/** * Sets the contact level of this settlement to indicate that a European player has visited the * settlement. * * @param player The visiting <code>Player</code>. * @return True if this was the first time the settlement was visited by the player. */ public boolean setVisited(Player player) { if (!hasVisited(player)) { if (!hasContacted(player)) initializeAlarm(player); contactLevels.put(player, ContactLevel.VISITED); return true; } return false; }
/** * Sets the contact level of this settlement to indicate that a European player has had a chat * with the chief. * * @param player The visiting <code>Player</code>. * @return True if this was the first time the settlement was scouted by the player. */ public boolean setScouted(Player player) { if (!hasScouted(player)) { if (!hasContacted(player)) initializeAlarm(player); contactLevels.put(player, ContactLevel.SCOUTED); return true; } return false; }
/** * Make contact with this settlement (if it has not been previously contacted). Initialize tension * level to the general level with respect to the contacting player--- effectively the average * reputation of this player with the overall tribe. * * @param player The <code>Player</code> making contact. * @return True if this was indeed the first contact between settlement and player. */ public boolean setContacted(Player player) { if (!hasContacted(player)) { contactLevels.put(player, ContactLevel.CONTACTED); initializeAlarm(player); return true; } return false; }