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org.metacosm.framework.command.* (29)org.metacosm.framework.controller.* (10)
org.metacosm.framework.entity.* (38)org.metacosm.framework.event.* (2)
org.metacosm.framework.interact.* (21)org.metacosm.framework.parser.* (11)
org.metacosm.framework.perceptions.* (15)org.metacosm.framework.persistence.* (3)
org.metacosm.framework.quest.* (2)org.metacosm.framework.random.* (6)

Package Samples:

org.metacosm.framework.entity.relationship
org.metacosm.framework.entity.affect
org.metacosm.framework.entity.memory
org.metacosm.framework.entity
org.metacosm.framework.parser
org.metacosm.framework.perceptions
org.metacosm.framework.interact.actions
org.metacosm.framework.interact
org.metacosm.framework.command
org.metacosm.framework.random
org.metacosm.framework.quest
org.metacosm.framework.persistence
org.metacosm.framework.event
org.metacosm.framework.controller

Classes:

Parser: The Parser is used to parse (!) input streams from players. It's also a Singleton OOD pattern. The following grammar is accepted: input::= pseudocmd ([;] pseudocmd)* pseudocmd::= (white)* command (white)* white::= [space] command::= cmdname (pseudoparam)* | (white)* pseudoparam::= white (white)* param param ::= [alphanum] ([alphanum])* | ['] [alphanum] ([alphanum])* ['] Terminal symbol: [space] (space), [;] (commands delimiter), ['] (string delimiter], [alphanum] (others autorized characters)
Date: Date is a common representation for time in all the worlds. This has nothing to do with seconds, minutes, hours, days, weeks, months, seasons, years, decades, centuries, millenaries, eras, eons, etc. These notions suppose a planet with one sun, a week of 7 days, etc. Each world should provide its own Date converter. Date contains a timestamp given by the game clock at its creation. BE CAREFUL: java.util.Date and org.metacosm.framework.world.Date should not be mixed up.
AddRandomAbsoluteModifier: Add a random absolute modifier to an Influence. Syntax: add_ARM uniform [priority] uniform [priority] dice [priority] gaussian [priority]
Influence: An Influence defines a Community of similar Entities and how being part this Community "influences" Entities that belongs to it. An Influence gathers Characteristics and other game constructs that are common to the Community of Entities it defines, thus modifying Entities it influences.
CommandsManager: Manages associations between commands name(s) and commands, both for PlayerCommands and ControllerCommands. Commands are loaded from two files (names given by Configuration). Used by the parser to find commands first, and then to execute them. It's a Singleton OOD pattern.
EventManager: EventManager provides a singleton around util.EventDispatcher on the server side. There should be only one EventManager, event with multiple game, maybe by using a game prefix before event type. This class should be responsible to load the event type tree.
RemoteEventLogger: An RemoteEventLogger can be created on an AdminConsoleConnection to forward all or some debug messages to the remote administration ui. Later should be extended to forward a subset of messages.
Configuration: Provides all the configuration of the game, by reading the configuration file. All the public static final String are used to name parameters. It's also a Singleton OOD pattern.
NewEntity: Creates an Entity. syntax: new_entity (place|item|creature) [place_id] If no place_id is given, current place entity's attribute is set to null. TODO Worlds management
IdServer: This class allocates Ids for Actions, Controllers and Entities. It doesn't retrieve them when Actions, Controllers or Entities no longer exist. 0 is not a legal Id.
Schedule: The scheduler for a Metacosm game. Use: Schedule schedule = new Schedule(this); // called by Game schedule.start(); ... schedule.stop();
AbstractQuest: Class AbstractQuest is for automatically generated quests, not for quests purposed by players. Quests are generated by AbstractQuestGenerator.
GaussianDistributionLaw: Gaussian distribution law with specified mean and standard deviation Standard is normal law with mean 0.0 and standard deviation 1.0.
AddAbsoluteModifier: Adds an absolute modifier to a property in an influence. Syntax: add_AM [ ]
NewProperty: Creates an property. Syntax: new_property (long|double|other) [min ] [max ]
LowLevelDescription: This class contains the LowLevelDescription for an Entity. Have a look to Entity-RFC and Perceptions-RFC for more details.
ActionSimulationThread: Thread responsible for the simulation of actions according to the intention specified in the Entities' DecisionTrees.
GameClock: This class count the number of turns elapsed in a Game. It is thread safe(not tested). It is a singleton OOD pattern
DecisionTreeFA: Tree like data structure modeling the intentions of an entity for the short term future. Full Access interface.
MediaPool: This class gets all different media. Access a Medium only through this class. It is a Singleton OOD pattern.
ControllerCommand: A ControllerCommand is a command applied on an Controller. In the game, it's the command an entity does.
TranslatedUniformDistributionLaw: Translated uniform distribution law for basic numeric types (Byte, Boolean, Double, Float, Int, Long, Short)
Player: Defines a player. A player is a coder having fun time :) Each Player has his/her/its/per own connection.
SenseMemory: The memory of a Sense A very simple cache algorithm is used. All memory is cleared every CLEAR_INTERVAL.
AddRelativeModifier: Add a relative modifier to an Influence. Syntax: add_RM <influence> <property> <value>

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