// // $Id: TurnGameManagerDelegate.java,v 1.10 2004/08/27 02:20:15 mdb Exp $ // // Narya library - tools for developing networked games // Copyright (C) 2002-2004 Three Rings Design, Inc., All Rights Reserved // http://www.threerings.net/code/narya/ // // This library is free software; you can redistribute it and/or modify it // under the terms of the GNU Lesser General Public License as published // by the Free Software Foundation; either version 2.1 of the License, or // (at your option) any later version. // // This library is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public // License along with this library; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA package com.threerings.parlor.turn; import com.threerings.util.Name; import com.threerings.util.RandomUtil; import com.threerings.crowd.data.PlaceObject; import com.threerings.parlor.Log; import com.threerings.parlor.game.GameManager; import com.threerings.parlor.game.GameManagerDelegate; /** * 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 () { return _tgmgr.getPlayerIndex(_turnGame.getTurnHolder()); } /** * 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 >= _turnGame.getPlayers().length) { Log.warning("startTurn() called with invalid turn index " + "[turnIdx=" + _turnIdx + "]."); // abort, abort return; } // get the player name and sanity-check again Name name = _tgmgr.getPlayerName(_turnIdx); if (name == null) { Log.warning("startTurn() called with invalid player " + "[turnIdx=" + _turnIdx + "]."); return; } // do pre-start processing _tgmgr.turnWillStart(); // and set the turn indicator accordingly _turnGame.setTurnHolder(name); // 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 who's 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 () { int size = _turnGame.getPlayers().length; do { _turnIdx = RandomUtil.getInt(size); } while (_tgmgr.getPlayerName(_turnIdx) == null); } /** * 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 () { // stick with the current player if they're the only participant if (_tgmgr.getPlayerCount() == 1) { return; } // find the next occupied player slot int size = _turnGame.getPlayers().length; int oturnIdx = _turnIdx; do { _turnIdx = (_turnIdx + 1) % size; } while (_tgmgr.getPlayerName(_turnIdx) == null); } /** The game manager for which we are delegating. */ protected TurnGameManager _tgmgr; /** A reference to our game object. */ protected TurnGameObject _turnGame; /** The player index of the current turn holder or -1 if * it's no one's turn. */ protected int _turnIdx = -1; }