How many bribes this player has remaining to use during their turn. Each action a Building does costs 1 bribe. Any unused bribes are lost at the end of the player's turn.
All the buildings owned by this player.
What type of client this is, e.g. 'Python', 'JavaScript', or some other language. For potential data mining purposes.
All the FireDepartments owned by this player.
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.
The Warehouse that serves as this player's headquarters and has extra health. If this gets destroyed they lose.
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.
Any strings logged will be stored here. Intended for debugging.
If the player lost the game or not.
The name of the player.
This player's opponent in the game.
All the PoliceDepartments owned by this player.
The reason why the player lost the game.
The reason why the player won the game.
The amount of time (in ns) remaining for this AI to send commands.
All the warehouses owned by this player. Includes the Headquarters.
All the WeatherStations owned by this player.
If the player won the game or not.
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
A player in this game. Every AI controls one player.