Uses of Class
com.threerings.tudey.server.logic.Logic

Packages that use Logic
com.threerings.tudey.server   
com.threerings.tudey.server.logic   
com.threerings.tudey.server.util   
 

Uses of Logic in com.threerings.tudey.server
 

Methods in com.threerings.tudey.server that return Logic
 Logic TudeySceneManager.createLogic(String cname)
          Creates an instance of the logic object with the specified class name using the injector, logging a warning and returning null on error.
 Logic TudeySceneManager.getLogic(EntityKey key)
          Returns the logic object for the entity with the provided key, if any.
 

Methods in com.threerings.tudey.server that return types with arguments of type Logic
 ArrayList<Logic> TudeySceneManager.getInstances(Class<? extends Logic> clazz)
          Returns the list of logic objects that are instances of the supplied class, or null for none.
 ArrayList<Logic> TudeySceneManager.getTagged(String tag)
          Returns the list of logic objects with the supplied tag, or null for none.
 

Methods in com.threerings.tudey.server with parameters of type Logic
 void TudeySceneManager.addMappings(Logic logic)
          Registers the specified logic object unders its mappings.
 EffectLogic TudeySceneManager.fireEffect(int timestamp, Logic target, Vector2f translation, float rotation, ConfigReference<EffectConfig> ref)
          Fires off an effect with the referenced configuration.
 EffectLogic TudeySceneManager.fireEffect(int timestamp, Logic target, Vector2f translation, float rotation, String name)
          Fires off an effect at the with the named configuration.
 EffectLogic TudeySceneManager.fireEffect(int timestamp, Logic target, Vector2f translation, float rotation, String name, String firstKey, Object firstValue, Object... otherArgs)
          Fires off an effect with the supplied name and arguments.
 void TudeySceneManager.removeMappings(Logic logic)
          Remove the specified logic object from the mappings.
 

Method parameters in com.threerings.tudey.server with type arguments of type Logic
 ArrayList<Logic> TudeySceneManager.getInstances(Class<? extends Logic> clazz)
          Returns the list of logic objects that are instances of the supplied class, or null for none.
 

Uses of Logic in com.threerings.tudey.server.logic
 

Subclasses of Logic in com.threerings.tudey.server.logic
 class ActionLogic
          Handles the server-side processing for an action.
static class ActionLogic.AbstractMove
          Superclass of the move logic classes.
static class ActionLogic.Compound
          Handles a compound action.
static class ActionLogic.Conditional
          Handles a conditional action.
static class ActionLogic.Delayed
          Handles a delayed action.
static class ActionLogic.DestroyActor
          Handles a destroy actor action.
static class ActionLogic.ExpressionSwitch
          Handles an expression switch action.
static class ActionLogic.FireEffect
          Handles a fire effect action.
static class ActionLogic.ForceClientAction
          Handles a force client action...
static class ActionLogic.MoveAll
          Handles a move all action.
static class ActionLogic.MoveBody
          Handles a move body action.
static class ActionLogic.Random
          Handles a random action.
static class ActionLogic.SetFlag
          Handles a set flag action.
static class ActionLogic.SetVariable
          Handles a set variable action.
static class ActionLogic.Signal
          Handles a signal action.
static class ActionLogic.SpawnActor
          Handles a spawn actor action.
static class ActionLogic.SpawnRandomTranslatedActor
          Handles a spawn random translated actor action.
static class ActionLogic.SpawnRotatedActor
          Handles a spawn rotated actor action.
static class ActionLogic.SpawnTransformedActor
          Handles a spawn transformed actor action.
static class ActionLogic.StepLimitMobile
          Handles a step limit mobile action.
static class ActionLogic.Switch
          Handles a switch action.
static class ActionLogic.Targeted
          Simple base class for actions with targets.
static class ActionLogic.WarpActor
          Handles a warp actor action.
static class ActionLogic.WarpTransformedActor
          Handles a warp transformed actor action.
 class ActiveLogic
          Controls the state of an active actor.
 class ActivityLogic
          Logic classes for activities.
 class ActorLogic
          Controls the state of an actor on the server.
 class AgentLogic
          Controls an autonomous agent.
 class BehaviorLogic
          Handles the server-side processing for agent behavior.
static class BehaviorLogic.Combined
          Handles the combined behavior.
static class BehaviorLogic.Evaluating
          Superclass of the evaluating behaviors.
static class BehaviorLogic.Follow
          Handles the follow behavior.
static class BehaviorLogic.Idle
          Handles the idle behavior.
static class BehaviorLogic.Pathing
          Base class for behaviors that involve following paths.
static class BehaviorLogic.Patrol
          Handles the patrol behavior.
static class BehaviorLogic.Random
          Handles the random behavior.
static class BehaviorLogic.Scripted
          Handles the scripted behavior.
static class BehaviorLogic.Wander
          Handles the wander behavior.
 class ConditionLogic
          Handles the evaluation of conditions.
static class ConditionLogic.Action
          Evaluates the action condition.
static class ConditionLogic.All
          Evaluates the all condition.
static class ConditionLogic.Always
          Evaluates the always condition.
static class ConditionLogic.Any
          Evaluates the any condition.
static class ConditionLogic.Cooldown
          Evaluates the cooldown condition.
static class ConditionLogic.DistanceWithin
          Evaluates the distance within condition logic.
static class ConditionLogic.Evaluate
          Evaluates the evaluate condition.
static class ConditionLogic.FlagSet
          Evaluates the flag set condition.
static class ConditionLogic.InstanceOf
          Evaluates the instance of condition.
static class ConditionLogic.Intersecting
          Evaluates the intersect condition logic.
static class ConditionLogic.Limit
          Evaluates the limit condition.
static class ConditionLogic.Not
          Evaluates the not condition.
static class ConditionLogic.Random
          Evaluates the random condition.
static class ConditionLogic.Tagged
          Evaluates the tagged condition.
static class ConditionLogic.Targeted
          Simple base class for conditions with targets.
 class EffectLogic
          Handles an effect on the server.
 class EntryLogic
          A logic object associated with a scene entry.
static class EntryLogic.Camera
          Special camera logic.
static class EntryLogic.StatefulProp
          Logic for stateful props.
 class EntryStateLogic
          The logic for an entry state actor.
 class ExpressionLogic
          Handles the server-side expression evaluation.
static class ExpressionLogic.Add
          Evaluates an add expression.
static class ExpressionLogic.And
          Evaluates a logical AND expression.
static class ExpressionLogic.BinaryOperation
          Base class for the binary operations.
static class ExpressionLogic.Constant
          Evaluates a constant expression.
static class ExpressionLogic.Decrement
          Evaluates a decrement expression.
static class ExpressionLogic.Divide
          Evaluates an add expression.
static class ExpressionLogic.Equals
          Evaluates an equal to expression.
static class ExpressionLogic.Greater
          Evaluates a greater than expression.
static class ExpressionLogic.GreaterEquals
          Evaluates a greater than or equal to expression.
static class ExpressionLogic.Increment
          Evaluates an increment expression.
static class ExpressionLogic.Less
          Evaluates a less than expression.
static class ExpressionLogic.LessEquals
          Evaluates a less than or equal to expression.
static class ExpressionLogic.Multiply
          Evaluates an add expression.
static class ExpressionLogic.Negate
          Evaluates a negate expression.
static class ExpressionLogic.Not
          Evaluates a logical NOT expression.
static class ExpressionLogic.NumTargets
          Evaluates a num targets expression.
static class ExpressionLogic.Or
          Evaluates a logical OR expression.
static class ExpressionLogic.Parsed
          Evaluates a parsed expression.
static class ExpressionLogic.Previous
          Evaluates a constant expression.
static class ExpressionLogic.Reference
          Evaluates a reference expression.
static class ExpressionLogic.Remainder
          Evaluates an add expression.
static class ExpressionLogic.Subtract
          Evaluates an add expression.
static class ExpressionLogic.UnaryOperation
          Base class for unary operations.
static class ExpressionLogic.Xor
          Evaluates a logical XOR expression.
 class HandlerLogic
          Handles the server-side processing for an event handler type.
static class HandlerLogic.ActorAdded
          Handles an actor added event.
static class HandlerLogic.ActorRemoved
          Handles an actor removed event.
static class HandlerLogic.BaseActorObserver
          Base class for HandlerLogic.ActorAdded and HandlerLogic.ActorRemoved.
static class HandlerLogic.BaseIntersection
          Base class for the various intersection-related handler logic classes.
static class HandlerLogic.BaseIntersectionCount
          Handles the intersection count event.
static class HandlerLogic.Intersection
          Handles the intersection event.
static class HandlerLogic.IntersectionStart
          Handles the intersection start event.
static class HandlerLogic.IntersectionStop
          Handles the intersection stop event.
static class HandlerLogic.Request
          Handles a client request event.
static class HandlerLogic.Shutdown
          Handles the shutdown event.
static class HandlerLogic.Signal
          Handles a signal event.
static class HandlerLogic.SignalStart
          Handles a signal start event.
static class HandlerLogic.SignalStop
          Handles a signal stop event.
static class HandlerLogic.Startup
          Handles the startup event.
static class HandlerLogic.ThresholdIntersectionCount
          Handles a threshold intersection count event.
static class HandlerLogic.Tick
          Handles the tick event.
static class HandlerLogic.Timer
          Handles the timer event.
static class HandlerLogic.Transition
          Base class for transition handlers.
static class HandlerLogic.VariableChanged
          Handles variable changes.
static class HandlerLogic.WarnTimer
          Handles the warn timer event.
 class MobileLogic
          Controls the state of a mobile actor.
 class PawnLogic
          Handles the state of a player-controlled actor.
 class RegionLogic
          Handles the resolution of regions.
static class RegionLogic.Default
          Handles a normal region.
static class RegionLogic.Fixed
          Handles a fixed (world space) region.
static class RegionLogic.Located
          Base class for located regions.
static class RegionLogic.Transformed
          Handles an explicit, transformed region.
 class ScriptLogic
          Performs script step logic for a scripted behavior.
static class ScriptLogic.Condition
          Handles the condition script.
static class ScriptLogic.Goto
          Handles the goto script.
static class ScriptLogic.Move
          Handles a move script.
static class ScriptLogic.Rotate
          Handles the rotate script.
static class ScriptLogic.Wait
          Handles a wait script.
 class TargetLogic
          Handles the resolution of targets.
static class TargetLogic.Activator
          Refers to the actor that triggered the action.
static class TargetLogic.Behavior
          Handles the behavior target.
static class TargetLogic.Compound
          Refers to multiple targets.
static class TargetLogic.Conditional
          Limits targets to those satisfying a condition.
static class TargetLogic.DistanceSubset
          Superclass of the distance-based subsets.
static class TargetLogic.Excluding
          Handles the excluding target.
static class TargetLogic.FarthestSubset
          Limits targets to the farthest subset.
static class TargetLogic.InstanceOf
          Refers to entities of a certain logic class.
static class TargetLogic.Intersecting
          Refers to the entities intersecting a reference entity.
static class TargetLogic.NearestSubset
          Limits targets to the nearest subset.
static class TargetLogic.Randomized
          Logic class for randomized target.
static class TargetLogic.RandomSubset
          Limits targets to a random subset.
static class TargetLogic.Source
          Refers to the action source.
static class TargetLogic.Subset
          Base class for targets limited to a sized subset.
static class TargetLogic.Tagged
          Refers to an entity or entities bearing a certain tag.
 

Methods in com.threerings.tudey.server.logic that return Logic
 Logic ActorLogic.getActivator()
          Returns a reference to the entity that caused the actor to be spawned, if known/any.
 Logic AgentLogic.getBehaviorTarget()
          Returns the logic currently being targeted by our behavior, if any.
 Logic BehaviorLogic.getCurrentTarget()
          Returns the currently targeted logic, if any.
 Logic BehaviorLogic.Patrol.getCurrentTarget()
           
 Logic BehaviorLogic.Follow.getCurrentTarget()
           
 Logic BehaviorLogic.Random.getCurrentTarget()
           
 Logic BehaviorLogic.Combined.getCurrentTarget()
           
 Logic ActorLogic.getSource()
          Returns a reference to the entity that spawned the actor, if known/any.
 Logic Logic.resolveTarget()
          Resolve the appropriate source target logic.
 

Methods in com.threerings.tudey.server.logic with parameters of type Logic
 int TargetLogic.NearestSubset.compare(Logic l1, Logic l2)
           
 int TargetLogic.FarthestSubset.compare(Logic l1, Logic l2)
           
 void ActorLogic.destroy(int timestamp, Logic activator)
          Destroys the actor.
abstract  Object ExpressionLogic.evaluate(Logic activator, Object previous)
          Evaluates the expression.
 Object ExpressionLogic.Parsed.evaluate(Logic activator, Object previous)
           
 Object ExpressionLogic.Constant.evaluate(Logic activator, Object previous)
           
 Object ExpressionLogic.Reference.evaluate(Logic activator, Object previous)
           
 Object ExpressionLogic.NumTargets.evaluate(Logic activator, Object previous)
           
 Object ExpressionLogic.Previous.evaluate(Logic activator, Object previous)
           
 Object ExpressionLogic.Increment.evaluate(Logic activator, Object previous)
           
 Object ExpressionLogic.Decrement.evaluate(Logic activator, Object previous)
           
 Object ExpressionLogic.Negate.evaluate(Logic activator, Object previous)
           
 Object ExpressionLogic.Add.evaluate(Logic activator, Object previous)
           
 Object ExpressionLogic.Subtract.evaluate(Logic activator, Object previous)
           
 Object ExpressionLogic.Multiply.evaluate(Logic activator, Object previous)
           
 Object ExpressionLogic.Divide.evaluate(Logic activator, Object previous)
           
 Object ExpressionLogic.Remainder.evaluate(Logic activator, Object previous)
           
 Object ExpressionLogic.Not.evaluate(Logic activator, Object previous)
           
 Object ExpressionLogic.And.evaluate(Logic activator, Object previous)
           
 Object ExpressionLogic.Or.evaluate(Logic activator, Object previous)
           
 Object ExpressionLogic.Xor.evaluate(Logic activator, Object previous)
           
 Object ExpressionLogic.Less.evaluate(Logic activator, Object previous)
           
 Object ExpressionLogic.Greater.evaluate(Logic activator, Object previous)
           
 Object ExpressionLogic.Equals.evaluate(Logic activator, Object previous)
           
 Object ExpressionLogic.LessEquals.evaluate(Logic activator, Object previous)
           
 Object ExpressionLogic.GreaterEquals.evaluate(Logic activator, Object previous)
           
abstract  boolean ActionLogic.execute(int timestamp, Logic activator)
          Executes the action.
 boolean ActionLogic.SpawnActor.execute(int timestamp, Logic activator)
           
 boolean ActionLogic.DestroyActor.execute(int timestamp, Logic activator)
           
 boolean ActionLogic.WarpActor.execute(int timestamp, Logic activator)
           
 boolean ActionLogic.FireEffect.execute(int timestamp, Logic activator)
           
 boolean ActionLogic.Signal.execute(int timestamp, Logic activator)
           
 boolean ActionLogic.MoveBody.execute(int timestamp, Logic activator)
           
 boolean ActionLogic.MoveAll.execute(int timestamp, Logic activator)
           
 boolean ActionLogic.Conditional.execute(int timestamp, Logic activator)
           
 boolean ActionLogic.Switch.execute(int timestamp, Logic activator)
           
 boolean ActionLogic.ExpressionSwitch.execute(int timestamp, Logic activator)
           
 boolean ActionLogic.Compound.execute(int timestamp, Logic activator)
           
 boolean ActionLogic.Random.execute(int timestamp, Logic activator)
           
 boolean ActionLogic.Delayed.execute(int timestamp, Logic activator)
           
 boolean ActionLogic.StepLimitMobile.execute(int timestamp, Logic activator)
           
 boolean ActionLogic.SetVariable.execute(int timestamp, Logic activator)
           
 boolean ActionLogic.SetFlag.execute(int timestamp, Logic activator)
           
 boolean ActionLogic.ForceClientAction.execute(int timestamp, Logic activator)
           
 void AgentLogic.face(Logic logic)
          Sets the target rotation to face another entity.
 void AgentLogic.face(Logic logic, boolean force)
          Sets the target rotation to face another entity.
 ConfigReference<ActorConfig> ActionLogic.SpawnActor.getActorConfig(Logic activator)
          Returns the actor config to spawn.
 void ActionLogic.init(TudeySceneManager scenemgr, ActionConfig config, Logic source)
          Initializes the logic.
 void ConditionLogic.init(TudeySceneManager scenemgr, ConditionConfig config, Logic source)
          Initializes the logic.
 void EffectLogic.init(TudeySceneManager scenemgr, ConfigReference<EffectConfig> ref, EffectConfig.Original config, int timestamp, Logic target, Vector2f translation, float rotation)
          Initializes the logic.
 void ExpressionLogic.init(TudeySceneManager scenemgr, ExpressionConfig config, Logic source)
          Initializes the logic.
 void HandlerLogic.init(TudeySceneManager scenemgr, HandlerConfig config, Logic source)
          Initializes the logic.
 void RegionLogic.init(TudeySceneManager scenemgr, RegionConfig config, Logic source)
          Initializes the logic.
 void TargetLogic.init(TudeySceneManager scenemgr, TargetConfig config, Logic source)
          Initializes the logic.
abstract  boolean ConditionLogic.isSatisfied(Logic activator)
          Determines whether the condition is satisfied.
 boolean ConditionLogic.Tagged.isSatisfied(Logic activator)
           
 boolean ConditionLogic.InstanceOf.isSatisfied(Logic activator)
           
 boolean ConditionLogic.Intersecting.isSatisfied(Logic activator)
           
 boolean ConditionLogic.DistanceWithin.isSatisfied(Logic activator)
           
 boolean ConditionLogic.Random.isSatisfied(Logic activator)
           
 boolean ConditionLogic.Limit.isSatisfied(Logic activator)
           
 boolean ConditionLogic.All.isSatisfied(Logic activator)
           
 boolean ConditionLogic.Any.isSatisfied(Logic activator)
           
 boolean ConditionLogic.FlagSet.isSatisfied(Logic activator)
           
 boolean ConditionLogic.Cooldown.isSatisfied(Logic activator)
           
 boolean ConditionLogic.Not.isSatisfied(Logic activator)
           
 boolean ConditionLogic.Always.isSatisfied(Logic activator)
           
 boolean ConditionLogic.Evaluate.isSatisfied(Logic activator)
           
 boolean ConditionLogic.Action.isSatisfied(Logic activator)
           
abstract  void TargetLogic.resolve(Logic activator, Collection<Logic> results)
          Resolves the list of targets, placing the results in the supplied collection.
 void TargetLogic.Source.resolve(Logic activator, Collection<Logic> results)
           
 void TargetLogic.Activator.resolve(Logic activator, Collection<Logic> results)
           
 void TargetLogic.Tagged.resolve(Logic activator, Collection<Logic> results)
           
 void TargetLogic.InstanceOf.resolve(Logic activator, Collection<Logic> results)
           
 void TargetLogic.Intersecting.resolve(Logic activator, Collection<Logic> results)
           
 void TargetLogic.Subset.resolve(Logic activator, Collection<Logic> results)
           
 void TargetLogic.Conditional.resolve(Logic activator, Collection<Logic> results)
           
 void TargetLogic.Compound.resolve(Logic activator, Collection<Logic> results)
           
 void TargetLogic.Behavior.resolve(Logic activator, Collection<Logic> results)
           
 void TargetLogic.Excluding.resolve(Logic activator, Collection<Logic> results)
           
 void TargetLogic.Randomized.resolve(Logic activator, Collection<Logic> results)
           
abstract  void RegionLogic.resolve(Logic activator, Collection<Shape> results)
          Resolves the region into a collection of shapes.
 void RegionLogic.Located.resolve(Logic activator, Collection<Shape> results)
           
 void RegionLogic.Fixed.resolve(Logic activator, Collection<Shape> results)
           
 void ActorLogic.setActivator(Logic activator)
          Sets the reference to the entity that caused the actor to be spawned.
 void ActorLogic.setSource(Logic source)
          Sets the reference to the entity that spawned the actor.
 void Logic.setVariable(int timestamp, Logic source, String name, Object value)
          Sets the value of a variable.
 void EntryLogic.setVariable(int timestamp, Logic source, String name, Object value)
           
 void ActorLogic.setVariable(int timestamp, Logic source, String name, Object value)
           
 void Logic.ShapeObserver.shapeDidChange(Logic source)
          Notes that the logic's shape has changed.
 void HandlerLogic.BaseIntersection.shapeDidChange(Logic source)
           
 void Logic.ShapeObserver.shapeWillChange(Logic source)
          Notes that the logic's shape is about to change.
 void HandlerLogic.BaseIntersection.shapeWillChange(Logic source)
           
 boolean ActionLogic.shouldExecute(Logic activator)
          Provides a hint as to whether this action should be executed.
 boolean ActionLogic.Conditional.shouldExecute(Logic activator)
           
 void HandlerLogic.shutdown(int timestamp, Logic activator)
          Shuts down the handler.
 void HandlerLogic.Shutdown.shutdown(int timestamp, Logic activator)
           
 void HandlerLogic.Tick.shutdown(int timestamp, Logic activator)
           
 void HandlerLogic.Timer.shutdown(int timestamp, Logic activator)
           
 void HandlerLogic.WarnTimer.shutdown(int timestamp, Logic activator)
           
 void HandlerLogic.Transition.shutdown(int timestamp, Logic activator)
           
 void HandlerLogic.BaseIntersection.shutdown(int timestamp, Logic activator)
           
 void HandlerLogic.BaseActorObserver.shutdown(int timestamp, Logic activator)
           
 void Logic.signal(int timestamp, Logic source, String name)
          Sends a generic "signal" to the logic.
 void HandlerLogic.Signal.signal(int timestamp, Logic source, String name)
           
 void HandlerLogic.SignalStart.signal(int timestamp, Logic source, String name)
           
 void HandlerLogic.SignalStop.signal(int timestamp, Logic source, String name)
           
 void EntryLogic.signal(int timestamp, Logic source, String name)
           
 void ActorLogic.signal(int timestamp, Logic source, String name)
           
 void TargetLogic.Intersecting.transfer(Logic source, Map<Object,Object> refs)
           
 void TargetLogic.Subset.transfer(Logic source, Map<Object,Object> refs)
           
 void TargetLogic.DistanceSubset.transfer(Logic source, Map<Object,Object> refs)
           
 void TargetLogic.Conditional.transfer(Logic source, Map<Object,Object> refs)
           
 void TargetLogic.Compound.transfer(Logic source, Map<Object,Object> refs)
           
 void TargetLogic.Behavior.transfer(Logic source, Map<Object,Object> refs)
           
 void TargetLogic.Excluding.transfer(Logic source, Map<Object,Object> refs)
           
 void TargetLogic.Randomized.transfer(Logic source, Map<Object,Object> refs)
           
 void ScriptLogic.Wait.transfer(Logic source, Map<Object,Object> refs)
           
 void ScriptLogic.Move.transfer(Logic source, Map<Object,Object> refs)
           
 void ScriptLogic.Rotate.transfer(Logic source, Map<Object,Object> refs)
           
 void ScriptLogic.Condition.transfer(Logic source, Map<Object,Object> refs)
           
 void RegionLogic.Located.transfer(Logic source, Map<Object,Object> refs)
           
 void MobileLogic.transfer(Logic source, Map<Object,Object> refs)
           
 void Logic.transfer(Logic source, Map<Object,Object> refs)
          Transfers state from the specified source logic.
 void HandlerLogic.transfer(Logic source, Map<Object,Object> refs)
           
 void HandlerLogic.Tick.transfer(Logic source, Map<Object,Object> refs)
           
 void HandlerLogic.Timer.transfer(Logic source, Map<Object,Object> refs)
           
 void HandlerLogic.WarnTimer.transfer(Logic source, Map<Object,Object> refs)
           
 void HandlerLogic.Signal.transfer(Logic source, Map<Object,Object> refs)
           
 void HandlerLogic.BaseIntersection.transfer(Logic source, Map<Object,Object> refs)
           
 void HandlerLogic.Intersection.transfer(Logic source, Map<Object,Object> refs)
           
 void HandlerLogic.BaseIntersectionCount.transfer(Logic source, Map<Object,Object> refs)
           
 void HandlerLogic.ThresholdIntersectionCount.transfer(Logic source, Map<Object,Object> refs)
           
 void HandlerLogic.BaseActorObserver.transfer(Logic source, Map<Object,Object> refs)
           
 void EntryStateLogic.transfer(Logic source, Map<Object,Object> refs)
           
 void EntryLogic.transfer(Logic source, Map<Object,Object> refs)
           
 void EntryLogic.StatefulProp.transfer(Logic source, Map<Object,Object> refs)
           
 void ConditionLogic.Targeted.transfer(Logic source, Map<Object,Object> refs)
           
 void ConditionLogic.Intersecting.transfer(Logic source, Map<Object,Object> refs)
           
 void ConditionLogic.DistanceWithin.transfer(Logic source, Map<Object,Object> refs)
           
 void ConditionLogic.Limit.transfer(Logic source, Map<Object,Object> refs)
           
 void ConditionLogic.All.transfer(Logic source, Map<Object,Object> refs)
           
 void ConditionLogic.Any.transfer(Logic source, Map<Object,Object> refs)
           
 void ConditionLogic.Cooldown.transfer(Logic source, Map<Object,Object> refs)
           
 void ConditionLogic.Not.transfer(Logic source, Map<Object,Object> refs)
           
 void ConditionLogic.Action.transfer(Logic source, Map<Object,Object> refs)
           
 void BehaviorLogic.Evaluating.transfer(Logic source, Map<Object,Object> refs)
           
 void BehaviorLogic.Wander.transfer(Logic source, Map<Object,Object> refs)
           
 void BehaviorLogic.Pathing.transfer(Logic source, Map<Object,Object> refs)
           
 void BehaviorLogic.Patrol.transfer(Logic source, Map<Object,Object> refs)
           
 void BehaviorLogic.Follow.transfer(Logic source, Map<Object,Object> refs)
           
 void BehaviorLogic.Random.transfer(Logic source, Map<Object,Object> refs)
           
 void BehaviorLogic.Scripted.transfer(Logic source, Map<Object,Object> refs)
           
 void BehaviorLogic.Combined.transfer(Logic source, Map<Object,Object> refs)
           
 void AgentLogic.transfer(Logic source, Map<Object,Object> refs)
           
 void ActorLogic.transfer(Logic source, Map<Object,Object> refs)
           
 void ActivityLogic.transfer(Logic source, Map<Object,Object> refs)
           
 void ActiveLogic.transfer(Logic source, Map<Object,Object> refs)
           
 void ActionLogic.Targeted.transfer(Logic source, Map<Object,Object> refs)
           
 void ActionLogic.SpawnActor.transfer(Logic source, Map<Object,Object> refs)
           
 void ActionLogic.WarpActor.transfer(Logic source, Map<Object,Object> refs)
           
 void ActionLogic.FireEffect.transfer(Logic source, Map<Object,Object> refs)
           
 void ActionLogic.MoveBody.transfer(Logic source, Map<Object,Object> refs)
           
 void ActionLogic.Conditional.transfer(Logic source, Map<Object,Object> refs)
           
 void ActionLogic.Switch.transfer(Logic source, Map<Object,Object> refs)
           
 void ActionLogic.ExpressionSwitch.transfer(Logic source, Map<Object,Object> refs)
           
 void ActionLogic.Compound.transfer(Logic source, Map<Object,Object> refs)
           
 void ActionLogic.Random.transfer(Logic source, Map<Object,Object> refs)
           
 void ActionLogic.Delayed.transfer(Logic source, Map<Object,Object> refs)
           
 void HandlerLogic.variableChanged(int timestamp, Logic activator, String name)
          Notes that a variable has changed.
 void HandlerLogic.VariableChanged.variableChanged(int timestamp, Logic activator, String name)
           
 

Method parameters in com.threerings.tudey.server.logic with type arguments of type Logic
abstract  void TargetLogic.resolve(Logic activator, Collection<Logic> results)
          Resolves the list of targets, placing the results in the supplied collection.
 void TargetLogic.Source.resolve(Logic activator, Collection<Logic> results)
           
 void TargetLogic.Activator.resolve(Logic activator, Collection<Logic> results)
           
 void TargetLogic.Tagged.resolve(Logic activator, Collection<Logic> results)
           
 void TargetLogic.InstanceOf.resolve(Logic activator, Collection<Logic> results)
           
 void TargetLogic.Intersecting.resolve(Logic activator, Collection<Logic> results)
           
 void TargetLogic.Subset.resolve(Logic activator, Collection<Logic> results)
           
 void TargetLogic.Conditional.resolve(Logic activator, Collection<Logic> results)
           
 void TargetLogic.Compound.resolve(Logic activator, Collection<Logic> results)
           
 void TargetLogic.Behavior.resolve(Logic activator, Collection<Logic> results)
           
 void TargetLogic.Excluding.resolve(Logic activator, Collection<Logic> results)
           
 void TargetLogic.Randomized.resolve(Logic activator, Collection<Logic> results)
           
 

Uses of Logic in com.threerings.tudey.server.util
 

Methods in com.threerings.tudey.server.util with parameters of type Logic
 void Pathfinder.shapeDidChange(Logic logic)
           
 void Pathfinder.shapeWillChange(Logic logic)
           
 



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