c8b2f7212b
if they've got that burning need to do something out of the ordinary. git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@371 c613c5cb-e716-0410-b11b-feb51c14d237
182 lines
6.3 KiB
Java
182 lines
6.3 KiB
Java
//
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// $Id$
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//
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// Vilya library - tools for developing networked games
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// Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved
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// http://www.threerings.net/code/vilya/
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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.puzzle.drop.server;
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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.puzzle.Log;
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import com.threerings.puzzle.data.Board;
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import com.threerings.puzzle.data.PuzzleCodes;
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import com.threerings.puzzle.server.PuzzleManager;
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import com.threerings.puzzle.server.PuzzleManagerDelegate;
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import com.threerings.puzzle.drop.data.DropBoard;
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import com.threerings.puzzle.drop.data.DropCodes;
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import com.threerings.puzzle.drop.data.DropConfig;
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import com.threerings.puzzle.drop.data.DropLogic;
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import com.threerings.puzzle.drop.util.PieceDropLogic;
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import com.threerings.puzzle.drop.util.PieceDropper;
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/**
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* Provides the necessary support for a puzzle game that involves a
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* two-dimensional board containing pieces, with new pieces either falling
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* into the board as a "drop block", or rising into the bottom of the
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* board in new piece rows, groups of blocks can be "broken" and garbage
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* can be sent to other players' boards as a result. This is implemented
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* as a delegate so that the natural hierarchy need not be twisted to
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* differentiate between puzzles that use piece dropping and those that
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* don't. Because we have need to structure our hierarchy around things
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* like whether a puzzle is a duty puzzle, this becomes necessary.
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*
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* <p> A puzzle game using these services will then need to extend this
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* delegate, implementing the necessary methods to customize it for the
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* particulars of their game and then register it with their game manager
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* via {@link PuzzleManager#addDelegate}.
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*
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* <p> It also keeps track of, for each player, board level information,
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* and player game status. Miscellaneous utility routines are provided
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* for checking things like whether the game is over, whether a player is
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* still active in the game, and so forth.
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*
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* <p> Derived classes are likely to want to override {@link #getPieceDropLogic}.
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*/
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public abstract class DropManagerDelegate extends PuzzleManagerDelegate
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implements PuzzleCodes, DropCodes
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{
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/**
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* Provides the delegate with a reference to the manager for which it
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* is delegating as well as the logic object that it uses to determine
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* how to manage the drop puzzle.
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*/
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public DropManagerDelegate (PuzzleManager puzmgr, DropLogic logic)
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{
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super(puzmgr);
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// configure the game-specific settings
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_usedrop = logic.useBlockDropping();
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_userise = logic.useBoardRising();
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if (_usedrop && _userise) {
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Log.warning("Can't use dropping blocks and board rising "+
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"functionality simultaneously in a drop puzzle game! " +
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"Falling back to straight dropping.");
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_userise = false;
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}
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}
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// documentation inherited
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public void didInit (PlaceConfig config)
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{
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_dconfig = (DropConfig)config;
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// save things off
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_bwid = _dconfig.getBoardWidth();
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_bhei = _dconfig.getBoardHeight();
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super.didInit(config);
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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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super.didStartup(plobj);
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// initialize the drop board array
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_dboards = new DropBoard[_puzmgr.getPlayerCount()];
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// create the piece dropper if appropriate
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PieceDropLogic pdl = getPieceDropLogic();
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if (pdl != null) {
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_dropper = getPieceDropper(pdl);
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}
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}
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// documentation inherited
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public void gameWillStart ()
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{
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super.gameWillStart();
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// get casted references to all player drop boards
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Board[] board = _puzmgr.getBoards();
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for (int ii = 0; ii < _puzmgr.getPlayerCount(); ii++) {
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_dboards[ii] = (DropBoard)board[ii];
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}
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}
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/**
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* Drops any pieces that need dropping on the given player's board and
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* returns whether any pieces were dropped.
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*/
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protected boolean dropPieces (DropBoard board)
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{
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return (_dropper.dropPieces(board, null) > 0);
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}
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/**
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* Returns the piece drop logic used to drop any pieces that need dropping in the board.
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*/
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protected PieceDropLogic getPieceDropLogic ()
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{
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return null;
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}
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/**
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* Returns the piece dropper used to drop any pieces that need dropping in the board.
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*/
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protected PieceDropper getPieceDropper (PieceDropLogic logic)
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{
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return new PieceDropper(logic);
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}
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/**
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* This method should be called by derived classes whenever the player
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* successfully places a drop block.
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*/
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protected void placedBlock (int pidx)
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{
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}
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/** The drop game board for each player. */
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protected DropBoard[] _dboards;
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/** The drop game config object. */
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protected DropConfig _dconfig;
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/** Whether the game is using drop block functionality. */
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protected boolean _usedrop;
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/** Whether the game is using board rising functionality. */
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protected boolean _userise;
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/** The board dimensions in pieces. */
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protected int _bwid, _bhei;
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/** The piece dropper used to drop pieces in the board if the puzzle
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* chooses to make use of piece dropping functionality. */
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protected PieceDropper _dropper;
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/** Used to limit the maximum number of board update loops permitted
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* before assuming something's gone horribly awry and aborting. */
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protected static final int MAX_UPDATE_LOOPS = 100;
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}
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