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Class Forecast

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

Hierarchy

Implements

  • IBaseGameObject

Index

Properties

controllingPlayer

controllingPlayer: Player

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

direction

direction: "North" | "East" | "South" | "West"

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

gameObjectName

gameObjectName: string

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.

id

id: string

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.

intensity

intensity: number

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

logs

logs: string[]

Any strings logged will be stored here. Intended for debugging.

Methods

log

  • log(message: string): Promise<void>
  • 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: string

      A string to add to this GameObject's log. Intended for debugging.

    Returns Promise<void>

toString

  • toString(): string
  • A toString override for easier debugging.

    example

    String(gameObject); 🠞 "GameObjectName #1245"

    Returns string

    A human readable representation of the game object.

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