Poodletooth-iLand/toontown/minigame/DistributedRaceGameAI.py

306 lines
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Python
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2015-03-03 22:10:12 +00:00
from math import *
from DistributedMinigameAI import *
from direct.distributed.ClockDelta import *
from direct.fsm import ClassicFSM, State
from direct.fsm import State
import random
from direct.task.Task import Task
import RaceGameGlobals
class DistributedRaceGameAI(DistributedMinigameAI):
def __init__(self, air, minigameId):
try:
self.DistributedRaceGameAI_initialized
except:
self.DistributedRaceGameAI_initialized = 1
DistributedMinigameAI.__init__(self, air, minigameId)
self.gameFSM = ClassicFSM.ClassicFSM('DistributedRaceGameAI', [State.State('inactive', self.enterInactive, self.exitInactive, ['waitClientsChoices']),
State.State('waitClientsChoices', self.enterWaitClientsChoices, self.exitWaitClientsChoices, ['processChoices', 'cleanup']),
State.State('processChoices', self.enterProcessChoices, self.exitProcessChoices, ['waitClientsChoices', 'cleanup']),
State.State('cleanup', self.enterCleanup, self.exitCleanup, ['inactive'])], 'inactive', 'inactive')
self.addChildGameFSM(self.gameFSM)
self.avatarChoices = {}
self.avatarPositions = {}
self.chancePositions = {}
self.rewardDict = {}
def delete(self):
self.notify.debug('delete')
del self.gameFSM
DistributedMinigameAI.delete(self)
def setGameReady(self):
self.notify.debug('setGameReady')
DistributedMinigameAI.setGameReady(self)
self.resetChancePositions()
self.resetPositions()
def setGameStart(self, timestamp):
self.notify.debug('setGameStart')
DistributedMinigameAI.setGameStart(self, timestamp)
self.gameFSM.request('waitClientsChoices')
def setGameAbort(self):
self.notify.debug('setGameAbort')
if self.gameFSM.getCurrentState():
self.gameFSM.request('cleanup')
DistributedMinigameAI.setGameAbort(self)
def gameOver(self):
self.notify.debug('gameOver')
self.gameFSM.request('cleanup')
DistributedMinigameAI.gameOver(self)
def anyAvatarWon(self, positionDict):
for avId, position in positionDict.items():
if position >= RaceGameGlobals.NumberToWin:
self.notify.debug('anyAvatarWon: Somebody won')
return 1
self.notify.debug('anyAvatarWon: Nobody won')
return 0
def allAvatarsChosen(self):
for choice in self.avatarChoices.values():
if choice == -1:
return 0
return 1
def checkChoice(self, choice):
if choice not in RaceGameGlobals.ValidChoices:
self.notify.warning('checkChoice: invalid choice: ' + str(choice))
return RaceGameGlobals.ValidChoices[0]
else:
return choice
def resetChoices(self):
for avId in self.avIdList:
self.avatarChoices[avId] = -1
def resetPositions(self):
for avId in self.avIdList:
self.avatarPositions[avId] = 0
def resetChancePositions(self):
chancePositions = []
for avId in self.avIdList:
pos = random.randint(5, RaceGameGlobals.NumberToWin - 1)
self.chancePositions[avId] = pos
self.rewardDict[avId] = random.randint(0, len(RaceGameGlobals.ChanceRewards) - 1)
chancePositions.append(pos)
self.sendUpdate('setChancePositions', [chancePositions])
def setAvatarChoice(self, choice):
avatarId = self.air.getAvatarIdFromSender()
self.notify.debug('setAvatarChoice: avatar: ' + str(avatarId) + ' chose: ' + str(choice))
self.avatarChoices[avatarId] = self.checkChoice(choice)
self.sendUpdate('setAvatarChose', [avatarId])
if self.allAvatarsChosen():
self.notify.debug('setAvatarChoice: all avatars have chosen')
self.gameFSM.request('processChoices')
else:
self.notify.debug('setAvatarChoice: still waiting for more choices')
def enterInactive(self):
self.notify.debug('enterInactive')
def exitInactive(self):
pass
def enterWaitClientsChoices(self):
self.notify.debug('enterWaitClientsChoices')
self.resetChoices()
taskMgr.doMethodLater(RaceGameGlobals.InputTimeout, self.waitClientsChoicesTimeout, self.taskName('input-timeout'))
self.sendUpdate('setTimerStartTime', [globalClockDelta.getFrameNetworkTime()])
def exitWaitClientsChoices(self):
taskMgr.remove(self.taskName('input-timeout'))
def waitClientsChoicesTimeout(self, task):
self.notify.debug('waitClientsChoicesTimeout: did not hear from all clients')
for avId in self.avatarChoices.keys():
if self.avatarChoices[avId] == -1:
self.avatarChoices[avId] = 0
self.gameFSM.request('processChoices')
return Task.done
def enterProcessChoices(self):
self.notify.debug('enterProcessChoices: ')
self.choiceArray = []
self.positionArray = []
self.rewardArray = []
for avId in self.avIdList:
choice = self.avatarChoices[avId]
freq = self.avatarChoices.values().count(choice)
self.processChoice(avId, choice, freq)
masterList = []
for avId in self.avIdList:
masterList.append(-1)
done = 0
rewarded = 0
while not done:
self.notify.debug('enterProcessChoice: notDone')
rewardList = masterList[:]
for avId in self.avIdList:
reward = self.processReward(avId)
if reward != -1:
rewarded = 1
rewardList[self.avIdList.index(avId)] = reward
self.rewardArray += rewardList
for av in self.avIdList:
if av == avId:
self.processChoice(av, RaceGameGlobals.ChanceRewards[reward][0][0])
else:
self.processChoice(av, RaceGameGlobals.ChanceRewards[reward][0][1])
break
if not rewarded:
self.rewardArray += rewardList
self.notify.debug(' rewardList: ' + str(rewardList))
self.notify.debug(' rewardArray: ' + str(self.rewardArray))
done = rewardList.count(-1) == len(rewardList)
self.checkForWinners()
def processChoice(self, avId, choice, freq = 1):
self.notify.debug('processChoice: av = ' + str(avId) + ' choice = ' + str(choice))
if freq == 1:
if choice != 0:
if self.avatarPositions[avId] < RaceGameGlobals.NumberToWin:
self.avatarPositions[avId] += choice
if self.avatarPositions[avId] < 0:
self.avatarPositions[avId] = 0
self.choiceArray.append(choice)
self.positionArray.append(self.avatarPositions[avId])
self.notify.debug('Process choice (' + str(choice) + ') for av: ' + str(avId))
self.notify.debug(' choiceArray: ' + str(self.choiceArray))
self.notify.debug(' positionArray: ' + str(self.positionArray))
def processReward(self, rewardee):
self.notify.debug('processReward: ' + str(rewardee))
reward = -1
if self.avatarPositions[rewardee] == self.chancePositions[rewardee]:
reward = self.rewardDict[rewardee]
bonus = RaceGameGlobals.ChanceRewards[reward][2]
self.scoreDict[rewardee] = self.scoreDict[rewardee] + bonus
self.chancePositions[rewardee] = -1
return reward
def checkForWinners(self):
self.notify.debug('checkForWinners: ')
self.sendUpdate('setServerChoices', [self.choiceArray, self.positionArray, self.rewardArray])
delay = 0.0
for reward in self.rewardArray:
if reward != -1:
delay += 7.0
if self.anyAvatarWon(self.avatarPositions):
numWinners = 0
for avId in self.avIdList:
if self.avatarPositions[avId] >= RaceGameGlobals.NumberToWin:
numWinners = numWinners + 1
for avId in self.avIdList:
newJellybeans = ceil(self.avatarPositions[avId] * 0.5)
if self.avatarPositions[avId] >= RaceGameGlobals.NumberToWin:
newJellybeans = RaceGameGlobals.NumberToWin
if numWinners > 1:
newJellybeans = newJellybeans - 3
self.scoreDict[avId] = self.scoreDict[avId] + newJellybeans
taskMgr.doMethodLater(delay, self.rewardTimeoutTaskGameOver, self.taskName('reward-timeout'))
else:
taskMgr.doMethodLater(delay, self.rewardTimeoutTask, self.taskName('reward-timeout'))
def oldEnterProcessChoices(self, recurse = 0):
self.notify.debug('enterProcessChoices')
if not recurse:
self.choiceArray = []
self.positionArray = []
self.rewardArray = []
for avId in self.avIdList:
choice = self.avatarChoices[avId]
reward = -1
if choice != 0:
freq = self.avatarChoices.values().count(choice)
if recurse or freq == 1:
self.avatarPositions[avId] += choice
if self.avatarPositions[avId] < 0:
self.avatarPositions[avId] = 0
if self.avatarPositions[avId] == self.chancePositions[avId]:
reward = self.rewardDict[avId]
self.scoreDict[avId] = self.scoreDict[avId] + RaceGameGlobals.ChanceRewards[reward][2]
self.chancePositions[avId] = -1
self.choiceArray.append(choice)
self.positionArray.append(self.avatarPositions[avId])
self.rewardArray.append(reward)
self.notify.debug(' choiceArray: ' + str(self.choiceArray))
self.notify.debug(' positionArray: ' + str(self.positionArray))
self.notify.debug(' rewardArray: ' + str(self.rewardArray))
thisTurnRewards = self.rewardArray[-len(self.avatarPositions):]
rewardIndex = 0
for reward in thisTurnRewards:
if reward != -1:
for avId in self.avIdList:
if self.avIdList.index(avId) == rewardIndex:
self.avatarChoices[avId] = RaceGameGlobals.ChanceRewards[reward][0][0]
else:
self.avatarChoices[avId] = RaceGameGlobals.ChanceRewards[reward][0][1]
self.enterProcessChoices(1)
rewardIndex += 1
if not recurse:
self.sendUpdate('setServerChoices', [self.choiceArray, self.positionArray, self.rewardArray])
delay = 0.0
for reward in self.rewardArray:
if reward != -1:
delay += 7.0
if self.anyAvatarWon(self.avatarPositions):
numWinners = 0
for avId in self.avIdList:
if self.avatarPositions[avId] >= RaceGameGlobals.NumberToWin:
numWinners = numWinners + 1
for avId in self.avIdList:
newJellybeans = ceil(self.avatarPositions[avId] * 0.5)
if self.avatarPositions[avId] >= RaceGameGlobals.NumberToWin:
newJellybeans = RaceGameGlobals.NumberToWin
if numWinners > 1:
newJellybeans = newJellybeans - 3
self.scoreDict[avId] = self.scoreDict[avId] + newJellybeans
taskMgr.doMethodLater(delay, self.rewardTimeoutTaskGameOver, self.taskName('reward-timeout'))
else:
taskMgr.doMethodLater(delay, self.rewardTimeoutTask, self.taskName('reward-timeout'))
return None
def rewardTimeoutTaskGameOver(self, task):
self.notify.debug('Done waiting for rewards, game over')
self.gameOver()
return Task.done
def rewardTimeoutTask(self, task):
self.notify.debug('Done waiting for rewards')
self.gameFSM.request('waitClientsChoices')
return Task.done
def exitProcessChoices(self):
taskMgr.remove(self.taskName('reward-timeout'))
def enterCleanup(self):
self.notify.debug('enterCleanup')
self.gameFSM.request('inactive')
def exitCleanup(self):
pass