Whether or not this Unit has performed its action this turn (attack or build).
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 remaining health of a unit.
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.
The type of unit this is.
Any strings logged will be stored here. Intended for debugging.
The number of moves this unit has left this turn.
The Player that owns and can control this Unit.
The Tile this Unit is on.
Attacks an enemy tower on an adjacent tile.
The Tile to attack.
True if successfully attacked, false otherwise.
Unit, if it is a worker, builds a tower on the tile it is on, only workers can do this.
The tower type to build, as a string.
True if successfully built, false otherwise.
Stops adjacent to a river tile and begins fishing for mana.
The tile the unit will stand on as it fishes.
True if successfully began fishing for mana, 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.
Enters a mine and is put to work gathering resources.
The tile the mine is located on.
True if successfully entered mine and began mining, false otherwise.
Moves this Unit from its current Tile to an adjacent Tile.
The Tile this Unit should move to.
True if it moved, false otherwise.
A toString override for easier debugging.
A human readable representation of the game object.
Generated using TypeDoc
A unit in the game. May be a worker, zombie, ghoul, hound, abomination, wraith or horseman.