that wants to join your gang, and will call in the veteran Cowboys you need to ...
Definition: young_gun.hpp:37
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...
const Tile & call_in_tile
The Tile that a Cowboy will be called in on if this YoungGun calls in a Cowboy.
Definition: young_gun.hpp:44
A player in this game. Every AI controls one player.
Definition: player.hpp:37