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Class Structure

A structure on a Tile.

Hierarchy

Implements

  • IBaseGameObject

Index

Properties

effectRadius

effectRadius: number

The range of this Structure's effect. For example, a radius of 1 means this Structure affects a 3x3 square centered on this Structure.

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.

materials

materials: number

The number of materials in this Structure. Once this number reaches 0, this Structure is destroyed.

owner

owner: Player | undefined

The owner of this Structure if any, otherwise null.

tile

tile: Tile | undefined

The Tile this Structure is on.

type

type: "neutral" | "shelter" | "monument" | "wall" | "road"

The type of Structure this is ('shelter', 'monument', 'wall', 'road', 'neutral').

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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