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AbandonColonyMessage with the specified
colony.
AbandonColonyMessage from a supplied element.
Ability class encapsulates a bonus or penalty
that can be applied to any action within the game, most obviously
combat.Ability instance.
Ability instance.
Ability instance.
Ability instance.
Ability instance.
Ability instance.
Ability.
Ability.
Wish.
Wish.
Wish.
AboutAction.
AbstractGoods instance.
AbstractGoods instance.
AbstractGoods instance.
AbstractMission instance.
AbstractMission instance.
AbstractMission instance.
AbstractMission instance.
AbstractOption.
AbstractUnit instance.
AbstractUnitOption.
AbstractUnitOption.
Iterator for all the wishes.
FreeColActions and retrieves them by ID.ActionManager.
Locatable to this Location.
Locatable to this Location.
add method here.
Locatable to this Location.
Locatable to this Location.
Locatable to this Location.
Locatable to this Location.
Locatable to this Location.
Unit.
Locatable to this Location.
Option.
Resource.
AbstractOption to the specification
ActionListener to this
SignaturePanel.
AIObject.
ResourceMapping to
this object.
ColonyTradeItem to the list of TradeItems.
addConsumption method here.
GameOptions.
GoldTradeItem to the list of TradeItems.
Goods to this containter.
addGoods method here.
addGoods method here.
GoodsTradeItem to the list of TradeItems.
GoodsWish to the wish list.
addMaximumConsumption method here.
addMaximumProduction method here.
ModelMessage for this player.
AddNone value.
OptionGroup to the specification
Unit to the list of units that belongs to this
IndianSettlement.
addProduction method here.
addProduction method here.
PropertyChangeListener for monitoring state
changes.
Resource to this Tile.
TileImprovement and adds to this Tile/Container.
FreeColActions that are provided by the
Specification.
Stop to this trade route.
TileItem to this container.
Transportable to the transport list.
Unit to an optional
WorkLocation in this Colony.
FoundingFathers.
Colony.AIColony.
AIColony.
AIColony.
AIColony.
Goods.AIGoods.
AIGoods.
AIGoods.
AIGoods.
AIMain and searches the current
game for FreeColGameObjects.
AIMain and reads the given element.
AIMain and reads the given element.
AIObject contains AI-related information and methods.AIObject.
AIObject and registers
this object with AIMain.
FreeColGameObjects
and AIObjects.
Player and is used for controlling this player.Unit.AIUnit.
AIUnit.
AIUnit.
AIUnit.
GUI.onScreen(Tile)).
appliesTo method of at least
one Scope object returns true.
appliesTo method of at least
one Scope object returns true.
appliesTo method here.
appliesTo method here.
AskSkillMessage with the
supplied unit and direction.
AskSkillMessage from a
supplied element.
asResultOf method here.
Unit.
AssignTeacherMessage with the
supplied student and teacher.
AssignTeacherMessage from a
supplied element.
AssignTradeRouteMessage with the
supplied unit and route.
AssignTradeRouteMessage from a
supplied element.
AttackMessage for the supplied unit and
direction.
AttackMessage from a
supplied element.
AudioMixerOption.
AudioMixerOption.AudioMixerOptionUI for the given
AudioMixerOption.
Resource wrapping a File containing sounds.CostDecider that returns the cost of moving
across the terrain, excluding only illegal moves.
CostDecider that costs unit moves normally.
CostDecider returning only the cost of moving
across the terrain (no additional cost for blocking enemy units
etc) but excluding settlements.
CostDecider for avoiding using tiles which have
blocking enemy units on them.
BooleanOption.
BooleanOption.
BooleanOption.BooleanOptionUI for the given BooleanOption.
BuildableTypes, such as units.
BuildColonyMessage with the supplied name
and building unit.
BuildColonyMessage from a supplied element.
Colony.AIUnit.
BuildColonyMission for the given
AIUnit.
BuildColonyMission.
BuildColonyMission and reads the given
element.
buildIndianAdvisorPanel method here.
Building from an XML representation.
Building from an XML representation.
Building with the given ID.
Building, such as the number of workplaces, and the types
of goods it produces and consumes.BuildingType instance.
BuildQueueItems between the build queue list, the
unit list and the building list.Transferable interface.Europe.
BuyGoodsMessage.
BuyGoodsMessage from a
supplied element.
BuyMessage.
BuyMessage from a
supplied element.
Player proposes to buy.
Player proposes to buy.
Player proposes to buy.
BuyPropositionMessage.
BuyPropositionMessage from a
supplied element.
Connection this Client uses when
communicating with the server.
LatitudePerRow value.
UnitType may be added to this
WorkLocation.
Location.
Location.
Location.
Location.
Location.
Unit.
Location.
Player can be added.
EquipmentType at the current
Location.
true if this Colony can breed the given
type of Goods.
canBuild method here.
Player can build colonies.
true if this AIColony can build the given
type of equipment.
true if the Unit can carry Goods.
true if Units of this type can carry Goods.
true if the Unit can carry other Units.
true if Units of this type can carry other Units.
Location.
Location.
Tile can have a road or not.
Player can get founding fathers.
TileType contain a specified ResourceType?
true if the component can import this
data flavor.
Player can move units to
Europe.
Unit can be moved to Europe.
Building that is currently being built.
Building given.
Player can recruit units by producing
immigration.
Player can see the given Tile.
true if this work location has the Ability to
teach skills.
CashInTreasureTrainMessage with the
supplied name.
CashInTreasureTrainMessage from a
supplied element.
AIUnit.
CashInTreasureTrainMission and reads the given element.
CenterAction.
Colony, including all units
within, and change main tile nation ownership.
Settlement.
Unit.
ChangeStateMessage with the
supplied unit and state.
ChangeStateMessage from a
supplied element.
ChangeWindowedModeAction.
Unit.
ChangeWorkImprovementTypeMessage with the
supplied unit and improvement type.
ChangeWorkImprovementTypeMessage from a
supplied element.
Unit.
ChangeWorkTypeMessage with the
supplied unit and produce.
ChangeWorkTypeMessage from a
supplied element.
ChatAction.
ChatMessage with the
supplied message.
ChatMessage from a
supplied element.
PathNode is a
goal/sub-goal.
Colony has conditions for breeding horses,
and un-mounts a mounted Unit if available, to have horses to breed.
Gameuninitialized objects.
AIMain
by checking if there are any
uninitialized objects.
Unit can get the given state set.
Resource wrapping a "Chip", that is a small
BufferedImage indicating the owner of a unit or
mission, or the alarm of a native settlement.choice dialog.ChoiceItem with the
given object.
ChoiceItem with the
given object.
ChoiceItem with the
given object.
FoundingFatherPanel for a given type of
founding fathers.
ClaimLandMessage.
ClaimLandMessage from a supplied element.
Equipment held by this unit.
ClearSpecialityMessage with the
supplied unit.
ClearSpecialityMessage from a
supplied element.
Client that can be used to send messages to
the server.
Client.
ClientOptions saved with the game.
ClientOptions.
ClientOptions.XMLStreamReader and
the underlying stream.
ColonyPanel.
MainPanel.
StatusPanel.
CloseTransactionMessage with the
supplied unit and settlement.
CloseTransactionMessage from a
supplied element.
Colony from an XML representation.
Colony from an XML representation.
Colony with the given ID.