Building objects can reference details about the buildings currently built or still in progress in your cities.
See also: [[BuildingTypes|Building Types]]<
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See also: [[BuildingFunctions|Building Functions|]]
'''These objects can be referenced as:'''
. ''m_city.cityManager.buildings[x].property '''or''' city.buildings[x].property''
. ''m_city.cityManager.function.property '''or''' city.function.property''
When referencing these objects via the Building object, the ''[x]'' can be any number from 0-73. Each city has up to 74 possible buildings on it, 32 spaces inside plus walls and town hall, and 40 spaces outside. The first building you start with is city.building[73] (The Town Hall) and each building you construct after that takes the next available number counting back to 0... (72,71,70,69,etc)
When referencing these objects via a function, please see BuildingFunctions. For example, city.getBuildingByTypeId(25).level would tell you the level of the academy.
||'''Property ''' ||<#cccccc>'''Type''' ||<#cccccc>'''Description ''' ||
||name ||String ||The name of the type of building ("Forge","Stable","Inn",etc.) ||
||positionId ||int ||The number indicating the position id of the building. Town Hall is in position -1. See images below for each position id. ||
||status ||int ||The active status of the building. 0 = complete, 1 = upgrading, 2 = demolishing. ||
||endTime ||int ||Returns the time in UNIX timestamp format indicating when building will be finished upgrading or demolishing. Returns 0 if not being worked on. ||
||startTime ||int ||Returns the time in UNIX timestamp format indicating when building began upgrading or demolishing. Returns 0 if not being worked on. ||
||typeId ||int ||Returns the numerical code for the [[BuildingTypes]] ||
||level ||int ||Returns the level of the building. ||
||length ||int ||Returns the total number of buildings in the city. ||
''' Position IDs for Building '''
{{http://i.imgur.com/IRtmGbf.png}} {{http://i.imgur.com/r1Voz7t.png}}
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ScriptObjects