from DistributedMinigameAI import * from toontown.ai.ToonBarrier import * from direct.fsm import ClassicFSM, State from direct.fsm import State import random import PatternGameGlobals import copy class DistributedPatternGameAI(DistributedMinigameAI): def __init__(self, air, minigameId): try: self.DistributedPatternGameAI_initialized except: self.DistributedPatternGameAI_initialized = 1 DistributedMinigameAI.__init__(self, air, minigameId) self.gameFSM = ClassicFSM.ClassicFSM('DistributedPatternGameAI', [State.State('off', self.enterInactive, self.exitInactive, ['waitClientsReady', 'cleanup']), State.State('waitClientsReady', self.enterWaitClientsReady, self.exitWaitClientsReady, ['generatePattern', 'cleanup']), State.State('generatePattern', self.enterGeneratePattern, self.exitGeneratePattern, ['waitForResults', 'cleanup']), State.State('waitForResults', self.enterWaitForResults, self.exitWaitForResults, ['waitClientsReady', 'cleanup']), State.State('cleanup', self.enterCleanup, self.exitCleanup, [])], 'off', 'cleanup') self.addChildGameFSM(self.gameFSM) def delete(self): self.notify.debug('delete') del self.gameFSM DistributedMinigameAI.delete(self) def setGameReady(self): self.notify.debug('setGameReady') DistributedMinigameAI.setGameReady(self) self.__initGameVars() def setGameStart(self, timestamp): self.notify.debug('setGameStart') DistributedMinigameAI.setGameStart(self, timestamp) self.gameFSM.request('waitClientsReady') 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 enterInactive(self): self.notify.debug('enterInactive') def exitInactive(self): pass def __initGameVars(self): self.pattern = [] self.round = 0 self.perfectResults = {} for avId in self.avIdList: self.perfectResults[avId] = 1 self.readyClients = [] self.timeoutTaskName = self.uniqueName('PatternGameResultsTimeout') def enterWaitClientsReady(self): self.notify.debug('enterWaitClientsReady') self.nextRoundBarrier = ToonBarrier('nextRoundReady', self.uniqueName('nextRoundReady'), self.avIdList, PatternGameGlobals.ClientsReadyTimeout, self.__allPlayersReady, self.__clientsReadyTimeout) for avId in self.readyClients: self.nextRoundBarrier.clear(avId) def reportPlayerReady(self): if not self._inState('waitClientsReady'): return avId = self.air.getAvatarIdFromSender() if avId not in self.avIdList: self.notify.warning('Got reportPlayerReady from an avId: %s not in our list: %s' % (avId, self.avIdList)) else: self.readyClients.append(avId) self.nextRoundBarrier.clear(avId) def __allPlayersReady(self): self.readyClients = [] self.gameFSM.request('generatePattern') def __clientsReadyTimeout(self, avIds): self.notify.debug('__clientsReadyTimeout: clients %s have not responded' % avIds) self.setGameAbort() def exitWaitClientsReady(self): self.nextRoundBarrier.cleanup() del self.nextRoundBarrier def enterGeneratePattern(self): self.notify.debug('enterGeneratePattern') self.round += 1 targetLen = PatternGameGlobals.INITIAL_ROUND_LENGTH + PatternGameGlobals.ROUND_LENGTH_INCREMENT * (self.round - 1) count = targetLen - len(self.pattern) for i in xrange(0, count): self.pattern.append(random.randint(0, 3)) self.gameFSM.request('waitForResults') self.sendUpdate('setPattern', [self.pattern]) def exitGeneratePattern(self): pass def enterWaitForResults(self): self.notify.debug('enterWaitForResults') self.results = [None] * self.numPlayers self.fastestTime = PatternGameGlobals.InputTime * 2 self.fastestAvId = 0 self.resultsBarrier = ToonBarrier('results', self.uniqueName('results'), self.avIdList, PatternGameGlobals.InputTimeout + 1.0 * self.round, self.__gotAllPatterns, self.__resultsTimeout) return def reportButtonPress(self, index, wrong): if not self._inState('waitForResults'): return avId = self.air.getAvatarIdFromSender() if avId not in self.avIdList: self.air.writeServerEvent('suspicious', avId, 'PatternGameAI.reportButtonPress avId not on list') return if index < 0 or index > 3: self.air.writeServerEvent('warning', index, 'PatternGameAI.reportButtonPress got bad index') return if wrong not in [0, 1]: self.air.writeServerEvent('warning', wrong, "PatternGameAI.reportButtonPress got bad 'wrong'") return self.sendUpdate('remoteButtonPressed', [avId, index, wrong]) def __resultsTimeout(self, avIds): self.notify.debug('__resultsTimeout: %s' % avIds) for avId in avIds: index = self.avIdList.index(avId) self.__acceptPlayerPattern(avId, [], PatternGameGlobals.InputTime * 2) self.__gotAllPatterns() def reportPlayerPattern(self, pattern, totalTime): if not self._inState('waitForResults'): return avId = self.air.getAvatarIdFromSender() self.__acceptPlayerPattern(avId, pattern, totalTime) self.resultsBarrier.clear(avId) def __acceptPlayerPattern(self, avId, pattern, totalTime): index = self.avIdList.index(avId) if self.results[index] != None: return self.results[index] = pattern if totalTime < self.fastestTime and pattern == self.pattern: self.fastestTime = totalTime self.fastestAvId = avId if self.numPlayers == 1: self.fastestAvId = 1 else: self.scoreDict[self.fastestAvId] += 2 return def __gotAllPatterns(self): patterns = [[]] * 4 for i in xrange(0, len(self.results)): patterns[i] = self.results[i] if patterns[i] is None: patterns[i] = [] self.sendUpdate('setPlayerPatterns', patterns + [self.fastestAvId]) for i in xrange(0, self.numPlayers): avId = self.avIdList[i] if not self.results[i] == self.pattern: self.perfectResults[avId] = 0 else: self.scoreDict[avId] += self.round if self.round < PatternGameGlobals.NUM_ROUNDS: self.gameFSM.request('waitClientsReady') else: for avId in self.avIdList: if self.perfectResults[avId]: self.scoreDict[avId] += 4 self.logPerfectGame(avId) self.gameOver() self.gameFSM.request('cleanup') return def exitWaitForResults(self): self.resultsBarrier.cleanup() del self.resultsBarrier def enterCleanup(self): self.notify.debug('enterCleanup') def exitCleanup(self): pass