No longer pass the manager in the constructor. As many of these delegates are
in the wild, we'll deprecate the old constructors rather than remove them. Yay cruft! git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@487 c613c5cb-e716-0410-b11b-feb51c14d237
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@@ -25,6 +25,7 @@ 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.crowd.server.PlaceManager;
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import com.threerings.parlor.Log;
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import com.threerings.parlor.game.server.GameManager;
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@@ -33,31 +34,36 @@ 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 game.
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* Game managers which wish to make use of the turn services must implement
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* {@link TurnGameManager} and either create an instance of this class, or an
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* instance of a derivation which customizes the behavior, either of which
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* would be passed to {@link GameManager#addDelegate} to be activated.
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* Performs the server-side turn-based game processing for a turn based game. Game managers which
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* wish to make use of the turn services must implement {@link TurnGameManager} and either create
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* an instance of this class, or an instance of a derivation which customizes the behavior, either
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* of which would be passed to {@link GameManager#addDelegate} to 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 back
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* to the supplied {@link TurnGameManager} implementation to let it in on
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* the progression of the game.
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*/
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public TurnGameManagerDelegate (TurnGameManager tgmgr)
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public TurnGameManagerDelegate ()
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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 game
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* object.
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* @deprecated use the zero-argument constructor.
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*/
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@Deprecated public TurnGameManagerDelegate (TurnGameManager tgmgr)
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{
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}
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@Override // from PlaceManagerDelegate
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public void setPlaceManager (PlaceManager plmgr)
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{
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super.setPlaceManager(plmgr);
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_tgmgr = (TurnGameManager)plmgr;
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}
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/**
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* Returns the index of the current turn holder as configured in the game object.
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*
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* @return the index into the players array of the current turn holder or
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* <code>-1</code> if there is no current turn holder.
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* @return the index into the players array of the current turn holder or <code>-1</code> if
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* 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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@@ -67,8 +73,7 @@ public class TurnGameManagerDelegate extends GameManagerDelegate
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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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// Don't accidently match a visitor's id of -1 with the "no one's 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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@@ -79,22 +84,20 @@ public class TurnGameManagerDelegate extends GameManagerDelegate
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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 perform
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* any pre-start turn processing, sets the turn holder that was configured
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* either when the game started or when finishing up the last turn, and
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* then calls {@link TurnGameManager#turnDidStart} to allow the manager to
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* perform any post-start turn processing. This assumes that a valid turn
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* holder has been assigned. If some pre-game preparation needs to take
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* place in a non-turn-based manner, this function should not be called
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* until it is time to start the first turn.
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* Called to start the next turn. It calls {@link TurnGameManager#turnWillStart} to allow our
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* owning manager to perform any pre-start turn processing, sets the turn holder that was
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* configured either when the game started or when finishing up the last turn, and then calls
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* {@link TurnGameManager#turnDidStart} to allow the manager to perform any post-start turn
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* processing. This assumes that a valid turn holder has been assigned. If some pre-game
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* preparation needs to take place in a non-turn-based manner, this function should not be
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* called until it 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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Log.warning("startTurn() called with invalid turn index [game=" + where() +
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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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@@ -102,8 +105,8 @@ public class TurnGameManagerDelegate extends GameManagerDelegate
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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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Log.warning("startTurn() called with invalid player [game=" + where() +
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", turnIdx=" + _turnIdx + "].");
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return;
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}
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@@ -118,21 +121,18 @@ public class TurnGameManagerDelegate extends GameManagerDelegate
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}
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/**
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* Called to end the turn. Whatever indication a game manager has that the
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* turn has ended (probably the submission of a valid move of some sort by
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* the turn holding player), it should call this function to cause this
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* turn to end and the next to begin.
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* Called to end the turn. Whatever indication a game manager has that the turn has ended
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* (probably the submission of a valid move of some sort by the turn holding player), it should
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* call this function to cause this turn to end and the next to begin.
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*
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* <p> If the game is no longer in play (see {@link TurnGame#isInPlay})
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* after having called {@link TurnGameManager#turnDidEnd} and {@link
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* #setNextTurnHolder}, then the next turn will not automatically be
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* started.
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* <p> If the game is no longer in play (see {@link TurnGame#isInPlay}) after having called
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* {@link TurnGameManager#turnDidEnd} and {@link #setNextTurnHolder}, then the next turn will
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* not automatically be started.
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*
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* <p> If the game is in play, but the next turn should not be started
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* immediately, the game manager should have {@link #setNextTurnHolder} set
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* the {@link #_turnIdx} field to <code>-1</code> which will cause us to
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* not start the next turn. To start things back up again it would set
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* {@link #_turnIdx} to the next turn holder and call {@link #startTurn}
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* <p> If the game is in play, but the next turn should not be started immediately, the game
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* manager should have {@link #setNextTurnHolder} set the {@link #_turnIdx} field to
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* <code>-1</code> which will cause us to not start the next turn. To start things back up
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* again it would set {@link #_turnIdx} to the next turn holder and call {@link #startTurn}
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* itself.
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*/
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public void endTurn ()
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@@ -162,20 +162,20 @@ public class TurnGameManagerDelegate extends GameManagerDelegate
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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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// we need to update the turn holder if the current turn holder was the player that was
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// replaced and we need to do so in a way that doesn't make everyone think that the turn
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// 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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// small hackery: this will indicate to the client that we are replacing the turn
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// 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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* This should be called from {@link GameManager#gameDidStart} to let the turn delegate perform
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* start of game processing.
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*/
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public void gameDidStart ()
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{
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@@ -189,8 +189,8 @@ public class TurnGameManagerDelegate extends GameManagerDelegate
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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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* This is called to determine which player will take the first turn. The default
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* 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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@@ -198,10 +198,9 @@ public class TurnGameManagerDelegate extends GameManagerDelegate
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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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* This is called to determine which player will next hold the turn. The default
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* implementation simply rotates through the players in order, but some games may need to mess
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* with the turn from time to 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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@@ -217,10 +216,10 @@ public class TurnGameManagerDelegate extends GameManagerDelegate
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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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// if we've wrapped all the way around, stop where we are even if the current
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// player is not active.
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Log.warning("1 or less active players. Unable to properly change turn. " +
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"[game=" + where() + "].");
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break;
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}
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} while (!_tgmgr.isActivePlayer(_turnIdx));
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@@ -251,7 +250,6 @@ public class TurnGameManagerDelegate extends GameManagerDelegate
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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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/** The player index of the current turn holder or <code>-1</code> if it's no one's turn. */
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protected int _turnIdx = -1;
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}
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