com.threerings.parlor.turn.client.TurnGameControllerDelegate Maven / Gradle / Ivy
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//
// $Id$
//
// Vilya library - tools for developing networked games
// Copyright (C) 2002-2012 Three Rings Design, Inc., All Rights Reserved
// http://code.google.com/p/vilya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.parlor.turn.client;
import com.threerings.util.Name;
import com.threerings.presents.dobj.AttributeChangeListener;
import com.threerings.presents.dobj.AttributeChangedEvent;
import com.threerings.crowd.data.BodyObject;
import com.threerings.crowd.data.PlaceConfig;
import com.threerings.crowd.data.PlaceObject;
import com.threerings.crowd.util.CrowdContext;
import com.threerings.parlor.game.client.GameController;
import com.threerings.parlor.game.client.GameControllerDelegate;
import com.threerings.parlor.game.data.GameObject;
import com.threerings.parlor.turn.data.TurnGameObject;
/**
* Performs the client-side processing for a turn-based game. Games which
* wish to make use of these services must construct a delegate and call
* out to it at the appropriate times (see the method documentation for
* which methods should be called when). The game's controller must also
* implement the {@link TurnGameController} interface so that it can be
* notified when turn-based game events take place.
*/
public class TurnGameControllerDelegate extends GameControllerDelegate
implements AttributeChangeListener
{
/**
* Constructs a delegate which will call back to the supplied {@link
* TurnGameController} implementation wen turn-based game related
* things happen.
*/
public TurnGameControllerDelegate (TurnGameController tgctrl)
{
super((GameController)tgctrl);
// keep this around for later
_tgctrl = tgctrl;
}
/**
* Returns true if the game is in progress and it is our turn; false
* otherwise.
*/
public boolean isOurTurn ()
{
BodyObject self = (BodyObject)_ctx.getClient().getClientObject();
return (_gameObj.isInPlay() &&
self.getVisibleName().equals(_turnGame.getTurnHolder()));
}
/**
* Returns the index of the current turn holder as configured in the
* game object.
*
* @return the index into the players array of the current turn holder
* or -1 if there is no current turn holder.
*/
public int getTurnHolderIndex ()
{
return _gameObj.getPlayerIndex(_turnGame.getTurnHolder());
}
@Override
public void init (CrowdContext ctx, PlaceConfig config)
{
_ctx = ctx;
}
@Override
public void willEnterPlace (PlaceObject plobj)
{
// get a casted reference to the object
_gameObj = (GameObject)plobj;
_turnGame = (TurnGameObject)plobj;
_thfield = _turnGame.getTurnHolderFieldName();
// and add ourselves as a listener
plobj.addListener(this);
}
@Override
public void didLeavePlace (PlaceObject plobj)
{
// remove our listenership
plobj.removeListener(this);
// clean up
_turnGame = null;
}
// documentation inherited
public void attributeChanged (AttributeChangedEvent event)
{
// handle turn changes
if (event.getName().equals(_thfield)) {
Name name = (Name)event.getValue();
Name oname = (Name)event.getOldValue();
if (TurnGameObject.TURN_HOLDER_REPLACED.equals(name) ||
TurnGameObject.TURN_HOLDER_REPLACED.equals(oname)) {
// small hackery: ignore the turn holder being set to
// TURN_HOLDER_REPLACED as it means that we're replacing
// the current turn holder rather than switching turns;
// also ignore the new turn holder when we switch from THR
// to a real name again
} else {
_tgctrl.turnDidChange(name);
}
}
}
/** The turn game controller for whom we are delegating. */
protected TurnGameController _tgctrl;
/** A reference to our client context. */
protected CrowdContext _ctx;
/** A reference to our game object. */
protected GameObject _gameObj;
/** A casted reference to our game object as a turn game. */
protected TurnGameObject _turnGame;
/** The name of the turn holder field. */
protected String _thfield;
}