The number of actions remaining for the Beaver this turn.
The amount of branches this Beaver is holding.
The amount of food this Beaver is holding.
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.
How much health this Beaver has left.
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 Job this Beaver was recruited to do.
Any strings logged will be stored here. Intended for debugging.
How many moves this Beaver has left this turn.
The Player that owns and can control this Beaver.
True if the Beaver has finished being recruited and can do things, False otherwise.
The Tile this Beaver is on.
Number of turns this Beaver is distracted for (0 means not distracted).
Attacks another adjacent beaver.
The Beaver to attack. Must be on an adjacent Tile.
True if successfully attacked, false otherwise.
Builds a lodge on the Beavers current Tile.
True if successfully built a lodge, false otherwise.
Drops some of the given resource on the beaver's Tile.
The Tile to drop branches/food on. Must be the same Tile that the Beaver is on, or an adjacent one.
The type of resource to drop ('branches' or 'food').
The amount of the resource to drop, numbers <= 0 will drop all the resource type.
True if successfully dropped the resource, false otherwise.
Harvests the branches or food from a Spawner on an adjacent Tile.
The Spawner you want to harvest. Must be on an adjacent Tile.
True if successfully harvested, 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.
Moves this Beaver from its current Tile to an adjacent Tile.
The Tile this Beaver should move to.
True if the move worked, false otherwise.
Picks up some branches or food on the beaver's tile.
The Tile to pickup branches/food from. Must be the same Tile that the Beaver is on, or an adjacent one.
The type of resource to pickup ('branches' or 'food').
The amount of the resource to drop, numbers <= 0 will pickup all of the resource type.
True if successfully picked up a resource, false otherwise.
A toString override for easier debugging.
A human readable representation of the game object.
Generated using TypeDoc
A beaver in the game.