All Classes

Class
Description
A component that can stores up energy upto a predefined limit.
Provides a StateMachine<State, Trigger> to manage moving between the major States of the game and enable/disable the appropriate JME application states.
 
 
Added to specification entities, this component indicates what the spec entity is meant to build to eg a planetSpec has an appliesto = planet.class, an engineSpec has appliesto = engine.class
Indicate a method may be initiated from the eventbus handling and hence run on a separate thread.
Processes an XML element in the form <element key="key">value</element> into a reference object that consists of a key to another entity and an optional value.
Factories produce entities in the entity repository.
A build ticket that describes a task in the manufacturing process.
Status of this ticket.
These are the type of activity to be performed.
Added to specification entities, this component indicates that it builds things ie it is a shipyard or industry.
Every facility capable of construction will have an associated buildQueue.
Annotate a method to indicate its output is cached.
Accept incoming message objects from and send messages to the zodiac remote server.
Regulates the progress of the game via the stardate.
This JMonkeyEngine application state handles confrontations between (for instance) ships.
 
Create a new entity in the repository and make delivery.
Component that stores a strategic map xy coordinate as a Vector (for ease of later use).
An entity component that represents a meaningful description for the entity eg "homeworld of humans".
The destination component is attached to entities that are travelling towards other entities.
Convert XML representing a Dimension value into a Dimension object.
A component that holds information relating to display and visual aspects of an entity.
Move power from the output of an engine to the associated parts according to the distribution component.
A component that specifies the power distribution eg from an engine to multiple ship components such as the hull and weapons.
Engine provide power for hulls (so they can move), shields and weapons.
Engines provide power according to their specification and health.
Engines provide power according to their specification and health.
The read-only blueprint (eg "E01") for a particular type of engine.
A engineSpec consists of components: Name - unique key description appliesto=engine physical manufacture
A engineSpec consists of components: Name - unique key description appliesto=engine physical manufacture
Creates entity factories which can then in turn create appropriate repository entities.
Identify which type of factories we want.
Process a <faction> XML element into an object.
A faction has components: Name - unique key description specification politics
Fire a weapon to cause damage to a target.
Read an XML properties configuration file of game settings.
Enum all the allowed settings values in the gameConfig file or provided on the command line and associate defaults.
A gameEvent is used to broadcast that something of note has happened in the in-game world such as a ship arriving at a planet.
List of REASONs for the event, the source should be able to provide the associated data if required.
A game file is a snapshot of the gameplay and settings that can be saved and reloaded to/from disk.
Create unique String hashcodes we can use in things like equipment serial numbers.
A component that tracks the health of an entity.
Hulls provide a container to allow other components to be collected together into a ship.
A hull consists of components: Name - unique key description specification=hullSpec health accumulator
A hull consists of components: Name - unique key description specification=hullSpec health accumulator
The read-only properties of a particular type ship hull as represented in XML.
A hullSpec consists of components: Name - unique key description appliesto=hull physical manufacture
A hullSpec consists of components: Name - unique key description appliesto=hull physical manufacture
Provide an interface for any dockable that can be added (docked) into the zUIDock container.
Apply this interface to any component that contains a reference to another EntityId.
Industry builds things.
A industry consists of components: Name - unique key description specification=industrySpec location
A industry consists of components: Name - unique key description specification=industrySpec location
The read-only properties of a particular type of industry.
A industrySpec consists of components: Name - unique key description appliesto=industry manufacture builder
A industrySpec consists of components: Name - unique key description appliesto=industry manufacture builder
This component is used for entities that don't have their own coordinates but are in orbit of another entity eg a planet around a sun.
Manipulate the parts of an entity (currently only a ship has parts)
This log4j appender is configurable AT RUNTIME by an application.
The extra functions added to the SimpleApplication to provide the specific members and fields for zodiac.
Applied to all the states to encourage consistency.
Interface for all the UI component handlers using cookswing giving them acccess to a shared cookswing handler and the zodiac app.
This JMonkeyEngine application state handles the users requests to load and save the gamefile.
The location component is attached to entities that have a fixed position relative to another entity eg an industry on a planet.
The main entry point into the game.
Component that has data required for manufacturing an entity.
Set by processor and used by manufacturingState to allocate builds to the appropriate buildQueue.
Set by entityConverter, used by manufacturingState to determine how completed builds are delivered.
This JMonkeyEngine application state handles the various buildQueues and industry manufacturing things.
Movement calculations, this doesnt alter the coordinates, just calculates whats possible.
This JMonkeyEngine application state handles the movement of the game pieces ie ships.
Process the XML <orbiting key="Sol">3</orbiting> into an object.
Entities that can be owned has this component which references a faction.
A component that can Lists the equipment installed on a ship.
A component that holds static physical properties such as size or mass.
Process a <planet> XML element into an entity and components.
Provides the handler to represent a planet as a dockable tile.
A planet consists of components: Name - unique key description specification inorbit
A planet consists of components: Name - unique key description specification inorbit
The read-only properties of a particular type or classification (eg class "M") of a planet.
A planetSpec consists of components: Name - unique key description appliesto=planet physical display
A planetSpec consists of components: Name - unique key description appliesto=planet physical display
This handler controls the start/stop/pause display of the stardate in-game clock visualised as a set of media-player buttons.
A component that captures the socio-political aspects for a faction such as their wealth, attitude to other factions.
Update the coordinates and destinations of a ship.
Process the XML of form <reference key="Sol">3</reference> into an object.
This JMonkeyEngine application state allows remote control (via sockets/Apache mina).
Render the model/data contained in the entity repository into a scene.
This added to a viewport where it copies rendered frames (in memory) onto a specified Swing panel.
Search for data in the entity repository.
Use the static serverHandler.makeServer() to create a new server.
Store some objects against their Class for retrieval from any point in the codebase.
Shields absorb incoming damage.
A shield consists of components: Name - unique key description specification=shieldSpec health accumulator
A shield consists of components: Name - unique key description specification=shieldSpec health accumulator
The read-only blueprint (eg "S01") for a particular type of shield.
A shieldSpec consists of components: Name - unique key description appliesto=shield physical manufacture
A shieldSpec consists of components: Name - unique key description appliesto=shield physical manufacture
Process a <ship> XML element into an entity and components.
A ship consists of components: Name - unique key description specification=shipSpec inorbit or coordinates parts - List of EntityId of installed equipment distribution
A ship consists of components.
A ship consists of components.
The blueprint or specification for a particular type of ship.
A shipSpec consists of components: Name - unique key description appliesto=ship manufacture parts - List of EntityId of the specs required to complete this shipSpec
A shipSpec consists of components: Name - unique key description appliesto=ship manufacture parts - List of EntityId of the specs required to complete this shipSpec
A shipSpec consists of components: Name - unique key description appliesto=ship manufacture parts - List of EntityId of the specs required to complete this shipSpec
Shipyards are in orbit around planets and build ships and hulls.
A shipyard consists of components: Name - unique key description specification=shipyardSpec inorbit
A shipyard consists of components: Name - unique key description specification=shipyardSpec inorbit
The read-only properties of a particular type of shipyard.
A shipyardSpec consists of components: Name - unique key description appliesto=shipyard manufacture builder
A shipyardSpec consists of components: Name - unique key description appliesto=shipyard manufacture builder
Will convert XML <description> elements into a description component.
Will convert XML <ftl> elements into an Amount<Energy> object.
Will convert XML <mass> elements into an Amount<Mass> object.
Will convert XML <money> elements into an Amount<Money> object.
Will convert XML <mass> elements into an Amount<Mass> object.
Convert XML representing coordinates into a vector.
Simple utility class to parse a <spec key="..."> XML element
Simple placeholder class for now.
The essential unchanging physiology of a species.
A speciesSpec has components: Name - unique key description appliesto=faction display
An entity with this component has a specification available and this component points to it.
Class that loads all specifications held in XML into java objects.
A star has a unique key eg "Sol", type (a stellar spec ) optional description and may have planets associated with it.
Holds an in-game date (obviously in the far-future!).
Provides the handler to represent the starDate as a two-width tile.
A star consists of components: Name - unique key description specification coordinates owner - optional
A star consists of components: Name - unique key description specification coordinates owner - optional
A starmap contains the unchanging geographical positions in space of the planets (and other such?) stellar features.
The read-only properties of a particular type or classification (eg class "M") of a star.
A starSpec consists of components: Name - unique key description appliesto=star physical display
A starSpec consists of components: Name - unique key description appliesto=star physical display
 
Modify the entity repository.
Any planet with manufacturing facilities will deliver manufactured equipment into a planet-wide/orbit-wide warehouse.
Weapon that directs energy to a target to deliver damage.
An weapon consists of components: Name - unique key description specification=weaponSpec health accumulator
An weapon consists of components: Name - unique key description specification=weaponSpec health accumulator
The read-only blueprint (eg "W01") for a particular type of weapon.
A weaponSpec consists of components: Name - unique key description appliesto=weapon physical manufacture
A weaponSpec consists of components: Name - unique key description appliesto=weapon physical manufacture
A windowEvent is used to broadcast that something of note has happened at the application level such as a change in windows or menu requests.
List of REASONs for the event, the source should be able to provide the associated data if required.
XML data is parsed by XStream into the appropriate data object.
Wraps the main application menu, events are handled here and routed through to the JME application.
 
The top level windowing interface, built using the cookxml library/swing.
Display an image into a JPanel.
 
Allows limiting the dialog to look for XML files
Creates, initialises and manages all the globals, subsystems, application states for the game.
Implements a singleton pattern.
Connects the JME app states, a unique identifier and the finite state machine.
Exception thrown when an anticipated structure in the entity repository isn't followed - usually because the incoming data isnt referentially complete.
Annotate a field that will require converting from a its reference to another entity eg "Sol" into a real reference to that entity eg '4'
Base of Zodiac specific exceptions.
Exception thrown when an anticipated @Inject is not fullfilled.
A dockable component is a generic draggable/droppable component to provide the wrapper around a supplied handler.