mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-10-31 00:37:54 +00:00
418 lines
18 KiB
Python
Executable file
418 lines
18 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.directnotify import DirectNotifyGlobal
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from toontown.minigame import ToonBlitzGlobals
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from math import sqrt
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class DistributedTwoDGameAI(DistributedMinigameAI):
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notify = DirectNotifyGlobal.directNotify.newCategory('DistributedTwoDGameAI')
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def __init__(self, air, minigameId):
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try:
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self.DistributedTwoDGameAI_initialized
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except:
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self.DistributedTwoDGame_initialized = 1
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DistributedMinigameAI.__init__(self, air, minigameId)
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self.gameFSM = ClassicFSM.ClassicFSM('DistributedTwoDGameAI', [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')
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self.addChildGameFSM(self.gameFSM)
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self.finishedBonusDict = {}
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self.finishedTimeLeftDict = {}
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self.numFallDownDict = {}
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self.numHitByEnemyDict = {}
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self.numSquishDict = {}
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self.treasuresCollectedDict = {}
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self.sectionsSelected = []
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self.enemyHealthTable = []
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self.treasureTakenTable = []
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self.sectionIndexList = []
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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 setTrolleyZone(self, trolleyZone):
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DistributedMinigameAI.setTrolleyZone(self, trolleyZone)
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self.setupSections()
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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.numTreasures = ToonBlitzGlobals.NumTreasures
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self.numEnemies = ToonBlitzGlobals.NumEnemies
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self.numTreasuresTaken = 0
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self.numEnemiesKilled = 0
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for avId in self.scoreDict.keys():
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self.scoreDict[avId] = 0
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self.finishedBonusDict[avId] = 0
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self.finishedTimeLeftDict[avId] = -1
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self.numFallDownDict[avId] = 0
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self.numHitByEnemyDict[avId] = 0
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self.numSquishDict[avId] = 0
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self.treasuresCollectedDict[avId] = [0,
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0,
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0,
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0]
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for i in xrange(len(self.sectionsSelected)):
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sectionIndex = self.sectionsSelected[i][0]
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attribs = ToonBlitzGlobals.SectionTypes[sectionIndex]
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enemiesPool = attribs[3]
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self.enemyHealthTable += [[]]
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enemyIndicesSelected = self.sectionsSelected[i][1]
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for j in xrange(len(enemyIndicesSelected)):
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enemyIndex = enemyIndicesSelected[j]
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enemyType = enemiesPool[enemyIndex][0]
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self.enemyHealthTable[i] += [ToonBlitzGlobals.EnemyBaseHealth]
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self.enemyHealthTable[i][j] *= self.numPlayers
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if enemyType in ToonBlitzGlobals.EnemyHealthMultiplier:
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self.enemyHealthTable[i][j] *= ToonBlitzGlobals.EnemyHealthMultiplier[enemyType]
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self.treasureTakenTable += [[]]
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treasureIndicesSelected = self.sectionsSelected[i][2]
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for j in xrange(len(treasureIndicesSelected)):
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self.treasureTakenTable[i] += [0]
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enemyIndicesSelected = self.sectionsSelected[i][1]
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for j in xrange(len(enemyIndicesSelected)):
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self.treasureTakenTable[i] += [0]
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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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scoreList = []
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finishedBonusList = []
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timeLeftList = []
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treasureCollectedList = []
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playerErrorList = []
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for avId in self.avIdList:
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scoreList.append(self.scoreDict[avId])
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finishedBonusList.append(self.finishedBonusDict[avId])
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timeLeftList.append(self.finishedTimeLeftDict[avId])
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treasureCollectedList.append(self.treasuresCollectedDict[avId])
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playerError = [self.numFallDownDict[avId], self.numHitByEnemyDict[avId], self.numSquishDict[avId]]
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playerErrorList.append(playerError)
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self.scoreDict[avId] = max(0, self.scoreDict[avId])
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jellybeans = sqrt(self.scoreDict[avId] * ToonBlitzGlobals.ScoreToJellyBeansMultiplier)
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self.scoreDict[avId] = max(1, int(jellybeans))
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self.air.writeServerEvent('minigame_twoD', self.doId, '%s|%s|%s|%s|%s|%s|%s|%s|%s' % (ToontownGlobals.TwoDGameId,
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self.getSafezoneId(),
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self.avIdList,
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scoreList,
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finishedBonusList,
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timeLeftList,
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treasureCollectedList,
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playerErrorList,
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self.sectionIndexList))
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self.notify.debug('minigame_twoD%s: %s|%s|%s|%s|%s|%s|%s|%s|%s' % (self.doId,
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ToontownGlobals.TwoDGameId,
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self.getSafezoneId(),
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self.avIdList,
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scoreList,
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finishedBonusList,
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timeLeftList,
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treasureCollectedList,
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playerErrorList,
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self.sectionIndexList))
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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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def allToonsDone(self = self):
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self.notify.debug('allToonsDone')
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self.sendUpdate('setEveryoneDone')
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if not ToonBlitzGlobals.EndlessGame:
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self.gameOver()
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def handleTimeout(avIds, self = self):
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self.notify.debug('handleTimeout: avatars %s did not report "done"' % avIds)
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self.setGameAbort()
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self.doneBarrier = ToonBarrier('waitClientsDone', self.uniqueName('waitClientsDone'), self.avIdList, ToonBlitzGlobals.GameDuration[self.getSafezoneId()] + ToonBlitzGlobals.ShowScoresDuration + MinigameGlobals.latencyTolerance, allToonsDone, handleTimeout)
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def exitPlay(self):
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pass
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def enterCleanup(self):
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self.notify.debug('enterCleanup')
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self.doneBarrier.cleanup()
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del self.doneBarrier
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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, sectionIndex, treasureIndex):
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avId = self.air.getAvatarIdFromSender()
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self.notify.debug('treasure %s-%s claimed by %s' % (sectionIndex, treasureIndex, avId))
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if sectionIndex < 0 or sectionIndex >= len(self.sectionsSelected):
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self.air.writeServerEvent('warning', sectionIndex, 'TwoDGameAI.claimTreasure sectionIndex out of range.')
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return
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if treasureIndex < 0 or treasureIndex >= len(self.treasureTakenTable[sectionIndex]):
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self.notify.warning('Treasure %s: TwoDGameAI.claimTreasure treasureIndex out of range.' % treasureIndex)
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self.air.writeServerEvent('warning', treasureIndex, 'TwoDGameAI.claimTreasure treasureIndex out of range.')
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return
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if self.treasureTakenTable[sectionIndex][treasureIndex]:
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return
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initialTreasureList = self.sectionsSelected[sectionIndex][2]
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if treasureIndex < len(initialTreasureList):
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treasureValue = initialTreasureList[treasureIndex][1]
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else:
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treasureValue = self.numPlayers
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self.treasureTakenTable[sectionIndex][treasureIndex] = treasureValue
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self.treasuresCollectedDict[avId][treasureValue - 1] += 1
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self.scoreDict[avId] += ToonBlitzGlobals.ScoreGainPerTreasure * treasureValue
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self.numTreasuresTaken += 1
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self.sendUpdate('setTreasureGrabbed', [avId, sectionIndex, treasureIndex])
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def claimEnemyShot(self, sectionIndex, enemyIndex):
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avId = self.air.getAvatarIdFromSender()
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self.notify.debug('enemy %s-%s shot claimed by %s' % (sectionIndex, enemyIndex, avId))
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if sectionIndex < 0 or sectionIndex >= len(self.sectionsSelected):
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self.air.writeServerEvent('warning', sectionIndex, 'TwoDGameAI.claimEnemyShot sectionIndex out of range.')
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return
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if enemyIndex < 0 or enemyIndex >= len(self.sectionsSelected[sectionIndex][1]):
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self.air.writeServerEvent('warning', enemyIndex, 'TwoDGameAI.claimEnemyShot enemyIndex out of range.')
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return
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if self.enemyHealthTable[sectionIndex][enemyIndex] > 0:
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self.enemyHealthTable[sectionIndex][enemyIndex] -= ToonBlitzGlobals.DamagePerBullet
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if self.enemyHealthTable[sectionIndex][enemyIndex] <= 0:
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self.numEnemiesKilled += 1
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self.sendUpdate('setEnemyShot', [avId,
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sectionIndex,
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enemyIndex,
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self.enemyHealthTable[sectionIndex][enemyIndex]])
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def reportDone(self):
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if self.gameFSM.getCurrentState() == None or self.gameFSM.getCurrentState().getName() != 'play':
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return
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avId = self.air.getAvatarIdFromSender()
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self.notify.debug('reportDone: avatar %s is done' % avId)
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self.doneBarrier.clear(avId)
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return
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def toonVictory(self, avId, timestamp):
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if self.gameFSM.getCurrentState() == None or self.gameFSM.getCurrentState().getName() != 'play':
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msg = 'TwoDGameAI.toonVictory not in play state!'
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self.notify.warning('suspicious: ' + str(avId) + ' ' + msg)
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self.air.writeServerEvent('suspicious: ', avId, msg)
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return
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if avId not in self.scoreDict.keys():
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self.notify.warning('Avatar %s not in list.' % avId)
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self.air.writeServerEvent('suspicious: ', avId, 'TwoDGameAI.toonVictory toon not in list.')
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return
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curTime = self.getCurrentGameTime()
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timeLeft = ToonBlitzGlobals.GameDuration[self.getSafezoneId()] - curTime
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self.notify.debug('curTime =%s timeLeft = %s' % (curTime, timeLeft))
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addBonus = int(ToonBlitzGlobals.BaseBonusOnCompletion[self.getSafezoneId()] + ToonBlitzGlobals.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.finishedBonusDict[avId] = addBonus
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timeLeftStr = '%.1f' % timeLeft
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self.finishedTimeLeftDict[avId] = timeLeftStr
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self.scoreDict[avId] += addBonus
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self.sendUpdate('addVictoryScore', [avId, addBonus])
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self.doneBarrier.clear(avId)
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return
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def toonFellDown(self, avId, timestamp):
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if avId not in self.scoreDict.keys():
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self.notify.warning('Avatar %s not in list.' % avId)
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self.air.writeServerEvent('warning', avId, 'TwoDGameAI.toonFellDown toon not in list.')
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return
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self.numFallDownDict[avId] += 1
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self.scoreDict[avId] += ToonBlitzGlobals.ScoreLossPerFallDown[self.getSafezoneId()]
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def toonHitByEnemy(self, avId, timestamp):
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if avId not in self.scoreDict.keys():
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self.notify.warning('Avatar %s not in list.' % avId)
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self.air.writeServerEvent('warning', avId, 'TwoDGameAI.toonHitByEnemy toon not in list.')
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return
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self.numHitByEnemyDict[avId] += 1
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self.scoreDict[avId] += ToonBlitzGlobals.ScoreLossPerEnemyCollision[self.getSafezoneId()]
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def toonSquished(self, avId, timestamp):
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if avId not in self.scoreDict.keys():
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self.notify.warning('Avatar %s not in list.' % avId)
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self.air.writeServerEvent('warning', avId, 'TwoDGameAI.toonSquished toon not in list.')
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return
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self.numSquishDict[avId] += 1
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self.scoreDict[avId] += ToonBlitzGlobals.ScoreLossPerStomperSquish[self.getSafezoneId()]
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def setupSections(self):
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szId = self.getSafezoneId()
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sectionWeights = ToonBlitzGlobals.SectionWeights[szId]
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numSections = ToonBlitzGlobals.NumSections[szId]
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difficultyPool = []
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difficultyList = []
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sectionsPool = ToonBlitzGlobals.SectionsPool
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sectionTypes = ToonBlitzGlobals.SectionTypes
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sectionsPoolByDifficulty = [[],
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[],
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[],
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[],
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[],
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[]]
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sectionsSelectedByDifficulty = [[],
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[],
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[],
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[],
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[],
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[]]
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sectionIndicesSelected = []
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for weight in sectionWeights:
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difficulty, probability = weight
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difficultyPool += [difficulty] * probability
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for i in xrange(numSections):
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difficulty = random.choice(difficultyPool)
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difficultyList.append(difficulty)
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difficultyList.sort()
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for sectionIndex in sectionsPool:
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difficulty = sectionTypes[sectionIndex][0]
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sectionsPoolByDifficulty[difficulty] += [sectionIndex]
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for targetDifficulty in difficultyList:
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whileCount = 0
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difficulty = targetDifficulty
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while not len(sectionsPoolByDifficulty[difficulty]) > 0:
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difficulty += 1
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if difficulty >= 5:
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difficulty = 0
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whileCount += 1
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if whileCount > 1:
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break
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else:
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sectionIndexChoice = random.choice(sectionsPoolByDifficulty[difficulty])
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sectionsSelectedByDifficulty[difficulty] += [sectionIndexChoice]
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sectionsPoolByDifficulty[difficulty].remove(sectionIndexChoice)
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if whileCount > 1:
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self.notify.debug('We need more sections than we have choices. We have to now repeat.')
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for i in xrange(len(sectionsSelectedByDifficulty)):
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for j in xrange(len(sectionsSelectedByDifficulty[i])):
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sectionIndicesSelected.append(sectionsSelectedByDifficulty[i][j])
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for i in xrange(len(sectionIndicesSelected)):
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sectionIndex = sectionIndicesSelected[i]
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self.sectionIndexList.append(sectionIndex)
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attribs = sectionTypes[sectionIndex]
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difficulty = attribs[0]
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length = attribs[1]
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blocksPool = attribs[2]
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enemiesPool = attribs[3]
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treasuresPool = attribs[4]
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spawnPointsPool = attribs[5]
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stompersPool = attribs[6]
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enemyIndicesPool = []
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enemyIndicesSelected = []
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if enemiesPool != None:
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minEnemies, maxEnemies = attribs[7]
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for i in xrange(len(enemiesPool)):
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enemyIndicesPool += [i]
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numEnemies = maxEnemies * ToonBlitzGlobals.PercentMaxEnemies[szId] / 100
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numEnemies = max(numEnemies, minEnemies)
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for j in xrange(int(numEnemies)):
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if len(enemyIndicesPool) == 0:
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break
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enemyIndex = random.choice(enemyIndicesPool)
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enemyIndicesSelected.append(enemyIndex)
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enemyIndicesPool.remove(enemyIndex)
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enemyIndicesSelected.sort()
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treasureIndicesPool = []
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treasureValuePool = []
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for value in xrange(1, 5):
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treasureValuePool += [value] * ToonBlitzGlobals.TreasureValueProbability[value]
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treasureIndicesSelected = []
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if treasuresPool != None:
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minTreasures, maxTreasures = attribs[8]
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for i in xrange(len(treasuresPool)):
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treasureIndicesPool += [i]
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numTreasures = maxTreasures * ToonBlitzGlobals.PercentMaxTreasures[szId] / 100
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numTreasures = max(numTreasures, minTreasures)
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for i in xrange(int(numTreasures)):
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if len(treasureIndicesPool) == 0:
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break
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treasureIndex = random.choice(treasureIndicesPool)
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treasureValue = random.choice(treasureValuePool)
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treasure = (treasureIndex, treasureValue)
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treasureIndicesPool.remove(treasureIndex)
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treasureIndicesSelected.append(treasure)
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treasureIndicesSelected.sort()
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spawnPointIndicesPool = []
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spawnPointIndicesSelected = []
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if spawnPointsPool != None:
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minSpawnPoints, maxSpawnPoints = attribs[9]
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for i in xrange(len(spawnPointsPool)):
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spawnPointIndicesPool += [i]
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numSpawnPoints = maxSpawnPoints * ToonBlitzGlobals.PercentMaxSpawnPoints[szId] / 100
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numSpawnPoints = max(numSpawnPoints, minSpawnPoints)
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for i in xrange(int(numSpawnPoints)):
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if len(spawnPointIndicesPool) == 0:
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break
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spawnPoint = random.choice(spawnPointIndicesPool)
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spawnPointIndicesSelected.append(spawnPoint)
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spawnPointIndicesPool.remove(spawnPoint)
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spawnPointIndicesSelected.sort()
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stomperIndicesPool = []
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stomperIndicesSelected = []
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if stompersPool != None:
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minStompers, maxStompers = attribs[10]
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for i in xrange(len(stompersPool)):
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stomperIndicesPool += [i]
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numStompers = maxStompers * ToonBlitzGlobals.PercentMaxStompers[szId] / 100
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numStompers = max(numStompers, minStompers)
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for i in xrange(int(numStompers)):
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if len(stomperIndicesPool) == 0:
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break
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stomper = random.choice(stomperIndicesPool)
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stomperIndicesSelected.append(stomper)
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stomperIndicesPool.remove(stomper)
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stomperIndicesSelected.sort()
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sctionTuple = (sectionIndex,
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enemyIndicesSelected,
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treasureIndicesSelected,
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spawnPointIndicesSelected,
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stomperIndicesSelected)
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self.sectionsSelected.append(sctionTuple)
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return
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def getSectionsSelected(self):
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return self.sectionsSelected
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