a9720fd905
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3099 542714f4-19e9-0310-aa3c-eee0fc999fb1
200 lines
7.0 KiB
Java
200 lines
7.0 KiB
Java
//
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// $Id: TurnGameManagerDelegate.java,v 1.10 2004/08/27 02:20:15 mdb 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.turn;
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import com.threerings.util.Name;
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import com.threerings.util.RandomUtil;
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import com.threerings.crowd.data.PlaceObject;
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import com.threerings.parlor.Log;
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import com.threerings.parlor.game.GameManager;
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import com.threerings.parlor.game.GameManagerDelegate;
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/**
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* Performs the server-side turn-based game processing for a turn based
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* game. Game managers which wish to make use of the turn services must
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* implement {@link TurnGameManager} and either create an instance of this
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* class, or an instance of a derivation which customizes the behavior,
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* either of which would be passed to {@link GameManager#addDelegate} to
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* be activated.
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*/
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public class TurnGameManagerDelegate extends GameManagerDelegate
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{
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/**
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* Constructs a delegate that will manage the turn game state and call
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* back to the supplied {@link TurnGameManager} implementation to let
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* it in on the progression of the game.
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*/
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public TurnGameManagerDelegate (TurnGameManager tgmgr)
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{
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super((GameManager)tgmgr);
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_tgmgr = tgmgr;
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}
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/**
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* Returns the index of the current turn holder as configured in the
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* game object.
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*
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* @return the index into the players array of the current turn holder
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* or <code>-1</code> if there is no current turn holder.
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*/
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public int getTurnHolderIndex ()
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{
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return _tgmgr.getPlayerIndex(_turnGame.getTurnHolder());
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}
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/**
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* Called to start the next turn. It calls {@link
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* TurnGameManager#turnWillStart} to allow our owning manager to
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* perform any pre-start turn processing, sets the turn holder that
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* was configured either when the game started or when finishing up
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* the last turn, and then calls {@link TurnGameManager#turnDidStart}
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* to allow the manager to perform any post-start turn
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* processing. This assumes that a valid turn holder has been
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* assigned. If some pre-game preparation needs to take place in a
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* non-turn-based manner, this function should not be called until it
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* is time to start the first turn.
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*/
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public void startTurn ()
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{
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// sanity check
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if (_turnIdx < 0 || _turnIdx >= _turnGame.getPlayers().length) {
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Log.warning("startTurn() called with invalid turn index " +
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"[turnIdx=" + _turnIdx + "].");
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// abort, abort
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return;
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}
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// get the player name and sanity-check again
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Name name = _tgmgr.getPlayerName(_turnIdx);
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if (name == null) {
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Log.warning("startTurn() called with invalid player " +
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"[turnIdx=" + _turnIdx + "].");
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return;
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}
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// do pre-start processing
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_tgmgr.turnWillStart();
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// and set the turn indicator accordingly
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_turnGame.setTurnHolder(name);
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// do post-start processing
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_tgmgr.turnDidStart();
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}
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/**
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* Called to end the turn. Whatever indication a game manager has that
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* the turn has ended (probably the submission of a valid move of some
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* sort by the turn holding player), it should call this function to
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* cause this turn to end and the next to begin.
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*
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* <p> If the next turn should not be started immediately after this
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* turn, the game manager should arrange for {@link
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* #setNextTurnHolder} to set the {@link #_turnIdx} field to
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* <code>-1</code> which will cause us not to start the next turn. It
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* can then call {@link GameManager#endGame} if the game is over or do
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* whatever else it needs to do outside the context of the turn flow.
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* To start things back up again it would set {@link #_turnIdx} to the
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* next turn holder and call {@link #startTurn} itself.
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*/
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public void endTurn ()
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{
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// let the manager know that the turn is over
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_tgmgr.turnDidEnd();
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// figure out who's up next
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setNextTurnHolder();
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// and start the next turn if desired
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if (_turnIdx != -1) {
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startTurn();
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}
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}
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// documentation inherited
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public void didStartup (PlaceObject plobj)
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{
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_turnGame = (TurnGameObject)plobj;
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}
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/**
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* This should be called from {@link GameManager#gameDidStart} to let
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* the turn delegate perform start of game processing.
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*/
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public void gameDidStart ()
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{
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// figure out who will be first
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setFirstTurnHolder();
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// and start the first turn if we should apparently do so
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if (_turnIdx != -1) {
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startTurn();
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}
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}
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/**
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* This is called to determine which player will take the first
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* turn. The default implementation chooses a player at random.
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*/
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protected void setFirstTurnHolder ()
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{
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int size = _turnGame.getPlayers().length;
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do {
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_turnIdx = RandomUtil.getInt(size);
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} while (_tgmgr.getPlayerName(_turnIdx) == null);
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}
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/**
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* This is called to determine which player will next hold the turn.
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* The default implementation simply rotates through the players in
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* order, but some games may need to mess with the turn from time to
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* time. This should update the <code>_turnIdx</code> field, not set
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* the turn holder field in the game object directly.
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*/
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protected void setNextTurnHolder ()
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{
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// stick with the current player if they're the only participant
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if (_tgmgr.getPlayerCount() == 1) {
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return;
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}
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// find the next occupied player slot
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int size = _turnGame.getPlayers().length;
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int oturnIdx = _turnIdx;
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do {
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_turnIdx = (_turnIdx + 1) % size;
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} while (_tgmgr.getPlayerName(_turnIdx) == null);
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}
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/** The game manager for which we are delegating. */
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protected TurnGameManager _tgmgr;
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/** A reference to our game object. */
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protected TurnGameObject _turnGame;
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/** The player index of the current turn holder or <code>-1</code> if
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* it's no one's turn. */
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protected int _turnIdx = -1;
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}
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