YoungGun¶
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class
games.saloon.young_gun.
YoungGun
¶ Bases:
games.saloon.game_object.GameObject
The class representing the YoungGun in the Saloon game.
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.
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call_in
(job: str) → Optional[games.saloon.cowboy.Cowboy]¶ Tells the YoungGun to call in a new Cowboy of the given job to the open Tile nearest to them.
- Parameters
job ('Bartender', 'Brawler', or 'Sharpshooter') – The job you want the Cowboy being brought to have.
- Returns
The new Cowboy that was called in if valid. They will not be added to any cowboys lists until the turn ends. None otherwise.
- Return type
games.saloon.cowboy.Cowboy or None
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property
call_in_tile
¶ The Tile that a Cowboy will be called in on if this YoungGun calls in a Cowboy.
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property
can_call_in
¶ True if the YoungGun can call in a Cowboy, False otherwise.
- Type
bool
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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
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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
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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.
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property
logs
¶ Any strings logged will be stored here. Intended for debugging.
- Type
list[str]
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property
owner
¶ The Player that owns and can control this YoungGun.
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property
tile
¶ The Tile this YoungGun is currently on.
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