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
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//
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// $Id: PuzzleObject.java,v 1.1 2003/11/26 01:42:34 mdb Exp $
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package com.threerings.puzzle.data;
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import com.threerings.parlor.game.GameObject;
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/**
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* Extends the basic {@link GameObject} to add individual player
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* status. Puzzle games typically contain numerous players that may be
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* knocked out of the game while the overall game continues on, thereby
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* necessitating this second level of game status.
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*/
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public class PuzzleObject extends GameObject
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implements PuzzleCodes
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{
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/** The field name of the <code>puzzleGameService</code> field. */
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public static final String PUZZLE_GAME_SERVICE = "puzzleGameService";
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/** The field name of the <code>difficulty</code> field. */
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public static final String DIFFICULTY = "difficulty";
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/** The field name of the <code>playerStatus</code> field. */
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public static final String PLAYER_STATUS = "playerStatus";
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/** The field name of the <code>summaries</code> field. */
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public static final String SUMMARIES = "summaries";
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/** The field name of the <code>seed</code> field. */
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public static final String SEED = "seed";
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/** The player status constant for a player whose game is in play. */
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public static final int PLAYER_IN_PLAY = 0;
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/** The player status constant for a player whose has been knocked out
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* of the game. */
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public static final int PLAYER_KNOCKED_OUT = 1;
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/** Provides general puzzle game invocation services. */
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public PuzzleGameMarshaller puzzleGameService;
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/** The puzzle difficulty level. */
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public int difficulty = DEFAULT_DIFFICULTY;
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/** The status of each of the players in the game. The status value
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* is one of {@link #PLAYER_KNOCKED_OUT} or {@link
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* #PLAYER_IN_PLAY}. */
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public int[] playerStatus;
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/** Summaries of the boards of all players in this puzzle (may be null
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* if the puzzle doesn't support individual player boards). */
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public BoardSummary[] summaries;
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/** The seed used to germinate the boards. */
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public long seed;
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// documentation inherited
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public boolean shouldBroadcast ()
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{
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// we do not broadcast to puzzles because the users will get it
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// on their scene objects
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return false;
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}
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/**
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* Returns the number of active players in the game.
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*/
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public int getActivePlayerCount ()
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{
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int count = 0;
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int size = players.length;
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for (int ii = 0; ii < size; ii++) {
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if (isActivePlayer(ii)) {
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count++;
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}
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}
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return count;
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}
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/**
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* Returns whether the given player is still an active player, e.g.,
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* their game has not ended.
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*/
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public boolean isActivePlayer (int pidx)
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{
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return (isOccupiedPlayer(pidx) &&
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playerStatus != null && playerStatus[pidx] == PLAYER_IN_PLAY);
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}
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/**
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* Requests that the <code>puzzleGameService</code> field be set to the specified
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* value. The local value will be updated immediately and an event
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* will be propagated through the system to notify all listeners that
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* the attribute did change. Proxied copies of this object (on
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* clients) will apply the value change when they received the
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* attribute changed notification.
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*/
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public void setPuzzleGameService (PuzzleGameMarshaller puzzleGameService)
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{
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requestAttributeChange(PUZZLE_GAME_SERVICE, puzzleGameService);
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this.puzzleGameService = puzzleGameService;
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}
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/**
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* Requests that the <code>difficulty</code> field be set to the specified
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* value. The local value will be updated immediately and an event
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* will be propagated through the system to notify all listeners that
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* the attribute did change. Proxied copies of this object (on
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* clients) will apply the value change when they received the
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* attribute changed notification.
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*/
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public void setDifficulty (int difficulty)
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{
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requestAttributeChange(DIFFICULTY, new Integer(difficulty));
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this.difficulty = difficulty;
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}
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/**
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* Requests that the <code>playerStatus</code> field be set to the specified
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* value. The local value will be updated immediately and an event
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* will be propagated through the system to notify all listeners that
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* the attribute did change. Proxied copies of this object (on
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* clients) will apply the value change when they received the
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* attribute changed notification.
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*/
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public void setPlayerStatus (int[] playerStatus)
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{
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requestAttributeChange(PLAYER_STATUS, playerStatus);
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this.playerStatus = playerStatus;
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}
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/**
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* Requests that the <code>index</code>th element of
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* <code>playerStatus</code> field be set to the specified value. The local
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* value will be updated immediately and an event will be propagated
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* through the system to notify all listeners that the attribute did
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* change. Proxied copies of this object (on clients) will apply the
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* value change when they received the attribute changed notification.
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*/
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public void setPlayerStatusAt (int value, int index)
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{
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requestElementUpdate(PLAYER_STATUS, new Integer(value), index);
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this.playerStatus[index] = value;
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}
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/**
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* Requests that the <code>summaries</code> field be set to the specified
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* value. The local value will be updated immediately and an event
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* will be propagated through the system to notify all listeners that
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* the attribute did change. Proxied copies of this object (on
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* clients) will apply the value change when they received the
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* attribute changed notification.
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*/
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public void setSummaries (BoardSummary[] summaries)
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{
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requestAttributeChange(SUMMARIES, summaries);
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this.summaries = summaries;
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}
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/**
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* Requests that the <code>index</code>th element of
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* <code>summaries</code> field be set to the specified value. The local
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* value will be updated immediately and an event will be propagated
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* through the system to notify all listeners that the attribute did
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* change. Proxied copies of this object (on clients) will apply the
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* value change when they received the attribute changed notification.
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*/
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public void setSummariesAt (BoardSummary value, int index)
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{
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requestElementUpdate(SUMMARIES, value, index);
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this.summaries[index] = value;
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}
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/**
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* Requests that the <code>seed</code> field be set to the specified
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* value. The local value will be updated immediately and an event
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* will be propagated through the system to notify all listeners that
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* the attribute did change. Proxied copies of this object (on
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* clients) will apply the value change when they received the
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* attribute changed notification.
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*/
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public void setSeed (long seed)
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{
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requestAttributeChange(SEED, new Long(seed));
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this.seed = seed;
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}
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}
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