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See:
Description
| Interface Summary | |
|---|---|
| Consumer | Objects implementing the Consumer interface consume Goods. |
| FreeColGameObjectListener | Interface for retriving information about
a the creation/deletion of FreeColGameObjects. |
| Locatable | An object that can be put in a Location. |
| Location | A place where a Locatable can be put. |
| ModelController | The ModelController is used by the model to perform
tasks which cannot be done by the model. |
| Movable | An object that can move from one Location to another under its own power. |
| Nameable | An object with a name that can be changed. |
| Named | An object that has a name. |
| Ownable | Interface for objects which can be owned by a Player. |
| Specification.ChildReader | |
| TransactionListener | Interface for classes which listen to transactions in market |
| Class Summary | |
|---|---|
| Ability | The Ability class encapsulates a bonus or penalty
that can be applied to any action within the game, most obviously
combat. |
| AbstractGoods | Represents a certain amount of a GoodsType. |
| AbstractUnit | Contains the information necessary to create a new unit. |
| BuildableType | Contains information on buildable types. |
| Building | Represents a building in a colony. |
| BuildingType | Encapsulates data common to all instances of a particular kind of
Building, such as the number of workplaces, and the types
of goods it produces and consumes. |
| BuildQueue<T extends BuildableType> | |
| Colony | Represents a colony. |
| ColonyTile | Represents a work location on a tile. |
| ColonyTradeItem | |
| CombatModel | |
| DiplomaticTrade | The class DiplomaticTrade represents an offer one player can
make another. |
| EquipmentType | |
| Europe | Represents Europe in the game. |
| EuropeanNationType | Represents one of the European nations present in the game, i.e. |
| Event | |
| ExportData | Objects of this class hold the export data for a particular type of goods. |
| Feature | The Feature class encapsulates a bonus or penalty
that can be applied to any action within the game, most obviously
combat. |
| FeatureContainer | |
| FoundingFather | Represents one FoundingFather to be contained in a Player object. |
| FreeColGameObject | The superclass of all game objects in FreeCol. |
| FreeColGameObjectType | The base class for all types defined by the specification. |
| FreeColObject | |
| Game | The main component of the game model. |
| GameOptions | Keeps track of the available game options. |
| GoldTradeItem | |
| Goods | Represents locatable goods of a specified type and amount. |
| GoodsContainer | Contains goods and can be used by a Location to make certain
tasks easier. |
| GoodsLocation | The GoodsLocation is a place where Units and
Goods can be put. |
| GoodsTradeItem | |
| GoodsType | |
| HighScore | |
| HighSeas | |
| HistoryEvent | |
| IndianNationType | Represents one of the Indian nations present in the game. |
| IndianSettlement | Represents an Indian settlement. |
| LastSale | This class contains the last sale a player has made, by Settlement and GoodsType. |
| Limit | The Limit class encapsulates a limit on the
availability of FreeColObjects. |
| LostCityRumour | Represents a lost city rumour. |
| Map | A rectangular isometric map. |
| Map.Position | Represents a position on the Map. |
| Market | This class implements a simple economic model where a market holds all goods to be sold and the price of a particular goods type is determined solely by its availability in that market. |
| MarketData | Objects of this class hold the market data for a particular type of good. |
| ModelMessage | Contains a message about a change in the model. |
| Modifier | The Modifier class encapsulates a bonus or penalty
that can be applied to any action within the game, most obviously
combat. |
| Monarch | This class implements the player's monarch, whose functions prior to the revolution include raising taxes, declaring war on other European countries, and occasionally providing military support. |
| Nation | Represents one of the nations present in the game. |
| NationOptions | |
| NationSummary | A summary of an enemy nation. |
| NationType | Represents one of the nations present in the game. |
| Operand | The Operand class implements Operands to be used in
relations, such as the Limit class. |
| PathNode | Represents a single Tile in a path. |
| Player | Represents a player. |
| PlayerExploredTile | This class contains the mutable tile data visible to a specific player. |
| ProductionCache | The ProductionCache is contains all relevant
information about the production and consumption of the
colony. |
| ProductionInfo | |
| ProductionMap | |
| RandomRange | |
| Region | A named region on the map. |
| Resource | Represents a locatable goods of a specified type and quantity. |
| ResourceType | |
| Scope | The Scope class determines whether a given
FreeColGameObjectType fulfills certain requirements. |
| Settlement | The super class of all settlements on the map (that is colonies and indian settlements). |
| SettlementType | |
| SimpleCombatModel | This class implements the original Colonization combat model. |
| Specification | This class encapsulates any parts of the "specification" for FreeCol that are expressed best using XML. |
| StanceTradeItem | |
| StringTemplate | The StringTemplate represents a non-localized string
that can be localized by looking up its value in a message bundle
or similar Map. |
| Tension | |
| Tile | Represents a single tile on the Map. |
| TileImprovement | Represents a tile improvement, such as a river or road. |
| TileImprovementType | |
| TileItem | Represents a TileItem item on a Tile. |
| TileItemContainer | Contains TileItems and can be used by a Tile
to make certain tasks easier. |
| TileType | |
| TradeItem | One of the items a DiplomaticTrade consists of. |
| TradeRoute | A TradeRoute holds all information for a unit to follow along a trade route. |
| TradeRouteStop | |
| Turn | Represents a given turn in the game. |
| TypeCountMap<T extends FreeColGameObjectType> | |
| Unit | Represents all pieces that can be moved on the map-board. |
| UnitLocation | The UnitLocation is a place where a Unit
can be put. |
| UnitTradeItem | |
| UnitType | |
| UnitTypeChange | |
| WorkLocation | The WorkLocation is a place in a Colony where
Units can work. |
| Enum Summary | |
|---|---|
| BuildQueue.CompletionAction | |
| Colony.ColonyChangeEvent | |
| Colony.NoBuildReason | |
| CombatModel.CombatResult | |
| DiplomaticTrade.TradeStatus | A type for the trade status. |
| Europe.MigrationType | |
| FoundingFather.FoundingFatherType | |
| HighScore.Level | On retirement, an object will be named in honour of the player. |
| HistoryEvent.EventType | |
| Limit.Operator | |
| LostCityRumour.RumourType | Constants describing types of Lost City Rumours. |
| Map.Direction | The directions a Unit can move to. |
| Map.Layer | The layers included in the map. |
| Market.Access | Constant for specifying the access to this Market
when selling goods. |
| ModelMessage.MessageType | Constants describing the type of message. |
| Modifier.Type | |
| Monarch.MonarchAction | Constants describing monarch actions. |
| NationOptions.Advantages | National advantages for European players only. |
| NationOptions.NationState | Nations may be available to all players, to AI players only, or to no players. |
| NationType.AggressionLevel | |
| NationType.SettlementNumber | |
| Operand.OperandType | |
| Operand.ScopeLevel | |
| Player.NoClaimReason | A variety of reasons why a tile can not be claimed, either to found a settlement or just to be used by one, including the double negative NONE == "no reason" case. |
| Player.PlayerType | The type of player. |
| Player.Stance | Constants for describing the stance towards a player. |
| Region.RegionType | |
| Specification.TypeSelector | TODO: replace with Predicates. |
| StringTemplate.TemplateType | The type of this StringTemplate, either NAME, a proper name that must not be localized (e.g. |
| Tension.Level | Constants for describing alarm levels. |
| TileType.RangeType | |
| Turn.Season | |
| Unit.MoveType | A move type. |
| Unit.Role | The roles a Unit can have. |
| Unit.UnitState | A state a Unit can have. |
| UnitLocation.NoAddReason | |
| UnitTypeChange.ChangeType | |
This package contains the game model, which describes how the
individual game objects, such as units, buildings, tiles and so on,
interact. The model is extended by the server and used by the client.
It should be independent of all packages outside of
the common hierarchy.
The superclass of most model objects is FreeColObject, which
provides serialization. The FreeColObject is identified
by an ID, which is generally unique. The Feature class
and its descendants is a notable exception to this rule,
however, since Features with similar effects are provided by
various model objects and are grouped by their ID. A fur production
bonus, for example, might be granted by a Tile Type, a Unit Type
and a Founding Father.
The main model objects inherit from the FreeColGameObject, which contains a reference to the Game
class. Many model objects have a type, which
inherits from the FreeColGameObjectType. Units have a UnitType, for
example. These Game Object Types are defined by the Specification, which
is loaded from an XML file when the game starts up.
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