mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-23 03:35:12 -06:00
320 lines
12 KiB
Python
320 lines
12 KiB
Python
from DistributedMinigameAI import *
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from direct.fsm import ClassicFSM, State
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from direct.fsm import State
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import VineGameGlobals
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class DistributedVineGameAI(DistributedMinigameAI):
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def __init__(self, air, minigameId):
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try:
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self.DistributedVineGameAI_initialized
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except:
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self.DistributedVineGameAI_initialized = 1
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DistributedMinigameAI.__init__(self, air, minigameId)
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self.gameFSM = ClassicFSM.ClassicFSM('DistributedVineGameAI', [State.State('inactive', self.enterInactive, self.exitInactive, ['play']),
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State.State('play', self.enterPlay, self.exitPlay, ['cleanup', 'waitShowScores']),
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State.State('waitShowScores', self.enterWaitShowScores, self.exitWaitShowScores, ['cleanup']),
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State.State('cleanup', self.enterCleanup, self.exitCleanup, ['inactive'])], 'inactive', 'inactive')
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self.toonInfo = {}
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self.addChildGameFSM(self.gameFSM)
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self.vineSections = []
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self.finishedBonus = {}
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self.finishedTimeLeft = {}
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self.totalSpiders = 0
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self.calculatedPartialBeans = False
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def generate(self):
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self.notify.debug('generate')
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DistributedMinigameAI.generate(self)
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def delete(self):
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self.notify.debug('delete')
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del self.gameFSM
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DistributedMinigameAI.delete(self)
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def _playing(self):
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if not hasattr(self, 'gameFSM'):
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return False
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if self.gameFSM.getCurrentState() == None:
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return False
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return self.gameFSM.getCurrentState().getName() == 'play'
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def setGameReady(self):
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self.notify.debug('setGameReady')
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for avId in self.avIdList:
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self.updateToonInfo(avId, vineIndex=0, vineT=VineGameGlobals.VineStartingT)
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DistributedMinigameAI.setGameReady(self)
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self.numTreasures = VineGameGlobals.NumVines - 1
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self.numTreasuresTaken = 0
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self.takenTable = [0] * self.numTreasures
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for avId in self.scoreDict.keys():
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self.scoreDict[avId] = 0
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self.finishedBonus[avId] = 0
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self.finishedTimeLeft[avId] = -1
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def setGameStart(self, timestamp):
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self.notify.debug('setGameStart')
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DistributedMinigameAI.setGameStart(self, timestamp)
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self.gameFSM.request('play')
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def setGameAbort(self):
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self.notify.debug('setGameAbort')
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if self.gameFSM.getCurrentState():
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self.gameFSM.request('cleanup')
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DistributedMinigameAI.setGameAbort(self)
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def gameOver(self):
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self.notify.debug('gameOver')
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vineReached = []
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scoreList = []
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finishedList = []
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timeLeftList = []
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for avId in self.avIdList:
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vineReached.append(self.toonInfo[avId][0])
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scoreList.append(self.scoreDict[avId])
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finishedList.append(self.finishedBonus[avId])
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timeLeftList.append(self.finishedTimeLeft[avId])
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totalBats = len(VineGameGlobals.BatInfo[self.getSafezoneId()])
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self.air.writeServerEvent('minigame_vine', self.doId, '%s|%s|%s|%s|%s|%s|%s|%s|%s|%s' % (ToontownGlobals.VineGameId,
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self.getSafezoneId(),
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self.avIdList,
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scoreList,
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self.vineSections,
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finishedList,
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timeLeftList,
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vineReached,
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self.totalSpiders,
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totalBats))
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self.gameFSM.request('cleanup')
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DistributedMinigameAI.gameOver(self)
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def enterInactive(self):
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self.notify.debug('enterInactive')
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def exitInactive(self):
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pass
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def enterPlay(self):
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self.notify.debug('enterPlay')
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self.vines = []
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index = 0
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taskMgr.doMethodLater(VineGameGlobals.GameDuration, self.timerExpired, self.taskName('gameTimer'))
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def exitPlay(self):
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taskMgr.remove(self.taskName('gameTimer'))
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for vine in self.vines:
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vine.requestDelete()
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def enterCleanup(self):
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self.notify.debug('enterCleanup')
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self.gameFSM.request('inactive')
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def exitCleanup(self):
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pass
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def claimTreasure(self, treasureNum):
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if not self._playing():
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return
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avId = self.air.getAvatarIdFromSender()
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if avId not in self.scoreDict:
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self.notify.warning('PROBLEM: avatar %s called claimTreasure(%s) but he is not in the scoreDict: %s. avIdList is: %s' % (avId,
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treasureNum,
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self.scoreDict,
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self.avIdList))
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return
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if treasureNum < 0 or treasureNum >= self.numTreasures:
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self.air.writeServerEvent('warning', treasureNum, 'MazeGameAI.claimTreasure treasureNum out of range')
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return
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if self.takenTable[treasureNum]:
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return
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self.takenTable[treasureNum] = 1
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avId = self.air.getAvatarIdFromSender()
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self.sendUpdate('setTreasureGrabbed', [avId, treasureNum])
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self.scoreDict[avId] += 1
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self.numTreasuresTaken += 1
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def timerExpired(self, task):
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self.notify.debug('timer expired')
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if not VineGameGlobals.EndlessGame:
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self.gameFSM.request('waitShowScores')
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return Task.done
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def enterWaitShowScores(self):
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self.notify.debug('enterWaitShowScores')
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self.awardPartialBeans()
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taskMgr.doMethodLater(VineGameGlobals.ShowScoresDuration, self.__doneShowingScores, self.taskName('waitShowScores'))
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def __doneShowingScores(self, task):
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self.notify.debug('doneShowingScores')
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self.gameOver()
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return Task.done
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def exitWaitShowScores(self):
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taskMgr.remove(self.taskName('waitShowScores'))
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def reachedEndVine(self, vineIndex):
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self.notify.debug('reachedEndVine')
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return
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avId = self.air.getAvatarIdFromSender()
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oldVineIndex = self.toonInfo[avId][0]
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self.updateToonInfo(avId, vineIndex=vineIndex)
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if not oldVineIndex == vineIndex:
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self.checkForEndVine(avId)
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self.checkForEndGame()
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def setNewVine(self, avId, vineIndex, vineT, facingRight):
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self.notify.debug('setNewVine')
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if not self._playing():
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return
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if avId not in self.avIdList:
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self.air.writeServerEvent('suspicious', avId, 'VineGameAI.setNewVine: invalid avId')
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return
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oldVineIndex = self.toonInfo[avId][0]
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debugStr = 'setNewVine doId=%s avId=%d vineIndex=%s oldVineIndex=%s' % (self.doId,
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avId,
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vineIndex,
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oldVineIndex)
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self.updateToonInfo(avId, vineIndex=vineIndex, vineT=vineT, facingRight=facingRight)
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if not oldVineIndex == vineIndex:
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self.checkForEndVine(avId)
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self.checkForEndGame()
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def checkForEndGame(self):
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allDone = True
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for avId in self.toonInfo:
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if not self.toonInfo[avId][0] == VineGameGlobals.NumVines - 1:
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allDone = False
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break
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if allDone:
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if not VineGameGlobals.EndlessGame:
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self.awardPartialBeans()
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self.sendUpdate('allAtEndVine', [])
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self.gameOver()
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def checkForEndVine(self, avId):
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if self.toonInfo[avId][0] == VineGameGlobals.NumVines - 1:
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curTime = self.getCurrentGameTime()
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timeLeft = VineGameGlobals.GameDuration - curTime
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self.notify.debug('curTime =%s timeLeft = %s' % (curTime, timeLeft))
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if avId not in self.scoreDict:
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self.notify.warning('PROBLEM: avatar %s called claimTreasure(%s) but he is not in the scoreDict: %s. avIdList is: %s' % (avId,
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treasureNum,
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self.scoreDict,
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self.avIdList))
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return
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addBonus = int(VineGameGlobals.BaseBonusOnEndVine[self.getSafezoneId()] + VineGameGlobals.BonusPerSecondLeft * timeLeft)
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self.notify.debug('addBOnus = %d' % addBonus)
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if addBonus < 0:
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addBonus = 0
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self.finishedBonus[avId] = addBonus
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timeLeftStr = '%.1f' % timeLeft
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self.finishedTimeLeft[avId] = timeLeftStr
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self.scoreDict[avId] += addBonus
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self.sendUpdate('setScore', [avId, self.scoreDict[avId]])
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def updateToonInfo(self, avId, vineIndex = None, vineT = None, posX = None, posZ = None, facingRight = None, climbDir = None, velX = None, velZ = None):
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newVineIndex = vineIndex
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newVineT = vineT
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newPosX = posX
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newPosZ = posZ
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newFacingRight = facingRight
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newClimbDir = climbDir
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newVelX = velX
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newVelZ = velZ
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oldInfo = None
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if avId in self.toonInfo:
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oldInfo = self.toonInfo[avId]
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if vineIndex == None:
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newVineIndex = oldInfo[0]
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if vineT == None:
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newVineT = oldInfo[1]
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if posX == None:
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newPosX = oldInfo[2]
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if posZ == None:
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newPosZ = oldInfo[3]
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if facingRight == None:
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newFacingRight = oldInfo[4]
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if climbDir == None:
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newClimbDir = oldInfo[5]
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if velX == None:
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newVelX = oldInfo[6]
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if velZ == None:
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newVelZ = oldInfo[7]
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if newVineIndex < -1 or newVineIndex >= VineGameGlobals.NumVines:
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newVineIndex = 0
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if newVineT < 0 or newVineT > 1:
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pass
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if not newFacingRight == 0 and not newFacingRight == 1:
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newFacingRight = 1
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if newPosX < -1000 or newPosX > 2000:
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newPosX = 0
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if newPosZ < -100 or newPosZ > 1000:
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newPosZ = 0
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if newVelX < -1000 or newVelX > 1000:
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newVelX = 0
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if newVelZ < -1000 or newVelZ > 1000:
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newVelZ = 0
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newInfo = [newVineIndex,
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newVineT,
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newPosX,
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newPosZ,
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newFacingRight,
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newClimbDir,
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newVelX,
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newVelZ]
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self.toonInfo[avId] = newInfo
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return
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def setupVineSections(self):
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szId = self.getSafezoneId()
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courseWeights = VineGameGlobals.CourseWeights[szId]
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pool = [[],
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[],
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[],
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[],
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[],
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[]]
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for weights in courseWeights:
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section, chances = weights
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numSpiders = VineGameGlobals.getNumSpidersInSection(section)
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pool[numSpiders] += [section] * chances
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maxSpiders = VineGameGlobals.SpiderLimits[szId]
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curSpiders = 0
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for i in xrange(4):
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spidersLeft = maxSpiders - curSpiders
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validChoices = []
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for numSpiders in xrange(spidersLeft + 1):
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validChoices += pool[numSpiders]
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if not validChoices:
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self.notify.warning('we ran out of valid choices szId=%s, vineSections=%s' % (szId, self.vineSections))
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validChoices += [0]
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section = random.choice(validChoices)
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curSpiders += VineGameGlobals.getNumSpidersInSection(section)
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self.vineSections.append(section)
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self.totalSpiders = curSpiders
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self.notify.debug('calc vineSections = %s' % self.vineSections)
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def getVineSections(self):
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return self.vineSections
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def setTrolleyZone(self, trolleyZone):
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DistributedMinigameAI.setTrolleyZone(self, trolleyZone)
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self.setupVineSections()
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def awardPartialBeans(self):
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if self.calculatedPartialBeans:
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return
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self.calculatedPartialBeans = True
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for avId in self.avIdList:
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vineIndex = self.toonInfo[avId][0]
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if not vineIndex == VineGameGlobals.NumVines - 1:
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partialBeans = int(vineIndex / 5.0)
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if avId in self.scoreDict:
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self.scoreDict[avId] += partialBeans
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self.sendUpdate('setScore', [avId, self.scoreDict[avId]])
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