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| Classes in dip.world used by dip.gui | |
| GameSetup
A GameSetup is an object set in the World object that contains the required functionality to restore a saved game. |
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| Power
A Power represents player in the game. |
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| TurnState
A TurnState represents a snapshot of the game for the given Phase. |
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| World
The entire game World. |
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| Classes in dip.world used by dip.gui.dialog | |
| Phase
A Phase object represents when a turn takes place, and contains the year, game phase (PhaseType), and Season information. |
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| World
The entire game World. |
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| World.VariantInfo
Variant Info is a class which holds information about the variant, map, symbols, and symbol options. |
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| Classes in dip.world used by dip.gui.dialog.newgame | |
| InvalidWorldException
An exception typically thrown if there is a problem during World creation. |
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| 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. |
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| RuleOptions
RuleOptions is an object for storing Options and OptionValues that describe rule variants. |
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| World
The entire game World. |
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| Classes in dip.world used by dip.gui.map | |
| Coast
Coasts are essential to determining connectivity between Provinces. |
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| Location
A Location defines where an object on the map exists. |
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| Position
Stores all the mutable (state) information for a given TurnState. |
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| Power
A Power represents player in the game. |
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| Province
A Province represents a region on the map. |
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| RuleOptions
RuleOptions is an object for storing Options and OptionValues that describe rule variants. |
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| TurnState
A TurnState represents a snapshot of the game for the given Phase. |
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| Unit
A Unit is an object that has an owner (power), a coast location, and a Type describing that unit. |
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| Unit.Type
A Type is the class of unit, for example, Army or Fleet. |
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| World
The entire game World. |
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| Classes in dip.world used by dip.gui.order | |
| Location
A Location defines where an object on the map exists. |
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| Phase
A Phase object represents when a turn takes place, and contains the year, game phase (PhaseType), and Season information. |
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| Position
Stores all the mutable (state) information for a given TurnState. |
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| Power
A Power represents player in the game. |
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| Province
A Province represents a region on the map. |
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| RuleOptions
RuleOptions is an object for storing Options and OptionValues that describe rule variants. |
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| TurnState
A TurnState represents a snapshot of the game for the given Phase. |
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| Unit.Type
A Type is the class of unit, for example, Army or Fleet. |
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| Classes in dip.world used by dip.gui.report | |
| TurnState
A TurnState represents a snapshot of the game for the given Phase. |
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| World
The entire game World. |
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| Classes in dip.world used by dip.gui.undo | |
| Position
Stores all the mutable (state) information for a given TurnState. |
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| Power
A Power represents player in the game. |
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| Province
A Province represents a region on the map. |
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| TurnState
A TurnState represents a snapshot of the game for the given Phase. |
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| Unit
A Unit is an object that has an owner (power), a coast location, and a Type describing that unit. |
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| Classes in dip.world used by dip.judge.gui | |
| World
The entire game World. |
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| Classes in dip.world used by dip.judge.net | |
| World
The entire game World. |
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| Classes in dip.world used by dip.judge.parser | |
| Map
A Map is a list of Provinces and Powers, and methods for obtaining and parsing these Provinces and Powers. |
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| Phase
A Phase object represents when a turn takes place, and contains the year, game phase (PhaseType), and Season information. |
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| Phase.PhaseType
PhaseTypes represent game phases. |
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| World
The entire game World. |
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| Classes in dip.world used by dip.net.message | |
| Phase
A Phase object represents when a turn takes place, and contains the year, game phase (PhaseType), and Season information. |
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| Phase.PhaseType
PhaseTypes represent game phases. |
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| Phase.SeasonType
Represents seasons SeasonType constants should be used, rather than creating new SeasonType objects. |
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| 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. |
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| Power
A Power represents player in the game. |
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| Classes in dip.world used by dip.order | |
| Coast
Coasts are essential to determining connectivity between Provinces. |
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| Location
A Location defines where an object on the map exists. |
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| Map
A Map is a list of Provinces and Powers, and methods for obtaining and parsing these Provinces and Powers. |
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| Phase.PhaseType
PhaseTypes represent game phases. |
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| Position
Stores all the mutable (state) information for a given TurnState. |
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| Power
A Power represents player in the game. |
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| Province
A Province represents a region on the map. |
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| RuleOptions
RuleOptions is an object for storing Options and OptionValues that describe rule variants. |
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| TurnState
A TurnState represents a snapshot of the game for the given Phase. |
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| Unit
A Unit is an object that has an owner (power), a coast location, and a Type describing that unit. |
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| Unit.Type
A Type is the class of unit, for example, Army or Fleet. |
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| Classes in dip.world used by dip.order.result | |
| Location
A Location defines where an object on the map exists. |
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| Power
A Power represents player in the game. |
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| Province
A Province represents a region on the map. |
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| Classes in dip.world used by dip.process | |
| Location
A Location defines where an object on the map exists. |
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| Power
A Power represents player in the game. |
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| Province
A Province represents a region on the map. |
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| RuleOptions
RuleOptions is an object for storing Options and OptionValues that describe rule variants. |
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| TurnState
A TurnState represents a snapshot of the game for the given Phase. |
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| Classes in dip.world used by dip.tool | |
| TurnState
A TurnState represents a snapshot of the game for the given Phase. |
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| World
The entire game World. |
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| Classes in dip.world used by dip.world | |
| Border
A Border limits movement or support between 2 provinces. |
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| Coast
Coasts are essential to determining connectivity between Provinces. |
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| GameSetup
A GameSetup is an object set in the World object that contains the required functionality to restore a saved game. |
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| InvalidWorldException
An exception typically thrown if there is a problem during World creation. |
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| Location
A Location defines where an object on the map exists. |
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| Map
A Map is a list of Provinces and Powers, and methods for obtaining and parsing these Provinces and Powers. |
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| Path.FAPEvaluator
FAPEvaluator class. |
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| Path.PathEvaluator
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| Phase
A Phase object represents when a turn takes place, and contains the year, game phase (PhaseType), and Season information. |
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| Phase.PhaseType
PhaseTypes represent game phases. |
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| Phase.SeasonType
Represents seasons SeasonType constants should be used, rather than creating new SeasonType objects. |
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| 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. |
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| Position
Stores all the mutable (state) information for a given TurnState. |
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| Power
A Power represents player in the game. |
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| Province
A Province represents a region on the map. |
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| Province.Adjacency
Adjacency maintains the connectivity graph between provinces. |
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| RuleOptions
RuleOptions is an object for storing Options and OptionValues that describe rule variants. |
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| RuleOptions.Option
An Option is created for each type of Rule that may have more than one allowable option. |
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| RuleOptions.OptionValue
OptionValues are the pre-defined values that an Option may have. |
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| TurnState
A TurnState represents a snapshot of the game for the given Phase. |
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| Unit
A Unit is an object that has an owner (power), a coast location, and a Type describing that unit. |
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| Unit.Type
A Type is the class of unit, for example, Army or Fleet. |
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| VictoryConditions
Establishes the conditions required to determine who wins a game, and contains methods to evaluate if these condtions are met during adjudication. |
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| World
The entire game World. |
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| World.VariantInfo
Variant Info is a class which holds information about the variant, map, symbols, and symbol options. |
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| WorldFactory
A WorldFactory creates World objects from XML map data. |
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| Classes in dip.world used by dip.world.variant.data | |
| Coast
Coasts are essential to determining connectivity between Provinces. |
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| Phase
A Phase object represents when a turn takes place, and contains the year, game phase (PhaseType), and Season information. |
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| Power
A Power represents player in the game. |
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| Unit.Type
A Type is the class of unit, for example, Army or Fleet. |
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