Holy crap Batman! It's the beginnings of refactoring the basic puzzle
stuff into Narya. git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@2876 542714f4-19e9-0310-aa3c-eee0fc999fb1
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//
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// $Id: PuzzlePanel.java,v 1.1 2003/11/26 01:42:34 mdb Exp $
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package com.threerings.puzzle.client;
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import java.awt.BorderLayout;
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import java.awt.Graphics;
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import java.io.IOException;
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import javax.swing.JPanel;
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import com.samskivert.swing.Controller;
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import com.samskivert.swing.ControllerProvider;
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import com.samskivert.swing.util.SwingUtil;
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import com.threerings.media.image.Mirage;
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import com.threerings.util.KeyTranslator;
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import com.threerings.util.RobotPlayer;
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import com.threerings.crowd.client.PlaceView;
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import com.threerings.crowd.data.PlaceObject;
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import com.threerings.puzzle.Log;
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import com.threerings.puzzle.data.BoardSummary;
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import com.threerings.puzzle.data.PuzzleCodes;
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import com.threerings.puzzle.data.PuzzleConfig;
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import com.threerings.puzzle.data.PuzzleGameCodes;
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import com.threerings.puzzle.data.PuzzleObject;
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import com.threerings.puzzle.util.PuzzleContext;
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/**
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* The puzzle panel class should be extended by classes that provide a
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* view for a puzzle game. The {@link PuzzleController} calls these
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* methods as necessary to perform its duties in managing the logical
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* actions of a puzzle game.
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*/
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public abstract class PuzzlePanel extends JPanel
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implements PlaceView, ControllerProvider, PuzzleCodes, PuzzleGameCodes
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{
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/**
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* Constructs a puzzle panel.
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*/
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public PuzzlePanel (PuzzleContext ctx, PuzzleController controller)
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{
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_ctx = ctx;
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_controller = controller;
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// set up the keyboard manager
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_xlate = getKeyTranslator();
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_ctx.getKeyboardManager().setTarget(this, _xlate);
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// leave the keyboard manager disabled to start, and set things up
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// for chatting
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setPuzzleGrabsKeys(false);
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// configure the puzzle panel
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setLayout(new BorderLayout());
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// create the puzzle board view
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_bview = createBoardView(ctx);
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// create the puzzle board panel
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_bpanel = createBoardPanel();
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// add the board panel
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add(_bpanel, BorderLayout.CENTER);
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}
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/**
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* Temporarily replaces the puzzle board display with the supplied
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* overlay panel. The panel can be removed and the board display
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* restored by calling {@link #popOverlayPanel}.
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*
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* @return true if the specified panel will be displayed, false if it
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* was not able to be pushed because another overlay panel is already
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* pushed onto the primary panel.
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*/
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public boolean pushOverlayPanel (JPanel opanel)
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{
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// bail if we've already got an overlay
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if (_opanel != null) {
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Log.info("Refusing to push overlay panel, we've already got one " +
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"[opanel=" + _opanel + ", npanel=" + opanel + "].");
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return false;
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}
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// swap in the overlay panel
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_opanel = opanel;
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remove(_bpanel);
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add(_opanel);
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// make sure the UI updates
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SwingUtil.refresh(this);
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return true;
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}
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/**
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* Pops the overlay panel off of the main puzzle board display.
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*/
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public void popOverlayPanel ()
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{
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if (_opanel != null) {
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remove(_opanel);
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_opanel = null;
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add(_bpanel);
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// make sure the UI updates
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SwingUtil.refresh(this);
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}
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}
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/**
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* Initializes the puzzle panel with the puzzle config of the puzzle
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* whose user interface is being displayed by the panel
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*/
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public void init (PuzzleConfig config)
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{
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_config = config;
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_bview.init(config);
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}
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/**
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* Sets whether this panel receives events periodically from a robot
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* player.
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*/
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public void setRobotPlayer (boolean isrobot)
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{
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// create a robot player if necessary
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if (_robot == null) {
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_robot = new RobotPlayer(this, _xlate);
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}
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setPuzzleGrabsKeys(!isrobot);
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_robot.setRobotDelay(200L);
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_robot.setActive(isrobot);
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}
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/**
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* Sets whether the puzzle grabs keys or if they should go to the chat
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* window.
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*/
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public void setPuzzleGrabsKeys (boolean puzgrabs)
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{
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// enable or disable the key manager appropriately
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_ctx.getKeyboardManager().setEnabled(puzgrabs);
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if (puzgrabs) {
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getBoardView().requestFocus();
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}
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}
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/**
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* Called by the controller when the action starts.
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*/
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public void startAction ()
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{
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// make the first player a robot player
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if (ROBOT_TEST && _controller.getPlayerIndex() == 0) {
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setRobotPlayer(true);
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}
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}
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/**
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* Called by the controller when the action stops.
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*/
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public void clearAction ()
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{
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// deactivate the robot player
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if (ROBOT_TEST && _controller.getPlayerIndex() == 0) {
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setRobotPlayer(false);
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}
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}
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/**
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* Creates the puzzle board view that will be used to display the main
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* puzzle interface. This is called when the puzzle panel is
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* constructed. The derived panel will still be responsible for adding
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* the board to the interface hierarchy.
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*/
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protected abstract PuzzleBoardView createBoardView (PuzzleContext ctx);
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/**
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* Creates the main panel used to display the puzzle and its various
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* in-game accoutrements (next block views, player status displays,
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* etc.) This is called when the puzzle panel is constructed. The
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* derived panel is responsible for making sure that the board view is
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* present in the board panel.
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*/
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protected abstract JPanel createBoardPanel ();
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/**
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* Returns a key translator with the desired key to controller command
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* mappings desired for this puzzle.
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*/
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protected abstract KeyTranslator getKeyTranslator ();
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// documentation inherited from interface
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public void willEnterPlace (PlaceObject plobj)
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{
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}
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// documentation inherited from interface
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public void didLeavePlace (PlaceObject plobj)
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{
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// disable the keyboard manager when we leave
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_ctx.getKeyboardManager().reset();
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}
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/**
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* Returns a reference to the {@link PuzzleBoardView} in use.
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*/
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public PuzzleBoardView getBoardView ()
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{
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return _bview;
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}
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// documentation inherited
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public Controller getController ()
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{
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return _controller;
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}
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/** Our puzzle context. */
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protected PuzzleContext _ctx;
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/** The board view on which the primary puzzle interface is displayed. */
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protected PuzzleBoardView _bview;
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/** The board panel displayed while the puzzle is in progress. */
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protected JPanel _bpanel;
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/** The board overlay panel displayed as requested. */
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protected JPanel _opanel;
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/** The puzzle config. */
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protected PuzzleConfig _config;
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/** The robot player. */
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protected RobotPlayer _robot;
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/** Our key translations. */
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protected KeyTranslator _xlate;
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/** The puzzle game controller. */
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protected PuzzleController _controller;
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}
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