# File: D (Python 2.4) from direct.distributed.DistributedNodeAI import DistributedNodeAI from direct.distributed.ClockDelta import * from direct.fsm import ClassicFSM, State from direct.fsm import State from direct.fsm import StateData from direct.distributed.ClockDelta import * from direct.interval.IntervalGlobal import * class DistributedFindFourAI(DistributedNodeAI): def __init__(self, air, parent, name, x, y, z, h, p, r): DistributedNodeAI.__init__(self, air) self.name = name self.air = air self.setPos(x, y, z) self.setHpr(h, p, r) self.myPos = (x, y, z) self.myHpr = (h, p, r) self.board = [ [ 0, 0, 0, 0, 0, 0, 0], [ 0, 0, 0, 0, 0, 0, 0], [ 0, 0, 0, 0, 0, 0, 0], [ 0, 0, 0, 0, 0, 0, 0], [ 0, 0, 0, 0, 0, 0, 0], [ 0, 0, 0, 0, 0, 0, 0]] self.parent = self.air.doId2do[parent] self.parentDo = parent self.wantStart = [] self.playersPlaying = [] self.playersSitting = 0 self.playersTurn = 1 self.movesMade = 0 self.playerNum = 1 self.winDirection = None self.playersGamePos = [ None, None] self.wantTimer = True self.timerEnd = 0 self.turnEnd = 0 self.playersObserving = [] self.winLaffPoints = 20 self.movesRequiredToWin = 10 self.zoneId = self.air.allocateZone() self.generateOtpObject(air.districtId, self.zoneId, optionalFields = [ 'setX', 'setY', 'setZ', 'setH', 'setP', 'setR']) self.parent.setCheckersZoneId(self.zoneId) self.timerStart = None self.fsm = ClassicFSM.ClassicFSM('Checkers', [ State.State('waitingToBegin', self.enterWaitingToBegin, self.exitWaitingToBegin, [ 'playing']), State.State('playing', self.enterPlaying, self.exitPlaying, [ 'gameOver']), State.State('gameOver', self.enterGameOver, self.exitGameOver, [ 'waitingToBegin'])], 'waitingToBegin', 'waitingToBegin') self.fsm.enterInitialState() def announceGenerate(self): self.parent.setGameDoId(self.doId) def getTableDoId(self): return self.parentDo def delete(self): self.fsm.requestFinalState() self.parent = None self.parentDo = None del self.board del self.fsm DistributedNodeAI.delete(self) def informGameOfPlayer(self): self.playersSitting += 1 if self.playersSitting < 2: self.timerEnd = 0 elif self.playersSitting == 2: self.timerEnd = globalClock.getRealTime() + 20 self.parent.isAccepting = False self.parent.sendUpdate('setIsPlaying', [ 1]) elif self.playersSitting > 2: pass self.sendUpdate('setTimer', [ globalClockDelta.localToNetworkTime(self.timerEnd)]) def informGameOfPlayerLeave(self): self.playersSitting -= 1 if self.playersSitting < 2 and self.fsm.getCurrentState().getName() == 'waitingToBegin': self.timerEnd = 0 self.parent.isAccepting = True self.parent.sendUpdate('setIsPlaying', [ 0]) if self.playersSitting > 2 and self.fsm.getCurrentState().getName() == 'waitingToBegin': pass 1 self.timerEnd = 0 if self.timerEnd != 0: self.sendUpdate('setTimer', [ globalClockDelta.localToNetworkTime(self.timerEnd)]) else: self.sendUpdate('setTimer', [ 0]) def setGameCountdownTime(self): self.timerEnd = globalClock.getRealTime() + 10 def setTurnCountdownTime(self): self.turnEnd = globalClock.getRealTime() + 25 def getTimer(self): if self.timerEnd != 0: return 0 else: return 0 def getTurnTimer(self): return globalClockDelta.localToNetworkTime(self.turnEnd) def requestTimer(self): avId = self.air.getAvatarIdFromSender() self.sendUpdateToAvatarId(avId, 'setTimer', [ globalClockDelta.localToNetworkTime(self.timerEnd)]) def handlePlayerExit(self, avId): if avId in self.wantStart: self.wantStart.remove(avId) if self.fsm.getCurrentState().getName() == 'playing': gamePos = self.playersGamePos.index(avId) self.playersGamePos[gamePos] = None self.fsm.request('gameOver') def handleEmptyGame(self): self.movesMade = 0 self.playersPlaying = [] self.playersTurn = 1 self.playerNum = 1 self.fsm.request('waitingToBegin') self.parent.isAccepting = True def requestWin(self, pieceNum): avId = self.air.getAvatarIdFromSender() playerNum = self.playersGamePos.index(avId) + 1 x = pieceNum[0] y = pieceNum[1] if self.checkWin(x, y, playerNum) == True: self.sendUpdate('announceWinnerPosition', [ x, y, self.winDirection, playerNum]) winnersSequence = Sequence(Wait(5.0), Func(self.fsm.request, 'gameOver'), Func(self.parent.announceWinner, 'Find Four', avId)) winnersSequence.start() else: self.sendUpdateToAvatarId(avId, 'illegalMove', []) def distributeLaffPoints(self): for x in self.parent.seats: if x != None: av = self.air.doId2do.get(x) av.toonUp(self.winLaffPoints) continue def enterWaitingToBegin(self): self.setGameCountdownTime() self.parent.isAccepting = True def exitWaitingToBegin(self): self.turnEnd = 0 def enterPlaying(self): self.parent.isAccepting = False for x in self.playersGamePos: if x != None: self.playersTurn = self.playersGamePos.index(x) self.d_sendTurn(self.playersTurn + 1) break continue self.setTurnCountdownTime() self.sendUpdate('setTurnTimer', [ globalClockDelta.localToNetworkTime(self.turnEnd)]) def exitPlaying(self): pass def enterGameOver(self): self.timerEnd = 0 isAccepting = True self.parent.handleGameOver() self.playersObserving = [] self.playersTurn = 1 self.playerNum = 1 self.playersPlaying = [] self.movesMade = 0 self.playersGamePos = [ None, None] self.parent.isAccepting = True self.fsm.request('waitingToBegin') def exitGameOver(self): pass def requestBegin(self): avId = self.air.getAvatarIdFromSender() if avId not in self.wantStart: self.wantStart.append(avId) numPlayers = 0 for x in self.parent.seats: if x != None: numPlayers = numPlayers + 1 continue if len(self.wantStart) == numPlayers and numPlayers >= 2: self.d_gameStart(avId) self.parent.sendIsPlaying() def d_gameStart(self, avId): for x in self.playersObserving: self.sendUpdateToAvatarId(x, 'gameStart', [ 255]) zz = 0 numPlayers = 0 for x in self.parent.seats: if x != None: numPlayers += 1 self.playersPlaying.append(x) continue if numPlayers == 2: player1 = self.playersPlaying[0] self.sendUpdateToAvatarId(player1, 'gameStart', [ 1]) self.playersGamePos[0] = player1 player2 = self.playersPlaying[1] self.sendUpdateToAvatarId(player2, 'gameStart', [ 2]) self.playersGamePos[1] = player2 self.wantStart = [] self.fsm.request('playing') self.parent.getTableState() def d_sendTurn(self, playersTurn): self.sendUpdate('sendTurn', [ playersTurn]) def advancePlayerTurn(self): if self.playersTurn == 0: self.playersTurn = 1 self.playerNum = 2 else: self.playerNum = 1 self.playersTurn = 0 def requestMove(self, moveColumn): avId = self.air.getAvatarIdFromSender() turn = self.playersTurn if avId in self.playersGamePos: if self.playersGamePos.index(avId) != self.playersTurn: pass if self.board[0][moveColumn] != 0: self.sendUpdateToAvatarId(avId, 'illegalMove', []) for x in xrange(6): if self.board[x][moveColumn] == 0: movePos = x continue self.board[movePos][moveColumn] = self.playersTurn + 1 if self.checkForTie() == True: self.sendUpdate('setGameState', [ self.board, moveColumn, movePos, turn]) self.sendUpdate('tie', []) winnersSequence = Sequence(Wait(8.0), Func(self.fsm.request, 'gameOver')) winnersSequence.start() return None self.movesMade += 1 self.advancePlayerTurn() self.setTurnCountdownTime() self.sendUpdate('setTurnTimer', [ globalClockDelta.localToNetworkTime(self.turnEnd)]) self.d_sendTurn(self.playersTurn + 1) self.sendUpdate('setGameState', [ self.board, moveColumn, movePos, turn]) def checkForTie(self): for x in xrange(7): if self.board[0][x] == 0: return False continue return True def getState(self): return self.fsm.getCurrentState().getName() def getName(self): return self.name def getGameState(self): return [ self.board, 0, 0, 0] def clearBoard(self): for x in self.board.squareList: x.setState(0) def getPosHpr(self): return self.posHpr def tempSetBoardState(self): self.board = [ [ 0, 0, 0, 0, 0, 0, 0], [ 1, 2, 1, 2, 2, 2, 1], [ 2, 2, 1, 2, 1, 2, 1], [ 2, 1, 1, 2, 2, 1, 2], [ 1, 2, 2, 1, 2, 1, 1], [ 1, 2, 1, 2, 1, 2, 1]] self.sendUpdate('setGameState', [ self.board, 0, 0, 1]) def checkWin(self, rVal, cVal, playerNum): if self.checkHorizontal(rVal, cVal, playerNum) == True: self.winDirection = 0 return True elif self.checkVertical(rVal, cVal, playerNum) == True: self.winDirection = 1 return True elif self.checkDiagonal(rVal, cVal, playerNum) == True: self.winDirection = 2 return True else: self.winDirection = None return False def checkHorizontal(self, rVal, cVal, playerNum): if cVal == 3: for x in xrange(1, 4): if self.board[rVal][cVal - x] != playerNum: break if self.board[rVal][cVal - x] == playerNum and x == 3: return True continue for x in xrange(1, 4): if self.board[rVal][cVal + x] != playerNum: break if self.board[rVal][cVal + x] == playerNum and x == 3: return True continue return False elif cVal == 2: for x in xrange(1, 4): if self.board[rVal][cVal + x] != playerNum: break if self.board[rVal][cVal + x] == playerNum and x == 3: return True continue return False elif cVal == 4: for x in xrange(1, 4): if self.board[rVal][cVal - x] != playerNum: break if self.board[rVal][cVal - x] == playerNum and x == 3: return True continue return False else: return False def checkVertical(self, rVal, cVal, playerNum): if rVal == 2: for x in xrange(1, 4): if self.board[rVal + x][cVal] != playerNum: break if self.board[rVal + x][cVal] == playerNum and x == 3: return True continue return False elif rVal == 3: for x in xrange(1, 4): if self.board[rVal - x][cVal] != playerNum: break if self.board[rVal - x][cVal] == playerNum and x == 3: return True continue return False else: return False def checkDiagonal(self, rVal, cVal, playerNum): if cVal <= 2: if rVal == 2: for x in xrange(1, 4): if self.board[rVal + x][cVal + x] != playerNum: break if self.board[rVal + x][cVal + x] == playerNum and x == 3: return True continue return False elif rVal == 3: for x in xrange(1, 4): if self.board[rVal - x][cVal + x] != playerNum: break if self.board[rVal - x][cVal + x] == playerNum and x == 3: return True continue return False elif cVal >= 4: if rVal == 2: for x in xrange(1, 4): if self.board[rVal + x][cVal - x] != playerNum: break if self.board[rVal + x][cVal - x] == playerNum and x == 3: return True continue return False elif rVal == 3: for x in xrange(1, 4): if self.board[rVal - x][cVal - x] != playerNum: break if self.board[rVal - x][cVal - x] == playerNum and x == 3: return True continue return False elif rVal == 3 and rVal == 4 or rVal == 5: for x in xrange(1, 4): if self.board[rVal - x][cVal - x] != playerNum: break if self.board[rVal - x][cVal - x] == playerNum and x == 3: return True continue for x in xrange(1, 4): if self.board[rVal + x][cVal - x] != playerNum: break if self.board[rVal + x][cVal - x] == playerNum and x == 3: return True continue return False elif rVal == 0 and rVal == 1 or rVal == 2: for x in xrange(1, 4): if self.board[rVal + x][cVal - x] != playerNum: break if self.board[rVal + x][cVal - x] == playerNum and x == 3: return True continue for x in xrange(1, 4): if self.board[rVal + x][cVal + x] != playerNum: break if self.board[rVal + x][cVal + x] == playerNum and x == 3: return True continue return False return False