5c8e1f10af
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3161 542714f4-19e9-0310-aa3c-eee0fc999fb1
114 lines
4.1 KiB
Java
114 lines
4.1 KiB
Java
//
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// $Id: GameConfig.java,v 1.19 2004/10/22 17:50:03 andrzej Exp $
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//
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// Narya library - tools for developing networked games
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// Copyright (C) 2002-2004 Three Rings Design, Inc., All Rights Reserved
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// http://www.threerings.net/code/narya/
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//
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// This library is free software; you can redistribute it and/or modify it
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// under the terms of the GNU Lesser General Public License as published
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// by the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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package com.threerings.parlor.game;
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import com.threerings.crowd.data.PlaceConfig;
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import com.threerings.util.Name;
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/**
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* The game config class encapsulates the configuration information for a
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* particular type of game. The hierarchy of game config objects mimics
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* the hierarchy of game managers and controllers. Both the game manager
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* and game controller are provided with the game config object when the
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* game is created.
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*
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* <p> The game config object is also the mechanism used to instantiate
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* the appropriate game manager and controller. Every game must have an
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* associated game config derived class that overrides {@link
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* #getControllerClass} and {@link #getManagerClassName}, returning the
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* appropriate game controller and manager class for that game. Thus the
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* entire chain of events that causes a particular game to be created is
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* the construction of the appropriate game config instance which is
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* provided to the server as part of an invitation or via some other
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* matchmaking mechanism.
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*/
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public abstract class GameConfig extends PlaceConfig implements Cloneable
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{
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/** The usernames of the players involved in this game, or an empty
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* array if such information is not needed by this particular game. */
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public Name[] players = new Name[0];
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/** Indicates whether or not this game is rated. */
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public boolean rated = true;
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/**
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* Returns a translatable label describing this game.
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*/
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public abstract String getGameName ();
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/**
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* Returns the message bundle identifier for the bundle that should be
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* used to translate the translatable strings used to describe the
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* game config parameters.
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*/
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public abstract String getBundleName ();
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/**
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* Returns the class that should be used to create a user interface
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* that can be used to configure this instance prior to starting the
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* game. The configurator class must derive from {@link
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* GameConfigurator}.
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*/
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public abstract Class getConfiguratorClass ();
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/**
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* Returns true if this game config object is equal to the supplied
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* object (meaning it is also a game config object and its
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* configuration settings are the same as ours).
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*/
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public boolean equals (Object other)
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{
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// make sure they're of the same class
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if (other.getClass() == this.getClass()) {
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GameConfig that = (GameConfig) other;
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return this.rated == that.rated;
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} else {
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return false;
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}
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}
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/**
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* Computes a hashcode for this game config object that supports our
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* {@link #equals} implementation. Objects that are equal should have
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* the same hashcode.
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*/
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public int hashCode ()
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{
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// look ma, it's so sophisticated!
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return getClass().hashCode() + (rated ? 1 : 0);
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}
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/**
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* Returns a clone of this game config.
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*/
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public GameConfig getClone ()
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{
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try {
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return (GameConfig)clone();
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} catch (CloneNotSupportedException cnse) {
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// something has gone horribly awry
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return null;
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}
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}
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}
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