public void setBoard(IBoard board) { IBoard oldBoard = this.board; this.board = board; processGameEvent(new GameBoardNewEvent(this, oldBoard, board)); }
/** * Adds a pending displacement attack to the list for this phase. */ public void addCharge(AttackAction ea) { pendingCharges.addElement(ea); processGameEvent(new GameNewActionEvent(this, ea)); }
/** * Adds a pending ramming attack to the list for this phase. */ public void addTeleMissileAttack(AttackAction ea) { pendingTeleMissileAttacks.addElement(ea); processGameEvent(new GameNewActionEvent(this, ea)); }
/** * Adds the specified action to the actions list for this phase. */ public void addAction(EntityAction ea) { actions.addElement(ea); processGameEvent(new GameNewActionEvent(this, ea)); }
/** * Setter for the list of Coords illuminated by search lights. */ public void setIlluminatedPositions(HashSet<Coords> ip) { if (ip == null) { new RuntimeException("Illuminated Positions is null.").printStackTrace(); } illuminatedPositions = ip; processGameEvent(new GameBoardChangeEvent(this)); }
/** * Set the list of flares */ public void setFlares(Vector<Flare> flares) { this.flares = flares; processGameEvent(new GameBoardChangeEvent(this)); }
public void setOptions(GameOptions options) { if (null == options) { System.err.println("Can't set the game options to null!"); } else { this.options = options; processGameEvent(new GameSettingsChangeEvent(this)); } }
/** * Adds a pending ramming attack to the list for this phase. */ public void addRam(AttackAction ea) { pendingRams.addElement(ea); processGameEvent(new GameNewActionEvent(this, ea)); }
/** * Add a new flare */ public void addFlare(Flare flare) { flares.addElement(flare); processGameEvent(new GameBoardChangeEvent(this)); }
/** * Add a new hex to the collection of Coords illuminated by searchlights. * * @return True if a new hex was added, else false if the set already * contained the input hex. */ public boolean addIlluminatedPosition(Coords c) { boolean rv = illuminatedPositions.add(c); processGameEvent(new GameBoardChangeEvent(this)); return rv; }
public void addMinefields(Vector<Minefield> mines) { for (int i = 0; i < mines.size(); i++) { Minefield mf = mines.elementAt(i); addMinefieldHelper(mf); } processGameEvent(new GameBoardChangeEvent(this)); }
public void resetMinefieldDensity(Vector<Minefield> newMinefields) { if (newMinefields.size() < 1) { return; } Vector<Minefield> mfs = minefields.get(newMinefields.firstElement() .getCoords()); mfs.clear(); for (int i = 0; i < newMinefields.size(); i++) { Minefield mf = newMinefields.elementAt(i); addMinefieldHelper(mf); } processGameEvent(new GameBoardChangeEvent(this)); }
public void setPlanetaryConditions(PlanetaryConditions conditions) { if (null == conditions) { System.err.println("Can't set the planetary conditions to null!"); } else { planetaryConditions.alterConditions(conditions); processGameEvent(new GameSettingsChangeEvent(this)); } }
public void removePlayer(int id) { IPlayer playerToRemove = getPlayer(id); players.removeElement(playerToRemove); playerIds.remove(new Integer(id)); setupTeams(); processGameEvent(new GamePlayerChangeEvent(this, playerToRemove)); }
public synchronized void setEntitiesVector(List<Entity> entities) { //checkPositionCacheConsistency(); this.entities.clear(); this.entities.addAll(entities); reindexEntities(); resetEntityPositionLookup(); processGameEvent(new GameEntityNewEvent(this, entities)); }
public void removeMinefield(Minefield mf) { removeMinefieldHelper(mf); processGameEvent(new GameBoardChangeEvent(this)); }
public void setMinefields(Vector<Minefield> minefields) { clearMinefieldsHelper(); for (int i = 0; i < minefields.size(); i++) { Minefield mf = minefields.elementAt(i); addMinefieldHelper(mf); } processGameEvent(new GameBoardChangeEvent(this)); }
public void addEntities(List<Entity> entities) { for (int i = 0; i < entities.size(); i++) { addEntity(entities.get(i), false); } // We need to delay calculating BV until all units have been added because // C3 network connections will be cleared if the master is not in the game yet. entities.forEach(e -> e.setInitialBV(e.calculateBattleValue(false, false))); processGameEvent(new GameEntityNewEvent(this, entities)); }
public void end(int winner, int winnerTeam) { setVictoryPlayerId(winner); setVictoryTeam(winnerTeam); processGameEvent(new GameEndEvent(this)); }
/** * Sets the current turn index */ public void setTurnIndex(int turnIndex, int prevPlayerId) { // FIXME: occasionally getTurn() returns null. Handle that case // intelligently. this.turnIndex = turnIndex; processGameEvent(new GameTurnChangeEvent(this, getPlayer(getTurn() .getPlayerNum()), prevPlayerId)); }