Poodletooth-iLand/toontown/minigame/DistributedCatchGameAI.py

121 lines
4.8 KiB
Python

from DistributedMinigameAI import *
from toontown.ai.ToonBarrier import *
from direct.fsm import ClassicFSM, State
from direct.fsm import State
import CatchGameGlobals
import MinigameGlobals
class DistributedCatchGameAI(DistributedMinigameAI):
def __init__(self, air, minigameId):
try:
self.DistributedCatchGameAI_initialized
except:
self.DistributedCatchGameAI_initialized = 1
DistributedMinigameAI.__init__(self, air, minigameId)
self.gameFSM = ClassicFSM.ClassicFSM('DistributedCatchGameAI', [State.State('inactive', self.enterInactive, self.exitInactive, ['play']), State.State('play', self.enterPlay, self.exitPlay, ['cleanup']), State.State('cleanup', self.enterCleanup, self.exitCleanup, ['inactive'])], 'inactive', 'inactive')
self.addChildGameFSM(self.gameFSM)
def generate(self):
self.notify.debug('generate')
DistributedMinigameAI.generate(self)
def delete(self):
self.notify.debug('delete')
del self.gameFSM
DistributedMinigameAI.delete(self)
def setGameReady(self):
self.notify.debug('setGameReady')
DistributedMinigameAI.setGameReady(self)
def setGameStart(self, timestamp):
self.notify.debug('setGameStart')
DistributedMinigameAI.setGameStart(self, timestamp)
self.gameFSM.request('play')
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.notify.debug('fruits: %s, fruits caught: %s' % (self.numFruits, self.fruitsCaught))
perfect = self.fruitsCaught >= self.numFruits
for avId in self.avIdList:
self.scoreDict[avId] = max(1, int(self.scoreDict[avId] / 2))
if perfect:
self.notify.debug('PERFECT GAME!')
self.scoreDict[avId] += round(self.numFruits / 4.0)
self.logAllPerfect()
self.gameFSM.request('cleanup')
DistributedMinigameAI.gameOver(self)
def enterInactive(self):
self.notify.debug('enterInactive')
def exitInactive(self):
pass
def enterPlay(self):
self.notify.debug('enterPlay')
self.caughtList = [0] * 100
table = CatchGameGlobals.NumFruits[self.numPlayers - 1]
self.numFruits = table[self.getSafezoneId()]
self.notify.debug('numFruits: %s' % self.numFruits)
self.fruitsCaught = 0
def allToonsDone(self = self):
self.notify.debug('allToonsDone')
self.sendUpdate('setEveryoneDone')
if not CatchGameGlobals.EndlessGame:
self.gameOver()
def handleTimeout(avIds, self = self):
self.notify.debug('handleTimeout: avatars %s did not report "done"' % avIds)
self.setGameAbort()
self.doneBarrier = ToonBarrier('waitClientsDone', self.uniqueName('waitClientsDone'), self.avIdList, CatchGameGlobals.GameDuration + MinigameGlobals.latencyTolerance, allToonsDone, handleTimeout)
def exitPlay(self):
del self.caughtList
self.doneBarrier.cleanup()
del self.doneBarrier
def claimCatch(self, objNum, DropObjTypeId):
if self.gameFSM.getCurrentState().getName() != 'play':
return
if DropObjTypeId < 0 or DropObjTypeId >= len(CatchGameGlobals.DOTypeId2Name):
self.air.writeServerEvent('warning', DropObjTypeId, 'CatchGameAI.claimCatch DropObjTypeId out of range')
return
if objNum < 0 or objNum > 5000 or objNum >= 2 * len(self.caughtList):
self.air.writeServerEvent('warning', objNum, 'CatchGameAI.claimCatch objNum is too high or negative')
return
if objNum >= len(self.caughtList):
self.caughtList += [0] * len(self.caughtList)
if not self.caughtList[objNum]:
self.caughtList[objNum] = 1
avId = self.air.getAvatarIdFromSender()
self.sendUpdate('setObjectCaught', [avId, objNum])
objName = CatchGameGlobals.DOTypeId2Name[DropObjTypeId]
self.notify.debug('avatar %s caught object %s: %s' % (avId, objNum, objName))
if CatchGameGlobals.Name2DropObjectType[objName].good:
self.scoreDict[avId] += 1
self.fruitsCaught += 1
def reportDone(self):
if not self.gameFSM or not self.gameFSM.getCurrentState() or self.gameFSM.getCurrentState().getName() != 'play':
return
avId = self.air.getAvatarIdFromSender()
self.notify.debug('reportDone: avatar %s is done' % avId)
self.doneBarrier.clear(avId)
def enterCleanup(self):
self.notify.debug('enterCleanup')
self.gameFSM.request('inactive')
def exitCleanup(self):
pass