(It may be the same thing under the hood, but our pal Occam would approve.)
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generate a summary for every change to a player's board.
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if we re-enter a game in which we had a non-empty board).
- Made updateSelfSummary() public to support a change in yohoho.
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for team based puzzles
- Created an overridable method in PuzzleManager to control whether the
server will halt when the client and server boards are out of sync
during debugging
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- If a player leaves, handle the ending of their game in GameManager.
- don't start the turn first turn in turn-based games on a missing player
- Let derived classes get playerGameDidEnd() even if the game doesn't
have statuses.
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prefixed with a timestamp and identifying information. This way the log
processing scripts will treat the dump as an extension of the previous
warning message and not new warnings of their own.
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been created. A party game starts itself without direct user intervention.
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was not set up correctly. Rather than trying to save the player index
somewhere or have a new method for retrieving it (and knowing if it changes),
just let the PuzzleController worry about all that and simply always
ask it for the index.
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that initBoard didn't generate some exceptions now that the player
status initialization occurs after board summary initialization. This
occurs in sword fighting and old drinking, for the record.)
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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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of the game- go ahead and initialize them and set them in the game object
when the game starts.
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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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generator. It handles inner classes slightly differently and prepends a
project-specific header to the generated classes.
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