Cowboy¶
-
class
games.saloon.cowboy.
Cowboy
¶ Bases:
games.saloon.game_object.GameObject
The class representing the Cowboy in the Saloon game.
A person on the map that can move around and interact within the saloon.
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act
(tile: games.saloon.tile.Tile, drunk_direction: str = '') → bool¶ Does their job’s action on a Tile.
- Parameters
tile (games.saloon.tile.Tile) – The Tile you want this Cowboy to act on.
drunk_direction ('', 'North', 'East', 'South', or 'West') – The direction the bottle will cause drunk cowboys to be in, can be ‘North’, ‘East’, ‘South’, or ‘West’.
- Returns
True if the act worked, False otherwise.
- Return type
bool
-
property
can_move
¶ If the Cowboy can be moved this turn via its owner.
- Type
bool
-
property
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.
- Type
‘’, ‘North’, ‘East’, ‘South’, or ‘West’
-
property
focus
¶ How much focus this Cowboy has. Different Jobs do different things with their Cowboy’s focus.
- Type
int
-
property
game_object_name
¶ 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.
- Type
str
-
property
health
¶ How much health this Cowboy currently has.
- Type
int
-
property
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.
- Type
str
-
property
is_dead
¶ If this Cowboy is dead and has been removed from the game.
- Type
bool
-
property
is_drunk
¶ If this Cowboy is drunk, and will automatically walk.
- Type
bool
-
property
job
¶ The job that this Cowboy does, and dictates how they fight and interact within the Saloon.
- Type
‘Bartender’, ‘Brawler’, or ‘Sharpshooter’
-
log
(message: str) → None¶ 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 (str) – A string to add to this GameObject’s log. Intended for debugging.
-
property
logs
¶ Any strings logged will be stored here. Intended for debugging.
- Type
list[str]
-
move
(tile: games.saloon.tile.Tile) → bool¶ Moves this Cowboy from its current Tile to an adjacent Tile.
- Parameters
tile (games.saloon.tile.Tile) – The Tile you want to move this Cowboy to.
- Returns
True if the move worked, False otherwise.
- Return type
bool
-
property
owner
¶ The Player that owns and can control this Cowboy.
-
play
(piano: games.saloon.furnishing.Furnishing) → bool¶ Sits down and plays a piano.
- Parameters
piano (games.saloon.furnishing.Furnishing) – The Furnishing that is a piano you want to play.
- Returns
True if the play worked, False otherwise.
- Return type
bool
-
property
tile
¶ The Tile that this Cowboy is located on.
- Type
games.saloon.tile.Tile or None
-
property
tolerance
¶ How many times this unit has been drunk before taking their siesta and resetting this to 0.
- Type
int
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property
turns_busy
¶ How many turns this unit has remaining before it is no longer busy and can act() or play() again.
- Type
int
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