//
// $Id: GameObject.java,v 1.16 2003/05/26 23:46:46 mdb Exp $

package com.threerings.parlor.game;

import com.samskivert.util.ListUtil;
import com.samskivert.util.StringUtil;

import com.threerings.crowd.data.PlaceObject;

/**
 * A game object hosts the shared data associated with a game played by
 * one or more players. The game object extends the place object so that
 * the game can act as a place where players actually go when playing the
 * game. Only very basic information is maintained in the base game
 * object. It serves as the base for a hierarchy of game object
 * derivatives that handle basic gameplay for a suite of different game
 * types (ie. turn based games, party games, board games, card games,
 * etc.).
 */
public class GameObject extends PlaceObject
{
    /** The field name of the <code>gameService</code> field. */
    public static final String GAME_SERVICE = "gameService";

    /** The field name of the <code>state</code> field. */
    public static final String STATE = "state";

    /** The field name of the <code>isRated</code> field. */
    public static final String IS_RATED = "isRated";

    /** The field name of the <code>players</code> field. */
    public static final String PLAYERS = "players";

    /** The field name of the <code>winners</code> field. */
    public static final String WINNERS = "winners";

    /** The field name of the <code>roundId</code> field. */
    public static final String ROUND_ID = "roundId";

    /** The field name of the <code>creator</code> field. */
    public static final String CREATOR = "creator";

    /** A game state constant indicating that the game has not yet started
     * and is still awaiting the arrival of all of the players. */
    public static final int AWAITING_PLAYERS = 0;

    /** A game state constant indicating that the game is in play. */
    public static final int IN_PLAY = 1;

    /** A game state constant indicating that the game ended normally. */
    public static final int GAME_OVER = 2;

    /** A game state constant indicating that the game was cancelled. */
    public static final int CANCELLED = 3;

    /** Provides general game invocation services. */
    public GameMarshaller gameService;

    /** The game state, one of {@link #AWAITING_PLAYERS}, {@link #IN_PLAY},
     * {@link #GAME_OVER}, or {@link #CANCELLED}. */
    public int state;

    /** Indicates whether or not this game is rated. */
    public boolean isRated;

    /** The usernames of the players involved in this game. */
    public String[] players;

    /** Whether each player in the game is a winner, or <code>null</code>
     * if the game is not yet over. */
    public boolean[] winners;

    /** The unique round identifier for the current round. */
    public int roundId;

    /** The player index of the creating player if this is a party game. */
    public int creator;

    /**
     * Returns the number of players in the game.
     */
    public int getPlayerCount ()
    {
        int count = 0;
        int size = players.length;
        for (int ii = 0; ii < size; ii++) {
            if (players[ii] != null) {
                count++;
            }
        }
        return count;
    }

    /**
     * Returns the player index of the given user in the game, or 
     * <code>-1</code> if the player is not involved in the game.
     */
    public int getPlayerIndex (String username)
    {
        int size = (players == null) ? 0 : players.length;
        for (int ii = 0; ii < size; ii++) {
            if (players[ii] != null && players[ii].equals(username)) {
                return ii;
            }
        }
        return -1;
    }

    /**
     * Returns whether the game is in play.  A game that is not in play
     * could either be awaiting players, ended, or cancelled.
     */
    public boolean isInPlay ()
    {
        return (state == IN_PLAY);
    }

    /**
     * Returns whether the given player index in the game is occupied.
     */
    public boolean isOccupiedPlayer (int pidx)
    {
        return (players[pidx] != null);
    }

    /**
     * Returns whether the given player index is a winner, or false if the
     * winners are not yet assigned.
     */
    public boolean isWinner (int pidx)
    {
        return (winners == null) ? false : winners[pidx];
    }

    /**
     * Returns the number of winners for this game, or <code>0</code> if
     * the winners array is not populated, e.g., the game is not yet over.
     */
    public int getWinnerCount ()
    {
        int count = 0;
        int size = (winners == null) ? 0 : winners.length;
        for (int ii = 0; ii < size; ii++) {
            if (winners[ii]) {
                count++;
            }
        }
        return count;
    }

    /**
     * Returns the winner index of the first winning player for this game,
     * or <code>-1</code> if there are no winners or the winners array is
     * not yet assigned.  This is only likely to be useful for games that
     * are known to have a single winner.
     */
    public int getWinnerIndex ()
    {
        int size = (winners == null) ? 0 : winners.length;
        for (int ii = 0; ii < size; ii++) {
            if (winners[ii]) {
                return ii;
            }
        }
        return -1;
    }

    // documentation inherited
    protected void which (StringBuffer buf)
    {
        super.which(buf);
        StringUtil.toString(buf, players);
        buf.append(":").append(state);
    }

    /**
     * Requests that the <code>gameService</code> field be set to the specified
     * value. The local value will be updated immediately and an event
     * will be propagated through the system to notify all listeners that
     * the attribute did change. Proxied copies of this object (on
     * clients) will apply the value change when they received the
     * attribute changed notification.
     */
    public void setGameService (GameMarshaller gameService)
    {
        requestAttributeChange(GAME_SERVICE, gameService);
        this.gameService = gameService;
    }

    /**
     * Requests that the <code>state</code> field be set to the specified
     * value. The local value will be updated immediately and an event
     * will be propagated through the system to notify all listeners that
     * the attribute did change. Proxied copies of this object (on
     * clients) will apply the value change when they received the
     * attribute changed notification.
     */
    public void setState (int state)
    {
        requestAttributeChange(STATE, new Integer(state));
        this.state = state;
    }

    /**
     * Requests that the <code>isRated</code> field be set to the specified
     * value. The local value will be updated immediately and an event
     * will be propagated through the system to notify all listeners that
     * the attribute did change. Proxied copies of this object (on
     * clients) will apply the value change when they received the
     * attribute changed notification.
     */
    public void setIsRated (boolean isRated)
    {
        requestAttributeChange(IS_RATED, new Boolean(isRated));
        this.isRated = isRated;
    }

    /**
     * Requests that the <code>players</code> field be set to the specified
     * value. The local value will be updated immediately and an event
     * will be propagated through the system to notify all listeners that
     * the attribute did change. Proxied copies of this object (on
     * clients) will apply the value change when they received the
     * attribute changed notification.
     */
    public void setPlayers (String[] players)
    {
        requestAttributeChange(PLAYERS, players);
        this.players = players;
    }

    /**
     * Requests that the <code>index</code>th element of
     * <code>players</code> field be set to the specified value. The local
     * value will be updated immediately and an event will be propagated
     * through the system to notify all listeners that the attribute did
     * change. Proxied copies of this object (on clients) will apply the
     * value change when they received the attribute changed notification.
     */
    public void setPlayersAt (String value, int index)
    {
        requestElementUpdate(PLAYERS, value, index);
        this.players[index] = value;
    }

    /**
     * Requests that the <code>winners</code> field be set to the specified
     * value. The local value will be updated immediately and an event
     * will be propagated through the system to notify all listeners that
     * the attribute did change. Proxied copies of this object (on
     * clients) will apply the value change when they received the
     * attribute changed notification.
     */
    public void setWinners (boolean[] winners)
    {
        requestAttributeChange(WINNERS, winners);
        this.winners = winners;
    }

    /**
     * Requests that the <code>index</code>th element of
     * <code>winners</code> field be set to the specified value. The local
     * value will be updated immediately and an event will be propagated
     * through the system to notify all listeners that the attribute did
     * change. Proxied copies of this object (on clients) will apply the
     * value change when they received the attribute changed notification.
     */
    public void setWinnersAt (boolean value, int index)
    {
        requestElementUpdate(WINNERS, new Boolean(value), index);
        this.winners[index] = value;
    }

    /**
     * Requests that the <code>roundId</code> field be set to the specified
     * value. The local value will be updated immediately and an event
     * will be propagated through the system to notify all listeners that
     * the attribute did change. Proxied copies of this object (on
     * clients) will apply the value change when they received the
     * attribute changed notification.
     */
    public void setRoundId (int roundId)
    {
        requestAttributeChange(ROUND_ID, new Integer(roundId));
        this.roundId = roundId;
    }

    /**
     * Requests that the <code>creator</code> field be set to the specified
     * value. The local value will be updated immediately and an event
     * will be propagated through the system to notify all listeners that
     * the attribute did change. Proxied copies of this object (on
     * clients) will apply the value change when they received the
     * attribute changed notification.
     */
    public void setCreator (int creator)
    {
        requestAttributeChange(CREATOR, new Integer(creator));
        this.creator = creator;
    }
}
