# 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 toontown.safezone import ChineseCheckersBoard

class DistributedChineseCheckersAI(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 = ChineseCheckersBoard.ChineseCheckersBoard()
        self.parent = self.air.doId2do[parent]
        self.parentDo = parent
        self.wantStart = []
        self.playersPlaying = []
        self.playersSitting = 0
        self.playersTurn = 1
        self.movesMade = 0
        self.playersGamePos = [
            None,
            None,
            None,
            None,
            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.startingPositions = [
            [
                0,
                1,
                2,
                3,
                4,
                5,
                6,
                7,
                8,
                9],
            [
                10,
                11,
                12,
                13,
                23,
                24,
                25,
                35,
                36,
                46],
            [
                65,
                75,
                76,
                86,
                87,
                88,
                98,
                99,
                100,
                101],
            [
                111,
                112,
                113,
                114,
                115,
                116,
                117,
                118,
                119,
                120],
            [
                74,
                84,
                85,
                95,
                96,
                97,
                107,
                108,
                109,
                110],
            [
                19,
                20,
                21,
                22,
                32,
                33,
                34,
                44,
                45,
                55]]
        self.timerStart = None
        self.fsm = ClassicFSM.ClassicFSM('ChineseCheckers', [
            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.board.delete()
        self.playerSeatPos = None
        del self.fsm
        DistributedNodeAI.delete(self)


    def requestSeatPositions(self):
        avId = self.air.getAvatarIdFromSender()
        self.sendUpdateToAvatarId(avId, 'announceSeatPositions', [
            self.playerSeatPos])
        self.sendUpdateToAvatarId(avId, 'sendTurn', [
            self.playersTurn + 1])


    def informGameOfPlayer(self):
        self.playersSitting += 1
        if self.playersSitting < 2:
            self.timerEnd = 0
        elif self.playersSitting == 2:
            self.timerEnd = globalClock.getRealTime() + 60
        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

        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() + 60


    def setTurnCountdownTime(self):
        self.turnEnd = globalClock.getRealTime() + 60


    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):
        playerOrder = [
            1,
            4,
            2,
            5,
            3,
            6]
        if avId in self.wantStart:
            self.wantStart.remove(avId)

        playstate = self.fsm.getStateNamed('playing')
        if self.fsm.getCurrentState().getName() == 'playing':
            gamePos = self.playersGamePos.index(avId)
            self.playersGamePos[gamePos] = None
            for x in self.board.squareList:
                if x.getState() == gamePos + 1:
                    x.setState(0)
                    continue

            self.sendGameState([])
            if self.playersTurn == gamePos:
                self.advancePlayerTurn()
                self.d_sendTurn(self.playersTurn + 1)

            remainingPlayers = 0
            for x in self.playersGamePos:
                if x != None:
                    remainingPlayers += 1
                    continue

            if remainingPlayers == 1:
                for x in self.playersGamePos:
                    if x != None:
                        self.clearBoard()
                        self.sendGameState([])
                        if self.movesMade >= self.movesRequiredToWin:
                            self.distributeLaffPoints()
                            self.fsm.request('gameOver')
                            self.parent.announceWinner('Chinese Checkers', x)
                        else:
                            self.fsm.request('gameOver')

    def handleEmptyGame(self):
        self.movesMade = 0
        self.playersPlaying = []
        self.playersTurn = 1
        self.fsm.request('waitingToBegin')


    def requestWin(self):
        avId = self.air.getAvatarIdFromSender()
        if avId not in self.playersGamePos:
            self.air.writeServerEvent('suspicious', avId, 'Has requested a Chinese Checkers win and is NOT playing! SeatList of  the table - %s - PlayersGamePos - %s' % (self.parent.seats, self.playersGamePos))
            return None

        requestWinGamePos = self.playersGamePos.index(avId) + 1
        checkSquares = []
        for x in self.board.squareList:
            if x.getState() == requestWinGamePos:
                checkSquares.append(x.getNum())
                continue

        if requestWinGamePos == 1:
            if checkSquares == self.startingPositions[3]:
                self.distributeLaffPoints()
                self.fsm.request('gameOver')
                self.parent.announceWinner('Chinese Checkers', avId)

        elif requestWinGamePos == 2:
            if checkSquares == self.startingPositions[4]:
                self.distributeLaffPoints()
                self.fsm.request('gameOver')
                self.parent.announceWinner('Chinese Checkers', avId)

        elif requestWinGamePos == 3:
            if checkSquares == self.startingPositions[5]:
                self.distributeLaffPoints()
                self.fsm.request('gameOver')
                self.parent.announceWinner('Chinese Checkers', avId)

        elif requestWinGamePos == 4:
            if checkSquares == self.startingPositions[0]:
                self.distributeLaffPoints()
                self.fsm.request('gameOver')
                self.parent.announceWinner('Chinese Checkers', avId)

        elif requestWinGamePos == 5:
            if checkSquares == self.startingPositions[1]:
                self.fsm.request('gameOver')
                self.parent.announceWinner('Chinese Checkers', avId)

        elif requestWinGamePos == 6:
            if checkSquares == self.startingPositions[2]:
                self.distributeLaffPoints()
                self.fsm.request('gameOver')
                self.parent.announceWinner('Chinese Checkers', avId)


        self.parent = None


    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.playersObserving = []
        self.parent.handleGameOver()
        self.playersTurn = 1
        self.playersPlaying = []
        self.clearBoard()
        self.sendGameState([])
        self.movesMade = 0
        self.playersGamePos = [
            None,
            None,
            None,
            None,
            None,
            None]
        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])

        playerJoinOrder = [
            1,
            4,
            2,
            5,
            3,
            6]
        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
            for x in self.startingPositions[0]:
                self.board.setState(x, 1)

            player2 = self.playersPlaying[1]
            self.sendUpdateToAvatarId(player2, 'gameStart', [
                4])
            self.playersGamePos[3] = player2
            for x in self.startingPositions[3]:
                self.board.setState(x, 4)

        elif numPlayers == 3:
            player1 = self.playersPlaying[0]
            self.sendUpdateToAvatarId(player1, 'gameStart', [
                2])
            self.playersGamePos[1] = player1
            for x in self.startingPositions[1]:
                self.board.setState(x, 2)

            player2 = self.playersPlaying[1]
            self.sendUpdateToAvatarId(player2, 'gameStart', [
                4])
            self.playersGamePos[3] = player2
            for x in self.startingPositions[3]:
                self.board.setState(x, 4)

            player3 = self.playersPlaying[2]
            self.sendUpdateToAvatarId(player3, 'gameStart', [
                6])
            self.playersGamePos[5] = player3
            for x in self.startingPositions[5]:
                self.board.setState(x, 6)

        elif numPlayers == 4:
            player1 = self.playersPlaying[0]
            self.sendUpdateToAvatarId(player1, 'gameStart', [
                1])
            self.playersGamePos[0] = player1
            for x in self.startingPositions[0]:
                self.board.setState(x, 1)

            player2 = self.playersPlaying[1]
            self.sendUpdateToAvatarId(player2, 'gameStart', [
                4])
            self.playersGamePos[3] = player2
            for x in self.startingPositions[3]:
                self.board.setState(x, 4)

            player3 = self.playersPlaying[2]
            self.sendUpdateToAvatarId(player3, 'gameStart', [
                2])
            self.playersGamePos[1] = player3
            for x in self.startingPositions[1]:
                self.board.setState(x, 2)

            player4 = self.playersPlaying[3]
            self.sendUpdateToAvatarId(player4, 'gameStart', [
                5])
            self.playersGamePos[4] = player4
            for x in self.startingPositions[4]:
                self.board.setState(x, 5)

        elif numPlayers == 5:
            player1 = self.playersPlaying[0]
            self.sendUpdateToAvatarId(player1, 'gameStart', [
                1])
            self.playersGamePos[0] = player1
            for x in self.startingPositions[0]:
                self.board.setState(x, 1)

            player2 = self.playersPlaying[1]
            self.sendUpdateToAvatarId(player2, 'gameStart', [
                4])
            self.playersGamePos[3] = player2
            for x in self.startingPositions[3]:
                self.board.setState(x, 4)

            player3 = self.playersPlaying[2]
            self.sendUpdateToAvatarId(player3, 'gameStart', [
                2])
            self.playersGamePos[1] = player3
            for x in self.startingPositions[1]:
                self.board.setState(x, 2)

            player4 = self.playersPlaying[3]
            self.sendUpdateToAvatarId(player4, 'gameStart', [
                5])
            self.playersGamePos[4] = player4
            for x in self.startingPositions[4]:
                self.board.setState(x, 5)

            player5 = self.playersPlaying[4]
            self.sendUpdateToAvatarId(player5, 'gameStart', [
                3])
            self.playersGamePos[2] = player5
            for x in self.startingPositions[2]:
                self.board.setState(x, 3)

        elif numPlayers == 6:
            player1 = self.playersPlaying[0]
            self.sendUpdateToAvatarId(player1, 'gameStart', [
                1])
            self.playersGamePos[0] = player1
            for x in self.startingPositions[0]:
                self.board.setState(x, 1)

            player2 = self.playersPlaying[1]
            self.sendUpdateToAvatarId(player2, 'gameStart', [
                4])
            self.playersGamePos[3] = player2
            for x in self.startingPositions[3]:
                self.board.setState(x, 4)

            player3 = self.playersPlaying[2]
            self.sendUpdateToAvatarId(player3, 'gameStart', [
                2])
            self.playersGamePos[1] = player3
            for x in self.startingPositions[1]:
                self.board.setState(x, 2)

            player4 = self.playersPlaying[3]
            self.sendUpdateToAvatarId(player4, 'gameStart', [
                5])
            self.playersGamePos[4] = player4
            for x in self.startingPositions[4]:
                self.board.setState(x, 5)

            player5 = self.playersPlaying[4]
            self.sendUpdateToAvatarId(player5, 'gameStart', [
                3])
            self.playersGamePos[2] = player5
            for x in self.startingPositions[2]:
                self.board.setState(x, 3)

            player6 = self.playersPlaying[5]
            self.sendUpdateToAvatarId(player6, 'gameStart', [
                6])
            self.playersGamePos[5] = player6
            for x in self.startingPositions[5]:
                self.board.setState(x, 6)


        playerSeatPos = [
            0,
            0,
            0,
            0,
            0,
            0]
        for x in xrange(6):
            id = self.playersGamePos[x]
            if id != None:
                playerSeatPos[self.parent.seats.index(id)] = x + 1
                continue

        self.sendUpdate('announceSeatPositions', [
            playerSeatPos])
        self.playerSeatPos = playerSeatPos
        self.sendGameState([])
        self.wantStart = []
        self.fsm.request('playing')
        self.parent.getTableState()


    def d_sendTurn(self, playersTurn):
        self.sendUpdate('sendTurn', [
            playersTurn])


    def advancePlayerTurn(self):
        foundNewPlayer = False
        while foundNewPlayer == False:
            self.playersTurn += 1
            if self.playersTurn > 5:
                self.playersTurn = 0

            if self.playersGamePos[self.playersTurn] != None:
                foundNewPlayer = True
                continue


    def requestMove(self, moveList):
        playerOrder = [
            1,
            4,
            2,
            5,
            3,
            6]
        if self.checkLegalMoves(moveList) == True:
            self.movesMade += 1
            self.makeMove(moveList)
            self.advancePlayerTurn()
            self.d_sendTurn(self.playersTurn + 1)
            self.setTurnCountdownTime()
            self.sendUpdate('setTurnTimer', [
                globalClockDelta.localToNetworkTime(self.turnEnd)])



    def checkLegalMoves(self, moveList):
        if not moveList:
            return False
        elif self.board.squareList[moveList[0]].getState() == 0:
            return False

        for x in xrange(len(moveList) - 1):
            y = self.checkLegalMove(self.board.getSquare(moveList[x]), self.board.getSquare(moveList[x + 1]))
            if y == False:
                return False
                continue

        return True


    def checkLegalMove(self, firstSquare, secondSquare):
        if secondSquare.getNum() in firstSquare.getAdjacent():
            return True
        else:
            for x in firstSquare.getAdjacent():
                if x == None:
                    continue
                if self.board.squareList[x].getState() == 0:
                    continue
                if self.board.squareList[x].getAdjacent()[firstSquare.getAdjacent().index(x)] == secondSquare.getNum():
                    return True
                    continue

            return False


    def makeMove(self, moveList):
        spot1 = self.board.squareList[moveList[0]].getState()
        self.board.squareList[moveList[0]].setState(0)
        self.board.squareList[moveList[len(moveList) - 1]].setState(spot1)
        self.sendGameState(moveList)


    def getState(self):
        return self.fsm.getCurrentState().getName()


    def getName(self):
        return self.name


    def getGameState(self):
        return [
            self.board.getStates(),
            []]


    def sendGameState(self, moveList):
        gameState = self.board.getStates()
        self.sendUpdate('setGameState', [
            gameState,
            moveList])


    def clearBoard(self):
        for x in self.board.squareList:
            x.setState(0)



    def getPosHpr(self):
        return self.posHpr


    def testWin(self):
        self.clearBoard()
        for x in self.startingPositions[0]:
            self.board.squareList[x].setState(4)

        self.board.squareList[self.startingPositions[0][len(self.startingPositions[0]) - 1]].setState(0)
        self.board.squareList[51].setState(4)
        for x in self.startingPositions[3]:
            self.board.squareList[x].setState(1)

        self.board.squareList[120].setState(0)
        self.board.squareList[104].setState(1)
        self.sendGameState([])