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See:
Description
| Interface Summary | |
| CityBase | CityBase is the common Base for City, EnemyCity and PlayerCity |
| Map.Directions | |
| Map.OnCityArea | |
| Map.OnTile | |
| ModelBase | |
| Player.ChangeListener | |
| Player.ListChangeListener | |
| Player.Research | Research contains the information about the research of a particular advance. |
| PlayerBase | |
| TraceInfo.Receiver | |
| UnitBase | |
| Class Summary | |
| Advance | Research of advances is a prerequisites for many actions. |
| Age | Age is almost meaningless except for handling of eerie terrain and modern ressources. |
| Brain | A brain belongs to one particular player and is informed whenever any action for this player is required. |
| Capability | The capabilities of a unit model define mostly what units of this model are capable to do. |
| CevoIndexedObject | CevoIndexedObject represent the cevo objects that are normally adressed by an index but the identity is maintained by the ID and additionally the objects decease without notice (which makes is necessary to cleanup). |
| Chart | Chart contains information about one aspect of a player or enemy. |
| City | A city is a special game object, as it can change owner. |
| DefaultBrain | |
| Domain | Every model belongs to a domain. |
| Enemy | |
| EnemyCity | |
| EnemyModel | |
| EnemyUnit | |
| Game | |
| Government | The form of government affects among others: formula for corruption, the amount of food required to support a settler, how many military units are support free. |
| Improvement | An Improvement can be produced in a city if the required Advances are researched. |
| Improvement.Effect | |
| Improvement.Effect.Corruption | |
| Improvement.Effect.Defense | |
| Improvement.Effect.Deployment | |
| Improvement.Effect.GrowthLimit | |
| Improvement.Effect.Happyness | |
| Improvement.Effect.MilitaryRecreationAndExperience | Barracks |
| Improvement.Effect.NoEffect | |
| Improvement.Effect.Pollution | |
| Improvement.Effect.Ressource | Bank,BurningPowerPlant, trade,production or food |
| Improvement.Effect.ShipComponent | |
| Improvement.Effect.SpecialRessource | |
| Information | Information is used to save data. |
| JavaBridge | JavaBridge implements the hook for client and allows to call server in j4cEvo.dll. |
| Job | A job can be performed by units with model of type settler. |
| Map | |
| Map.RelativeMovement | |
| MaximumWeight | The maximum weight for models of a domain is increased with a given advance. |
| Model | |
| Offer | During diplomatic negotiations a player or enemy may request something or offer something |
| Player | Player is the root for all j4cEvo managed objects - according get
methods are provided. |
| Player.ChangeAdapter | |
| Player.ListChangeAdapter | |
| Player.Research.Null | Implements null pattern for Research. |
| PlayerCity | |
| Protocol | Ported from protocol.h and protocol.pas |
| Protocol.TerrainType | |
| Rules | At the moment most Rules are still buried in Protocol. |
| ShipInfo | |
| Tile | A Tile is a location on the map. |
| Tile.BattleForecast | |
| Tile.Info | |
| Tile.RessourceInfo | |
| TraceInfo | Provides structured information about a traceable event as additional information for logging. |
| TraceInfo.Location | |
| Unit | |
| Unit.MoveAdvice | |
| Upgrade | Every domain has a list of possible updates for the models of that domain. |
| Wonder | A world wonder that can be built by one player only. |
Provides a java environment for c-evo.
This includes the native interface to j4cEvo.dll and classes
that make up the game environment for players. j4cEvo manages this environment:
the game objects are updated according to the information provided by cEvo. The game
objects represent the view for one player, not the game itself. In this view cEvo is not
a game with 8 player, it is a game with 1 player and 7 enemies. The naming conventions in
j4cEvo try to reflect this. An enemy has not a single unit but is still not harmless as he
owns enemy-units. Generally speaking: an enemy-something is the view a player has of something
if it belongs to another player(which is always an enemy).
In its object design j4cEvo distinguishes between stateless objects that remain the same
the whole game, as they represent the game rules and objects that represent the current state of
affairs concerning some aspects of the rules. For example:
There is a class Advance that represents a possible advance that any player could make,
and a class Research, that shows whether a player has researched an advance.
The rules of the game are only partially implemented, as they are not yet
fully understood by the author and some rules are not easy to describe in a
useful fashion (effects of some wonder, this has to wait for later).
This affects also some stateful objects, as the meaning of some values is not fully understood.
As game objects depend on native memory provided by cEvo and in addition are maintained by j4cEvo,
the interface is NOT generally threadsafe.
A player may use all functionality during his turn, and may remember all objects, as
identity of game objects is maintained except for EnemyUnits, as these have no identity.
In addition, remembered objects might die, therefore these objects can be queried whether
they are alive.
(Planned: In addition to this a player may register listener for events he is interested in. Only partially implemented)
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