from direct.distributed.ClockDelta import globalClockDelta
from toontown.toonbase import TTLocalizer
from DistCogdoGame import DistCogdoGame
from toontown.cogdominium.DistCogdoMazeGameBase import DistCogdoMazeGameBase
from CogdoMazeGame import CogdoMazeGame
from CogdoMaze import CogdoMazeFactory
import CogdoMazeGameGlobals
import CogdoMazeGameGlobals as Globals

class DistCogdoMazeGame(DistCogdoGame, DistCogdoMazeGameBase):
    notify = directNotify.newCategory('DistCogdoMazeGame')

    def __init__(self, cr):
        DistCogdoGame.__init__(self, cr)
        self.game = CogdoMazeGame(self)
        self._numSuits = (0, 0, 0)
        if __debug__ and base.config.GetBool('schellgames-dev', True):
            self.accept('onCodeReload', self.__sgOnCodeReload)

    def delete(self):
        del self.randomNumGen
        del self.game
        DistCogdoGame.delete(self)

    def getTitle(self):
        return TTLocalizer.CogdoMazeGameTitle

    def getInstructions(self):
        return TTLocalizer.CogdoMazeGameInstructions

    def generate(self):
        self.randomNumGen = self.createRandomNumGen()
        DistCogdoGame.generate(self)

    def placeEntranceElev(self, elev):
        DistCogdoGame.placeEntranceElev(self, elev)
        self.game.placeEntranceElevator(elev)

    def _gameInProgress(self):
        return self.fsm.getCurrentState().getName() == 'Game'

    def enterLoaded(self):
        DistCogdoGame.enterLoaded(self)
        mazeFactory = self.createMazeFactory(self.createRandomNumGen())
        bossCode = None
        if self._numSuits[0] > 0:
            bossCode = ''
            for u in xrange(self._numSuits[0]):
                bossCode += '%X' % self.randomNumGen.randint(0, 15)

        self.game.load(mazeFactory, self._numSuits, bossCode)
        return

    def exitLoaded(self):
        self.game.unload()
        self.ignoreAll()
        DistCogdoGame.exitLoaded(self)

    def enterVisible(self):
        DistCogdoGame.enterVisible(self)
        self.game.initPlayers()
        self.game.onstage()

    def exitVisible(self):
        DistCogdoGame.exitVisible(self)

    def enterIntro(self):
        DistCogdoGame.enterIntro(self, Globals.IntroDurationSeconds)
        self.game.startIntro()

    def exitIntro(self):
        DistCogdoGame.exitIntro(self)
        self.game.endIntro()
        self.stashEntranceElevator()

    def enterGame(self):
        DistCogdoGame.enterGame(self)
        self.game.start()

    def exitGame(self):
        DistCogdoGame.exitGame(self)
        self.game.exit()

    def enterFinish(self):
        DistCogdoGame.enterFinish(self)
        self.game.startFinish()

    def exitFinish(self):
        DistCogdoGame.exitFinish(self)
        self.game.endFinish()
        self.game.offstage()

    def setNumSuits(self, numSuits):
        self._numSuits = numSuits

    def d_sendRequestAction(self, action, data):
        self.sendUpdate('requestAction', [action, data])

    def toonUsedGag(self, toonId, x, y, h, networkTime):
        if not self._gameInProgress():
            return
        if not self.getToon(base.localAvatar.doId):
            return
        if toonId == localAvatar.doId:
            return
        elapsedTime = globalClockDelta.localElapsedTime(networkTime)
        self.game.toonUsedGag(toonId, x, y, h, elapsedTime)

    def d_requestUseGag(self, x, y, h):
        networkTime = globalClockDelta.localToNetworkTime(globalClock.getFrameTime())
        self.sendUpdate('requestUseGag', [x,
         y,
         h,
         networkTime])

    def b_toonUsedGag(self, x, y, h):
        self.d_requestUseGag(x, y, h)
        self.game.toonUsedGag(base.localAvatar.doId, x, y, h)

    def suitHitByGag(self, toonId, suitType, suitNum):
        if not self._gameInProgress():
            return
        if not self.getToon(base.localAvatar.doId):
            return
        if toonId == localAvatar.doId:
            return
        self.game.suitHitByGag(toonId, suitType, suitNum)

    def d_requestSuitHitByGag(self, suitType, suitNum):
        self.sendUpdate('requestSuitHitByGag', [suitType, suitNum])

    def b_suitHitByGag(self, suitType, suitNum):
        self.d_requestSuitHitByGag(suitType, suitNum)
        self.game.suitHitByGag(base.localAvatar.doId, suitType, suitNum)

    def toonHitByGag(self, toonId, hitToon, networkTime):
        if not self._gameInProgress():
            return
        if not self.getToon(base.localAvatar.doId):
            return
        if toonId == localAvatar.doId:
            return
        elapsedTime = globalClockDelta.localElapsedTime(networkTime)
        self.game.toonHitByGag(toonId, hitToon, elapsedTime)

    def d_broadcastSendToonHitByGag(self, toonId):
        pass

    def b_toonHitByGag(self, toonId):
        self.d_broadcastSendToonHitByGag(toonId)
        self.game.toonHitByGag(base.localAvatar.doId, toonId)

    def toonHitBySuit(self, toonId, suitType, suitNum, networkTime):
        if not self._gameInProgress():
            return
        if not self.getToon(base.localAvatar.doId):
            return
        if toonId == localAvatar.doId:
            return
        elapsedTime = globalClockDelta.localElapsedTime(networkTime)
        self.game.toonHitBySuit(toonId, suitType, suitNum, elapsedTime)

    def d_requestHitBySuit(self, suitType, suitNum):
        networkTime = globalClockDelta.localToNetworkTime(globalClock.getFrameTime())
        self.sendUpdate('requestHitBySuit', [suitType, suitNum, networkTime])

    def b_toonHitBySuit(self, suitType, suitNum):
        self.d_requestHitBySuit(suitType, suitNum)
        self.game.toonHitBySuit(base.localAvatar.doId, suitType, suitNum)

    def toonHitByDrop(self, toonId):
        if not self._gameInProgress():
            return
        if not self.getToon(base.localAvatar.doId):
            return
        if toonId == localAvatar.doId:
            return
        self.game.toonHitByDrop(toonId)

    def d_requestHitByDrop(self):
        self.sendUpdate('requestHitByDrop', [])

    def b_toonHitByDrop(self):
        self.d_requestHitByDrop()
        self.game.toonHitByDrop(base.localAvatar.doId)

    def d_sendRequestPickUp(self, pickupNum):
        self.sendUpdate('requestPickUp', [pickupNum])

    def pickUp(self, toonId, pickupNum, networkTime):
        if not self._gameInProgress():
            return
        if not self.getToon(base.localAvatar.doId):
            return
        elapsedTime = globalClockDelta.localElapsedTime(networkTime)
        self.game.pickUp(toonId, pickupNum, elapsedTime)

    def d_sendRequestGag(self, waterCoolerIndex):
        self.game.localPlayer.orthoWalk.sendCurrentPosition()
        self.sendUpdate('requestGag', [waterCoolerIndex])

    def hasGag(self, toonId, networkTime):
        if not self._gameInProgress():
            return
        if not self.getToon(base.localAvatar.doId):
            return
        elapsedTime = globalClockDelta.localElapsedTime(networkTime)
        self.game.hasGag(toonId, elapsedTime)

    def doAction(self, action, data, networkTime):
        if not self._gameInProgress():
            return
        if action == Globals.GameActions.RevealDoor:
            self.game.toonRevealsDoor(data)
        elif action == Globals.GameActions.EnterDoor:
            self.game.toonEntersDoor(data)
        elif action == Globals.GameActions.OpenDoor:
            timeLeft = Globals.SecondsUntilGameEnds - globalClockDelta.localElapsedTime(networkTime)
            self.game.openDoor(timeLeft)
        elif action == Globals.GameActions.Countdown:
            countdownTimeLeft = Globals.SecondsUntilTimeout
            self.game.countdown(countdownTimeLeft)
        elif action == Globals.GameActions.TimeAlert:
            self.game.timeAlert()

    def setToonSad(self, toonId):
        DistCogdoGame.setToonSad(self, toonId)
        self.game.handleToonWentSad(toonId)

    def setToonDisconnect(self, toonId):
        DistCogdoGame.setToonDisconnect(self, toonId)
        self.game.handleToonDisconnected(toonId)