Poodletooth-iLand/toontown/safezone/DistributedFindFour.py

852 lines
33 KiB
Python

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 []