mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-23 11:42:39 -06:00
147 lines
4.2 KiB
Python
147 lines
4.2 KiB
Python
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from direct.directnotify import DirectNotifyGlobal
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from toontown.fishing import FishGlobals
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from toontown.fishing import BingoGlobals
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from direct.showbase import RandomNumGen
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from math import ceil, pow
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class BingoCardBase:
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notify = DirectNotifyGlobal.directNotify.newCategory('BingoCardBase')
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def __init__(self, cardSize = BingoGlobals.CARD_SIZE, rowSize = BingoGlobals.CARD_ROWS, colSize = BingoGlobals.CARD_COLS):
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self.rowSize = rowSize
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self.colSize = colSize
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self.cardSize = cardSize
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self.cellList = []
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self.gameType = None
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self.gameState = 1 << self.cardSize / 2
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return
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def destroy(self):
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del self.cellList
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def generateCard(self, tileSeed, zoneId):
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rng = RandomNumGen.RandomNumGen(tileSeed)
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fishList = FishGlobals.getPondGeneraList(zoneId)
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emptyCells = self.cardSize - 1 - len(fishList)
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rodId = 0
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for i in xrange(emptyCells):
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fish = FishGlobals.getRandomFishVitals(zoneId, rodId, rng)
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while not fish[0]:
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fish = FishGlobals.getRandomFishVitals(zoneId, rodId, rng)
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fishList.append((fish[1], fish[2]))
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rodId += 1
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if rodId > 4:
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rodId = 0
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for index in xrange(self.cardSize):
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if index != self.cardSize / 2:
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choice = rng.randrange(0, len(fishList))
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self.cellList.append(fishList.pop(choice))
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else:
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self.cellList.append((None, None))
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return None
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def getGameType(self):
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return self.gameType
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def getGameState(self):
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return self.gameState
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def getCardSize(self):
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return self.cardSize
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def getRowSize(self):
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return self.rowSize
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def getColSize(self):
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return self.colSize
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def setGameState(self, state):
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self.gameState = state
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def clearCellList(self):
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del self.cellList
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self.cellList = []
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def cellUpdateCheck(self, id, genus, species):
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if id >= self.cardSize:
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self.notify.warning('cellUpdateCheck: Invalid Cell Id %s. Id greater than Card Size.')
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return
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elif id < 0:
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self.notify.warning('cellUpdateCheck: Invalid Cell Id %s. Id less than zero.')
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return
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fishTuple = (genus, species)
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if self.cellList[id][0] == genus or fishTuple == FishGlobals.BingoBoot:
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self.gameState = self.gameState | 1 << id
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if self.checkForWin(id):
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return BingoGlobals.WIN
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return BingoGlobals.UPDATE
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return BingoGlobals.NO_UPDATE
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def checkForWin(self, id):
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pass
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def rowCheck(self, rowId):
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for colId in xrange(self.colSize):
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if not self.gameState & 1 << self.rowSize * rowId + colId:
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return 0
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return 1
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def colCheck(self, colId):
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for rowId in xrange(self.rowSize):
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if not self.gameState & 1 << self.rowSize * rowId + colId:
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return 0
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return 1
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def fDiagCheck(self, id):
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checkNum = self.rowSize + 1
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if not id % checkNum:
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for i in xrange(self.rowSize):
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if not self.gameState & 1 << i * checkNum:
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return 0
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return 1
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else:
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return 0
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def bDiagCheck(self, id):
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checkNum = self.rowSize - 1
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if not id % checkNum and not id == self.cardSize - 1:
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for i in xrange(self.rowSize):
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if not self.gameState & 1 << i * checkNum + checkNum:
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return 0
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return 1
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return 0
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def cellCheck(self, id):
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if self.gameState & 1 << id:
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return 1
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return 0
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def onRow(self, row, id):
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if int(id / self.rowSize) == row:
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return 1
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return 0
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def onCol(self, col, id):
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if id % BingoGlobals.CARD_COLS == col:
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return 1
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return 0
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def onFDiag(self, id):
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checkNum = self.rowSize + 1
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if not id % checkNum:
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return 1
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return 0
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def onBDiag(self, id):
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checkNum = self.rowSize - 1
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if not id % checkNum:
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return 1
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return 0
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