the bastard Java technique of delegates and interfaces. I feel like I'm
doing OOP with one hand tied behind my back.
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easier to spell PolyStreamableList. Use ListUtil and String arrays rather
than hashtables to track classname to class id mappings.
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user has the need to store objects of varying types in a single list
(e.g., different sub-classes of a base class that is itself streamable)
that will itself be sent over the wire.
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character manager know that certain action sequences for a character
descriptor will be needed in the near future.
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game ready notification and for taking charge of the process of entering
the game room.
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that are dispatched over the network at once and processed all at once.
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except that it extracts the translation string key and arguments from a
compound key which is a tab-separated list of strings.
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bit of fiddling to accomplish some things that used to be done by hand.)
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checked in their generated counterparts (which we want available for
javadoc-type stuff and so that we don't have to see CVS claim no knowledge
of them for the rest of time).
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goal as its distance estimate and to assign a higher cost to diagonal
traversal than to orthogonal traversal.
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zone entry request and for it to be notified when a zone entry is
completed. (So that it can do any processing that it might care to do.)
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(useful in the editor to see what's traversable and what's not).
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"cover" a tile with an object tile. While a tile is covered, it is
impassable. This allows us to have base tiles under object tile footprints
that are rendered, but not traversable by character sprites.
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interface so that we can replace the server with a more sophisticated one
when running the simulator.
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some other things up to date with changes that had been made to that
effect previously. I love the vast sweeping changes that come along with a
change of mind.
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rather than referencing them through SimulatorServer. This is step on in
eliminating SimulatorServer.
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derived classes need not do their own toString()ing.
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homogenous, and in the latter case, they simply conserve network bandwidth
by not transmitting the classname of serialized elements when transmitting
themselves or element added/updated events.
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configuration file to map icon set identifiers to tileset images and
metrics.
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