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if(this._mapState != MapState.PLANNED) return; if(this._map.needsReplanning()){ this._planningThread = new PlanningThread( this._map, this, this._map.getAgentsToReplan() ); this._planningThread.start();
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if(VisualBurglar.FLAG_IN_GAME_LEVEL_DESIGN){ // start placing guards on the map: this._mapState = MapState.SELECING_TRAP_ROOMS; this._planningThread = new PlanningThread( this._map, Type.SELECTING_TRAP_ROOMS, this ); this._planningThread.start();
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* Starts the planning thread to generate the required number of traps. */ protected void startPlanning() { // start placing guards on the map: this._planningThread = new PlanningThread( this._map, Type.SELECTING_TRAP_ROOMS, this );