What type of client this is, for potential data mining purposes.
A 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.
It should never change value after being set.
Any strings logged will be stored here. Intended for debugging.
If the player lost the game or not.
The name of the player.
The reason why the player lost the game.
The reason why the player won the game.
The amount of time (in ns) remaining for this AI to send commands.
If the player won the game or not.
Generated using TypeDoc
The base interface that a Player implements in a game.