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.
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).
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.
(Merchants only) How much gold was invested into this Port. Investment determines the strength and value of the next ship.
Any strings logged will be stored here. Intended for debugging.
The owner of this Port, or null if owned by merchants.
The Tile this Port is on.
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.
Spawn a Unit on this port.
What type of Unit to create ('crew' or 'ship').
True if Unit was created successfully, false otherwise.
A toString override for easier debugging.
A human readable representation of the game object.
Generated using TypeDoc
A port on a Tile.