Class: Forecast

Anarchy. Forecast

The weather effect that will be applied at the end of a turn, which causes fires to spread.

new Anarchy.Forecast()

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

Extends

Members

Anarchy.Player controllingPlayer

The Player that can use WeatherStations to control this Forecast when its the nextForecast.

string direction

The direction the wind will blow fires in. Can be 'north', 'east', 'south', or 'west'.

string gameObjectName

Inherited From:
Anarchy.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:
Anarchy.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.

number intensity

How much of a Building's fire that can be blown in the direction of this Forecast. Fire is duplicated (copied), not moved (transferred).

Array.<string> logs

Inherited From:
Anarchy.GameObject#logs
Any strings logged will be stored here. Intended for debugging.

Methods

log(message)

Inherited From:
Anarchy.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`