<commit_before>// Player: A player in this game. Every AI controls one player.

// DO NOT MODIFY THIS FILE
// Never try to directly create an instance of this class, or modify its member variables.
// Instead, you should only be reading its variables and calling its functions.

const client = require(`${__basedir}/joueur/client`);
const GameObject = require('./gameObject');

//<<-- Creer-Merge: requires -->> - Code you add between this comment and the end comment will be preserved between Creer re-runs.
// any additional requires you want can be required here safely between creer runs
//<<-- /Creer-Merge: requires -->>

/**
 * A player in this game. Every AI controls one player.
 * @extends GameObject
 */
class Player extends GameObject {
  /**
   * initializes a Player with basic logic as provided by the Creer code generator
   *
   * @memberof Player
   * @private
   */
  constructor(...args) {
    super(...args);


    // The following values should get overridden when delta states are merged, but we set them here as a reference for you to see what variables this class has.

    // default values for private member values
    this.clientType = '';
    this.gold = 0;
    this.infamy = 0;
    this.lost = false;
    this.name = '';
    this.opponent = null;
    this.ports = null;
    this.reasonLost = '';
    this.reasonWon = '';
    this.timeRemaining = 0;
    this.units = [];
    this.won = false;

    //<<-- Creer-Merge: init -->> - Code you add between this comment and the end comment will be preserved between Creer re-runs.
    // any additional init logic you want can go here
    //<<-- /Creer-Merge: init -->>
  }


  // Member variables

  /**
   * What type of client this is, e.g. 'Python', 'JavaScript', or some other language. For potential data mining purposes.
   *
   * @type {string}
   */
  get clientType() {
    return client.gameManager.getMemberValue(this, 'clientType');
  }

  set clientType(value) {
    client.gameManager.setMemberValue(this, 'clientType', value);
  }


  /**
   * The amount of gold this Player has in reserve.
   *
   * @type {number}
   */
  get gold() {
    return client.gameManager.getMemberValue(this, 'gold');
  }

  set gold(value) {
    client.gameManager.setMemberValue(this, 'gold', value);
  }


  /**
   * The amount of infamy this Player has.
   *
   * @type {number}
   */
  get infamy() {
    return client.gameManager.getMemberValue(this, 'infamy');
  }

  set infamy(value) {
    client.gameManager.setMemberValue(this, 'infamy', value);
  }


  /**
   * If the player lost the game or not.
   *
   * @type {boolean}
   */
  get lost() {
    return client.gameManager.getMemberValue(this, 'lost');
  }

  set lost(value) {
    client.gameManager.setMemberValue(this, 'lost', value);
  }


  /**
   * The name of the player.
   *
   * @type {string}
   */
  get name() {
    return client.gameManager.getMemberValue(this, 'name');
  }

  set name(value) {
    client.gameManager.setMemberValue(this, 'name', value);
  }


  /**
   * This player's opponent in the game.
   *
   * @type {Player}
   */
  get opponent() {
    return client.gameManager.getMemberValue(this, 'opponent');
  }

  set opponent(value) {
    client.gameManager.setMemberValue(this, 'opponent', value);
  }


  /**
   * The Port owned by this Player.
   *
   * @type {Port}
   */
  get ports() {
    return client.gameManager.getMemberValue(this, 'ports');
  }

  set ports(value) {
    client.gameManager.setMemberValue(this, 'ports', value);
  }


  /**
   * The reason why the player lost the game.
   *
   * @type {string}
   */
  get reasonLost() {
    return client.gameManager.getMemberValue(this, 'reasonLost');
  }

  set reasonLost(value) {
    client.gameManager.setMemberValue(this, 'reasonLost', value);
  }


  /**
   * The reason why the player won the game.
   *
   * @type {string}
   */<commit_msg>(Creer) Fixed typo<commit_after>// Player: A player in this game. Every AI controls one player.

// DO NOT MODIFY THIS FILE
// Never try to directly create an instance of this class, or modify its member variables.
// Instead, you should only be reading its variables and calling its functions.

const client = require(`${__basedir}/joueur/client`);
const GameObject = require('./gameObject');

//<<-- Creer-Merge: requires -->> - Code you add between this comment and the end comment will be preserved between Creer re-runs.
// any additional requires you want can be required here safely between creer runs
//<<-- /Creer-Merge: requires -->>

/**
 * A player in this game. Every AI controls one player.
 * @extends GameObject
 */
class Player extends GameObject {
  /**
   * initializes a Player with basic logic as provided by the Creer code generator
   *
   * @memberof Player
   * @private
   */
  constructor(...args) {
    super(...args);


    // The following values should get overridden when delta states are merged, but we set them here as a reference for you to see what variables this class has.

    // default values for private member values
    this.clientType = '';
    this.gold = 0;
    this.infamy = 0;
    this.lost = false;
    this.name = '';
    this.opponent = null;
    this.port = null;
    this.reasonLost = '';
    this.reasonWon = '';
    this.timeRemaining = 0;
    this.units = [];
    this.won = false;

    //<<-- Creer-Merge: init -->> - Code you add between this comment and the end comment will be preserved between Creer re-runs.
    // any additional init logic you want can go here
    //<<-- /Creer-Merge: init -->>
  }


  // Member variables

  /**
   * What type of client this is, e.g. 'Python', 'JavaScript', or some other language. For potential data mining purposes.
   *
   * @type {string}
   */
  get clientType() {
    return client.gameManager.getMemberValue(this, 'clientType');
  }

  set clientType(value) {
    client.gameManager.setMemberValue(this, 'clientType', value);
  }


  /**
   * The amount of gold this Player has in reserve.
   *
   * @type {number}
   */
  get gold() {
    return client.gameManager.getMemberValue(this, 'gold');
  }

  set gold(value) {
    client.gameManager.setMemberValue(this, 'gold', value);
  }


  /**
   * The amount of infamy this Player has.
   *
   * @type {number}
   */
  get infamy() {
    return client.gameManager.getMemberValue(this, 'infamy');
  }

  set infamy(value) {
    client.gameManager.setMemberValue(this, 'infamy', value);
  }


  /**
   * If the player lost the game or not.
   *
   * @type {boolean}
   */
  get lost() {
    return client.gameManager.getMemberValue(this, 'lost');
  }

  set lost(value) {
    client.gameManager.setMemberValue(this, 'lost', value);
  }


  /**
   * The name of the player.
   *
   * @type {string}
   */
  get name() {
    return client.gameManager.getMemberValue(this, 'name');
  }

  set name(value) {
    client.gameManager.setMemberValue(this, 'name', value);
  }


  /**
   * This player's opponent in the game.
   *
   * @type {Player}
   */
  get opponent() {
    return client.gameManager.getMemberValue(this, 'opponent');
  }

  set opponent(value) {
    client.gameManager.setMemberValue(this, 'opponent', value);
  }


  /**
   * The Port owned by this Player.
   *
   * @type {Port}
   */
  get port() {
    return client.gameManager.getMemberValue(this, 'port');
  }

  set port(value) {
    client.gameManager.setMemberValue(this, 'port', value);
  }


  /**
   * The reason why the player lost the game.
   *
   * @type {string}
   */
  get reasonLost() {
    return client.gameManager.getMemberValue(this, 'reasonLost');
  }

  set reasonLost(value) {
    client.gameManager.setMemberValue(this, 'reasonLost', value);
  }


  /**
   * The reason why the player won the game.
   *
   * @type {string}
   */
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