mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-11-01 01:07:54 +00:00
195 lines
7.3 KiB
Python
Executable file
195 lines
7.3 KiB
Python
Executable file
from DistributedMinigameAI import *
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from toontown.ai.ToonBarrier 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 random
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import PatternGameGlobals
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import copy
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class DistributedPatternGameAI(DistributedMinigameAI):
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def __init__(self, air, minigameId):
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try:
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self.DistributedPatternGameAI_initialized
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except:
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self.DistributedPatternGameAI_initialized = 1
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DistributedMinigameAI.__init__(self, air, minigameId)
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self.gameFSM = ClassicFSM.ClassicFSM('DistributedPatternGameAI', [State.State('off', self.enterInactive, self.exitInactive, ['waitClientsReady', 'cleanup']),
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State.State('waitClientsReady', self.enterWaitClientsReady, self.exitWaitClientsReady, ['generatePattern', 'cleanup']),
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State.State('generatePattern', self.enterGeneratePattern, self.exitGeneratePattern, ['waitForResults', 'cleanup']),
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State.State('waitForResults', self.enterWaitForResults, self.exitWaitForResults, ['waitClientsReady', 'cleanup']),
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State.State('cleanup', self.enterCleanup, self.exitCleanup, [])], 'off', 'cleanup')
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self.addChildGameFSM(self.gameFSM)
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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 setGameReady(self):
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self.notify.debug('setGameReady')
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DistributedMinigameAI.setGameReady(self)
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self.__initGameVars()
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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('waitClientsReady')
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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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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 __initGameVars(self):
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self.pattern = []
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self.round = 0
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self.perfectResults = {}
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for avId in self.avIdList:
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self.perfectResults[avId] = 1
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self.readyClients = []
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self.timeoutTaskName = self.uniqueName('PatternGameResultsTimeout')
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def enterWaitClientsReady(self):
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self.notify.debug('enterWaitClientsReady')
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self.nextRoundBarrier = ToonBarrier('nextRoundReady', self.uniqueName('nextRoundReady'), self.avIdList, PatternGameGlobals.ClientsReadyTimeout, self.__allPlayersReady, self.__clientsReadyTimeout)
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for avId in self.readyClients:
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self.nextRoundBarrier.clear(avId)
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def reportPlayerReady(self):
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if not self._inState('waitClientsReady'):
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return
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avId = self.air.getAvatarIdFromSender()
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if avId not in self.avIdList:
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self.notify.warning('Got reportPlayerReady from an avId: %s not in our list: %s' % (avId, self.avIdList))
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else:
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self.readyClients.append(avId)
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self.nextRoundBarrier.clear(avId)
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def __allPlayersReady(self):
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self.readyClients = []
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self.gameFSM.request('generatePattern')
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def __clientsReadyTimeout(self, avIds):
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self.notify.debug('__clientsReadyTimeout: clients %s have not responded' % avIds)
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self.setGameAbort()
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def exitWaitClientsReady(self):
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self.nextRoundBarrier.cleanup()
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del self.nextRoundBarrier
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def enterGeneratePattern(self):
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self.notify.debug('enterGeneratePattern')
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self.round += 1
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targetLen = PatternGameGlobals.INITIAL_ROUND_LENGTH + PatternGameGlobals.ROUND_LENGTH_INCREMENT * (self.round - 1)
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count = targetLen - len(self.pattern)
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for i in xrange(0, count):
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self.pattern.append(random.randint(0, 3))
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self.gameFSM.request('waitForResults')
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self.sendUpdate('setPattern', [self.pattern])
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def exitGeneratePattern(self):
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pass
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def enterWaitForResults(self):
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self.notify.debug('enterWaitForResults')
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self.results = [None] * self.numPlayers
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self.fastestTime = PatternGameGlobals.InputTime * 2
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self.fastestAvId = 0
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self.resultsBarrier = ToonBarrier('results', self.uniqueName('results'), self.avIdList, PatternGameGlobals.InputTimeout + 1.0 * self.round, self.__gotAllPatterns, self.__resultsTimeout)
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return
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def reportButtonPress(self, index, wrong):
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if not self._inState('waitForResults'):
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return
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avId = self.air.getAvatarIdFromSender()
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if avId not in self.avIdList:
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self.air.writeServerEvent('suspicious', avId, 'PatternGameAI.reportButtonPress avId not on list')
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return
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if index < 0 or index > 3:
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self.air.writeServerEvent('warning', index, 'PatternGameAI.reportButtonPress got bad index')
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return
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if wrong not in [0, 1]:
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self.air.writeServerEvent('warning', wrong, "PatternGameAI.reportButtonPress got bad 'wrong'")
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return
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self.sendUpdate('remoteButtonPressed', [avId, index, wrong])
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def __resultsTimeout(self, avIds):
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self.notify.debug('__resultsTimeout: %s' % avIds)
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for avId in avIds:
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index = self.avIdList.index(avId)
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self.__acceptPlayerPattern(avId, [], PatternGameGlobals.InputTime * 2)
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self.__gotAllPatterns()
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def reportPlayerPattern(self, pattern, totalTime):
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if not self._inState('waitForResults'):
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return
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avId = self.air.getAvatarIdFromSender()
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self.__acceptPlayerPattern(avId, pattern, totalTime)
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self.resultsBarrier.clear(avId)
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def __acceptPlayerPattern(self, avId, pattern, totalTime):
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index = self.avIdList.index(avId)
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if self.results[index] != None:
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return
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self.results[index] = pattern
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if totalTime < self.fastestTime and pattern == self.pattern:
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self.fastestTime = totalTime
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self.fastestAvId = avId
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if self.numPlayers == 1:
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self.fastestAvId = 1
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else:
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self.scoreDict[self.fastestAvId] += 2
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return
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def __gotAllPatterns(self):
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patterns = [[]] * 4
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for i in xrange(0, len(self.results)):
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patterns[i] = self.results[i]
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if patterns[i] is None:
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patterns[i] = []
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self.sendUpdate('setPlayerPatterns', patterns + [self.fastestAvId])
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for i in xrange(0, self.numPlayers):
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avId = self.avIdList[i]
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if not self.results[i] == self.pattern:
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self.perfectResults[avId] = 0
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else:
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self.scoreDict[avId] += self.round
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if self.round < PatternGameGlobals.NUM_ROUNDS:
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self.gameFSM.request('waitClientsReady')
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else:
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for avId in self.avIdList:
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if self.perfectResults[avId]:
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self.scoreDict[avId] += 4
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self.logPerfectGame(avId)
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self.gameOver()
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self.gameFSM.request('cleanup')
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return
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def exitWaitForResults(self):
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self.resultsBarrier.cleanup()
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del self.resultsBarrier
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def enterCleanup(self):
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self.notify.debug('enterCleanup')
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def exitCleanup(self):
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pass
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