preserved with old games that only override getPlaceObjectClass(). Nothing
should be using PuzzleObject directly anyway.
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They *are* just updates, but if it's ok for them to not load then a
game-specific scene repository needs to make that decision and just
return a blank update list rather than throwing an exception.
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dispatched message event system. Rearranged the methods in GameManager into
some semblance of order.
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createPlaceObject() because it needs to fall back to PlaceManager's
createPlaceObject() which calls getPlaceObjectClass() which all GG games
currently use.
It doesn't really make sense for GameManager to implement that method anyway
because no one will ever just use a GameObject, they'll need some sort of
derivation if they want to have any game state at all.
Really that method should be abstract in PlaceManager and GameManager but I'm
not sure we could change that now without breaking things (certainly we
couldn't preserve backwards compability which renders the idea moot anyway).
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if implemented by something on the display hierarchy.
You may also implement them in utility classes and register and unregister
event listening by hand.
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so not everything is converted. I'll revisit once I've decided what to do.
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We'll be using this in game gardens, at least.
Note that the actionscript side currently doesn't compile because of
limitations in building a .swc file, but that'll be fixed soon.
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compiling, but I'm playing around with building .swc libraries to cut
down on the build time of the client.
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because constant values cannot be defined in an interface in actionscript.
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that a Comparable. It's a slight performance hit, as when a DSet is
binary searched, it will be boxing up an int for every entry examined.
Oh well.
- Use some generics.
- Some other cleanups I spotted while writing actionscript versions.
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game logic which is that we won't try to start the next turn if the game
reports being over. If we still see problems with infinite loops in GG games,
then we'll reinstate the fiddling.
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turnDidStart() results in an immediate call to endTurn() and things then spiral
off into infinite loop land. If someone genuinely does want to end a turn
mmediately in turnDidStart() they can queue up a dobj unit to do so.
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