bool RestListAvailReply::_isFieldSet(const mgen::Field& field, const mgen::FieldSetDepth depth) const {
	switch(field.id()) {
		case (_field_messageTypes_id):
			return _isMessageTypesSet(depth);
		default:
			return false;
	}
}
bool PlayerJoined::_isFieldSet(const mgen::Field& field, const mgen::FieldSetDepth depth) const {
	switch(field.id()) {
		case (_field_playerId_id):
			return _isPlayerIdSet(depth);
		default:
			return false;
	}
}
bool Checkin::_isFieldSet(const mgen::Field& field, const mgen::FieldSetDepth depth) const {
	switch(field.id()) {
		case (_field_username_id):
			return _isUsernameSet(depth);
		case (_field_password_id):
			return _isPasswordSet(depth);
		default:
			return false;
	}
}
bool Player::_isFieldSet(const mgen::Field& field, const mgen::FieldSetDepth depth) const {
	switch(field.id()) {
		case (_field_name_id):
			return _isNameSet(depth);
		case (_field_team_id):
			return _isTeamSet(depth);
		default:
			return false;
	}
}
bool ShipPlacementReply::_isFieldSet(const mgen::Field& field, const mgen::FieldSetDepth depth) const {
	switch(field.id()) {
		case (_field_result_id):
			return _isResultSet(depth);
		case (_field_failReason_id):
			return _isFailReasonSet(depth);
		default:
			return false;
	}
}
Example #6
0
bool Segment::_isFieldSet(const mgen::Field& field, const mgen::FieldSetDepth depth) const {
	switch(field.id()) {
		case (_field_alive_id):
			return _isAliveSet(depth);
		case (_field_pos_id):
			return _isPosSet(depth);
		default:
			return false;
	}
}
bool GameState::_isFieldSet(const mgen::Field& field, const mgen::FieldSetDepth depth) const {
	switch(field.id()) {
		case (_field_redPlayer_id):
			return _isRedPlayerSet(depth);
		case (_field_bluePlayer_id):
			return _isBluePlayerSet(depth);
		case (_field_phase_id):
			return _isPhaseSet(depth);
		default:
			return false;
	}
}
bool MoveResult::_isFieldSet(const mgen::Field& field, const mgen::FieldSetDepth depth) const {
	switch(field.id()) {
		case (_field_player_id):
			return _isPlayerSet(depth);
		case (_field_point_id):
			return _isPointSet(depth);
		case (_field_removed_id):
			return _isRemovedSet(depth);
		default:
			return false;
	}
}
bool Player::_isFieldSet(const mgen::Field& field, const mgen::FieldSetDepth depth) const {
	switch(field.id()) {
		case (_field_name_id):
			return _isNameSet(depth);
		case (_field_shotsFired_id):
			return _isShotsFiredSet(depth);
		case (_field_shotsReceived_id):
			return _isShotsReceivedSet(depth);
		case (_field_ships_id):
			return _isShipsSet(depth);
		default:
			return false;
	}
}
bool GameOver::_isFieldSet(const mgen::Field& field, const mgen::FieldSetDepth depth) const {
	switch(field.id()) {
		case (_field_reason_id):
			return _isReasonSet(depth);
		case (_field_winner_id):
			return _isWinnerSet(depth);
		case (_field_loser_id):
			return _isLoserSet(depth);
		case (_field_endState_id):
			return _isEndStateSet(depth);
		default:
			return false;
	}
}