Behold Vilya, Ring of Air and repository for our game and virtual worldly
extensions to the distributed environment provided by Narya. git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@1 c613c5cb-e716-0410-b11b-feb51c14d237
This commit is contained in:
@@ -0,0 +1,217 @@
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//
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// $Id$
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//
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// Narya library - tools for developing networked games
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// Copyright (C) 2002-2005 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
|
||||
// by the Free Software Foundation; either version 2.1 of the License, or
|
||||
// (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
|
||||
// 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
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package com.threerings.parlor.turn.client;
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import java.awt.Color;
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import java.awt.GridBagConstraints;
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import java.awt.GridBagLayout;
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import java.util.HashMap;
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import javax.swing.JLabel;
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import javax.swing.JPanel;
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import javax.swing.Icon;
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import com.samskivert.swing.GroupLayout;
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import com.samskivert.swing.VGroupLayout;
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import com.samskivert.swing.util.SwingUtil;
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import com.threerings.util.Name;
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import com.threerings.crowd.client.PlaceView;
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import com.threerings.crowd.data.PlaceObject;
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import com.threerings.parlor.game.data.GameObject;
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import com.threerings.parlor.turn.data.TurnGameObject;
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import com.threerings.presents.dobj.AttributeChangeListener;
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import com.threerings.presents.dobj.AttributeChangedEvent;
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import com.threerings.presents.dobj.ElementUpdateListener;
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import com.threerings.presents.dobj.ElementUpdatedEvent;
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import com.threerings.presents.dobj.DObject;
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/**
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* Automatically display a list of players and turn change information
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* in a turn-based game.
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*/
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// TODO
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// - adapt this to be able to display scores in some generic way as well.
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// - allow configuring of turn / winner labels from prototypes,
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// rather than forcing one to be an icon, the other a string, and
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// examine the prototype to determine how to highlight the turnholder.
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public class TurnDisplay extends JPanel
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implements PlaceView, AttributeChangeListener, ElementUpdateListener
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{
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/**
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* Create a TurnDisplay.
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*/
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public TurnDisplay ()
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{
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}
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/**
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* Create a TurnDisplay for a game using the specified Icon to denote
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* whose turn it is.
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*/
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public TurnDisplay (Icon turnIcon)
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{
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setTurnIcon(turnIcon);
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}
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/**
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* Set the icon to use.
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*/
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public void setTurnIcon (Icon turnIcon)
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{
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_turnIcon = turnIcon;
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if (_turnObj != null) {
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createList();
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}
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}
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/**
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* Set the text to be displayed next to the winner's name.
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*/
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public void setWinnerText (String winnerText)
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{
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_winnerText = winnerText;
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}
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/**
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* Set optional icons to use for identifying each player in the game.
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*/
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public void setPlayerIcons (Icon[] icons)
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{
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_playerIcons = icons;
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if (_turnObj != null) {
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createList();
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}
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}
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/**
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* Create the list of names and highlight as appropriate.
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*/
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protected void createList ()
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{
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removeAll();
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_labels.clear();
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GridBagLayout gridbag = new GridBagLayout();
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setLayout(gridbag);
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GridBagConstraints iconC = new GridBagConstraints();
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GridBagConstraints labelC = new GridBagConstraints();
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iconC.fill = labelC.fill = GridBagConstraints.BOTH;
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labelC.weightx = 1.0;
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labelC.insets.left = 10;
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labelC.gridwidth = GridBagConstraints.REMAINDER;
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Name[] names = _turnObj.getPlayers();
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boolean[] winners = ((GameObject) _turnObj).winners;
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Name holder = _turnObj.getTurnHolder();
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for (int ii=0, jj=0; ii < names.length; ii++, jj++) {
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if (names[ii] == null) continue;
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JLabel iconLabel = new JLabel();
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if (winners == null) {
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if (names[ii].equals(holder)) {
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iconLabel.setIcon(_turnIcon);
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}
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} else if (winners[ii]) {
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iconLabel.setText(_winnerText);
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iconLabel.setForeground(Color.GREEN);
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}
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_labels.put(names[ii], iconLabel);
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add(iconLabel, iconC);
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JLabel label = new JLabel(names[ii].toString());
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if (_playerIcons != null) {
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label.setIcon(_playerIcons[jj]);
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}
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add(label, labelC);
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}
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SwingUtil.refresh(this);
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}
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// documentation inherited from interface PlaceView
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public void willEnterPlace (PlaceObject plobj)
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{
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_turnObj = (TurnGameObject) plobj;
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plobj.addListener(this);
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createList();
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}
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// documentation inherited from interface PlaceView
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public void didLeavePlace (PlaceObject plobj)
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{
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plobj.removeListener(this);
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_turnObj = null;
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removeAll();
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}
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// documentation inherited from interface AttributeChangeListener
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public void attributeChanged (AttributeChangedEvent event)
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{
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String name = event.getName();
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if (name.equals(_turnObj.getTurnHolderFieldName())) {
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JLabel oldLabel = (JLabel) _labels.get((Name) event.getOldValue());
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if (oldLabel != null) {
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oldLabel.setIcon(null);
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}
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JLabel newLabel = (JLabel) _labels.get((Name) event.getValue());
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if (newLabel != null) {
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newLabel.setIcon(_turnIcon);
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}
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} else if (name.equals(GameObject.PLAYERS)) {
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createList();
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} else if (name.equals(GameObject.WINNERS)) {
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createList();
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}
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}
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// documentation inherited from interface ElementUpdateListener
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public void elementUpdated (ElementUpdatedEvent event)
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{
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String name = event.getName();
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if (name.equals(GameObject.PLAYERS)) {
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createList();
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}
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}
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/** The TurnGameObject we're displaying. */
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protected TurnGameObject _turnObj;
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/** A mapping of the labels currently associated with each player. */
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protected HashMap _labels = new HashMap();
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/** The game-specified player icons. */
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protected Icon[] _playerIcons;
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/** The text to display next to a winner's name. */
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protected String _winnerText;
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/** The Icon we use for indicating the turn. */
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protected Icon _turnIcon;
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}
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@@ -0,0 +1,44 @@
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//
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// $Id: TurnGameController.java 3381 2005-03-03 19:36:34Z mdb $
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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
|
||||
// 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
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package com.threerings.parlor.turn.client;
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import com.threerings.util.Name;
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import com.threerings.parlor.game.client.GameController;
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/**
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* Games that wish to make use of the turn game services should have their
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* controller implement this interface and create an instance of {@link
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* TurnGameControllerDelegate} which should be passed to {@link
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* GameController#addDelegate}.
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*/
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public interface TurnGameController
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{
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/**
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* Called when the turn changed. This indicates the start of a turn
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* and the user interface should adjust itself accordingly (activating
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* controls if it is our turn and deactivating them if it is not).
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*
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* @param turnHolder the username of the new holder of the turn.
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*/
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public void turnDidChange (Name turnHolder);
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}
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@@ -0,0 +1,149 @@
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//
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// $Id: TurnGameControllerDelegate.java 3758 2005-11-10 23:18:58Z mdb $
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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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//
|
||||
// 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
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package com.threerings.parlor.turn.client;
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import com.threerings.util.Name;
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import com.threerings.presents.dobj.AttributeChangedEvent;
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import com.threerings.presents.dobj.AttributeChangeListener;
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import com.threerings.crowd.data.BodyObject;
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import com.threerings.crowd.data.PlaceConfig;
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import com.threerings.crowd.data.PlaceObject;
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import com.threerings.crowd.util.CrowdContext;
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import com.threerings.parlor.game.client.GameController;
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import com.threerings.parlor.game.client.GameControllerDelegate;
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import com.threerings.parlor.game.data.GameObject;
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import com.threerings.parlor.turn.data.TurnGameObject;
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/**
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* Performs the client-side processing for a turn-based game. Games which
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* wish to make use of these services must construct a delegate and call
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* out to it at the appropriate times (see the method documentation for
|
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* which methods should be called when). The game's controller must also
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* implement the {@link TurnGameController} interface so that it can be
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* notified when turn-based game events take place.
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*/
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public class TurnGameControllerDelegate extends GameControllerDelegate
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implements AttributeChangeListener
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{
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/**
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* Constructs a delegate which will call back to the supplied {@link
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* TurnGameController} implementation wen turn-based game related
|
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* things happen.
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*/
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public TurnGameControllerDelegate (TurnGameController tgctrl)
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{
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super((GameController)tgctrl);
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// keep this around for later
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_tgctrl = tgctrl;
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}
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/**
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* Returns true if the game is in progress and it is our turn; false
|
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* otherwise.
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*/
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public boolean isOurTurn ()
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{
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BodyObject self = (BodyObject)_ctx.getClient().getClientObject();
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return (_gameObj.state == GameObject.IN_PLAY &&
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self.getVisibleName().equals(_turnGame.getTurnHolder()));
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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 -1 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 _gameObj.getPlayerIndex(_turnGame.getTurnHolder());
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}
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// documentation inherited
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public void init (CrowdContext ctx, PlaceConfig config)
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{
|
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_ctx = ctx;
|
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}
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|
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// documentation inherited
|
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public void willEnterPlace (PlaceObject plobj)
|
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{
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// get a casted reference to the object
|
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_gameObj = (GameObject)plobj;
|
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_turnGame = (TurnGameObject)plobj;
|
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_thfield = _turnGame.getTurnHolderFieldName();
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|
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// and add ourselves as a listener
|
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plobj.addListener(this);
|
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}
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|
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// documentation inherited
|
||||
public void didLeavePlace (PlaceObject plobj)
|
||||
{
|
||||
// remove our listenership
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plobj.removeListener(this);
|
||||
|
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// clean up
|
||||
_turnGame = null;
|
||||
}
|
||||
|
||||
// documentation inherited
|
||||
public void attributeChanged (AttributeChangedEvent event)
|
||||
{
|
||||
// handle turn changes
|
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if (event.getName().equals(_thfield)) {
|
||||
Name name = (Name)event.getValue();
|
||||
Name oname = (Name)event.getOldValue();
|
||||
if (TurnGameObject.TURN_HOLDER_REPLACED.equals(name) ||
|
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TurnGameObject.TURN_HOLDER_REPLACED.equals(oname)) {
|
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// small hackery: ignore the turn holder being set to
|
||||
// TURN_HOLDER_REPLACED as it means that we're replacing
|
||||
// the current turn holder rather than switching turns;
|
||||
// also ignore the new turn holder when we switch from THR
|
||||
// to a real name again
|
||||
} else {
|
||||
_tgctrl.turnDidChange(name);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/** The turn game controller for whom we are delegating. */
|
||||
protected TurnGameController _tgctrl;
|
||||
|
||||
/** A reference to our client context. */
|
||||
protected CrowdContext _ctx;
|
||||
|
||||
/** A reference to our game object. */
|
||||
protected GameObject _gameObj;
|
||||
|
||||
/** A casted reference to our game object as a turn game. */
|
||||
protected TurnGameObject _turnGame;
|
||||
|
||||
/** The name of the turn holder field. */
|
||||
protected String _thfield;
|
||||
}
|
||||
@@ -0,0 +1,64 @@
|
||||
//
|
||||
// $Id: TurnGameObject.java 3667 2005-08-03 07:46:54Z mdb $
|
||||
//
|
||||
// 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.data;
|
||||
|
||||
import com.threerings.util.Name;
|
||||
|
||||
import com.threerings.parlor.game.data.GameObject;
|
||||
|
||||
/**
|
||||
* Games that wish to support turn-based play must implement this
|
||||
* interface with their {@link GameObject}.
|
||||
*/
|
||||
public interface TurnGameObject
|
||||
{
|
||||
/** A special value used to communicate to the client that the current
|
||||
* turn holder was replaced (perhaps due to disconnection or departure
|
||||
* and being replaced by an AI). */
|
||||
public static final Name TURN_HOLDER_REPLACED =
|
||||
new Name("__TURN_HOLDER_REPLACED__");
|
||||
|
||||
/**
|
||||
* Returns the distributed object field name of the
|
||||
* <code>turnHolder</code> field in the object that implements this
|
||||
* interface.
|
||||
*/
|
||||
public String getTurnHolderFieldName ();
|
||||
|
||||
/**
|
||||
* Returns the username of the player who is currently taking their
|
||||
* turn in this turn-based game or <code>null</code> if no user
|
||||
* currently holds the turn.
|
||||
*/
|
||||
public Name getTurnHolder ();
|
||||
|
||||
/**
|
||||
* Requests that the <code>turnHolder</code> field be set to the specified
|
||||
* value.
|
||||
*/
|
||||
public void setTurnHolder (Name turnHolder);
|
||||
|
||||
/**
|
||||
* Returns the array of player names involved in the game.
|
||||
*/
|
||||
public Name[] getPlayers ();
|
||||
}
|
||||
@@ -0,0 +1,92 @@
|
||||
//
|
||||
// $Id: TurnGameManager.java 3390 2005-03-10 00:13:25Z tedv $
|
||||
//
|
||||
// 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.server;
|
||||
|
||||
import com.threerings.util.Name;
|
||||
|
||||
import com.threerings.parlor.game.server.GameManager;
|
||||
|
||||
/**
|
||||
* A game manager that wishes to make use of the turn game services should
|
||||
* implement this interface and create a {@link TurnGameManagerDelegate}
|
||||
* which will perform the basic turn game processing and call back to the
|
||||
* main manager via this interface.
|
||||
*
|
||||
* <p> The basic flow of a turn-based game is as follows:
|
||||
* <pre>
|
||||
* GameManager.gameWillStart()
|
||||
* GameManager.gameDidStart()
|
||||
* TurnGameManagerDelegate.setFirstTurnHolder()
|
||||
* TurnGameManagerDelegate.startTurn()
|
||||
* TurnGameManager.turnWillStart()
|
||||
* TurnGameManagerDelegate.endTurn()
|
||||
* TurnGameManager.turnDidEnd()
|
||||
* TurnGameManagerDelegate.setNextTurnHolder()
|
||||
* TurnGameManagerDelegate.startTurn()
|
||||
* ...
|
||||
* GameManager.endGame()
|
||||
* </pre>
|
||||
*/
|
||||
public interface TurnGameManager
|
||||
{
|
||||
/**
|
||||
* Extending {@link GameManager} should automatically handle
|
||||
* implementing this method.
|
||||
*/
|
||||
public Name getPlayerName (int index);
|
||||
|
||||
/**
|
||||
* Extending {@link GameManager} should automatically handle
|
||||
* implementing this method.
|
||||
*/
|
||||
public int getPlayerIndex (Name username);
|
||||
|
||||
/**
|
||||
* Extending {@link GameManager} should automatically handle
|
||||
* implementing this method.
|
||||
*/
|
||||
public int getPlayerCount ();
|
||||
|
||||
/**
|
||||
* Extending {@link GameManager} should automatically handle
|
||||
* implementing this method.
|
||||
*/
|
||||
public boolean isActivePlayer (int pidx);
|
||||
|
||||
/**
|
||||
* Called when we are about to start the next turn. Implementations
|
||||
* can do whatever pre-start turn activities need to be done.
|
||||
*/
|
||||
public void turnWillStart ();
|
||||
|
||||
/**
|
||||
* Called when we have started the next turn. Implementations can do
|
||||
* whatever post-start turn activities need to be done.
|
||||
*/
|
||||
public void turnDidStart ();
|
||||
|
||||
/**
|
||||
* Called when the turn was ended. Implementations can perform any
|
||||
* post-turn processing (like updating scores, etc.).
|
||||
*/
|
||||
public void turnDidEnd ();
|
||||
}
|
||||
@@ -0,0 +1,246 @@
|
||||
//
|
||||
// $Id: TurnGameManagerDelegate.java 4188 2006-06-13 18:03:48Z mdb $
|
||||
//
|
||||
// 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.server;
|
||||
|
||||
import com.samskivert.util.RandomUtil;
|
||||
import com.threerings.util.Name;
|
||||
|
||||
import com.threerings.crowd.data.PlaceObject;
|
||||
|
||||
import com.threerings.parlor.Log;
|
||||
import com.threerings.parlor.game.server.GameManager;
|
||||
import com.threerings.parlor.game.server.GameManagerDelegate;
|
||||
|
||||
import com.threerings.parlor.turn.data.TurnGameObject;
|
||||
|
||||
/**
|
||||
* 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 <code>-1</code> if there is no current turn holder.
|
||||
*/
|
||||
public int getTurnHolderIndex ()
|
||||
{
|
||||
return _tgmgr.getPlayerIndex(_turnGame.getTurnHolder());
|
||||
}
|
||||
|
||||
/** Test if it's the inputted player's turn. */
|
||||
public boolean isPlayersTurn (int playerIndex)
|
||||
{
|
||||
// Don't accidently match a visitor's id of -1 with the "no one's
|
||||
// turn" state of turn -1.
|
||||
int turnHolder = getTurnHolderIndex();
|
||||
if (turnHolder < 0) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// It's this player's turn if the ids match
|
||||
return (turnHolder == playerIndex);
|
||||
}
|
||||
|
||||
/**
|
||||
* 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 " +
|
||||
"[game=" + where() + ", 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 " +
|
||||
"[game=" + where() + ", 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.
|
||||
*
|
||||
* <p> 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
|
||||
* <code>-1</code> 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();
|
||||
|
||||
} else {
|
||||
// otherwise, clear out the turn holder
|
||||
_turnGame.setTurnHolder(null);
|
||||
}
|
||||
}
|
||||
|
||||
// documentation inherited
|
||||
public void didStartup (PlaceObject plobj)
|
||||
{
|
||||
_turnGame = (TurnGameObject)plobj;
|
||||
}
|
||||
|
||||
// documentation inherited
|
||||
public void playerWasReplaced (int pidx, Name oplayer, Name nplayer)
|
||||
{
|
||||
// we need to update the turn holder if the current turn holder
|
||||
// was the player that was replaced and we need to do so in a way
|
||||
// that doesn't make everyone think that the turn just changed
|
||||
if (oplayer != null && oplayer.equals(_turnGame.getTurnHolder())) {
|
||||
// small hackery: this will indicate to the client that we are
|
||||
// replacing the turn holder rather than changing the turn
|
||||
_turnGame.setTurnHolder(TurnGameObject.TURN_HOLDER_REPLACED);
|
||||
_turnGame.setTurnHolder(nplayer);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 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;
|
||||
int firstPick = _turnIdx = RandomUtil.getInt(size);
|
||||
while (!_tgmgr.isActivePlayer(_turnIdx)) {
|
||||
_turnIdx = (_turnIdx + 1) % size;
|
||||
if (_turnIdx == firstPick) {
|
||||
Log.warning("No players eligible for first turn. Choking. " +
|
||||
"[game=" + where() + "].");
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 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 <code>_turnIdx</code> 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 active player slot
|
||||
int size = _turnGame.getPlayers().length;
|
||||
int oturnIdx = _turnIdx;
|
||||
do {
|
||||
_turnIdx = (_turnIdx + 1) % size;
|
||||
if (_turnIdx == oturnIdx) {
|
||||
// if we've wrapped all the way around, stop where we are
|
||||
// even if the current player is not active.
|
||||
Log.warning("1 or less active players. Unable to properly " +
|
||||
"change turn. [game=" + where() + "].");
|
||||
break;
|
||||
}
|
||||
} while (!_tgmgr.isActivePlayer(_turnIdx));
|
||||
}
|
||||
|
||||
/** 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 <code>-1</code> if
|
||||
* it's no one's turn. */
|
||||
protected int _turnIdx = -1;
|
||||
}
|
||||
Reference in New Issue
Block a user