Class: Warehouse

Anarchy. Warehouse

A typical abandoned warehouse that anarchists hang out in and can be bribed to burn down Buildings.

new Anarchy.Warehouse()

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

Extends

Members

boolean bribed

Inherited From:
Anarchy.Building#bribed
When true this building has already been bribed this turn and cannot be bribed again this turn.

Anarchy.Building buildingEast

Inherited From:
Anarchy.Building#buildingEast
The Building directly to the east of this building, or null if not present.

Anarchy.Building buildingNorth

Inherited From:
Anarchy.Building#buildingNorth
The Building directly to the north of this building, or null if not present.

Anarchy.Building buildingSouth

Inherited From:
Anarchy.Building#buildingSouth
The Building directly to the south of this building, or null if not present.

Anarchy.Building buildingWest

Inherited From:
Anarchy.Building#buildingWest
The Building directly to the west of this building, or null if not present.

number exposure

How exposed the anarchists in this warehouse are to PoliceDepartments. Raises when bribed to ignite buildings, and drops each turn if not bribed.

number fire

Inherited From:
Anarchy.Building#fire
How much fire is currently burning the building, and thus how much damage it will take at the end of its owner's turn. 0 means no fire.

number fireAdded

The amount of fire added to buildings when bribed to ignite a building. Headquarters add more fire than normal Warehouses.

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.

number health

Inherited From:
Anarchy.Building#health
How much health this building currently has. When this reaches 0 the Building has been burned down.

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.

boolean isHeadquarters

Inherited From:
Anarchy.Building#isHeadquarters
True if this is the Headquarters of the owning player, false otherwise. Burning this down wins the game for the other Player.

Array.<string> logs

Inherited From:
Anarchy.GameObject#logs
Any strings logged will be stored here. Intended for debugging.
Inherited From:
Anarchy.Building#owner
The player that owns this building. If it burns down (health reaches 0) that player gets an additional bribe(s).

number x

Inherited From:
Anarchy.Building#x
The location of the Building along the x-axis.

number y

Inherited From:
Anarchy.Building#y
The location of the Building along the y-axis.

Methods

number ignite(building)

Bribes the Warehouse to light a Building on fire. This adds this building's fireAdded to their fire, and then this building's exposure is increased based on the Manhattan distance between the two buildings.
Name Type Description
building Anarchy.Building The Building you want to light on fire.
Returns: number
The exposure added to this Building's exposure. -1 is returned if there was an error.

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`