com.threerings.parlor.turn.server.TurnGameManagerDelegate Maven / Gradle / Ivy
//
// $Id$
//
// 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.server;
import com.samskivert.util.RandomUtil;
import com.threerings.util.Name;
import com.threerings.crowd.data.PlaceConfig;
import com.threerings.crowd.data.PlaceObject;
import com.threerings.crowd.server.PlaceManager;
import com.threerings.parlor.game.server.GameManager;
import com.threerings.parlor.game.server.GameManagerDelegate;
import com.threerings.parlor.turn.data.TurnGameObject;
import static com.threerings.parlor.Log.log;
/**
* Performs the server-side turn-based game processing for a turn based game. Game managers which
* wish to make use of the turn services must implement {@link TurnGameManager} and either create
* an instance of this class, or an instance of a derivation which customizes the behavior, either
* of which would be passed to {@link PlaceManager#addDelegate} to be activated.
*/
public class TurnGameManagerDelegate extends GameManagerDelegate
{
public TurnGameManagerDelegate ()
{
}
/**
* @deprecated use the zero-argument constructor.
*/
@Deprecated public TurnGameManagerDelegate (TurnGameManager tgmgr)
{
}
/**
* 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 _tgmgr.getPlayerIndex(_turnGame.getTurnHolder());
}
/** Test if it's the inputted player's turn. */
public boolean isPlayersTurn (int playerIndex)
{
// Don't accidently match a visitor's id of -1 with the "no one's turn" state of turn -1.
int turnHolder = getTurnHolderIndex();
if (turnHolder < 0) {
return false;
}
// It's this player's turn if the ids match
return (turnHolder == playerIndex);
}
/**
* Called to start the next turn. It calls {@link TurnGameManager#turnWillStart} to allow our
* owning manager to perform any pre-start turn processing, sets the turn holder that was
* configured either when the game started or when finishing up the last turn, and then calls
* {@link TurnGameManager#turnDidStart} to allow the manager to perform any post-start turn
* processing. This assumes that a valid turn holder has been assigned. If some pre-game
* preparation needs to take place in a non-turn-based manner, this function should not be
* called until it is time to start the first turn.
*/
public void startTurn ()
{
// sanity check
if (_turnIdx < 0 || _turnIdx >= _turnGame.getPlayers().length) {
log.warning("startTurn() called with invalid turn index", "game", where(),
"turnIdx", _turnIdx);
// abort, abort
return;
}
// get the player name and sanity-check again
Name name = _tgmgr.getPlayerName(_turnIdx);
if (name == null) {
log.warning("startTurn() called with invalid player [game=" + where() +
", turnIdx=" + _turnIdx + "].");
return;
}
// do pre-start processing
_tgmgr.turnWillStart();
// and set the turn indicator accordingly
_turnGame.setTurnHolder(name);
// do post-start processing
_tgmgr.turnDidStart();
}
/**
* Called to end the turn. Whatever indication a game manager has that the turn has ended
* (probably the submission of a valid move of some sort by the turn holding player), it
* should call this function to cause this turn to end and the next to begin.
*
*
* If the game is no longer in play (see {@link TurnGameObject#isInPlay}) after having called
* {@link TurnGameManager#turnDidEnd} and {@link #setNextTurnHolder}, then the next turn will
* not automatically be started.
*
*
* If the game is in play, but the next turn should not be started immediately, the game
* manager should have {@link #setNextTurnHolder} set the {@link #_turnIdx} field to
* -1
which will cause us to not start the next turn. To start things back up
* again it would set {@link #_turnIdx} to the next turn holder and call {@link #startTurn}
* itself.
*/
public void endTurn ()
{
// let the manager know that the turn is over
_tgmgr.turnDidEnd();
// figure out who's up next
setNextTurnHolder();
// and start the next turn if appropriate
if (_turnGame.isInPlay() && _turnIdx != -1) {
startTurn();
} else {
// otherwise, clear out the turn holder
_turnGame.setTurnHolder(null);
}
}
@Override
public void didInit (PlaceConfig config)
{
super.didInit(config);
_tgmgr = (TurnGameManager)_plmgr;
}
@Override
public void didStartup (PlaceObject plobj)
{
_turnGame = (TurnGameObject)plobj;
}
@Override
public void playerWasReplaced (int pidx, Name oplayer, Name nplayer)
{
// we need to update the turn holder if the current turn holder was the player that was
// replaced and we need to do so in a way that doesn't make everyone think that the turn
// just changed
if (oplayer != null && oplayer.equals(_turnGame.getTurnHolder())) {
// small hackery: this will indicate to the client that we are replacing the turn
// holder rather than changing the turn
_turnGame.setTurnHolder(TurnGameObject.TURN_HOLDER_REPLACED);
_turnGame.setTurnHolder(nplayer);
}
}
/**
* This should be called from {@link GameManager#gameDidStart} to let the turn delegate perform
* start of game processing.
*/
@Override
public void gameDidStart ()
{
// figure out who will be first
setFirstTurnHolder();
// and start the first turn if we should apparently do so
if (_turnIdx != -1) {
startTurn();
}
}
/**
* This is called to determine which player will take the first turn. The default
* implementation chooses a player at random.
*/
protected void setFirstTurnHolder ()
{
assignTurnRandomly();
}
/**
* This is called to determine which player will next hold the turn. The default
* implementation simply rotates through the players in order, but some games may need to mess
* with the turn from time to time. This should update the _turnIdx
field, not set
* the turn holder field in the game object directly.
*/
protected void setNextTurnHolder ()
{
// stick with the current player if they're the only participant
if (_tgmgr.getPlayerCount() <= 1) {
return;
}
// find the next occupied active player slot
int size = _turnGame.getPlayers().length;
int oturnIdx = _turnIdx;
do {
_turnIdx = (_turnIdx + 1) % size;
if (_turnIdx == oturnIdx) {
// if we've wrapped all the way around, stop where we are even if the current
// player is not active.
log.warning("1 or less active players. Unable to properly change turn.",
"game", where());
break;
}
} while (!_tgmgr.isActivePlayer(_turnIdx));
}
/**
* Convenience function to randomly assign the turn.
*/
protected void assignTurnRandomly ()
{
int size = _turnGame.getPlayers().length;
if (size > 0) {
int firstPick = _turnIdx = RandomUtil.getInt(size);
while (!_tgmgr.isActivePlayer(_turnIdx)) {
_turnIdx = (_turnIdx + 1) % size;
if (_turnIdx == firstPick) {
log.warning("No players eligible for randomly-assigned turn. Choking.",
"game", where());
return;
}
}
}
}
/** The game manager for which we are delegating. */
protected TurnGameManager _tgmgr;
/** A reference to our game object. */
protected TurnGameObject _turnGame;
/** The player index of the current turn holder or -1
if it's no one's turn. */
protected int _turnIdx = -1;
}