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Class Port

A port on a Tile.

Hierarchy

Implements

  • IBaseGameObject

Index

Properties

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.

gold

gold: number

For players, how much more gold this Port can spend this turn. For merchants, how much gold this Port has accumulated (it will spawn a ship when the Port can afford one).

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.

investment

investment: number

(Merchants only) How much gold was invested into this Port. Investment determines the strength and value of the next ship.

logs

logs: string[]

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

owner

owner: Player | undefined

The owner of this Port, or null if owned by merchants.

tile

tile: Tile

The Tile this Port is on.

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>

spawn

  • spawn(type: "crew" | "ship"): Promise<boolean>
  • Spawn a Unit on this port.

    Parameters

    • type: "crew" | "ship"

      What type of Unit to create ('crew' or 'ship').

    Returns Promise<boolean>

    True if Unit was created successfully, false otherwise.

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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