Holy crap Batman! It's the beginnings of refactoring the basic puzzle

stuff into Narya.


git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@2876 542714f4-19e9-0310-aa3c-eee0fc999fb1
This commit is contained in:
Michael Bayne
2003-11-26 01:42:34 +00:00
parent 0601c94e42
commit 54eaddb27d
53 changed files with 9395 additions and 0 deletions
@@ -0,0 +1,187 @@
//
// $Id: PuzzleObject.java,v 1.1 2003/11/26 01:42:34 mdb Exp $
package com.threerings.puzzle.data;
import com.threerings.parlor.game.GameObject;
/**
* Extends the basic {@link GameObject} to add individual player
* status. Puzzle games typically contain numerous players that may be
* knocked out of the game while the overall game continues on, thereby
* necessitating this second level of game status.
*/
public class PuzzleObject extends GameObject
implements PuzzleCodes
{
/** The field name of the <code>puzzleGameService</code> field. */
public static final String PUZZLE_GAME_SERVICE = "puzzleGameService";
/** The field name of the <code>difficulty</code> field. */
public static final String DIFFICULTY = "difficulty";
/** The field name of the <code>playerStatus</code> field. */
public static final String PLAYER_STATUS = "playerStatus";
/** The field name of the <code>summaries</code> field. */
public static final String SUMMARIES = "summaries";
/** The field name of the <code>seed</code> field. */
public static final String SEED = "seed";
/** The player status constant for a player whose game is in play. */
public static final int PLAYER_IN_PLAY = 0;
/** The player status constant for a player whose has been knocked out
* of the game. */
public static final int PLAYER_KNOCKED_OUT = 1;
/** Provides general puzzle game invocation services. */
public PuzzleGameMarshaller puzzleGameService;
/** The puzzle difficulty level. */
public int difficulty = DEFAULT_DIFFICULTY;
/** The status of each of the players in the game. The status value
* is one of {@link #PLAYER_KNOCKED_OUT} or {@link
* #PLAYER_IN_PLAY}. */
public int[] playerStatus;
/** Summaries of the boards of all players in this puzzle (may be null
* if the puzzle doesn't support individual player boards). */
public BoardSummary[] summaries;
/** The seed used to germinate the boards. */
public long seed;
// documentation inherited
public boolean shouldBroadcast ()
{
// we do not broadcast to puzzles because the users will get it
// on their scene objects
return false;
}
/**
* Returns the number of active players in the game.
*/
public int getActivePlayerCount ()
{
int count = 0;
int size = players.length;
for (int ii = 0; ii < size; ii++) {
if (isActivePlayer(ii)) {
count++;
}
}
return count;
}
/**
* Returns whether the given player is still an active player, e.g.,
* their game has not ended.
*/
public boolean isActivePlayer (int pidx)
{
return (isOccupiedPlayer(pidx) &&
playerStatus != null && playerStatus[pidx] == PLAYER_IN_PLAY);
}
/**
* Requests that the <code>puzzleGameService</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 setPuzzleGameService (PuzzleGameMarshaller puzzleGameService)
{
requestAttributeChange(PUZZLE_GAME_SERVICE, puzzleGameService);
this.puzzleGameService = puzzleGameService;
}
/**
* Requests that the <code>difficulty</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 setDifficulty (int difficulty)
{
requestAttributeChange(DIFFICULTY, new Integer(difficulty));
this.difficulty = difficulty;
}
/**
* Requests that the <code>playerStatus</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 setPlayerStatus (int[] playerStatus)
{
requestAttributeChange(PLAYER_STATUS, playerStatus);
this.playerStatus = playerStatus;
}
/**
* Requests that the <code>index</code>th element of
* <code>playerStatus</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 setPlayerStatusAt (int value, int index)
{
requestElementUpdate(PLAYER_STATUS, new Integer(value), index);
this.playerStatus[index] = value;
}
/**
* Requests that the <code>summaries</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 setSummaries (BoardSummary[] summaries)
{
requestAttributeChange(SUMMARIES, summaries);
this.summaries = summaries;
}
/**
* Requests that the <code>index</code>th element of
* <code>summaries</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 setSummariesAt (BoardSummary value, int index)
{
requestElementUpdate(SUMMARIES, value, index);
this.summaries[index] = value;
}
/**
* Requests that the <code>seed</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 setSeed (long seed)
{
requestAttributeChange(SEED, new Long(seed));
this.seed = seed;
}
}