Oh the humanity. Modified the turn game services to be a "mix-in" using
the bastard Java technique of delegates and interfaces. I feel like I'm doing OOP with one hand tied behind my back. git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@989 542714f4-19e9-0310-aa3c-eee0fc999fb1
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//
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// $Id: TurnGameManagerDelegate.java,v 1.1 2002/02/12 06:57:30 mdb Exp $
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package com.threerings.parlor.turn;
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import com.threerings.parlor.Log;
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import com.threerings.parlor.game.GameManager;
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import com.threerings.parlor.util.MathUtil;
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/**
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* Performs the server-side turn-based game processing for a turn based
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* game. Games which wish to make use of the turn services must call the
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* following methods on the delegate at the appropriate times:
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*
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* <pre>
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* init()
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* gameDidStart()
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* startTurn()
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* endTurn()
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* </pre>
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*
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* They must also implement the {@link TurnGameManager} interface.
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*/
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public class TurnGameManagerDelegate
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{
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/**
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* Constructs a delegate that will manage the turn game state and call
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* back to the supplied {@link TurnGameManager} implementation to let
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* it in on the progression of the game.
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*/
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public TurnGameManagerDelegate (TurnGameManager tgmgr)
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{
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_tgmgr = tgmgr;
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}
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/**
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* This should be called from {@link GameManager#didStartup} to
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* initialize the delegate.
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*/
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public void init (TurnGameObject turnGame)
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{
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_turnGame = turnGame;
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}
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/**
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* This should be called from {@link GameManager#gameDidStart} to let
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* the turn delegate perform start of game processing.
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*/
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public void gameDidStart ()
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{
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// grab the players array
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_players = _tgmgr.getPlayers();
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// figure out who will be first
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setFirstTurnHolder();
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// and start the first turn if we should apparently do so
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if (_turnIdx != -1) {
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startTurn();
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}
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}
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/**
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* This is called to determine whichi player will take the first
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* turn. The default implementation chooses a player at random.
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*/
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protected void setFirstTurnHolder ()
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{
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// TODO: sort out a better random number generator and make it
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// available via the parlor services
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_turnIdx = MathUtil.random(_players.length);
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}
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/**
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* Called to start the next turn. It calls {@link
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* TurnGameManager#turnWillStart} to allow our owning manager to
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* perform any pre-turn processing and then sets the turn holder that
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* was configured either when the game started or when finishing up
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* the last turn. This assumes that a valid turn holder has been
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* assigned. If some pre-game preparation needs take place in a
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* non-turn-based manner, this function should not be called until it
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* is time to start the first turn.
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*/
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public void startTurn ()
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{
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// sanity check
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if (_turnIdx < 0 || _turnIdx >= _players.length) {
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Log.warning("startTurn() called with invalid turn index " +
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"[turnIdx=" + _turnIdx + "].");
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// abort, abort
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return;
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}
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// let the derived class do their thing
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_tgmgr.turnWillStart();
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// and set the turn indicator accordingly
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_turnGame.setTurnHolder(_players[_turnIdx]);
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}
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/**
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* Called to end the turn. Whatever indication a game manager has that
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* the turn has ended (probably the submission of a valid move of some
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* sort by the turn holding player), it should call this function to
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* cause this turn to end and the next to begin.
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*
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* <p> If the next turn should not be started immediately after this
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* turn, the game manager should arrange for {@link
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* #setNextTurnHolder} to set the {@link #_turnIdx} field to -1 which
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* will cause us not to start the next turn. It can then call {@link
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* #endGame} if the game is over or do whatever else it needs to do
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* outside the context of the turn flow. To start things back up
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* again it would set {@link #_turnIdx} to the next turn holder and
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* call {@link #startTurn} itself.
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*/
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public void endTurn ()
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{
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// let the manager know that the turn is over
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_tgmgr.turnDidEnd();
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// figure out whose up next
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setNextTurnHolder();
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// and start the next turn if desired
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if (_turnIdx != -1) {
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startTurn();
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}
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}
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/**
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* This is called to determine which player will next hold the turn.
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* The default implementation simply rotates through the players in
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* order, but some games may need to mess with the turn from time to
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* time. This should update the <code>_turnIdx</code> field, not set
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* the turn holder field in the game object directly.
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*/
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protected void setNextTurnHolder ()
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{
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// next!
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_turnIdx = (_turnIdx + 1) % _players.length;
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}
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/**
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* Returns the index of the current turn holder as configured in the
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* game object.
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*
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* @return the index into the players array of the current turn holder
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* or -1 if there is no current turn holder.
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*/
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protected int getTurnHolderIndex ()
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{
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String holder = _turnGame.getTurnHolder();
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for (int i = 0; i < _players.length; i++) {
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if (_players[i].equals(holder)) {
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return i;
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}
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}
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return -1;
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}
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/** The game manager for which we are delegating. */
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protected TurnGameManager _tgmgr;
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/** A reference to our game object. */
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protected TurnGameObject _turnGame;
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/** Our own happy copy of the game manager's players array. I *love*
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* not having fucking multiple inheritance. */
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protected String[] _players;
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/** The offset into the _players array of the current turn holder or
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* -1 if it's no one's turn. */
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protected int _turnIdx = -1;
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}
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