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