Poodletooth-iLand/toontown/minigame/DistributedPatternGameAI.py
Master Jumblespeed d882959bfa switch to remote
2015-05-18 22:11:33 -04:00

195 lines
7.3 KiB
Python
Executable file

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