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
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//
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// $Id: TurnGameManager.java 3390 2005-03-10 00:13:25Z tedv $
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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.server;
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import com.threerings.util.Name;
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import com.threerings.parlor.game.server.GameManager;
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/**
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* A game manager that wishes to make use of the turn game services should
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* implement this interface and create a {@link TurnGameManagerDelegate}
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* which will perform the basic turn game processing and call back to the
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* main manager via this interface.
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*
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* <p> The basic flow of a turn-based game is as follows:
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* <pre>
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* GameManager.gameWillStart()
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* GameManager.gameDidStart()
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* TurnGameManagerDelegate.setFirstTurnHolder()
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* TurnGameManagerDelegate.startTurn()
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* TurnGameManager.turnWillStart()
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* TurnGameManagerDelegate.endTurn()
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* TurnGameManager.turnDidEnd()
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* TurnGameManagerDelegate.setNextTurnHolder()
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* TurnGameManagerDelegate.startTurn()
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* ...
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* GameManager.endGame()
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* </pre>
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*/
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public interface TurnGameManager
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{
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/**
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* Extending {@link GameManager} should automatically handle
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* implementing this method.
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*/
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public Name getPlayerName (int index);
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/**
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* Extending {@link GameManager} should automatically handle
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* implementing this method.
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*/
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public int getPlayerIndex (Name username);
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/**
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* Extending {@link GameManager} should automatically handle
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* implementing this method.
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*/
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public int getPlayerCount ();
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/**
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* Extending {@link GameManager} should automatically handle
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* implementing this method.
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*/
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public boolean isActivePlayer (int pidx);
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/**
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* Called when we are about to start the next turn. Implementations
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* can do whatever pre-start turn activities need to be done.
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*/
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public void turnWillStart ();
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/**
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* Called when we have started the next turn. Implementations can do
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* whatever post-start turn activities need to be done.
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*/
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public void turnDidStart ();
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/**
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* Called when the turn was ended. Implementations can perform any
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* post-turn processing (like updating scores, etc.).
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*/
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public void turnDidEnd ();
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}
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//
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// $Id: TurnGameManagerDelegate.java 4188 2006-06-13 18:03:48Z 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
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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.server;
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import com.samskivert.util.RandomUtil;
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import com.threerings.util.Name;
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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.server.GameManager;
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import com.threerings.parlor.game.server.GameManagerDelegate;
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import com.threerings.parlor.turn.data.TurnGameObject;
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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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/** Test if it's the inputted player's turn. */
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public boolean isPlayersTurn (int playerIndex)
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{
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// Don't accidently match a visitor's id of -1 with the "no one's
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// turn" state of turn -1.
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int turnHolder = getTurnHolderIndex();
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if (turnHolder < 0) {
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return false;
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}
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// It's this player's turn if the ids match
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return (turnHolder == playerIndex);
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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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"[game=" + where() + ", 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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"[game=" + where() + ", 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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} else {
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// otherwise, clear out the turn holder
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_turnGame.setTurnHolder(null);
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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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// documentation inherited
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public void playerWasReplaced (int pidx, Name oplayer, Name nplayer)
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{
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// we need to update the turn holder if the current turn holder
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// was the player that was replaced and we need to do so in a way
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// that doesn't make everyone think that the turn just changed
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if (oplayer != null && oplayer.equals(_turnGame.getTurnHolder())) {
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// small hackery: this will indicate to the client that we are
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// replacing the turn holder rather than changing the turn
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_turnGame.setTurnHolder(TurnGameObject.TURN_HOLDER_REPLACED);
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_turnGame.setTurnHolder(nplayer);
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}
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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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int firstPick = _turnIdx = RandomUtil.getInt(size);
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while (!_tgmgr.isActivePlayer(_turnIdx)) {
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_turnIdx = (_turnIdx + 1) % size;
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if (_turnIdx == firstPick) {
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Log.warning("No players eligible for first turn. Choking. " +
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"[game=" + where() + "].");
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return;
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}
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}
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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 active 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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if (_turnIdx == oturnIdx) {
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// if we've wrapped all the way around, stop where we are
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// even if the current player is not active.
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Log.warning("1 or less active players. Unable to properly " +
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"change turn. [game=" + where() + "].");
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break;
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}
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} while (!_tgmgr.isActivePlayer(_turnIdx));
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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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