Files
narya/src/java/com/threerings/parlor/game/GameObject.java
T
Michael Bayne 55a0ab91f7 Regenerated our DObject derivations in the new world order.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3288 542714f4-19e9-0310-aa3c-eee0fc999fb1
2004-12-28 03:51:29 +00:00

354 lines
12 KiB
Java

//
// $Id$
//
// 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.game;
import com.samskivert.util.ListUtil;
import com.samskivert.util.StringUtil;
import com.threerings.util.Name;
import com.threerings.crowd.data.PlaceObject;
/**
* A game object hosts the shared data associated with a game played by
* one or more players. The game object extends the place object so that
* the game can act as a place where players actually go when playing the
* game. Only very basic information is maintained in the base game
* object. It serves as the base for a hierarchy of game object
* derivatives that handle basic gameplay for a suite of different game
* types (ie. turn based games, party games, board games, card games,
* etc.).
*/
public class GameObject extends PlaceObject
{
// AUTO-GENERATED: FIELDS START
/** The field name of the <code>gameService</code> field. */
public static final String GAME_SERVICE = "gameService";
/** The field name of the <code>state</code> field. */
public static final String STATE = "state";
/** The field name of the <code>isRated</code> field. */
public static final String IS_RATED = "isRated";
/** The field name of the <code>players</code> field. */
public static final String PLAYERS = "players";
/** The field name of the <code>winners</code> field. */
public static final String WINNERS = "winners";
/** The field name of the <code>roundId</code> field. */
public static final String ROUND_ID = "roundId";
/** The field name of the <code>creator</code> field. */
public static final String CREATOR = "creator";
// AUTO-GENERATED: FIELDS END
/** A game state constant indicating that the game has not yet started
* and is still awaiting the arrival of all of the players. */
public static final int AWAITING_PLAYERS = 0;
/** A game state constant indicating that the game is in play. */
public static final int IN_PLAY = 1;
/** A game state constant indicating that the game ended normally. */
public static final int GAME_OVER = 2;
/** A game state constant indicating that the game was cancelled. */
public static final int CANCELLED = 3;
/** Provides general game invocation services. */
public GameMarshaller gameService;
/** The game state, one of {@link #AWAITING_PLAYERS}, {@link #IN_PLAY},
* {@link #GAME_OVER}, or {@link #CANCELLED}. */
public int state;
/** Indicates whether or not this game is rated. */
public boolean isRated;
/** The usernames of the players involved in this game. */
public Name[] players;
/** Whether each player in the game is a winner, or <code>null</code>
* if the game is not yet over. */
public boolean[] winners;
/** The unique round identifier for the current round. */
public int roundId;
/** The player index of the creating player if this is a party game. */
public int creator;
/**
* Returns the number of players in the game.
*/
public int getPlayerCount ()
{
int count = 0;
int size = players.length;
for (int ii = 0; ii < size; ii++) {
if (players[ii] != null) {
count++;
}
}
return count;
}
/**
* Returns the player index of the given user in the game, or
* <code>-1</code> if the player is not involved in the game.
*/
public int getPlayerIndex (Name username)
{
int size = (players == null) ? 0 : players.length;
for (int ii = 0; ii < size; ii++) {
if (players[ii] != null && players[ii].equals(username)) {
return ii;
}
}
return -1;
}
/**
* Returns whether the game is in play. A game that is not in play
* could either be awaiting players, ended, or cancelled.
*/
public boolean isInPlay ()
{
return (state == IN_PLAY);
}
/**
* Returns whether the given player index in the game is occupied.
*/
public boolean isOccupiedPlayer (int pidx)
{
return (players[pidx] != null);
}
/**
* Returns whether the given player index is a winner, or false if the
* winners are not yet assigned.
*/
public boolean isWinner (int pidx)
{
return (winners == null) ? false : winners[pidx];
}
/**
* Returns the number of winners for this game, or <code>0</code> if
* the winners array is not populated, e.g., the game is not yet over.
*/
public int getWinnerCount ()
{
int count = 0;
int size = (winners == null) ? 0 : winners.length;
for (int ii = 0; ii < size; ii++) {
if (winners[ii]) {
count++;
}
}
return count;
}
/**
* Returns true if the game is ended in a draw.
*/
public boolean isDraw ()
{
return getWinnerCount() == getPlayerCount();
}
/**
* Returns the winner index of the first winning player for this game,
* or <code>-1</code> if there are no winners or the winners array is
* not yet assigned. This is only likely to be useful for games that
* are known to have a single winner.
*/
public int getWinnerIndex ()
{
int size = (winners == null) ? 0 : winners.length;
for (int ii = 0; ii < size; ii++) {
if (winners[ii]) {
return ii;
}
}
return -1;
}
// documentation inherited
protected void which (StringBuffer buf)
{
super.which(buf);
StringUtil.toString(buf, players);
buf.append(":").append(state);
}
// AUTO-GENERATED: METHODS START
/**
* Requests that the <code>gameService</code> field be set to the
* specified value. The local value will be updated immediately and an
* event will be propagated through the system to notify all listeners
* that the attribute did change. Proxied copies of this object (on
* clients) will apply the value change when they received the
* attribute changed notification.
*/
public void setGameService (GameMarshaller value)
{
GameMarshaller ovalue = this.gameService;
requestAttributeChange(
GAME_SERVICE, value, ovalue);
this.gameService = value;
}
/**
* Requests that the <code>state</code> field be set to the
* specified value. The local value will be updated immediately and an
* event will be propagated through the system to notify all listeners
* that the attribute did change. Proxied copies of this object (on
* clients) will apply the value change when they received the
* attribute changed notification.
*/
public void setState (int value)
{
int ovalue = this.state;
requestAttributeChange(
STATE, new Integer(value), new Integer(ovalue));
this.state = value;
}
/**
* Requests that the <code>isRated</code> field be set to the
* specified value. The local value will be updated immediately and an
* event will be propagated through the system to notify all listeners
* that the attribute did change. Proxied copies of this object (on
* clients) will apply the value change when they received the
* attribute changed notification.
*/
public void setIsRated (boolean value)
{
boolean ovalue = this.isRated;
requestAttributeChange(
IS_RATED, new Boolean(value), new Boolean(ovalue));
this.isRated = value;
}
/**
* Requests that the <code>players</code> field be set to the
* specified value. The local value will be updated immediately and an
* event will be propagated through the system to notify all listeners
* that the attribute did change. Proxied copies of this object (on
* clients) will apply the value change when they received the
* attribute changed notification.
*/
public void setPlayers (Name[] value)
{
Name[] ovalue = this.players;
requestAttributeChange(
PLAYERS, value, ovalue);
this.players = value;
}
/**
* Requests that the <code>index</code>th element of
* <code>players</code> field be set to the specified value.
* The local value will be updated immediately and an event will be
* propagated through the system to notify all listeners that the
* attribute did change. Proxied copies of this object (on clients)
* will apply the value change when they received the attribute
* changed notification.
*/
public void setPlayersAt (Name value, int index)
{
Name ovalue = this.players[index];
requestElementUpdate(
PLAYERS, index, value, ovalue);
this.players[index] = value;
}
/**
* Requests that the <code>winners</code> field be set to the
* specified value. The local value will be updated immediately and an
* event will be propagated through the system to notify all listeners
* that the attribute did change. Proxied copies of this object (on
* clients) will apply the value change when they received the
* attribute changed notification.
*/
public void setWinners (boolean[] value)
{
boolean[] ovalue = this.winners;
requestAttributeChange(
WINNERS, value, ovalue);
this.winners = value;
}
/**
* Requests that the <code>index</code>th element of
* <code>winners</code> field be set to the specified value.
* The local value will be updated immediately and an event will be
* propagated through the system to notify all listeners that the
* attribute did change. Proxied copies of this object (on clients)
* will apply the value change when they received the attribute
* changed notification.
*/
public void setWinnersAt (boolean value, int index)
{
boolean ovalue = this.winners[index];
requestElementUpdate(
WINNERS, index, new Boolean(value), new Boolean(ovalue));
this.winners[index] = value;
}
/**
* Requests that the <code>roundId</code> field be set to the
* specified value. The local value will be updated immediately and an
* event will be propagated through the system to notify all listeners
* that the attribute did change. Proxied copies of this object (on
* clients) will apply the value change when they received the
* attribute changed notification.
*/
public void setRoundId (int value)
{
int ovalue = this.roundId;
requestAttributeChange(
ROUND_ID, new Integer(value), new Integer(ovalue));
this.roundId = value;
}
/**
* Requests that the <code>creator</code> field be set to the
* specified value. The local value will be updated immediately and an
* event will be propagated through the system to notify all listeners
* that the attribute did change. Proxied copies of this object (on
* clients) will apply the value change when they received the
* attribute changed notification.
*/
public void setCreator (int value)
{
int ovalue = this.creator;
requestAttributeChange(
CREATOR, new Integer(value), new Integer(ovalue));
this.creator = value;
}
// AUTO-GENERATED: METHODS END
}