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Almost done with implementing bitboards. Reversi is broken and artifical players don't work yet.
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@@ -0,0 +1,7 @@
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package org.toop.framework.gameFramework.controller;
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import org.toop.framework.gameFramework.model.game.SupportsOnlinePlay;
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import org.toop.framework.gameFramework.model.game.threadBehaviour.Controllable;
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public interface GameController extends Controllable, SupportsOnlinePlay, UpdatesGameUI {
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}
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@@ -14,7 +14,7 @@ import java.util.concurrent.atomic.AtomicBoolean;
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* a running flag, a game reference, and a logger.
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* Subclasses implement the actual game-loop logic.
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*/
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public abstract class AbstractThreadBehaviour<T extends TurnBasedGame<T>> implements ThreadBehaviour<T> {
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public abstract class AbstractThreadBehaviour<T extends TurnBasedGame<T>> implements ThreadBehaviour {
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/** Indicates whether the game loop or event processing is active. */
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protected final AtomicBoolean isRunning = new AtomicBoolean();
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@@ -9,5 +9,5 @@ import org.toop.framework.gameFramework.model.player.Player;
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* <p>
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* Defines how a game's execution is started, stopped, and which player is active.
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*/
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public interface ThreadBehaviour<T extends TurnBasedGame<T>> extends Controllable {
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public interface ThreadBehaviour extends Controllable {
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}
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@@ -12,6 +12,7 @@ import org.toop.framework.gameFramework.model.game.TurnBasedGame;
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*
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* @param <T> the specific type of game this AI can play, extending {@link GameR}
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*/
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public abstract class AbstractAI<T extends TurnBasedGame> implements MoveProvider<T> {
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@Deprecated
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public abstract class AbstractAI<T extends TurnBasedGame<T>> implements MoveProvider<T> {
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// Concrete AI implementations should override findBestMove(T game, int depth)
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}
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