class PowerLine : Building
PowerLine(cityMap: CityMap) |
var borderColor: Color
Default border color, used for rendering |
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var description: String?
Extended description of this building |
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var height: Int
Height in BlockCoordinate of the building |
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val powerRequired: Int
How many units of power this building needs to be happy |
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var width: Int
Width in BlockCoordinate of the building |
open val cityMap: CityMap |
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open val consumes: MutableMap<Tradeable, Int>
A list of Tradeable (with quantities) that this building consumes |
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open val contracts: MutableList<Contract> |
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var goodwill: Int |
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open var happiness: Int
How happy the building is. This can be positive or negative. |
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open val inventory: Inventory |
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var level: Int |
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open var name: String?
Friendly name (eg. "Slummy apartment") of building |
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open var pollution: Double
How much pollution this building generates... |
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var powered: Boolean
true if we have power, false if not |
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open val produces: MutableMap<Tradeable, Int> |
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open var sprite: String?
Filename of sprite asset used to paint this building (I guess maybe this should live in renderer?) |
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open var upkeep: Int
Eventually, how much $$$ is required to keep this building going. Probably going to be used for civic buildings like town hall. |
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val uuid: String
Unique ID of building |
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open val variety: String?
Used for things like PowerPlant so we know what it is (coal/nuclear) |
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var zots: List<Zot>
List of Zot that this building suffers from. Populated by... ZotPopulator |
fun createContract(otherTradeEntity: TradeEntity, tradeable: Tradeable, quantity: Int, path: Path?): Unit |
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open fun equals(other: Any?): Boolean |
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fun payWorkers(): Unit |
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open fun toString(): String |
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fun zone(): Zone? |