object Move

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Type Members

  1. type Attacker = Character
  2. type NewStatuses = Map[Character, Status]
  3. type NewTargetStatus = Status
  4. type Target = Character

Value Members

  1. final def !=(arg0: Any): Boolean
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  2. final def ##(): Int
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  3. final def ==(arg0: Any): Boolean
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  4. final def asInstanceOf[T0]: T0
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  5. def canMakeMove(attacker: Attacker, move: Move): Boolean

    Tells if a character can or cannot make a move.

    Tells if a character can or cannot make a move.

    attacker

    the character that wants to make a move

    move

    the move

    returns

    true if the attacker can make the move, false otherwise

  6. def clone(): AnyRef
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  7. final def eq(arg0: AnyRef): Boolean
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  8. def equals(arg0: Any): Boolean
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  9. def finalize(): Unit
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  10. final def getClass(): Class[_]
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  11. def hashCode(): Int
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  12. final def isInstanceOf[T0]: Boolean
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  13. def makeMove(move: Move, attacker: Attacker, targets: Set[Target]): NewStatuses

    Provides the new status of every character involved in the move execution.

    Provides the new status of every character involved in the move execution.

    A move will affect all the targets (evaluating the move effect for everyone of them) and possibly the attacker if the move costs some mana points. It's worth mentioning that a character can be both attacker and target at the same time: useful for example if a he/she wants to heal himself/herself casting a healing spell.

    move

    the move to be executed

    attacker

    the character that makes the move

    targets

    the character/s that undergo the move effects

    returns

    the new status for each character involved

  14. final def ne(arg0: AnyRef): Boolean
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  15. final def notify(): Unit
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  16. final def notifyAll(): Unit
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  17. final def synchronized[T0](arg0: ⇒ T0): T0
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  18. def toString(): String
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  19. final def wait(): Unit
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  20. final def wait(arg0: Long, arg1: Int): Unit
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  21. final def wait(arg0: Long): Unit
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