Games\WW2\Game.js
GamesByEmail
Object
GamesByEmail.Territory
All Implemented Interfaces:
GamesByEmail.WW2Territory
extendsTerritory
Constructor Summary |
Creates a territory.
|
Field Summary |
Fields inherited from GamesByEmail.Territory |
adjacent , adjacentIndices , color , game , index , indexString , polygon , territories , title |
Methods inherited from GamesByEmail.Territory |
appendHtml , event , hideHilite , isColor , isOurs , setBlink , showHilite , showHiliteIfOurs |
Methods inherited from Foundation.Class |
getTypePath , isInstanceOf |
Constructor Detail |
GamesByEmail.WW2Territory(/*Territories
*/ territories,
/*Number
*/ index,
/*String
*/ indexString,
/*Game
*/ game,
/*Object
*/ territory)
Creates a territory.
Parameters:territories -The parent territories collection.
index -The position of this piece in the parent pieces object.
indexString -The zero-padded index string of the position of this piece in the parent pieces object.
game -The game this territory is in.
territory -The data for this territory to inherit.
Method Detail |
addRetreatTerritories(territories)
territories -
addRetreatTerritory(territory)
territory -
adjacentWithinRange(range,
list)
range -
list -
amphibiousAssaultOptionsHtml()
amphibiousAssaultedCount()
antiaircraftFireResolved()
StringBuilder
appendOverlayHtml(/*StringBuilder
*/ htmlBuilder)
Override to add HTML that shows above the territory.
Overrides:appendOverlayHtml
in class Territory
htmlBuilder -The builder to append the HTML for the territory.
attackHtml()
autoLandOrCrashExtraEnemyFighters()
availableLandingSlots(power)
power -
battleBoardHtml(bottomHtml,
selectHits,
allowUnlanded,
falseBackButton)
bottomHtml -
selectHits -
allowUnlanded -
falseBackButton -
battleCubeHtml(roll)
roll -
blitzOnlyHtml()
canManufactureAnother()
canMoveThrough(powerIndex)
powerIndex -
canRetreat()
canRetreatToTerritory(territory)
territory -
canSpareAircraftCarrier()
capture(power,
originalPower,
logPhase)
power -
originalPower -
logPhase -
changeFirstStrikeRolls(numHits)
numHits -
clearAttributes()
clearForNextTurn()
clearMoves()
clearUnitsManufactured()
clearUnlandedAmphibiousUnits()
closeSecondaryAttack()
combatHtml()
conquer()
Boolean
containsPoint(/*Point
*/ point)
Checks to see if a point is inside the territory's polygon.
Overrides:containsPoint
in class Territory
point -The point to check.
decrementUnitsManufactured()
defensiveRetreatRank(power)
power -
destroyPlane(unit,
team)
unit -
team -
dispose()
dropSomeBombsHtml()
droppedSomeBombsHtml()
getAntiaircraftGun()
getAttributes()
getBattleBoardAmphibAssaultDetails(roll,
allowUnlanded)
roll -
allowUnlanded -
getBattleBoardDetails(selectHits,
allowUnlanded,
firstStrike)
selectHits -
allowUnlanded -
firstStrike -
getDefences(ourOwn)
ourOwn -
getIslands()
getOverlayImageSrc()
getShortestPathLength(path,
territory,
target,
depth,
range)
path -
territory -
target -
depth -
range -
getString()
hasAntiaircraftGun()
hasIndustry()
hasRoomForAircraft(nonCombat,
isFighter)
nonCombat -
isFighter -
hasRoomForFighter(nonCombat)
nonCombat -
hitString(hits,
naval)
hits -
naval -
hitStringIndex()
holdingPower()
incrementUnitsManufactured()
isAmphibiousAssaulting(territory)
territory -
isBlitzedOrUnopposed()
isCanalTransitBlocked(toTerritory,
powerIndex)
toTerritory -
powerIndex -
isEnemy(powerIndex)
powerIndex -
isEnemyOccupied(checkLandUnits,
checkSeaUnits,
checkAirUnits,
checkStrategicBombUnits)
checkLandUnits -
checkSeaUnits -
checkAirUnits -
checkStrategicBombUnits -
isFriendly(powerIndex)
powerIndex -
isFriendlyOccupied(checkLandUnits,
checkSeaUnits,
checkAirUnits,
checkStrategicBombUnits)
checkLandUnits -
checkSeaUnits -
checkAirUnits -
checkStrategicBombUnits -
isHeld()
isLand()
isNeutral()
isOccupied(powerIndex,
checkLandUnits,
checkSeaUnits,
checkAirUnits,
checkStrategicBombUnits)
powerIndex -
checkLandUnits -
checkSeaUnits -
checkAirUnits -
checkStrategicBombUnits -
isSeaLocked()
isSeaZone()
isStraitsTransitBlocked(toTerritory,
powerIndex)
toTerritory -
powerIndex -
landPlane(unit,
team,
toTerritory,
unlanded)
unit -
team -
toTerritory -
unlanded -
landPlanesHtml()
liberate(power,
originalPower,
logPhase)
power -
originalPower -
logPhase -
logPowerIndex()
markDefenseOrderingNeeded()
maximumOutput()
moveUnits(unit,
team,
toTerritory,
num,
oldSpacesMoved,
newSpacesMoved,
markAsMoved,
aaGunFlyover,
strategicBombingRaid,
transport)
unit -
team -
toTerritory -
num -
oldSpacesMoved -
newSpacesMoved -
markAsMoved -
aaGunFlyover -
strategicBombingRaid -
transport -
needsCombatResolved()
needsPlanesLanded()
neighboringPickup(transport,
powerIndex)
transport -
powerIndex -
neighboringPickups(transport,
powerIndex)
transport -
powerIndex -
nonCombatMovesHtml()
occupySeaZoneHtml()
orderCombatUnitsByCost()
originalPower()
preAmphibiousAssaultBattlesResolved()
previewBattleBoard()
processNonCombat()
recordLandedPlanes(phase)
phase -
recordUnitMovement(phase)
phase -
resolveAmphibiousCombatHtml()
retreat()
retreatDefensiveSubs(toTerritory)
toTerritory -
retreatOptionsHtml()
retreatTo(territory)
territory -
selectHitStringIndex()
setAttribute(attributeString)
attributeString -
setAttributes(attributesString)
attributesString -
setDefenseOrderHtml()
setHoldingPower(powerIndex)
powerIndex -
setString(territoryString)
territoryString -
shootDownSomePlanesHtml()
shortestPathLength(territory,
range)
territory -
range -
shotDownSomePlanesHtml()
shouldDefensiveSubsRetreat()
staticafyAmphibiousAssaultVessels()
strategicBombingRaidResolved()
takeOverNeutralHtml()
trackHtml(point)
point -
transportCounts(powerIndex,
unmovedOnly,
canCarryMoreOnly,
allowFriendly)
powerIndex -
unmovedOnly -
canCarryMoreOnly -
allowFriendly -
unassignedUnitsOnTransports(attack)
attack -
undestroyPlane(piece)
piece -
undoAllLandings()
undoNonCombat()
unitAtNumber(unit,
powerIndex,
number)
unit -
powerIndex -
number -
unitCount(unit,
powerIndex,
unmovedOnly,
notUsedInBattleOnly)
unit -
powerIndex -
unmovedOnly -
notUsedInBattleOnly -
unitString(units,
naval)
units -
naval -
updateAmphibiousAssault()
updateAttackMoves()
updateBlink()
updateColor()
updateDefences(ourOwn)
ourOwn -
updateNonCombatMoves()
updateOrderStuff()
updateRetreatTerritories()