default non-fucking-obtuse dictionary has been replaced by a scrabble
dictionary that contains fucked-up wordfreak words.
You know, if you're playing a normal game "abys" is wrong, and "abyss"
is right.
So I at least added the parameter for selecting a dictionary.
Implementation pending.
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EZGame has finished it doesn't think that it's still pre-game and that it
should actually cancel the game.
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in the wild, we'll deprecate the old constructors rather than remove them. Yay
cruft!
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messages if they put bogus shit in their game definition.
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and a new event: SizeChangedEvent.
So that games can query and listen for changes to the size of their
display area.
git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@470 c613c5cb-e716-0410-b11b-feb51c14d237
TableDirector.java already had this same code (and I wrote it!) so I
feel safe making the change.
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own method, so that subclasses can get that behavior without assuming
their their superclass implementation of setFirstTurnHolder does that.
- Use that in EZ's code, and also fall back to it if there's some problem
with the user-specified next-turn value and it's nobody's turn.
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- If the turn ends when it's nobody's turn and the user didn't specify
who goes next, pick a random player to go next.
- Fixed ancient bug that caused a NPE, every time. Nobody tickled it
by having a game where turns progress in a custom order.
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end up differing in opinion about whether or not we're connected.
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manager finish the startup process and then call startGame().
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game without quitting it). This also ensures they will get a fresh RoundStarted event at the
beginning of each new game.
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rather endGame() should be called and the last round is never officially
"ended". This ensures that GameObject.roundId is left in a sane state at the
end of the game in case of a rematch.
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potential weirdness if someone got into the room but never reported ready.
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would start the game as soon as everyone had arrived and *one* person called playerReady(). Now
we do the right thing and only start the game once everyone has arrived and everyone has called
playerReady().
As with the old code, this only affects clients that use the playerInRoom() method.
git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@442 c613c5cb-e716-0410-b11b-feb51c14d237