When true this building has already been bribed this turn and cannot be bribed again this turn.
The Building directly to the east of this building, or null if not present.
The Building directly to the north of this building, or null if not present.
The Building directly to the south of this building, or null if not present.
The Building directly to the west of this building, or null if not present.
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.
The amount of fire removed from a building when bribed to extinguish a building.
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.
How much health this building currently has. When this reaches 0 the Building has been burned down.
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.
True if this is the Headquarters of the owning player, false otherwise. Burning this down wins the game for the other Player.
Any strings logged will be stored here. Intended for debugging.
The player that owns this building. If it burns down (health reaches 0) that player gets an additional bribe(s).
The location of the Building along the x-axis.
The location of the Building along the y-axis.
Bribes this FireDepartment to extinguish the some of the fire in a building.
The Building you want to extinguish.
True if the bribe worked, false otherwise.
Adds a message to this GameObject's logs. Intended for your own debugging purposes, as strings stored here are saved in the gamelog.
A string to add to this GameObject's log. Intended for debugging.
A toString override for easier debugging.
A human readable representation of the game object.
Generated using TypeDoc
Can put out fires completely.