All Classes and Interfaces

Class
Description
View class responsible for the action bar at the top of the screen Replaces the previous ControlPanelView with a more compact design
Action handlers interface - reused from ControlPanelView
Represents a possible action choice for the AI with an associated score.
Represents a possible action choice for the AI with an associated score.
 
 
Interface defining the contract for an AI player in Tatonk.
 
 
 
 
A terrain generator that creates terrain by growing "blobs" from random starting points.
A terrain generator that creates terrain in natural-looking chunks using a cellular automata approach
A strategic AI implementation that evaluates different types of actions and chooses the best one based on the current game state and battle situation.
Resolves combat between tanks in Tatonk
 
View class responsible for displaying player tank information in a compact format Shows tank counts with icons instead of text labels
 
 
AI component that evaluates and scores firing choices
AI component that evaluates and scores firing choices
Handles firing rules between tanks
Represents a potential firing strategy (a list of barrages) and its evaluated score.
Main game class that ties everything together
 
Presenter for the game board that coordinates all the view components
Records and provides access to game events for UI and state tracking
Class representing a single game event
Event types for game events
View class responsible for displaying the game log Redesigned for horizontal layout at the bottom of the screen
 
An AI player that evaluates potential actions (Placement, Firing, Movement, Removal) based on a scoring system and chooses the best available action each turn.
 
 
View class responsible for displaying the hex grid and handling panning and zooming
Interface for handling hex clicks
Interface for handling hex right-clicks
 
Builder style class used to programmatically create a HexGrid with terrain.
Presenter for a hex cell in the grid
 
Provides utility methods for common hex operations
 
 
AI component that evaluates and scores tank movement choices
AI component that evaluates and scores tank movement choices
Handles tank movement rules
 
 
AI component that evaluates and scores tank placement choices
AI component that evaluates and scores tank placement choices
Represents a player in the game
View class responsible for displaying player information
A simple AI implementation that prioritizes making any legal move.
Simple terrain generator that creates completely random terrain
AI component that evaluates and scores tank removal choices
AI component that evaluates and scores tank removal choices
 
Utility class for generating roads on the hex grid using a node-based approach.
An AI player that evaluates potential actions (Placement, Firing, Movement, Removal) based on a scoring system and chooses the best available action each turn.
A strategic AI implementation that evaluates different types of actions and chooses the best one based on the current game state.
Handles the spotting system - determining which hexes are visible to each player
View class responsible for displaying the status bar
Base class for all tanks in the game
Record that associates a tank with the current round it took an action in
Helper class to manage tank actions within a player's round
 
 
Popup that displays tank information when a user right-clicks on a tank
Handles tank placement rules
 
Enum representing different types of tanks with their capabilities
 
Main application class for the Tatonk game.
 
Interface for terrain generation strategies
Defines different types of terrain with their properties
Manages loading and retrieving textures for the game
 
Enum representing the different UI action states