Updates to reflect new BodyObject.location change. We now have a ScenePlace and
ScenedBodyObject goes away. git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@372 c613c5cb-e716-0410-b11b-feb51c14d237
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@@ -73,9 +73,8 @@ public /*abstract*/ class GameController extends PlaceController
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}
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/**
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* Adds this controller as a listener to the game object (thus derived
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* classes need not do so) and lets the game manager know that we are
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* now ready to go.
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* Adds this controller as a listener to the game object (thus derived classes need not do so)
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* and lets the game manager know that we are now ready to go.
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*/
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override public function willEnterPlace (plobj :PlaceObject) :void
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{
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@@ -84,26 +83,22 @@ public /*abstract*/ class GameController extends PlaceController
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// obtain a casted reference
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_gobj = (plobj as GameObject);
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// if this place object is not our current location we'll need to
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// add it as an auxiliary chat source
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var bobj :BodyObject =
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(_ctx.getClient().getClientObject() as BodyObject);
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if (bobj.location != plobj.getOid()) {
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_ctx.getChatDirector().addAuxiliarySource(
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_gobj, GameCodes.GAME_CHAT_TYPE);
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// if this place object is not our current location we'll need to add it as an auxiliary
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// chat source
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var bobj :BodyObject = (_ctx.getClient().getClientObject() as BodyObject);
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if (bobj.getPlaceOid() != plobj.getOid()) {
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_ctx.getChatDirector().addAuxiliarySource(_gobj, GameCodes.GAME_CHAT_TYPE);
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}
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// and add ourselves as a listener
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_gobj.addListener(this);
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// we don't want to claim to be finished until any derived classes
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// that overrode this method have executed, so we'll queue up a
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// runnable here that will let the game manager know that we're
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// ready on the next pass through the distributed event loop
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// we don't want to claim to be finished until any derived classes that overrode this
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// method have executed, so we'll queue up a runnable here that will let the game manager
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// know that we're ready on the next pass through the distributed event loop
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log.info("Entering game " + _gobj.which() + ".");
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if (_gobj.getPlayerIndex(bobj.getVisibleName()) != -1) {
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// finally let the game manager know that we're ready
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// to roll
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// finally let the game manager know that we're ready to roll
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_ctx.getClient().callLater(playerReady);
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}
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}
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