What type of client this is, e.g. 'Python', 'JavaScript', or some other language. For potential data mining purposes.
Every Cowboy owned by this Player.
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.
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.
How many enemy Cowboys this player's team has killed.
Any strings logged will be stored here. Intended for debugging.
If the player lost the game or not.
The name of the player.
This player's opponent in the game.
The reason why the player lost the game.
The reason why the player won the game.
How rowdy their team is. When it gets too high their team takes a collective siesta.
How many times their team has played a piano.
0 when not having a team siesta. When greater than 0 represents how many turns left for the team siesta to complete.
The amount of time (in ns) remaining for this AI to send commands.
If the player won the game or not.
The YoungGun this Player uses to call in new Cowboys.
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.
A toString override for easier debugging.
A human readable representation of the game object.
Generated using TypeDoc
A player in this game. Every AI controls one player.