//
// $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;
}