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Class Job

Information about a Unit's job.

Hierarchy

Implements

  • IBaseGameObject

Index

Properties

actionCost

actionCost: number

The amount of energy this Job normally uses to perform its actions.

carryLimit

carryLimit: number

How many combined resources a Unit with this Job can hold at once.

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.

logs

logs: string[]

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

moves

moves: number

The number of moves this Job can make per turn.

regenRate

regenRate: number

The amount of energy normally regenerated when resting at a shelter.

title

title: "fresh human" | "cat overlord" | "soldier" | "gatherer" | "builder" | "missionary"

The Job title.

upkeep

upkeep: number

The amount of food per turn this Unit consumes. If there isn't enough food for every Unit, all Units become starved and do not consume food.

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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