Package dip.world

Interface Summary
GameSetup A GameSetup is an object set in the World object that contains the required functionality to restore a saved game.
Path.PathEvaluator  
 

Class Summary
Border A Border limits movement or support between 2 provinces.
Coast Coasts are essential to determining connectivity between Provinces.
Location A Location defines where an object on the map exists.
Map A Map is a list of Provinces and Powers, and methods for obtaining and parsing these Provinces and Powers.
Path Determines Convoy paths between points on a Map, and also minimum distances between two map points.
Path.ConvoyFAPEvaluator FAPEvaluator that checks to see if there is a Fleet present in the given Province that has orders to Convoy, and that convoy order has the given convoy-source and convoy-destination provinces.
Path.FAPEvaluator FAPEvaluator class.
Path.FleetFAPEvaluator FAPEvaluator that checks to see if there is a Fleet present in the given Province.
Phase A Phase object represents when a turn takes place, and contains the year, game phase (PhaseType), and Season information.
Phase.PhaseType PhaseTypes represent game phases.
Phase.SeasonType Represents seasons SeasonType constants should be used, rather than creating new SeasonType objects.
Phase.YearType YearType is used to represent the Year A YearType is used because we now support negative years ("BC") and need to appropriately advance, parse, and format these years.
Position Stores all the mutable (state) information for a given TurnState.
Power A Power represents player in the game.
Province A Province represents a region on the map.
Province.Adjacency Adjacency maintains the connectivity graph between provinces.
RuleOptions RuleOptions is an object for storing Options and OptionValues that describe rule variants.
RuleOptions.Option An Option is created for each type of Rule that may have more than one allowable option.
RuleOptions.OptionValue OptionValues are the pre-defined values that an Option may have.
TurnState A TurnState represents a snapshot of the game for the given Phase.
Unit A Unit is an object that has an owner (power), a coast location, and a Type describing that unit.
Unit.Type A Type is the class of unit, for example, Army or Fleet.
VictoryConditions Establishes the conditions required to determine who wins a game, and contains methods to evaluate if these condtions are met during adjudication.
World The entire game World.
World.VariantInfo Variant Info is a class which holds information about the variant, map, symbols, and symbol options.
WorldFactory A WorldFactory creates World objects from XML map data.
 

Exception Summary
InvalidWorldException An exception typically thrown if there is a problem during World creation.
 



Copyright 2002-2004 Zachary DelProposto / jDip Development Team. All Rights Reserved.