Class: YoungGun

Saloon. YoungGun

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.

new Saloon.YoungGun()

Initializes a YoungGun with basic logic as provided by the Creer code generator. Never use this directly. It is for internal Joueur use.

Extends

Members

Saloon.Tile callInTile

The Tile that a Cowboy will be called in on if this YoungGun calls in a Cowboy.

boolean canCallIn

True if the YoungGun can call in a Cowboy, false otherwise.

string gameObjectName

Inherited From:
Saloon.GameObject#gameObjectName
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.

string id

Inherited From:
Saloon.GameObject#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.

Array.<string> logs

Inherited From:
Saloon.GameObject#logs
Any strings logged will be stored here. Intended for debugging.
The Player that owns and can control this YoungGun.
The Tile this YoungGun is currently on.

Methods

Saloon.Cowboy callIn(job)

Tells the YoungGun to call in a new Cowboy of the given job to the open Tile nearest to them.
Name Type Description
job string The job you want the Cowboy being brought to have.
Returns: Saloon.Cowboy
The new Cowboy that was called in if valid. They will not be added to any `cowboys` lists until the turn ends. Null otherwise.

log(message)

Inherited From:
Saloon.GameObject#log
Adds a message to this GameObject's logs. Intended for your own debugging purposes, as strings stored here are saved in the gamelog.
Name Type Description
message string A string to add to this GameObject's log. Intended for debugging.

string toString()

Inherited From:
BaseGameObject#toString
toString override for easier debugging
Returns: string
readable string in the format `GameObjectName #id`