Added 'turn' stuff, and the GameControllerDelegate required to do so.
git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@42 c613c5cb-e716-0410-b11b-feb51c14d237
This commit is contained in:
@@ -250,14 +250,10 @@ public /*abstract*/ class GameController extends PlaceController
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// clear out our game over flag
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setGameOver(false);
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/* TODO
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// let our delegates do their business
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applyToDelegates(new DelegateOp() {
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public void apply (PlaceControllerDelegate delegate) {
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((GameControllerDelegate)delegate).gameDidStart();
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}
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applyToDelegates(function (del :GameControllerDelegate) :void {
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del.gameDidStart();
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});
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*/
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}
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/**
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@@ -267,14 +263,10 @@ public /*abstract*/ class GameController extends PlaceController
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*/
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protected function gameDidEnd () :void
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{
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/* TODO
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// let our delegates do their business
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applyToDelegates(new DelegateOp() {
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public void apply (PlaceControllerDelegate delegate) {
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((GameControllerDelegate)delegate).gameDidEnd();
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}
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applyToDelegates(function (del :GameControllerDelegate) :void {
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del.gameDidEnd();
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});
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*/
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}
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/**
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@@ -282,14 +274,10 @@ public /*abstract*/ class GameController extends PlaceController
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*/
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protected function gameWasCancelled () :void
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{
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/*
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// let our delegates do their business
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applyToDelegates(new DelegateOp() {
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public void apply (PlaceControllerDelegate delegate) {
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((GameControllerDelegate)delegate).gameWasCancelled();
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}
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applyToDelegates(function (del :GameControllerDelegate) :void {
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del.gameWasCancelled();
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});
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*/
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}
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/**
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@@ -299,14 +287,10 @@ public /*abstract*/ class GameController extends PlaceController
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*/
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protected function gameWillReset () :void
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{
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/* TODO
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// let our delegates do their business
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applyToDelegates(new DelegateOp() {
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public void apply (PlaceControllerDelegate delegate) {
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((GameControllerDelegate)delegate).gameWillReset();
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}
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applyToDelegates(function (del :GameControllerDelegate) :void {
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del.gameWillReset();
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});
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*/
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}
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/**
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@@ -0,0 +1,75 @@
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//
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// $Id: GameControllerDelegate.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
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// under the terms of the GNU Lesser General Public License as published
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// by the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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package com.threerings.parlor.game.client {
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import com.threerings.crowd.client.PlaceControllerDelegate;
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/**
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* Extends the {@link PlaceControllerDelegate} mechanism with game
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* controller specific methods.
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*/
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public class GameControllerDelegate extends PlaceControllerDelegate
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{
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/**
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* Provides the delegate with a reference to the game controller for
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* which it is delegating.
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*/
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public function GameControllerDelegate (ctrl :GameController)
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{
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super(ctrl);
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}
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/**
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* Called when the game transitions to the <code>IN_PLAY</code>
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* state. This happens when all of the players have arrived and the
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* server starts the game.
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*/
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public function gameDidStart () :void
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{
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}
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/**
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* Called when the game transitions to the <code>GAME_OVER</code>
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* state. This happens when the game reaches some end condition by
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* normal means (is not cancelled or aborted).
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*/
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public function gameDidEnd () :void
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{
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}
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/**
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* Called when the game was cancelled for some reason.
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*/
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public function gameWasCancelled () :void
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{
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}
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/**
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* Called to give derived classes a chance to display animations, send
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* a final packet, or do any other business they care to do when the
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* game is about to reset.
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*/
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public function gameWillReset () :void
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{
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}
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}
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}
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@@ -0,0 +1,45 @@
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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
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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.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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function turnDidChange (turnHolder :Name) :void;
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}
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}
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@@ -0,0 +1,157 @@
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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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//
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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.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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/** A special value used to communicate to the client that the current
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* turn holder was replaced (perhaps due to disconnection or departure
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* and being replaced by an AI). */
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public static const TURN_HOLDER_REPLACED :Name =
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new Name("__TURN_HOLDER_REPLACED__");
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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 function TurnGameControllerDelegate (tgctrl :TurnGameController)
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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 function isOurTurn () :Boolean
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{
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var self :BodyObject =
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(_ctx.getClient().getClientObject() as BodyObject);
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return (_gameObj.isInPlay() &&
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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 function getTurnHolderIndex () :int
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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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override public function init (ctx :CrowdContext, config :PlaceConfig) :void
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{
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_ctx = ctx;
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}
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// documentation inherited
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override public function willEnterPlace (plobj :PlaceObject) :void
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{
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// get a casted reference to the object
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_gameObj = (plobj as GameObject);
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_turnGame = (plobj as TurnGameObject);
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_thfield = _turnGame.getTurnHolderFieldName();
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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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// documentation inherited
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override public function didLeavePlace (plobj :PlaceObject) :void
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{
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// remove our listenership
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plobj.removeListener(this);
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// clean up
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_turnGame = null;
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}
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// documentation inherited
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public function attributeChanged (event :AttributeChangedEvent) :void
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{
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// handle turn changes
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if (event.getName() == _thfield) {
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var name :Name = (event.getValue() as Name);
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var oname :Name = (event.getOldValue() as Name);
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if (TURN_HOLDER_REPLACED.equals(name) ||
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TURN_HOLDER_REPLACED.equals(oname)) {
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// small hackery: ignore the turn holder being set to
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// TURN_HOLDER_REPLACED as it means that we're replacing
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// the current turn holder rather than switching turns;
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// also ignore the new turn holder when we switch from THR
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// to a real name again
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} else {
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_tgctrl.turnDidChange(name);
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}
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}
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}
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/** The turn game controller for whom we are delegating. */
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protected var _tgctrl :TurnGameController;
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/** A reference to our client context. */
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protected var _ctx :CrowdContext;
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/** A reference to our game object. */
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protected var _gameObj :GameObject;
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/** A casted reference to our game object as a turn game. */
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protected var _turnGame :TurnGameObject;
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/** The name of the turn holder field. */
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protected var _thfield :String;
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}
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}
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@@ -0,0 +1,73 @@
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//
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// $Id: TurnGameObject.java 3667 2005-08-03 07:46:54Z 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.data {
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import com.threerings.io.TypedArray;
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import com.threerings.util.Name;
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import com.threerings.parlor.game.data.GameObject;
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/**
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* Games that wish to support turn-based play must implement this
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* interface with their {@link GameObject}.
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*/
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public interface TurnGameObject
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{
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/** A special value used to communicate to the client that the current
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* turn holder was replaced (perhaps due to disconnection or departure
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* and being replaced by an AI). */
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// public static final Name TURN_HOLDER_REPLACED =
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// new Name("__TURN_HOLDER_REPLACED__");
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/**
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* Returns the distributed object field name of the
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* <code>turnHolder</code> field in the object that implements this
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* interface.
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*/
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function getTurnHolderFieldName () :String;
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/**
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* Returns the username of the player who is currently taking their
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* turn in this turn-based game or <code>null</code> if no user
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* currently holds the turn.
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*/
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function getTurnHolder () :Name;
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/**
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* Requests that the <code>turnHolder</code> field be set to the specified
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* value.
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*/
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function setTurnHolder (turnHolder :Name) :void;
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/**
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* Returns the array of player names involved in the game.
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*/
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function getPlayers () :TypedArray /* of Name */;
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/**
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* Returns true if the game is in play, false if not. If a game is not in
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* play after a turn has ended, the next turn will not be started.
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*/
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function isInPlay () :Boolean;
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}
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}
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Reference in New Issue
Block a user