The rate buried gold increases each turn.
How much gold it costs to construct a single crew.
How much damage crew deal to each other.
The maximum amount of health a crew member can have.
The number of moves Units with only crew are given each turn.
A crew's attack range. Range is circular.
The player whose turn it is currently. That player can send commands. Other players cannot.
The current turn number, starting at 0 for the first player's turn.
A mapping of every game object's ID to the actual game object. Primarily used by the server and client to easily refer to the game objects via ID.
How much health a Unit recovers when they rest.
The number of Tiles in the map along the y (vertical) axis.
The number of Tiles in the map along the x (horizontal) axis.
The maximum number of turns before the game will automatically end.
How much gold merchant Ports get each turn.
When a merchant ship spawns, the amount of additional gold it has relative to the Port's investment.
The Euclidean distance buried gold must be from the Player's Port to accumulate interest.
List of all the players in the game.
Every Port in the game. Merchant ports have owner set to null.
How far a Unit can be from a Port to rest. Range is circular.
A unique identifier for the game instance that is being played.
How much gold it costs to construct a ship.
How much damage ships deal to ships and ports.
The maximum amount of health a ship can have.
The number of moves Units with ships are given each turn.
A ship's attack range. Range is circular.
All the tiles in the map, stored in Row-major order. Use x + y *
mapWidth
to access the correct index.
The amount of time (in nano-seconds) added after each player performs a turn.
Every Unit in the game. Merchant units have targetPort set to a port.
Gets the Tile at a specified (x, y) position
an integer between 0 and the mapWidth
an integer between 0 and the mapHeight
the Tile at (x, y) or null if out of bounds
Generated using TypeDoc
Steal from merchants and become the most infamous pirate.