Package com.threerings.puzzle.drop.server

Source Code of com.threerings.puzzle.drop.server.DropManagerDelegate

//
// $Id$
//
// 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.
*
* <p> 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}.
*
* <p> 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.
*
* <p> 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;
}
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