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