Removed "puzzle fonts" from the narya library (lived in PuzzleBoardView).
Left convenience methods in PuzzleBoardView for creation ScoreAnimations,
as we like convenience.
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FloatingTextAnimation which is more sensibly named and in a place where
everyone who wants to use it can do so without creating a pointless
dependency on the puzzle code.
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it is quite buggy. There are still issues with non-affine transformed
fonts, but they are lesser.
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games. Updated the PLAYER_KNOCKED_OUT variable name to prevent some
namespace contention issues.
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packages properly into client, data and server subpackages. This
eliminates a bunch of hackery I had to do to properly handle dead code
removal when building the Game Gardens client and games and it simplifies
things and sets a good example to follow the standard procedure as much as
possible.
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single player games and indeed should because it's useful outside the
context of puzzles and their ilk.
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There is no more SafeInterval, instead Intervals can be constructed with a RunQueue to use for expiring.
PresentsDObjectMgr implements RunQueue.
Client has a getRunQueue() method to get the client side RunQueue.
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custom keys to include a 'global' section, I've just re-added the P key
in a hard-coded manner. If the P key is pressed, the puzzle isn't already
paused, and the user has not redefined P to perform some other command in
the puzzle, it will pause.
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This fixes the bug where there was no pause message in carpentry.
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action cleared was ungood. It really only worked for the delegates. Now we
do it in a way that works for the controllers themselves and the delegates.
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is gone, that I'll disable the action debugging. Yay optimism!
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by being incorrectly used by the duty report system.
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but now I've cleaned up the code that dicks with mouse listeners while
paused and moved it into an inner class so that it's easier to understand.
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rather on the whole panel. This allows us to unpause by clicking even if the
boardview is removed during pausing, as it is now in blockade duty puzzles.
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more discipline when handling names in our code base. Any user entered
name should find its way into a Name object as soon as it comes out of a
text field or whatnot, and stay that way until it makes its way into a
text field or into a database record (for which String objects are vastly
simpler because of JORA magic).
Dear God, let me never again make a change this large for the rest of my
mortal life.
Unfortunately, this means we have to keep an eye out for funny business
pretty much everywhere. However, since we will absolutely want to test
market stalls and so forth on Azure, we'll have an opportunity to iron out
any funny business that might fall under the radar during our internal
testing.
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Unfortunately PlaceController already implements AttributeChangeListener
and various things take advantage of that. At some point I'll go in and
clean that all up, but for now I'll limit my fiddling to PuzzleController
on down.
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