// // $Id: TurnGameManagerDelegate.java,v 1.7 2002/08/07 21:17:50 shaper Exp $ package com.threerings.parlor.turn; import com.threerings.crowd.data.PlaceObject; import com.threerings.parlor.Log; import com.threerings.parlor.game.GameManager; import com.threerings.parlor.game.GameManagerDelegate; import com.threerings.parlor.util.MathUtil; /** * Performs the server-side turn-based game processing for a turn based * game. Game managers which wish to make use of the turn services must * implement {@link TurnGameManager} and either create an instance of this * class, or an instance of a derivation which customizes the behavior, * either of which would be passed to {@link GameManager#addDelegate} to * be activated. */ public class TurnGameManagerDelegate extends GameManagerDelegate { /** * Constructs a delegate that will manage the turn game state and call * back to the supplied {@link TurnGameManager} implementation to let * it in on the progression of the game. */ public TurnGameManagerDelegate (TurnGameManager tgmgr) { super((GameManager)tgmgr); _tgmgr = tgmgr; } /** * Returns the index of the current turn holder as configured in the * game object. * * @return the index into the players array of the current turn holder * or -1 if there is no current turn holder. */ public int getTurnHolderIndex () { String holder = _turnGame.getTurnHolder(); for (int i = 0; i < _tgmgr.getPlayerCount(); i++) { if (_tgmgr.getPlayerName(i).equals(holder)) { return i; } } return -1; } /** * Called to start the next turn. It calls {@link * TurnGameManager#turnWillStart} to allow our owning manager to * perform any pre-start turn processing, sets the turn holder that * was configured either when the game started or when finishing up * the last turn, and then calls {@link TurnGameManager#turnDidStart} * to allow the manager to perform any post-start turn * processing. This assumes that a valid turn holder has been * assigned. If some pre-game preparation needs to take place in a * non-turn-based manner, this function should not be called until it * is time to start the first turn. */ public void startTurn () { // sanity check if (_turnIdx < 0 || _turnIdx >= _tgmgr.getPlayerCount()) { Log.warning("startTurn() called with invalid turn index " + "[turnIdx=" + _turnIdx + "]."); // abort, abort return; } // do pre-start processing _tgmgr.turnWillStart(); // and set the turn indicator accordingly _turnGame.setTurnHolder(_tgmgr.getPlayerName(_turnIdx)); // do post-start processing _tgmgr.turnDidStart(); } /** * Called to end the turn. Whatever indication a game manager has that * the turn has ended (probably the submission of a valid move of some * sort by the turn holding player), it should call this function to * cause this turn to end and the next to begin. * *
If the next turn should not be started immediately after this
* turn, the game manager should arrange for {@link
* #setNextTurnHolder} to set the {@link #_turnIdx} field to -1 which
* will cause us not to start the next turn. It can then call {@link
* GameManager#endGame} if the game is over or do whatever else it
* needs to do outside the context of the turn flow. To start things
* back up again it would set {@link #_turnIdx} to the next turn
* holder and call {@link #startTurn} itself.
*/
public void endTurn ()
{
// let the manager know that the turn is over
_tgmgr.turnDidEnd();
// figure out whose up next
setNextTurnHolder();
// and start the next turn if desired
if (_turnIdx != -1) {
startTurn();
}
}
// documentation inherited
public void didStartup (PlaceObject plobj)
{
_turnGame = (TurnGameObject)plobj;
}
/**
* This should be called from {@link GameManager#gameDidStart} to let
* the turn delegate perform start of game processing.
*/
public void gameDidStart ()
{
// figure out who will be first
setFirstTurnHolder();
// and start the first turn if we should apparently do so
if (_turnIdx != -1) {
startTurn();
}
}
/**
* This is called to determine which player will take the first
* turn. The default implementation chooses a player at random.
*/
protected void setFirstTurnHolder ()
{
// TODO: sort out a better random number generator and make it
// available via the parlor services
_turnIdx = MathUtil.random(_tgmgr.getPlayerCount());
}
/**
* This is called to determine which player will next hold the turn.
* The default implementation simply rotates through the players in
* order, but some games may need to mess with the turn from time to
* time. This should update the _turnIdx field, not set
* the turn holder field in the game object directly.
*/
protected void setNextTurnHolder ()
{
// next!
_turnIdx = (_turnIdx + 1) % _tgmgr.getPlayerCount();
}
/** The game manager for which we are delegating. */
protected TurnGameManager _tgmgr;
/** A reference to our game object. */
protected TurnGameObject _turnGame;
/** The offset into the _players array of the current turn holder or
* -1 if it's no one's turn. */
protected int _turnIdx = -1;
}