All Classes Interface Summary Class Summary Enum Summary Annotation Types Summary
| Class |
Description |
| AbstractAuction |
This class implements the base fuctionality as defined by IAuction.
|
| AbstractMapRegistry<K,V> |
|
| AcceptedAldermanTask |
|
| AIPlayer |
Implementation of an artificial intelligence player.
|
| AIPlayerContext |
Context holding data for various trade strategies for an AIPlayer.
|
| AIPlayerList |
Singleton beans holding all players.
|
| AIPlayerProperties |
|
| AldermanCandidateList |
Holds a list of alderman candidates.
|
| AldermanOffice |
|
| AldermanTask |
|
| AldermanTaskPlayerMap |
|
| AmountablePrice<T extends IAmountable> |
This class defines the amounted price of an IWare object.
|
| AmountablePriceDouble |
This amountable keeps track of the amounts in a more detailed fashion than
AmountablePrice.
|
| AmountableProvider |
|
| Armory |
|
| ArmoryRegistry |
Registry for mapping the armory to the city.
|
| AUpdatable |
Marking a model type that it should be updated in relation to the city.
|
| AUpdatableCityRelated |
Marking a model type that it should be updated in relation to the city.
|
| AutomatedTrading |
|
| BalanceSheet |
|
| Ballot |
|
| BaseAmountable<T extends IAmountable> |
This base class for amountable items provides a count of the items.
|
| BasePatrolState |
Base implementation for patrol like tasks.
|
| BasePriceCalulation |
|
| BaseStrategyType<T> |
Generic type interface for strategies.
|
| BaseTavernPerson |
Base class for people frequenting the tavern.
|
| BaseTradePerson |
Base implementation of trading person
|
| BezierPriceCalculation |
Price calculation if the curve is defined by a start and end point and two control points,
defining the curve as a bezier curve.
|
| BezierPriceCurve |
|
| Blockade |
|
| BlockadeState |
Hold the state of all current blockades
|
| Bowmen |
|
| BuildingAuction |
Implement the auction for a building
|
| BuildingFinished |
Event object for a finished building.
|
| BuildingProperties |
|
| BuildingProperties.TradingOffice |
|
| BuildLandPassage |
|
| ButtonTemplate |
|
| BuyerState |
Implementation of a buyer.
|
| BuyWeapons |
Indicate the target that should be met when buying the weapons.
|
| CaptainProperties |
Captain properties.
|
| CaptainsState |
Containing the states of the captains
|
| CaptainState |
Implementation of the captain.
|
| CaptainTownMapping |
Utility class to track which captain got when in which town
|
| CapturePirateNest |
|
| Child |
|
| ChurchState |
|
| CitiesState |
State common to all cities.
|
| Citizen |
A citizen is an inhabitatant of a town, who does not directly partake in
the game play.
|
| City |
Implementation of the city model.
|
| CityChurchRegistry |
Holding a map for church and city.
|
| CityCreditor |
For debts at the loaner that arice from fines, the city is the creditor of that debt.
|
| CityGuard |
|
| CityHall |
|
| CityHallList |
Singleton bean holding all city halls.
|
| CityHallNotice |
|
| CityProductionStorage |
This is a map of the production stores for all city owned workshops.
|
| CityProperties |
City proeprties
|
| CityProperties.Guard |
|
| CityProperties.Loaner |
|
| CityProperties.Tax |
|
| CityRegistry |
Container for all the cities.
|
| CityState |
This class encapsulates state information used by CityEngine about one city.
|
| CityTavernRegistry |
|
| CityViolation |
|
| CityWall |
This is a simple model for the city wall.
|
| CityWallPetition |
|
| Cog |
|
| Company |
|
| ComputablePriceV2 |
Ecapsulate the price computation.
|
| ConcurrentState |
Implementation of a concurrent.
|
| ContractBrokerConnections |
Relations of a contract broker to the cities and player.
|
| ContractBrookerState |
Implementation of a contract brooker.
|
| Contribution |
|
| ContributionConverter |
|
| Contributions |
Tracking the contibutions of ware over the last seven days rolling.
|
| ConverterProvider |
|
| Convoy |
Implementation of the Convoy.
|
| ConvoyList |
List of all convois.
|
| CourierState |
Implementation of a courier.
|
| Crayer |
This model represents a crayer.
|
| Crossbowmen |
|
| CustomsViolation |
|
| Date |
Representation of the date within the game.
|
| Debt |
|
| DefaultCreditor |
Default implementation of a creditor, which does nothing with the recieved money.
|
| DialogTemplate |
|
| Difficulty |
Defining the difficulty in the game
|
| Dimension2DConverter |
Converter for Dimension2D.
|
| DisplayInfoMessage |
Message that is only displayed on screen.
|
| DisplayMessage |
Message that can be displayed on screen.
|
| DisplayStateMessage |
Extension of a simple message that is displayed on the noticeboard.
|
| DisplayTemplateMessage |
Extension of a simple message that is displayed on the noticeboard.
|
| EBidLevel |
Level of the bid in an auction.
|
| EChurchExtension |
Defining the extension levels for the church.
|
| ECityLabelAlignment |
Alignment of the city label.
|
| ECityState |
State of the city.
|
| ECityState |
Various city states.
|
| ECityViolationPunishment |
|
| ECityWall |
|
| EDifficultyLevel |
Different levels of difficulty.
|
| EEconomicCareer |
Enumeration of the attributes of an economic career
|
| EElectionType |
|
| EEventMediaType |
Enumeration mapping the various events (e.g.
|
| EGameSpeed |
|
| EKontorType |
|
| Election |
|
| ELevel |
Four step level definition
|
| EMessageCategory |
Message categories.
|
| EMilitantCareer |
Enumeration indicating the career level of a militant career.
|
| EObjective |
Enumaration defining the games objectives
|
| EPlayerColor |
Color used for identifying a human player.
|
| EPlayerStateChange |
Enumeration on the different states that can be monitored in the player
|
| EPopulationClass |
|
| EscorteeState |
Implementation of an escortee, who needs to travel to another city and
will be attacked by a pirate under way.
|
| EShipTravelState |
State of the ship traveling.
|
| EShipType |
Types of the ships.
|
| EShipUpgrade |
Define the upgrade levels for ships.
|
| ESide |
Indicating a side of the ship.
|
| ESocialRank |
Social rank of a player
|
| ETradeStrategyPreference |
Preferences for trade strategies giving indication for best matches.
|
| ETradeType |
Type of the trading.
|
| ETransferAmount |
Enumeration over the transferable amount
|
| EWare |
Define the different type of wares that are produced and can be traded.
|
| EWareSize |
Measurement applied to wares.
|
| EWeapon |
Enumeration defining all weapons
|
| FoundingCityBecomesAccessible |
|
| FoundNewSettlement |
|
| FugitiveState |
Implementation of an fugitive, who needs to travel to another city and
will be attacked by a pirate under way.
|
| FutureTowns |
|
| Game |
Implementation of the game
|
| GameMap |
Implementation of the game map.
|
| GenericTriple<T> |
Container for three values of the same type.
|
| Guild |
|
| GuildList |
List holding a reference to all guilds.
|
| GuildSettings |
This settings class holds all the common setting for all guilds, so that this object can be a singleton,
while the guilds themselves are prototypes.
|
| HeadTaxPetition |
|
| HelpCity |
|
| Holk |
|
| HumanPlayer |
|
| HuntPirate |
|
| IAcceptedAldermanTask |
|
| IAIBuyWeaponStrategy |
Strategy to determine when and how to purchase ship weapons.
|
| IAIBuyWeaponStrategyType |
Strategy type for buying weapons.
|
| IAICaptainHireStrategy |
Strategy defines if a captain should be hired.
|
| IAICaptainHireStrategyType |
Type of the strategy for hiring captains.
|
| IAICelebrationCollectionStrategyType |
Strategy type to collect wares for celebrations.
|
| IAIConstructionSelectionStrategy |
A construction selection strategy decides if a new ship should be ordered,
where it should be built and what type it should be.
|
| IAIConstructionSelectionStrategyType |
Defining the type for a strategy to select an approach for constructing a ship.
|
| IAIEventDecisionStrategy |
Strategy for decing how to react on events.
|
| IAIEventDecisionStrategyType |
Type of the strategy to decide on events.
|
| IAIGuildJoinStrategy |
Strategy to decide and join a guild.
|
| IAIGuildJoinStrategyType |
Type for the strategy to join a guild.
|
| IAIHireSailorsStrategyType |
Tyoe of the strategy to calculate the sailor amount to be hired.
|
| IAIHireSailorStrategy |
Strategy defining how many sailors belong onto a ship.
|
| IAIHireTradeManagerStrategy |
Stragegy to handle the hiring and dimissal policies for a trade manager.
|
| IAIHireTradeManagerStrategyType |
Type of the strategy to hire or dismiss a trade manager.
|
| IAIPlayer |
Player interface defining an artificial player.
|
| IAIShipConstructionCollectionStrategyType |
Strategy type for ship construction ware collection.
|
| IAIShipRepairStrategy |
Defining the strategy for repaing a ship.
|
| IAIShipRepairStrategyType |
The repair strategy type defines the type to be used by the
AI engine to decide on how ships of an AI player should be repaired.
|
| IAIShipUpgradeStrategy |
Strategy for upgrading the ship.
|
| IAIShipUpgradeStrategyType |
Strategy type for upgrading ships.
|
| IAIStrategyProvider |
Interface for providing the various strategies for the AI.
|
| IAITakeLoanStrategy |
Interface defining the strategy for taking a loan.
|
| IAITakeLoanStrategyType |
Type definition of the takin loan strategy.
|
| IAITradeStrategy |
This interface defines the API for a trading strategy for the AI.
|
| IAITradeStrategyType |
The trade strategy type defines a type of strategy
that is used by the AIEngine to determine the next step in
the trading for an AI player.
|
| IAldermanOffice |
Office of the alderman.
|
| IAldermanTask |
Task that an alderman auspice may fullfil.
|
| IAmountable |
This interface marks an object as amountable.
|
| IArmory |
|
| IAuction |
Base model for the next auction hold in the guild.
|
| IAutomatedTrading |
Interface defining the automated trading done by the steward between the city and the office.
|
| IBalanceSheet |
Interface for balance data of the a week.
|
| IBallot |
|
| IBarn |
A Barn is an enpoint of a land passage.
|
| IBaseTraveler |
|
| IBezierPriceCurve |
Definition of the price curve as a bezier curve.
|
| IBlockade |
State of a single blockade.
|
| IBlockadeMission |
The special blockade mission indicates that the vessel is selected to join a blockade.
|
| IBowmen |
Bowman type of city guard.
|
| IBuilding |
Basic definition of a building.
|
| IBuildingAuction |
|
| IBuildingProduction |
Defineing the needed interface for the production in buildings.
|
| IBuildLandPassage |
Build a land passage between two cities.
|
| IBuyer |
A buyer promises to buy wares within a given time frame at a certain price.
|
| ICaptain |
Interface describing a captain
|
| ICapturePirateNest |
Capture and destroy a pirates nest.
|
| ICareer |
Marker interrface for a
career enumeration
|
| ICheatCommand |
Interface for a cheat command.
|
| IChild |
Model of a child.
|
| IChurch |
Model for the church.
|
| ICitizen |
|
| ICity |
Model of a city.
|
| ICityGuard |
City guard.
|
| ICityHall |
|
| ICityHall |
Representing the state of the various issues that may be addressed
at the city hall.
|
| ICityHallNotice |
Notice on the board in the city hall for delivering wares to other cities fo a fixed price.
|
| ICityPetition |
A Petition that can be brought before the city council.
|
| ICityProductionConsumptionKnowledge |
Production and consumption knowledge of a specific city.
|
| ICityViolation |
Violation of a city against the hanseatic customs.
|
| ICityWall |
|
| ICityWallPetition |
Petition to enlarge the city wall.
|
| ICog |
Interface defining a cog
|
| ICompany |
The Company interface represents the company of a player and is mainly used to
gather statistics
|
| IConcurrent |
Another player asking to harm his concurrent by sinking
one of his ships.
|
| IContractBroker |
|
| IContractBrokers |
Accessting the contract broker for a specific player in a city.
|
| IConvoy |
A convoy is a special representation of a ship.
|
| ICourier |
|
| ICrayer |
This interface marks a ship as a crayer.
|
| ICreditor |
This interface defines anyone who can give a credit or whom anyone can be indepted to (e.g.
|
| ICrossbowmen |
Crossbowman of the city guard.
|
| ICustomsViolation |
Violation by requiring custom duties on specific wares.
|
| IDateService |
|
| IDebt |
Debt of a citizen to another citizen.
|
| IDialogState |
Dialogs that are not called from a UI state must carry their own state from
the time when they were created.
|
| IDisplayableMessage |
Message that is displayable in one form or another.
|
| IDoubleSelectableCheatCommand |
Cheat command taking two additional parameters.
|
| IEconomicCareer |
Interface defining the economic career
|
| IElectionResult |
|
| IEscorte |
|
| IFoundNewSettlement |
Found a new settlement.
|
| IFugitive |
|
| IFutureTowns |
|
| IGabledHouse |
Interface defining a gabled house
|
| IGame |
Model of the game.
|
| IGroupableVessel |
Define access to a vessel that is actutally a group of ships.
|
| IGuild |
Model for the guild.
|
| IHalfTimberedHouse |
Interface for half timbered houses
|
| IHeadTaxPetition |
Petition to change the head tax.
|
| IHelpCity |
Help a city to shine.
|
| IHolk |
Interface defining a holk.
|
| IHospital |
Representing the hospital in a city.
|
| IHumanPlayer |
This player represents a human player.
|
| IHuntPirate |
Hunt down a notorious pirate.
|
| IInformant |
Provide the information the informant is willing to sell.
|
| ILandBridge |
|
| ILoaner |
Representing the loaner in a city.
|
| ILoanProposal |
|
| ILoanRequest |
Request for a loan.
|
| ILocationTracker |
Interface allowing the adding of ships to the location tracker.
|
| IMap |
Interface defining the map that defines the game plan
|
| IMapLocationProviderFacade |
Base service for providing map locations.
|
| IMapSection |
Defining a section on the map.
|
| IMarketplace |
|
| IMediterreanCity |
Model for a city in the mediterrean.
|
| IMediterreanMap |
Model for the mediterrean map with all the explored spots and discovered cities.
|
| IMerchantHouse |
Interface defining a merchant house
|
| IMilitantCareer |
Interface indicating a militant career.
|
| IMilitiaPetition |
Petition to enlarge the city militia.
|
| IModelTranslationService |
Interface for model translations needed for public access.
|
| IMusketeer |
The city guard of type musketeer.
|
| INavigableVessel |
Na navigable vessel is either a ship or a group of ships that
sail together.
|
| InformantState |
Implementation of a informant.
|
| INonFreeSeaPirate |
Special case of a pirate.
|
| IOpenPatricianModelServerComponents |
Marker interface for picking up spring server model components by component scan.
|
| IOutriggerContract |
Contract for an outrigger.
|
| IPatrol |
Trader who wishes to order a patrol along three cities.
|
| IPerson |
|
| IPersonalData |
Defining the personal data of a person.
|
| IPikemen |
Represents the pikemen.
|
| IPirate |
Interface defining a pirate sitting in the tavern.
|
| IPirateHunter |
|
| IPirateSupportViolation |
Violation by supporting pirates.
|
| IPlayer |
Base player in the game.
|
| IPlunderTradingOfficesViolation |
Violation byx plundering trading offices.
|
| IPopulationStructure |
This interface defines the statistical data of the
population of a city, such as population total, population
poor, population middleclass, population rich.
|
| IPriceCalculation |
This interface defines the price calculation algorithm.
|
| IPriceCalculationV2 |
This interface defines the price calculation algorithm.
|
| IProductionConsumptionKnowledge |
Defining the model of the knowledge for production and consumption in all cities.
|
| IReputation |
Indicating the reputation of a player in a city.
|
| ISailors |
Proxy object for any number of sailors.
|
| ISailorState |
Defining the sailor state
|
| ISeaPirate |
Pirate roaming the sea.
|
| IShip |
Model of a ship
|
| IShipAuction |
Model for the auction of a ship.
|
| IShipAutoTrading |
Definition of the autotrading defined for a vessel.
|
| IShipBuildTask |
|
| IShipDueDate |
Simple abstraction of a due date for a ship.
|
| IShipEntersPortEvent |
Interface defining the ship entering a port.
|
| IShipGroup |
A Ship group is similar to a IConvoy only that there is no Orleg ship.
|
| IShipOwner |
Interface specifing the ownership of a ship.
|
| IShipWeaponsLocation |
Interface defining the layout of the weapons location as well as how they are occupied.
|
| IShipyard |
Interface defining the model of the ship yard.
|
| ISideRoomPerson |
|
| ISingleSelectableCheatCommand |
Define a cheat command that takes an additional argument that is selected
from a list of values
|
| ISmuggler |
A smuggler request delivery of some wares into another city.
|
| ISnaikka |
This interface defines a snaikka.
|
| ISpecialMission |
A special mission is a mission that interupts the normal trade mission.
|
| ISpecialTaxPetition |
Petition to collect money from all tradesmen in the city as a one time event.
|
| ISpecialTaxViolation |
Violation by collection special taxes without reason.
|
| ISpouseData |
Interface defining the personal data of the spouse
|
| ISteward |
Interface defining the steward
|
| IStorage |
Additional over all ware houses connected to a trading office
|
| ITavernPerson |
Interface describing a person in the tavern, who is only part time present
|
| IThieve |
A thieve is a person sitting in the tavern waiting for
an order to break in on one of your concurrent's, who have
a trading office in the city.
|
| ITownHouse |
Basic interface defining the town houses
|
| ITradable |
Interface for a tradable good that can have a price that is calculated.
|
| ITradeAgreement |
Interface describing a trade agreement.
|
| ITradeMissionData |
Container to hold strategy specific mission data.
|
| ITradePerson |
Interface defining a person that trades ware.
|
| ITrader |
Selling goods wares produced in the city.
|
| ITradeRoute |
|
| ITradeRouteStop |
|
| ITradeStategyHint |
Interface defining a strategy hint.
|
| ITradeStep |
Base interface for the trade steps that define how the trade strategy works.
|
| ITradeStrategyHintContext |
Base interface containing additional data for a particular strategy hint.
|
| ITradingOffice |
The trading office (Kontor) is the trading point in a city.
|
| ITransportTrader |
Defining a trader with missing ships capacities, who has
to get to another city with his wares.
|
| ITraveler |
Traveler needs to go into a different city.
|
| ITravellingVessels |
|
| ITreasureMapOwner |
The owner of a treasure map offers you a part of it to be sold.
|
| ITreasury |
Treasury of the city.
|
| IWare |
Interface defining a ware.
|
| IWarehouse |
Interface describing a warehouse
|
| IWarehouseTenant |
Trader who looks to store goods in another warehouse.
|
| IWeapon |
This interface defines a weapon.
|
| IWeaponsDealer |
Defines the person in the tavern dealing in weapons.
|
| IWeaponSlot |
One slot for a weapon
|
| IWeaponStorage |
Define the stored amount of weapons
|
| IWell |
Representing a fountain in the city.
|
| IWorkShop |
This interface represents a workshop, which employs workers
|
| LandBridge |
|
| LateIntegerBinding |
Allow the binding of observables later on.
|
| LoanerList |
List for all loaners.
|
| LoanerState |
|
| LoanProposal |
|
| LoanRequest |
|
| MapInitializedBean |
Bean indicating thet the map was initialized properly and that other beans
that depend on a proper initialized map can now be created.
|
| MapLocationDetectionModel |
|
| MapProperties |
|
| MapProviderService |
Service profiding access to map details, packed in the game an also in the plugins.
|
| MapSegmentDataCheck |
|
| MapSegmentedImage |
Model of a map segment which is split up and not all parts may be available.
|
| MapState |
|
| MediterreanCity |
|
| MediterreanSeaMap |
|
| MessageConfiguration |
Store configuration of the messages.
|
| MilitiaPetition |
|
| ModelConfiguration |
Java configuration of the spring context.
|
| ModelFactory |
|
| ModelTranslations |
Service that provides the proper translations for enumeration values and constants.
|
| Musketeer |
|
| NewPirateEvent |
|
| NonFreeSeaPirate |
Implementation of a non free pirate.
|
| ObjectBindingsConverter |
Converter for ObjectBindings.
|
| OutriggerContract |
|
| PatrolState |
Implementation of a patrol.
|
| PausableSchedulableTask |
Schedulable task that can be paused.
|
| PersonalData |
|
| PersonLeavesTavernEvent |
Event indicating that a person in the city left the tavern.
|
| Pikemen |
|
| PirateHunterState |
Implementation of a pirate hunter.
|
| PirateMapSegmentImage |
|
| PirateNest |
Model for a pirates nest with its defending ships and other armerments.
|
| PirateSupportViolation |
|
| Player |
|
| PlayerList |
Singleton beans holding all players.
|
| PlunderTradingOfficeViolation |
|
| PopulationConsume |
This class defines the amount of wares consumed by each populace class.
|
| PopulationUpdateStats |
Container to keep track of state that is required for the population update
|
| PrimaryLargeWeaponSlot |
Weapon slot for a large weapon.
|
| ProductionChain |
Model for the production chain.
|
| ProductionStorage |
This is the local storage for the production workshops.
|
| Reputation |
Implementation of the reputation.
|
| SailorsState |
|
| SchedulableTask |
Abstract task class to be used with a SheduledExecutorService.
|
| SeaPirate |
Implementation of the sea pirate
|
| SeaPiratesState |
State of all the sea pirates.
|
| SecondaryLargeWeaponSlot |
Secondary large weapon slot.
|
| Ship |
|
| ShipAuction |
|
| ShipDueDate |
Implementation of the due date for ships.
|
| ShipGroup |
Implementation of a group of ships mainly used by pirates.
|
| ShipProperties |
Property class for the ships properties.
|
| ShipProperties.Capacity |
|
| ShipProperties.Ship |
|
| ShipWeaponsLocationFactory |
Ship weapons location factory.
|
| ShipyardProperties |
Shipyard properties.
|
| Shipyards |
|
| ShipyardState |
Implementation of the shipyard model.
|
| SmallWeaponSlot |
Weapon slot for a small weapon.
|
| SmugglerState |
Implementation of a smuggler.
|
| Snaikka |
|
| SpecialTaxPetition |
|
| SpecialTaxViolation |
|
| SpouseData |
|
| StartNewGameBean |
This prototype scoped bean does not provide any direct service.
|
| StaticIntegerBinding |
|
| Steward |
|
| Storage |
|
| TargetedDialogStateWrapper |
This is a wrapper object for a dialog state to be sent through the
even bus.
|
| TargetedEvent |
|
| TavernPirateState |
Implementation of a pirate.
|
| TavernProperties |
Properties for Tavern.
|
| TavernProperties.Person |
|
| TavernState |
Each tavern engine has to store its state.
|
| ThieveState |
Implementation of a thieve.
|
| TimedTask |
Timed task with a specified execution time.
|
| TimedUpdatableTaskList |
List of tasks that are to be executed at a certain time.
|
| TradeAgreement |
|
| TradeRoute |
|
| TradeRouteStop |
|
| TraderState |
Implementation of a trader.
|
| TradingOffice |
Implementation of the trading office
|
| TradingOfficeList |
List holding the trading offices.
|
| TransferUtil |
This class provides some utility functions that are required by different UIs.
|
| TransportTraderState |
Implementation of a transport trader.
|
| TravelerState |
Implementation of a traveler.
|
| TravellingVessel |
|
| TravellingVessels |
This iterable collection stores all vessels that are currently travelling.
|
| TreasureMapOwnerState |
Implementation of a treasure map owner.
|
| TreasureMapSegmentImage |
|
| Treasury |
|
| WareConverter |
|
| WareHolding |
This class represents an entity that can hold wares which can be moved
|
| WarehouseTenant |
Implementation of a warehouse tenant.
|
| WareMapConverter |
Converter for Maps.
|
| WeaponProperties |
Weapon properties
|
| WeaponProperties.Weapon |
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| WeaponsDealerState |
Implementation of the weapons dealer.
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| WeaponStorage |
Implementation for the storage of weapons
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