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Class 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.

Hierarchy

Implements

  • IBaseGameObject

Index

Properties

callInTile

callInTile: Tile

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

canCallIn

canCallIn: boolean

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

gameObjectName

gameObjectName: string

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.

id

id: string

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.

logs

logs: string[]

Any strings logged will be stored here. Intended for debugging.

owner

owner: Player

The Player that owns and can control this YoungGun.

tile

tile: Tile

The Tile this YoungGun is currently on.

Methods

callIn

  • callIn(job: "Bartender" | "Brawler" | "Sharpshooter"): Promise<Cowboy | undefined>
  • Tells the YoungGun to call in a new Cowboy of the given job to the open Tile nearest to them.

    Parameters

    • job: "Bartender" | "Brawler" | "Sharpshooter"

      The job you want the Cowboy being brought to have.

    Returns Promise<Cowboy | undefined>

    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

  • log(message: string): Promise<void>
  • Adds a message to this GameObject's logs. Intended for your own debugging purposes, as strings stored here are saved in the gamelog.

    Parameters

    • message: string

      A string to add to this GameObject's log. Intended for debugging.

    Returns Promise<void>

toString

  • toString(): string
  • A toString override for easier debugging.

    example

    String(gameObject); 🠞 "GameObjectName #1245"

    Returns string

    A human readable representation of the game object.

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