e26fd18b38
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@1770 542714f4-19e9-0310-aa3c-eee0fc999fb1
721 lines
23 KiB
Java
721 lines
23 KiB
Java
//
|
|
// $Id: GameManager.java,v 1.44 2002/10/03 17:16:15 mdb Exp $
|
|
|
|
package com.threerings.parlor.game;
|
|
|
|
import java.util.ArrayList;
|
|
import java.util.Arrays;
|
|
import java.util.Iterator;
|
|
|
|
import com.samskivert.util.ArrayUtil;
|
|
import com.samskivert.util.ListUtil;
|
|
|
|
import com.threerings.presents.data.ClientObject;
|
|
import com.threerings.presents.dobj.AttributeChangeListener;
|
|
import com.threerings.presents.dobj.AttributeChangedEvent;
|
|
import com.threerings.presents.dobj.MessageEvent;
|
|
|
|
import com.threerings.crowd.chat.SpeakProvider;
|
|
|
|
import com.threerings.crowd.data.BodyObject;
|
|
import com.threerings.crowd.data.PlaceObject;
|
|
|
|
import com.threerings.crowd.server.PlaceManager;
|
|
import com.threerings.crowd.server.CrowdServer;
|
|
import com.threerings.crowd.server.CrowdServer;
|
|
import com.threerings.crowd.server.PlaceManagerDelegate;
|
|
|
|
import com.threerings.parlor.Log;
|
|
import com.threerings.parlor.data.ParlorCodes;
|
|
import com.threerings.parlor.server.ParlorSender;
|
|
|
|
/**
|
|
* The game manager handles the server side management of a game. It
|
|
* manipulates the game state in accordance with the logic of the game
|
|
* flow and generally manages the whole game playing process.
|
|
*
|
|
* <p> The game manager extends the place manager because games are
|
|
* implicitly played in a location, the players of the game implicitly
|
|
* bodies in that location.
|
|
*/
|
|
public class GameManager extends PlaceManager
|
|
implements ParlorCodes, GameProvider, AttributeChangeListener
|
|
{
|
|
// documentation inherited
|
|
protected void didInit ()
|
|
{
|
|
super.didInit();
|
|
|
|
// save off a casted reference to our config
|
|
_gameconfig = (GameConfig)_config;
|
|
}
|
|
|
|
/**
|
|
* Adds the given player to the game. This should only be called
|
|
* before the game is started, and is most likely to be used to add
|
|
* players to party games.
|
|
*
|
|
* @param player the username of the player to add to this game.
|
|
*/
|
|
public void addPlayer (String player)
|
|
{
|
|
// append the player to the player list
|
|
int pcount = _players.length;
|
|
int npcount = pcount + 1;
|
|
String[] nplayers = new String[npcount];
|
|
System.arraycopy(_players, 0, nplayers, 0, pcount);
|
|
nplayers[pcount] = player;
|
|
_players = nplayers;
|
|
|
|
// expand the player oids list
|
|
int[] nplayerOids = new int[npcount];
|
|
System.arraycopy(_playerOids, 0, nplayerOids, 0, pcount);
|
|
_playerOids = nplayerOids;
|
|
|
|
if (_AIs != null) {
|
|
// expand the AI list
|
|
byte[] nAIs = new byte[npcount];
|
|
System.arraycopy(_AIs, 0, nAIs, 0, pcount);
|
|
_AIs = nAIs;
|
|
}
|
|
|
|
// set the new players list in the game object
|
|
_gameobj.setPlayers(_players);
|
|
|
|
// deliver a game ready notification to the player
|
|
BodyObject bobj = CrowdServer.lookupBody(player);
|
|
ParlorSender.gameIsReady(bobj, _gameobj.getOid());
|
|
|
|
// let derived classes do what they like
|
|
playerWasAdded(player, pcount);
|
|
}
|
|
|
|
/**
|
|
* Called when a player was added to the game. Derived classes may
|
|
* override this method to perform any game-specific actions they
|
|
* desire, but should be sure to call
|
|
* <code>super.playerWasAdded()</code>.
|
|
*
|
|
* @param player the username of the player added to the game.
|
|
* @param pidx the player index of the player added to the game.
|
|
*/
|
|
protected void playerWasAdded (String player, int pidx)
|
|
{
|
|
}
|
|
|
|
/**
|
|
* Removes the given player from the game. This is most likely to be
|
|
* used to allow players involved in a party game to leave the game
|
|
* early-on if they realize they'd rather not play for some reason.
|
|
*
|
|
* @param player the username of the player to remove from this game.
|
|
*/
|
|
public void removePlayer (String player)
|
|
{
|
|
// get the player's index in the player list
|
|
int pidx = ListUtil.indexOfEqual(_players, player);
|
|
if (pidx == -1) {
|
|
Log.warning("Attempt to remove non-player from players list " +
|
|
"[gameOid=" + _gameobj.getOid() +
|
|
", player=" + player + "].");
|
|
return;
|
|
}
|
|
|
|
// remove the player from the players list
|
|
_players = ArrayUtil.splice(_players, pidx, 1);
|
|
|
|
// remove the player slot from the player oid list
|
|
_playerOids = ArrayUtil.splice(_playerOids, pidx, 1);
|
|
|
|
if (_AIs != null) {
|
|
// remove the player slot from the AI list
|
|
_AIs = ArrayUtil.splice(_AIs, pidx, 1);
|
|
}
|
|
|
|
// set the new players list in the game object
|
|
_gameobj.setPlayers(_players);
|
|
|
|
// let derived classes do what they like
|
|
playerWasRemoved(player, pidx);
|
|
}
|
|
|
|
/**
|
|
* Called when a player was removed from the game. Derived classes
|
|
* may override this method to perform any game-specific actions they
|
|
* desire, but should be sure to call
|
|
* <code>super.playerWasRemoved()</code>.
|
|
*
|
|
* @param player the username of the player removed from the game.
|
|
* @param pidx the player index of the player before they were removed
|
|
* from the game.
|
|
*/
|
|
protected void playerWasRemoved (String player, int pidx)
|
|
{
|
|
}
|
|
|
|
/**
|
|
* Provides the game manager with a list of the usernames of all
|
|
* players in the game. This happens before startup and before the
|
|
* game object has been created. Note that party games may
|
|
* subsequently add or remove players via {@link #addPlayer} and
|
|
* {@link #removePlayer}, and so should be sure to handle a changing
|
|
* player list gracefully.
|
|
*
|
|
* @param players the usernames of all of the players in this game or
|
|
* a zero-length array if the game has no specific set of players.
|
|
*/
|
|
public void setPlayers (String[] players)
|
|
{
|
|
// keep this around for now, we'll need it later
|
|
_players = players;
|
|
|
|
// instantiate a player oid array which we'll fill in later
|
|
_playerOids = new int[players.length];
|
|
}
|
|
|
|
/**
|
|
* Sets the specified player as an AI with the specified skill. It is
|
|
* assumed that this will be set soon after the player names for all
|
|
* AIs present in the game. (It should be done before human players
|
|
* start trickling into the game.)
|
|
*
|
|
* @param pidx the player index of the AI.
|
|
* @param skill the skill level, from 0 to 100 inclusive.
|
|
*/
|
|
public void setAI (final int pidx, final byte skill)
|
|
{
|
|
if (_AIs == null) {
|
|
// create and initialize the AI skill level array
|
|
_AIs = new byte[_players.length];
|
|
Arrays.fill(_AIs, (byte)-1);
|
|
// set up a delegate op for AI ticking
|
|
_tickAIOp = new TickAIDelegateOp();
|
|
}
|
|
|
|
// save off the AI's skill level
|
|
_AIs[pidx] = skill;
|
|
|
|
// let the delegates know that the player's been made an AI
|
|
applyToDelegates(new DelegateOp() {
|
|
public void apply (PlaceManagerDelegate delegate) {
|
|
((GameManagerDelegate)delegate).setAI(pidx, skill);
|
|
}
|
|
});
|
|
}
|
|
|
|
/**
|
|
* Returns the name of the player with the specified index.
|
|
*/
|
|
public String getPlayerName (int index)
|
|
{
|
|
return _players[index];
|
|
}
|
|
|
|
/**
|
|
* Returns the user object oid of the player with the specified index.
|
|
*/
|
|
public int getPlayerOid (int index)
|
|
{
|
|
return _playerOids[index];
|
|
}
|
|
|
|
/**
|
|
* Returns the number of players in the game.
|
|
*/
|
|
public int getPlayerCount ()
|
|
{
|
|
return _players.length;
|
|
}
|
|
|
|
/**
|
|
* Returns whether the player at the specified player index is an AI.
|
|
*/
|
|
public boolean isAI (int pidx)
|
|
{
|
|
return (_AIs != null && _AIs[pidx] != -1);
|
|
}
|
|
|
|
/**
|
|
* Returns the unique round identifier for the current round.
|
|
*/
|
|
public int getRoundId ()
|
|
{
|
|
return _gameobj.roundId;
|
|
}
|
|
|
|
/**
|
|
* Sends a system message to the players in the game room.
|
|
*/
|
|
public void systemMessage (String msgbundle, String msg)
|
|
{
|
|
systemMessage(msgbundle, msg, false);
|
|
}
|
|
|
|
/**
|
|
* Sends a system message to the players in the game room.
|
|
*
|
|
* @param waitForStart if true, the message will not be sent until the
|
|
* game has started.
|
|
*/
|
|
public void systemMessage (
|
|
String msgbundle, String msg, boolean waitForStart)
|
|
{
|
|
if (waitForStart &&
|
|
((_gameobj == null) ||
|
|
(_gameobj.state == GameObject.AWAITING_PLAYERS))) {
|
|
// queue up the message.
|
|
if (_startmsgs == null) {
|
|
_startmsgs = new ArrayList();
|
|
}
|
|
_startmsgs.add(msgbundle);
|
|
_startmsgs.add(msg);
|
|
return;
|
|
}
|
|
|
|
// otherwise, just deliver the message
|
|
SpeakProvider.sendSystemSpeak(_gameobj, msgbundle, msg);
|
|
}
|
|
|
|
// documentation inherited
|
|
protected Class getPlaceObjectClass ()
|
|
{
|
|
return GameObject.class;
|
|
}
|
|
|
|
// documentation inherited
|
|
protected void didStartup ()
|
|
{
|
|
super.didStartup();
|
|
|
|
// obtain a casted reference to our game object
|
|
_gameobj = (GameObject)_plobj;
|
|
|
|
// stick the players into the game object
|
|
_gameobj.setPlayers(_players);
|
|
|
|
// create and fill in our game service object
|
|
GameMarshaller service = (GameMarshaller)
|
|
_invmgr.registerDispatcher(new GameDispatcher(this), false);
|
|
_gameobj.setGameService(service);
|
|
|
|
// let the players of this game know that we're ready to roll (if
|
|
// we have a specific set of players)
|
|
if (_players != null) {
|
|
int gameOid = _gameobj.getOid();
|
|
int pcount = _players.length;
|
|
for (int ii = 0; ii < pcount; ii++) {
|
|
BodyObject bobj = CrowdServer.lookupBody(_players[ii]);
|
|
if (bobj == null) {
|
|
Log.warning("Unable to deliver game ready to " +
|
|
"non-existent player " +
|
|
"[gameOid=" + gameOid +
|
|
", player=" + _players[ii] + "].");
|
|
continue;
|
|
}
|
|
|
|
// deliver a game ready notification to the player
|
|
ParlorSender.gameIsReady(bobj, gameOid);
|
|
}
|
|
}
|
|
}
|
|
|
|
// documentation inherited
|
|
protected void didShutdown ()
|
|
{
|
|
super.didShutdown();
|
|
|
|
// clear out our service registration
|
|
_invmgr.clearDispatcher(_gameobj.gameService);
|
|
}
|
|
|
|
// documentation inherited
|
|
protected void bodyLeft (int bodyOid)
|
|
{
|
|
super.bodyLeft(bodyOid);
|
|
|
|
// deal with disappearing players
|
|
}
|
|
|
|
/**
|
|
* When a game room becomes empty, we cancel the game if it's still in
|
|
* progress and close down the game room.
|
|
*/
|
|
protected void placeBecameEmpty ()
|
|
{
|
|
// Log.info("Game room empty. Going away. " +
|
|
// "[gameOid=" + _gameobj.getOid() + "].");
|
|
|
|
// cancel the game if it was in play
|
|
if (_gameobj.state == GameObject.IN_PLAY) {
|
|
_gameobj.setState(GameObject.CANCELLED);
|
|
}
|
|
|
|
// shut down the place (which will destroy the game object and
|
|
// clean up after everything)
|
|
shutdown();
|
|
}
|
|
|
|
/**
|
|
* Called when all players have arrived in the game room. By default,
|
|
* this starts up the game, but a manager may wish to override this
|
|
* and start the game according to different criterion.
|
|
*/
|
|
protected void playersAllHere ()
|
|
{
|
|
// start up the game if we're not a party game and if we haven't
|
|
// already done so
|
|
if (!_gameconfig.isPartyGame() &&
|
|
_gameobj.state == GameObject.AWAITING_PLAYERS) {
|
|
startGame();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* This is called when the game is ready to start (all players
|
|
* involved have delivered their "am ready" notifications). It calls
|
|
* {@link #gameWillStart}, sets the necessary wheels in motion and
|
|
* then calls {@link #gameDidStart}. Derived classes should override
|
|
* one or both of the calldown functions (rather than this function)
|
|
* if they need to do things before or after the game starts.
|
|
*
|
|
* @return true if the game was started, false if it could not be
|
|
* started because it was already in play or because all players have
|
|
* not yet reported in.
|
|
*/
|
|
public boolean startGame ()
|
|
{
|
|
// complain if we're already started
|
|
if (_gameobj.state == GameObject.IN_PLAY) {
|
|
Log.warning("Requested to start an already in-play game " +
|
|
"[game=" + _gameobj + "].");
|
|
return false;
|
|
}
|
|
|
|
// make sure everyone has turned up
|
|
if (!allPlayersReady()) {
|
|
Log.warning("Requested to start a game that is still " +
|
|
"awaiting players [game=" + _gameobj + "].");
|
|
return false;
|
|
}
|
|
|
|
// let the derived class do its pre-start stuff
|
|
gameWillStart();
|
|
|
|
// transition the game to started
|
|
_gameobj.setState(GameObject.IN_PLAY);
|
|
|
|
// do post-start processing
|
|
gameDidStart();
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Called when the game is about to start, but before the game start
|
|
* notification has been delivered to the players. Derived classes
|
|
* should override this if they need to perform some pre-start
|
|
* activities.
|
|
*/
|
|
protected void gameWillStart ()
|
|
{
|
|
// increment the round identifier
|
|
_gameobj.setRoundId(_gameobj.roundId + 1);
|
|
|
|
// let our delegates do their business
|
|
applyToDelegates(new DelegateOp() {
|
|
public void apply (PlaceManagerDelegate delegate) {
|
|
((GameManagerDelegate)delegate).gameWillStart();
|
|
}
|
|
});
|
|
}
|
|
|
|
/**
|
|
* Called after the game start notification was dispatched. Derived
|
|
* classes can override this to put whatever wheels they might need
|
|
* into motion now that the game is started (if anything other than
|
|
* transitioning the game to {@link GameObject#IN_PLAY} is necessary).
|
|
*/
|
|
protected void gameDidStart ()
|
|
{
|
|
// let our delegates do their business
|
|
applyToDelegates(new DelegateOp() {
|
|
public void apply (PlaceManagerDelegate delegate) {
|
|
((GameManagerDelegate)delegate).gameDidStart();
|
|
}
|
|
});
|
|
|
|
// inform the players of any pending messages.
|
|
if (_startmsgs != null) {
|
|
for (Iterator iter = _startmsgs.iterator(); iter.hasNext(); ) {
|
|
systemMessage((String) iter.next(), // bundle
|
|
(String) iter.next()); // message
|
|
}
|
|
_startmsgs = null;
|
|
}
|
|
|
|
// and register ourselves to receive AI ticks
|
|
if (_AIs != null) {
|
|
AIGameTicker.registerAIGame(this);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Called by the {@link AIGameTicker} if we're registered as an AI
|
|
* game.
|
|
*/
|
|
protected void tickAIs ()
|
|
{
|
|
for (int ii = 0; ii < _AIs.length; ii++) {
|
|
byte level = _AIs[ii];
|
|
if (level != -1) {
|
|
tickAI(ii, level);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Called by tickAIs to tick each AI in the game.
|
|
*/
|
|
protected void tickAI (int pidx, byte level)
|
|
{
|
|
_tickAIOp.setAI(pidx, level);
|
|
applyToDelegates(_tickAIOp);
|
|
}
|
|
|
|
/**
|
|
* Called when the game is known to be over. This will call some
|
|
* calldown functions to determine the winner of the game and then
|
|
* transition the game to the {@link GameObject#GAME_OVER} state.
|
|
*/
|
|
public void endGame ()
|
|
{
|
|
if (_gameobj.state != GameObject.IN_PLAY) {
|
|
Log.debug("Refusing to end game that was not in play " +
|
|
"[game=" + _gameobj.which() + "].");
|
|
return;
|
|
}
|
|
|
|
// figure out who won...
|
|
|
|
// transition to the game over state
|
|
_gameobj.setState(GameObject.GAME_OVER);
|
|
|
|
// wait until we hear the game state transition on the game object
|
|
// to invoke our game over code so that we can be sure that any
|
|
// final events dispatched on the game object prior to the call to
|
|
// endGame() have been dispatched
|
|
}
|
|
|
|
/**
|
|
* Called after the game has transitioned to the {@link
|
|
* GameObject#GAME_OVER} state. Derived classes should override this
|
|
* to perform any post-game activities.
|
|
*/
|
|
protected void gameDidEnd ()
|
|
{
|
|
// remove ourselves from the AI ticker, if applicable
|
|
if (_AIs != null) {
|
|
AIGameTicker.unregisterAIGame(this);
|
|
}
|
|
|
|
// let our delegates do their business
|
|
applyToDelegates(new DelegateOp() {
|
|
public void apply (PlaceManagerDelegate delegate) {
|
|
((GameManagerDelegate)delegate).gameDidEnd();
|
|
}
|
|
});
|
|
|
|
// calculate ratings and all that...
|
|
}
|
|
|
|
/**
|
|
* Called when the game is to be reset to its starting state in
|
|
* preparation for a new game without actually ending the current
|
|
* game. It calls {@link #gameWillReset} and {@link #gameDidReset}.
|
|
* The standard game start processing ({@link #gameWillStart} and
|
|
* {@link #gameDidStart}) will also be called (in between the calls to
|
|
* will and did reset). Derived classes should override one or both of
|
|
* the calldown functions (rather than this function) if they need to
|
|
* do things before or after the game resets.
|
|
*/
|
|
public void resetGame ()
|
|
{
|
|
// let the derived class do its pre-reset stuff
|
|
gameWillReset();
|
|
|
|
// do the standard game start processing
|
|
gameWillStart();
|
|
_gameobj.setState(GameObject.IN_PLAY);
|
|
gameDidStart();
|
|
|
|
// let the derived class do its post-reset stuff
|
|
gameDidReset();
|
|
}
|
|
|
|
/**
|
|
* Called when the game is about to reset, but before the board has
|
|
* been re-initialized or any other clearing out of game data has
|
|
* taken place. Derived classes should override this if they need to
|
|
* perform some pre-reset activities.
|
|
*/
|
|
protected void gameWillReset ()
|
|
{
|
|
// let our delegates do their business
|
|
applyToDelegates(new DelegateOp() {
|
|
public void apply (PlaceManagerDelegate delegate) {
|
|
((GameManagerDelegate)delegate).gameWillReset();
|
|
}
|
|
});
|
|
}
|
|
|
|
/**
|
|
* Called after the game has been reset. Derived classes can override
|
|
* this to put whatever wheels they might need into motion now that
|
|
* the game is reset.
|
|
*/
|
|
protected void gameDidReset ()
|
|
{
|
|
// let our delegates do their business
|
|
applyToDelegates(new DelegateOp() {
|
|
public void apply (PlaceManagerDelegate delegate) {
|
|
((GameManagerDelegate)delegate).gameDidReset();
|
|
}
|
|
});
|
|
}
|
|
|
|
// documentation inherited from interface
|
|
public void playerReady (ClientObject caller)
|
|
{
|
|
BodyObject plobj = (BodyObject)caller;
|
|
|
|
// make a note of this player's oid
|
|
int pidx = _gameobj.getPlayerIndex(plobj.username);
|
|
if (pidx == -1) {
|
|
Log.warning("Received playerReady() from non-player? " +
|
|
"[caller=" + caller + "].");
|
|
return;
|
|
}
|
|
_playerOids[pidx] = plobj.getOid();
|
|
|
|
// if everyone is now ready to go, get things underway
|
|
if (allPlayersReady()) {
|
|
playersAllHere();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Returns true if all (non-AI) players have delivered their {@link
|
|
* #playerReady} notifications, false if they have not.
|
|
*/
|
|
protected boolean allPlayersReady ()
|
|
{
|
|
for (int ii = 0; ii < _players.length; ii++) {
|
|
if ((_playerOids[ii] == 0) &&
|
|
((_AIs == null) || (_AIs[ii] == -1))) {
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
// documentation inherited from interface
|
|
public void startPartyGame (ClientObject caller)
|
|
{
|
|
// make sure this is a party game
|
|
if (!_gameconfig.isPartyGame()) {
|
|
Log.warning("Attempt to player-start a non-party game " +
|
|
"[gameOid=" + _gameobj.getOid() +
|
|
", caller=" + caller + "].");
|
|
return;
|
|
}
|
|
|
|
// make sure the caller is the creating player
|
|
BodyObject plobj = (BodyObject)caller;
|
|
if (!plobj.username.equals(_players[0])) {
|
|
Log.warning("Attempt to start party game by non-creating player " +
|
|
"[gameOid=" + _gameobj.getOid() +
|
|
", caller=" + caller + "].");
|
|
return;
|
|
}
|
|
|
|
// make sure the game is ready to go
|
|
if (!canStartPartyGame()) {
|
|
Log.warning("Attempt to start party game that can't yet begin " +
|
|
"[gameOid=" + _gameobj.getOid() +
|
|
", caller=" + caller + "].");
|
|
return;
|
|
}
|
|
|
|
// start things up
|
|
startGame();
|
|
}
|
|
|
|
/**
|
|
* Returns whether this party game is all set to begin. The default
|
|
* implementation returns true. Derived classes that implement a
|
|
* party game should override this method to enforce any prerequisites
|
|
* (such as a minimum number of players) as appropriate.
|
|
*/
|
|
protected boolean canStartPartyGame ()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// documentation inherited
|
|
public void attributeChanged (AttributeChangedEvent event)
|
|
{
|
|
if (event.getName().equals(GameObject.STATE)) {
|
|
switch (event.getIntValue()) {
|
|
case GameObject.CANCELLED:
|
|
// fall through to GAME_OVER case
|
|
case GameObject.GAME_OVER:
|
|
// now we do our end of game processing
|
|
gameDidEnd();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* A helper operation to distribute AI ticks to our delegates.
|
|
*/
|
|
protected class TickAIDelegateOp implements DelegateOp
|
|
{
|
|
public void apply (PlaceManagerDelegate delegate) {
|
|
((GameManagerDelegate) delegate).tickAI(_pidx, _level);
|
|
}
|
|
|
|
public void setAI (int pidx, byte level)
|
|
{
|
|
_pidx = pidx;
|
|
_level = level;
|
|
}
|
|
|
|
protected int _pidx;
|
|
protected byte _level;
|
|
}
|
|
|
|
/** A reference to our game config. */
|
|
protected GameConfig _gameconfig;
|
|
|
|
/** A reference to our game object. */
|
|
protected GameObject _gameobj;
|
|
|
|
/** The usernames of the players of this game. */
|
|
protected String[] _players;
|
|
|
|
/** The oids of our player and AI body objects. */
|
|
protected int[] _playerOids;
|
|
|
|
/** If AIs are present, contains their skill levels, or -1 at human
|
|
* player indexes. */
|
|
protected byte[] _AIs;
|
|
|
|
/** If non-null, contains bundles and messages that should be sent as
|
|
* system messages once the game has started. */
|
|
protected ArrayList _startmsgs;
|
|
|
|
/** Our delegate operator to tick AIs. */
|
|
protected TickAIDelegateOp _tickAIOp;
|
|
}
|