from panda3d.core import * from direct.distributed.ClockDelta import * from direct.task.Task import Task from direct.interval.IntervalGlobal import * from TrolleyConstants import * from direct.gui.DirectGui import * from toontown.toonbase import TTLocalizer from direct.distributed import DistributedNode from direct.distributed.ClockDelta import globalClockDelta from ChineseCheckersBoard import ChineseCheckersBoard from direct.fsm import ClassicFSM, State from direct.fsm import StateData from toontown.toonbase.ToontownTimer import ToontownTimer from toontown.toonbase import ToontownGlobals from direct.distributed.ClockDelta import * from otp.otpbase import OTPGlobals from direct.showbase import PythonUtil import random class DistributedFindFour(DistributedNode.DistributedNode): def __init__(self, cr): NodePath.__init__(self, 'DistributedFindFour') DistributedNode.DistributedNode.__init__(self, cr) self.cr = cr self.reparentTo(render) self.boardNode = loader.loadModel('phase_6/models/golf/findfour_game.bam') self.boardNode.reparentTo(self) 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.exitButton = None self.inGame = False self.waiting = True self.startButton = None self.playerNum = None self.turnText = None self.isMyTurn = False self.wantTimer = True self.leaveButton = None self.screenText = None self.turnText = None self.exitButton = None self.numRandomMoves = 0 self.blinker = Sequence() self.playersTurnBlinker = Sequence() self.yourTurnBlinker = Sequence() self.winningSequence = Sequence() self.moveSequence = Sequence() self.moveList = [] self.mySquares = [] self.playerSeats = None self.moveCol = None self.move = None self.accept('mouse1', self.mouseClick) self.traverser = base.cTrav self.pickerNode = CollisionNode('mouseRay') self.pickerNP = camera.attachNewNode(self.pickerNode) self.pickerNode.setFromCollideMask(BitMask32(4096)) self.pickerRay = CollisionRay() self.pickerNode.addSolid(self.pickerRay) self.myHandler = CollisionHandlerQueue() self.traverser.addCollider(self.pickerNP, self.myHandler) self.buttonModels = loader.loadModel('phase_3.5/models/gui/inventory_gui') self.upButton = self.buttonModels.find('**//InventoryButtonUp') self.downButton = self.buttonModels.find('**/InventoryButtonDown') self.rolloverButton = self.buttonModels.find('**/InventoryButtonRollover') self.clockNode = ToontownTimer() self.clockNode.setPos(1.16, 0, -0.83) self.clockNode.setScale(0.3) self.clockNode.hide() self.tintConstant = Vec4(0.25, 0.25, 0.25, 0) self.ghostConstant = Vec4(0, 0, 0, 0.5) self.knockSound = base.loadSfx('phase_5/audio/sfx/GUI_knock_1.ogg') self.clickSound = base.loadSfx('phase_3/audio/sfx/GUI_balloon_popup.ogg') self.moveSound = base.loadSfx('phase_6/audio/sfx/CC_move.ogg') self.accept('stoppedAsleep', self.handleSleep) from direct.fsm import ClassicFSM, State self.fsm = ClassicFSM.ClassicFSM('ChineseCheckers', [State.State('waitingToBegin', self.enterWaitingToBegin, self.exitWaitingToBegin, ['playing', 'gameOver']), State.State('playing', self.enterPlaying, self.exitPlaying, ['gameOver']), State.State('gameOver', self.enterGameOver, self.exitGameOver, ['waitingToBegin'])], 'waitingToBegin', 'waitingToBegin') startLoc = self.boardNode.find('**/locators') self.locatorList = list(startLoc.getChildren()) self.startingPositions = self.locatorList.pop(0) self.startingPositions = self.startingPositions.getChildren() instancePiece = self.boardNode.find('**/pieces') tempList = [] for x in xrange(7): self.startingPositions[x].setTag('StartLocator', '%d' % x) collNode = CollisionNode('startpicker%d' % x) collNode.setIntoCollideMask(BitMask32(4096)) tempList.append(self.startingPositions[x].attachNewNode(collNode)) tempList[x].node().addSolid(CollisionTube(0, 0, 0.23, 0, 0, -.23, 0.2)) for z in self.startingPositions: y = instancePiece.copyTo(z) for val in y.getChildren(): val.hide() tempList = [] for x in xrange(42): self.locatorList[x].setTag('GamePeiceLocator', '%d' % x) collNode = CollisionNode('startpicker%d' % x) collNode.setIntoCollideMask(BitMask32(4096)) tempList.append(self.locatorList[x].attachNewNode(collNode)) tempList[x].node().addSolid(CollisionSphere(0, 0, 0, 0.2)) for z in self.locatorList: y = instancePiece.copyTo(z) for val in y.getChildren(): val.hide() dummyHide = instancePiece.getParent().attachNewNode('DummyHider') instancePiece.reparentTo(dummyHide) dummyHide.hide() return def setName(self, name): self.name = name def announceGenerate(self): DistributedNode.DistributedNode.announceGenerate(self) if self.table.fsm.getCurrentState().getName() != 'observing': if base.localAvatar.doId in self.table.tableState: self.seatPos = self.table.tableState.index(base.localAvatar.doId) if self.seatPos <= 2: for x in self.startingPositions: x.setH(0) for x in self.locatorList: x.setH(0) else: for x in self.startingPositions: x.setH(180) for x in self.locatorList: x.setH(180) self.moveCameraForGame() else: self.seatPos = self.table.seatBumpForObserve if self.seatPos > 2: for x in self.startingPositions: x.setH(180) for x in self.locatorList: x.setH(180) self.moveCameraForGame() def handleSleep(self, task = None): if self.fsm.getCurrentState().getName() == 'waitingToBegin': self.exitButtonPushed() if task != None: task.done return def setTableDoId(self, doId): self.tableDoId = doId self.table = self.cr.doId2do[doId] self.table.setTimerFunc(self.startButtonPushed) self.fsm.enterInitialState() self.table.setGameDoId(self.doId) def disable(self): DistributedNode.DistributedNode.disable(self) if self.leaveButton: self.leaveButton.destroy() self.leavebutton = None if self.screenText: self.screenText.destroy() self.screenText = None if self.turnText: self.turnText.destroy() self.turnText = None self.clockNode.stop() self.clockNode.hide() self.ignore('mouse1') self.ignore('stoppedAsleep') self.fsm = None taskMgr.remove('playerTurnTask') return def delete(self): DistributedNode.DistributedNode.delete(self) self.table.gameDoId = None self.table.game = None if self.exitButton: self.exitButton.destroy() if self.startButton: self.startButton.destroy() self.clockNode.stop() self.clockNode.hide() self.table.startButtonPushed = None self.ignore('mouse1') self.ignore('stoppedAsleep') self.fsm = None self.table = None self.winningSequence.finish() taskMgr.remove('playerTurnTask') return def getTimer(self): self.sendUpdate('requestTimer', []) def setTimer(self, timerEnd): if self.fsm.getCurrentState() != None and self.fsm.getCurrentState().getName() == 'waitingToBegin' and not self.table.fsm.getCurrentState().getName() == 'observing': self.clockNode.stop() time = globalClockDelta.networkToLocalTime(timerEnd) timeLeft = int(time - globalClock.getRealTime()) if timeLeft > 0 and timerEnd != 0: if timeLeft > 60: timeLeft = 60 self.clockNode.setPos(1.16, 0, -0.83) self.clockNode.countdown(timeLeft, self.startButtonPushed) self.clockNode.show() else: self.clockNode.stop() self.clockNode.hide() return def setTurnTimer(self, turnEnd): if self.fsm.getCurrentState() != None and self.fsm.getCurrentState().getName() == 'playing': self.clockNode.stop() time = globalClockDelta.networkToLocalTime(turnEnd) timeLeft = int(time - globalClock.getRealTime()) if timeLeft > 0: self.clockNode.setPos(0.64, 0, -0.27) self.clockNode.countdown(timeLeft, self.doRandomMove) self.clockNode.show() return def gameStart(self, playerNum): if playerNum != 255: self.playerNum = playerNum if self.playerNum == 1: self.playerColorString = 'Red' else: self.playerColorString = 'Yellow' self.moveCameraForGame() self.fsm.request('playing') def sendTurn(self, playersTurn): if self.fsm.getCurrentState().getName() == 'playing': if playersTurn == self.playerNum: self.isMyTurn = True taskMgr.add(self.turnTask, 'playerTurnTask') self.enableTurnScreenText(playersTurn) def illegalMove(self): self.exitButtonPushed() def moveCameraForGame(self): if self.table.cameraBoardTrack.isPlaying(): self.table.cameraBoardTrack.pause() rotation = 0 if self.seatPos <= 2: position = self.table.seats[1].getPos() position = position + Vec3(0, -8, 12.8) int = LerpPosHprInterval(camera, 2, position, Vec3(0, -38, 0), camera.getPos(), camera.getHpr()) else: position = self.table.seats[4].getPos() position = position + Vec3(0, -8, 12.8) if camera.getH() < 0: int = LerpPosHprInterval(camera, 2, position, Vec3(-180, -20, 0), camera.getPos(), camera.getHpr()) else: int = LerpPosHprInterval(camera, 2, position, Vec3(180, -20, 0), camera.getPos(), camera.getHpr()) int.start() def enterWaitingToBegin(self): if self.table.fsm.getCurrentState().getName() != 'observing': self.enableExitButton() self.enableStartButton() def exitWaitingToBegin(self): if self.exitButton: self.exitButton.destroy() self.exitButton = None if self.startButton: self.startButton.destroy() self.exitButton = None self.clockNode.stop() self.clockNode.hide() return def enterPlaying(self): self.inGame = True self.enableScreenText() if self.table.fsm.getCurrentState().getName() != 'observing': self.enableLeaveButton() def exitPlaying(self): self.inGame = False if self.leaveButton: self.leaveButton.destroy() self.leavebutton = None self.playerNum = None if self.screenText: self.screenText.destroy() self.screenText = None if self.turnText: self.turnText.destroy() self.turnText = None self.clockNode.stop() self.clockNode.hide() return def enterGameOver(self): pass def exitGameOver(self): pass def exitWaitCountdown(self): self.__disableCollisions() self.ignore('trolleyExitButton') self.clockNode.reset() def enableExitButton(self): self.exitButton = DirectButton(relief=None, text=TTLocalizer.ChineseCheckersGetUpButton, text_fg=(1, 1, 0.65, 1), text_pos=(0, -.23), text_scale=0.8, image=(self.upButton, self.downButton, self.rolloverButton), image_color=(1, 0, 0, 1), image_scale=(20, 1, 11), pos=(0.92, 0, 0.8), scale=0.15, command=lambda self = self: self.exitButtonPushed()) return def enableScreenText(self): defaultPos = (-.7, -0.29) if self.playerNum == 1: message = 'You are Red' color = Vec4(1, 0, 0, 1) elif self.playerNum == 2: message = 'You are Yellow' color = Vec4(1, 1, 0, 1) else: message = TTLocalizer.CheckersObserver color = Vec4(0, 0, 0, 1) self.screenText = OnscreenText(text=message, pos=defaultPos, scale=0.1, fg=color, align=TextNode.ACenter, mayChange=1) def enableStartButton(self): self.startButton = DirectButton(relief=None, text=TTLocalizer.ChineseCheckersStartButton, text_fg=(1, 1, 0.65, 1), text_pos=(0, -.23), text_scale=0.6, image=(self.upButton, self.downButton, self.rolloverButton), image_color=(1, 0, 0, 1), image_scale=(20, 1, 11), pos=(0.92, 0, 0.57), scale=0.15, command=lambda self = self: self.startButtonPushed()) return def enableLeaveButton(self): self.leaveButton = DirectButton(relief=None, text=TTLocalizer.ChineseCheckersQuitButton, text_fg=(1, 1, 0.65, 1), text_pos=(0, -.13), text_scale=0.5, image=(self.upButton, self.downButton, self.rolloverButton), image_color=(1, 0, 0, 1), image_scale=(20, 1, 11), pos=(0.92, 0, 0.8), scale=0.15, command=lambda self = self: self.exitButtonPushed()) return def enableTurnScreenText(self, player): playerOrder = [1, 4, 2, 5, 3, 6] message1 = TTLocalizer.CheckersIts if self.turnText != None: self.turnText.destroy() if player == self.playerNum: message2 = TTLocalizer.ChineseCheckersYourTurn color = (0, 0, 0, 1) elif player == 1: message2 = "Red's Turn" color = (1, 0, 0, 1) elif player == 2: message2 = "Yellow's Turn" color = (1, 1, 0, 1) self.turnText = OnscreenText(text=message1 + message2, pos=(-0.7, -0.39), scale=0.092, fg=color, align=TextNode.ACenter, mayChange=1) return def startButtonPushed(self): self.sendUpdate('requestBegin') self.startButton.hide() self.clockNode.stop() self.clockNode.hide() def exitButtonPushed(self): self.fsm.request('gameOver') self.table.fsm.request('off') self.clockNode.stop() self.clockNode.hide() self.table.sendUpdate('requestExit') def mouseClick(self): messenger.send('wakeup') if self.isMyTurn == True and self.inGame == True and not self.moveSequence.isPlaying(): if self.moveCol != None: self.d_requestMove(self.moveCol) self.moveCol = None self.isMyTurn = False taskMgr.remove('playerTurnTask') return def handleClicked(self, index): pass def turnTask(self, task): if base.mouseWatcherNode.hasMouse() == False: return task.cont if self.isMyTurn == False: return task.cont if self.moveSequence.isPlaying(): return task.cont mpos = base.mouseWatcherNode.getMouse() self.pickerRay.setFromLens(base.camNode, mpos.getX(), mpos.getY()) self.traverser.traverse(render) if self.myHandler.getNumEntries() > 0: self.myHandler.sortEntries() pickedObj = self.myHandler.getEntry(0).getIntoNodePath() pickedObj = pickedObj.getNetTag('StartLocator') if pickedObj: colVal = int(pickedObj) if colVal == self.moveCol: return task.cont if self.board[0][colVal] == 0: if self.moveCol != None: for x in self.startingPositions[self.moveCol].getChild(1).getChildren(): x.hide() self.moveCol = colVal if self.playerNum == 1: self.startingPositions[self.moveCol].getChild(1).getChild(2).show() elif self.playerNum == 2: self.startingPositions[self.moveCol].getChild(1).getChild(3).show() return task.cont def d_requestMove(self, moveCol): self.sendUpdate('requestMove', [moveCol]) def setGameState(self, tableState, moveCol, movePos, turn): messenger.send('wakeup') if self.table.fsm.getCurrentState().getName() == 'observing': isBlank = True for x in xrange(7): if self.board[5][x] != 0: isBlank = False break gameBlank = True for x in xrange(7): if tableState[5][x] != 0: gameBlank = False break if isBlank == True and gameBlank == False: for x in xrange(6): for y in xrange(7): self.board[x][y] = tableState[x][y] self.updateGameState() return if moveCol == 0 and movePos == 0 and turn == 0: for x in xrange(6): for y in xrange(7): self.board[x][y] = tableState[x][y] self.updateGameState() else: self.animatePeice(tableState, moveCol, movePos, turn) didIWin = self.checkForWin() if didIWin != None: self.sendUpdate('requestWin', [didIWin]) return def updateGameState(self): for x in xrange(6): for y in xrange(7): for z in self.locatorList[x * 7 + y].getChild(1).getChildren(): z.hide() for x in xrange(6): for y in xrange(7): state = self.board[x][y] if state == 1: self.locatorList[x * 7 + y].getChild(1).getChild(0).show() elif state == 2: self.locatorList[x * 7 + y].getChild(1).getChild(1).show() def checkForWin(self): for x in xrange(6): for y in xrange(7): if self.board[x][y] == self.playerNum: if self.checkHorizontal(x, y, self.playerNum) == True: return [x, y] elif self.checkVertical(x, y, self.playerNum) == True: return [x, y] elif self.checkDiagonal(x, y, self.playerNum) == True: return [x, y] return None def announceWinnerPosition(self, x, y, winDirection, playerNum): self.isMyturn = False if self.turnText: self.turnText.hide() self.clockNode.stop() self.clockNode.hide() if winDirection == 0: blinkList = self.findHorizontal(x, y, playerNum) elif winDirection == 1: blinkList = self.findVertical(x, y, playerNum) elif winDirection == 2: blinkList = self.findDiagonal(x, y, playerNum) if blinkList != []: print blinkList val0 = x * 7 + y x = blinkList[0][0] y = blinkList[0][1] val1 = x * 7 + y x = blinkList[1][0] y = blinkList[1][1] val2 = x * 7 + y x = blinkList[2][0] y = blinkList[2][1] val3 = x * 7 + y self.winningSequence = Sequence() downBlinkerParallel = Parallel(LerpColorInterval(self.locatorList[val0], 0.3, Vec4(0.5, 0.5, 0.5, 0.5), Vec4(1, 1, 1, 1)), LerpColorInterval(self.locatorList[val1], 0.3, Vec4(0.5, 0.5, 0.5, 0.5), Vec4(1, 1, 1, 1)), LerpColorInterval(self.locatorList[val2], 0.3, Vec4(0.5, 0.5, 0.5, 0.5), Vec4(1, 1, 1, 1)), LerpColorInterval(self.locatorList[val3], 0.3, Vec4(0.5, 0.5, 0.5, 0.5), Vec4(1, 1, 1, 1))) upBlinkerParallel = Parallel(LerpColorInterval(self.locatorList[val0], 0.3, Vec4(1, 1, 1, 1), Vec4(0.5, 0.5, 0.5, 0.5)), LerpColorInterval(self.locatorList[val1], 0.3, Vec4(1, 1, 1, 1), Vec4(0.5, 0.5, 0.5, 0.5)), LerpColorInterval(self.locatorList[val2], 0.3, Vec4(1, 1, 1, 1), Vec4(0.5, 0.5, 0.5, 0.5)), LerpColorInterval(self.locatorList[val3], 0.3, Vec4(1, 1, 1, 1), Vec4(0.5, 0.5, 0.5, 0.5))) self.winningSequence.append(downBlinkerParallel) self.winningSequence.append(upBlinkerParallel) self.winningSequence.loop() def tie(self): self.tieSequence = Sequence(autoFinish=1) self.clockNode.stop() self.clockNode.hide() self.isMyTurn = False self.moveSequence.finish() if self.turnText: self.turnText.hide() for x in xrange(41): self.tieSequence.append(Parallel(LerpColorInterval(self.locatorList[x], 0.15, Vec4(0.5, 0.5, 0.5, 0.5), Vec4(1, 1, 1, 1)), LerpColorInterval(self.locatorList[x], 0.15, Vec4(1, 1, 1, 1), Vec4(0.5, 0.5, 0.5, 0.5)))) whisper = WhisperPopup('This Find Four game has resulted in a Tie!', OTPGlobals.getInterfaceFont(), WhisperPopup.WTNormal) whisper.manage(base.marginManager) self.tieSequence.start() def hideChildren(self, nodeList): pass def animatePeice(self, tableState, moveCol, movePos, turn): messenger.send('wakeup') for x in xrange(6): for y in xrange(7): self.board[x][y] = tableState[x][y] pos = self.startingPositions[moveCol].getPos() if turn == 0: peice = self.startingPositions[moveCol].getChild(1).getChildren()[2] peice.show() elif turn == 1: peice = self.startingPositions[moveCol].getChild(1).getChildren()[3] peice.show() self.moveSequence = Sequence() startPos = self.startingPositions[moveCol].getPos() arrayLoc = movePos * 7 + moveCol self.moveSequence.append(LerpPosInterval(self.startingPositions[moveCol], 1.5, self.locatorList[arrayLoc].getPos(self), startPos)) self.moveSequence.append(Func(peice.hide)) self.moveSequence.append(Func(self.startingPositions[moveCol].setPos, startPos)) self.moveSequence.append(Func(self.updateGameState)) self.moveSequence.start() def announceWin(self, avId): self.fsm.request('gameOver') def doRandomMove(self): if self.isMyTurn: if self.moveCol != None: self.d_requestMove(self.moveCol) self.moveCol = None self.isMyTurn = False taskMgr.remove('playerTurnTask') else: hasfound = False while hasfound == False: x = random.randint(0, 6) if self.board[0][x] == 0: self.d_requestMove(x) self.moveCol = None self.isMyTurn = False taskMgr.remove('playerTurnTask') hasfound = True return def doNothing(self): pass 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 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 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 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 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 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 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 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 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 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 return False elif rVal == 3 or 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 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 return False elif rVal == 0 or 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 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 return False return False def findHorizontal(self, rVal, cVal, playerNum): if cVal == 3: retList = [] for x in xrange(1, 4): retList.append([rVal, cVal - x]) if self.board[rVal][cVal - x] != playerNum: retList = [] break if self.board[rVal][cVal - x] == playerNum and x == 3: return retList for x in xrange(1, 4): retList.append([rVal, cVal + x]) if self.board[rVal][cVal + x] != playerNum: retList = [] break if self.board[rVal][cVal + x] == playerNum and x == 3: return retList return [] elif cVal == 2: retList = [] for x in xrange(1, 4): retList.append([rVal, cVal + x]) if self.board[rVal][cVal + x] != playerNum: retList = [] break if self.board[rVal][cVal + x] == playerNum and x == 3: return retList return [] elif cVal == 4: retList = [] for x in xrange(1, 4): retList.append([rVal, cVal - x]) if self.board[rVal][cVal - x] != playerNum: retList = [] break if self.board[rVal][cVal - x] == playerNum and x == 3: return retList return [] else: return [] def findVertical(self, rVal, cVal, playerNum): if rVal == 2: retList = [] for x in xrange(1, 4): retList.append([rVal + x, cVal]) if self.board[rVal + x][cVal] != playerNum: retList = [] break if self.board[rVal + x][cVal] == playerNum and x == 3: return retList return [] elif rVal == 3: retList = [] for x in xrange(1, 4): retList.append([rVal - x, cVal]) if self.board[rVal - x][cVal] != playerNum: retList = [] break if self.board[rVal - x][cVal] == playerNum and x == 3: return retList return [] else: return [] def findDiagonal(self, rVal, cVal, playerNum): retList = [] if cVal <= 2: if rVal == 2: for x in xrange(1, 4): retList.append([rVal + x, cVal + x]) if self.board[rVal + x][cVal + x] != playerNum: retList = [] break if self.board[rVal + x][cVal + x] == playerNum and x == 3: return retList return [] elif rVal == 3: for x in xrange(1, 4): retList.append([rVal - x, cVal + x]) if self.board[rVal - x][cVal + x] != playerNum: retList = [] break if self.board[rVal - x][cVal + x] == playerNum and x == 3: return retList return [] elif cVal >= 4: if rVal == 2: for x in xrange(1, 4): retList.append([rVal + x, cVal - x]) if self.board[rVal + x][cVal - x] != playerNum: retList = [] break if self.board[rVal + x][cVal - x] == playerNum and x == 3: return retList return [] elif rVal == 3: for x in xrange(1, 4): retList.append([rVal - x, cVal - x]) if self.board[rVal - x][cVal - x] != playerNum: retList = [] break if self.board[rVal - x][cVal - x] == playerNum and x == 3: return retList return [] elif rVal == 3 or rVal == 4 or rVal == 5: for x in xrange(1, 4): retList.append([rVal - x, cVal - x]) if self.board[rVal - x][cVal - x] != playerNum: retList = [] break if self.board[rVal - x][cVal - x] == playerNum and x == 3: return retList for x in xrange(1, 4): retList.append([rVal + x, cVal - x]) if self.board[rVal + x][cVal - x] != playerNum: retList = [] break if self.board[rVal + x][cVal - x] == playerNum and x == 3: return retList return [] elif rVal == 0 or rVal == 1 or rVal == 2: for x in xrange(1, 4): retList.append([rVal + x, cVal - x]) if self.board[rVal + x][cVal - x] != playerNum: retList = [] break if self.board[rVal + x][cVal - x] == playerNum and x == 3: return retList for x in xrange(1, 4): retList.append([rVal + x, cVal + x]) if self.board[rVal + x][cVal + x] != playerNum: retList = [] break if self.board[rVal + x][cVal + x] == playerNum and x == 3: return retList return [] return []