If the Cowboy can be moved this turn via its owner.
The direction this Cowboy is moving while drunk. Will be 'North', 'East', 'South', or 'West' when drunk; or '' (empty string) when not drunk.
How much focus this Cowboy has. Different Jobs do different things with their Cowboy's focus.
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.
How much health this Cowboy currently has.
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.
If this Cowboy is dead and has been removed from the game.
If this Cowboy is drunk, and will automatically walk.
The job that this Cowboy does, and dictates how they fight and interact within the Saloon.
Any strings logged will be stored here. Intended for debugging.
The Player that owns and can control this Cowboy.
The Tile that this Cowboy is located on.
How many times this unit has been drunk before taking their siesta and resetting this to 0.
How many turns this unit has remaining before it is no longer busy and
can act()
or play()
again.
Does their job's action on a Tile.
The Tile you want this Cowboy to act on.
The direction the bottle will cause drunk cowboys to be in, can be 'North', 'East', 'South', or 'West'.
True if the act worked, false otherwise.
Adds a message to this GameObject's logs. Intended for your own debugging purposes, as strings stored here are saved in the gamelog.
A string to add to this GameObject's log. Intended for debugging.
Moves this Cowboy from its current Tile to an adjacent Tile.
The Tile you want to move this Cowboy to.
True if the move worked, false otherwise.
Sits down and plays a piano.
The Furnishing that is a piano you want to play.
True if the play worked, false otherwise.
A toString override for easier debugging.
A human readable representation of the game object.
Generated using TypeDoc
A person on the map that can move around and interact within the saloon.