mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-23 11:42:39 -06:00
636 lines
17 KiB
Python
636 lines
17 KiB
Python
# File: D (Python 2.4)
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from direct.distributed.DistributedNodeAI import DistributedNodeAI
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from direct.distributed.ClockDelta import *
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from direct.fsm import ClassicFSM, State
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from direct.fsm import State
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from direct.fsm import StateData
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from direct.distributed.ClockDelta import *
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from direct.interval.IntervalGlobal import *
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class DistributedFindFourAI(DistributedNodeAI):
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def __init__(self, air, parent, name, x, y, z, h, p, r):
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DistributedNodeAI.__init__(self, air)
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self.name = name
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self.air = air
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self.setPos(x, y, z)
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self.setHpr(h, p, r)
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self.myPos = (x, y, z)
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self.myHpr = (h, p, r)
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self.board = [
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[
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0,
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0,
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0,
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0,
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0,
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0,
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0],
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[
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0,
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0,
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0,
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0,
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0,
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0,
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0],
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[
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0,
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0,
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0,
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0,
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0,
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0,
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0],
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[
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0,
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0,
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0,
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0,
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0,
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0,
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0],
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[
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0,
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0,
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0,
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0,
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0,
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0,
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0],
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[
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0,
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0,
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0,
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0,
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0,
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0,
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0]]
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self.parent = self.air.doId2do[parent]
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self.parentDo = parent
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self.wantStart = []
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self.playersPlaying = []
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self.playersSitting = 0
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self.playersTurn = 1
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self.movesMade = 0
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self.playerNum = 1
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self.winDirection = None
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self.playersGamePos = [
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None,
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None]
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self.wantTimer = True
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self.timerEnd = 0
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self.turnEnd = 0
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self.playersObserving = []
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self.winLaffPoints = 20
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self.movesRequiredToWin = 10
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self.zoneId = self.air.allocateZone()
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self.generateOtpObject(air.districtId, self.zoneId, optionalFields = [
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'setX',
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'setY',
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'setZ',
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'setH',
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'setP',
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'setR'])
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self.parent.setCheckersZoneId(self.zoneId)
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self.timerStart = None
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self.fsm = ClassicFSM.ClassicFSM('Checkers', [
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State.State('waitingToBegin', self.enterWaitingToBegin, self.exitWaitingToBegin, [
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'playing']),
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State.State('playing', self.enterPlaying, self.exitPlaying, [
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'gameOver']),
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State.State('gameOver', self.enterGameOver, self.exitGameOver, [
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'waitingToBegin'])], 'waitingToBegin', 'waitingToBegin')
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self.fsm.enterInitialState()
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def announceGenerate(self):
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self.parent.setGameDoId(self.doId)
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def getTableDoId(self):
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return self.parentDo
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def delete(self):
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self.fsm.requestFinalState()
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self.parent = None
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self.parentDo = None
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del self.board
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del self.fsm
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DistributedNodeAI.delete(self)
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def informGameOfPlayer(self):
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self.playersSitting += 1
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if self.playersSitting < 2:
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self.timerEnd = 0
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elif self.playersSitting == 2:
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self.timerEnd = globalClock.getRealTime() + 20
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self.parent.isAccepting = False
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self.parent.sendUpdate('setIsPlaying', [
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1])
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elif self.playersSitting > 2:
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pass
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self.sendUpdate('setTimer', [
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globalClockDelta.localToNetworkTime(self.timerEnd)])
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def informGameOfPlayerLeave(self):
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self.playersSitting -= 1
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if self.playersSitting < 2 and self.fsm.getCurrentState().getName() == 'waitingToBegin':
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self.timerEnd = 0
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self.parent.isAccepting = True
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self.parent.sendUpdate('setIsPlaying', [
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0])
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if self.playersSitting > 2 and self.fsm.getCurrentState().getName() == 'waitingToBegin':
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pass
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1
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self.timerEnd = 0
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if self.timerEnd != 0:
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self.sendUpdate('setTimer', [
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globalClockDelta.localToNetworkTime(self.timerEnd)])
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else:
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self.sendUpdate('setTimer', [
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0])
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def setGameCountdownTime(self):
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self.timerEnd = globalClock.getRealTime() + 10
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def setTurnCountdownTime(self):
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self.turnEnd = globalClock.getRealTime() + 25
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def getTimer(self):
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if self.timerEnd != 0:
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return 0
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else:
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return 0
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def getTurnTimer(self):
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return globalClockDelta.localToNetworkTime(self.turnEnd)
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def requestTimer(self):
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avId = self.air.getAvatarIdFromSender()
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self.sendUpdateToAvatarId(avId, 'setTimer', [
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globalClockDelta.localToNetworkTime(self.timerEnd)])
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def handlePlayerExit(self, avId):
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if avId in self.wantStart:
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self.wantStart.remove(avId)
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if self.fsm.getCurrentState().getName() == 'playing':
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gamePos = self.playersGamePos.index(avId)
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self.playersGamePos[gamePos] = None
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self.fsm.request('gameOver')
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def handleEmptyGame(self):
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self.movesMade = 0
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self.playersPlaying = []
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self.playersTurn = 1
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self.playerNum = 1
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self.fsm.request('waitingToBegin')
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self.parent.isAccepting = True
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def requestWin(self, pieceNum):
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avId = self.air.getAvatarIdFromSender()
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playerNum = self.playersGamePos.index(avId) + 1
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x = pieceNum[0]
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y = pieceNum[1]
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if self.checkWin(x, y, playerNum) == True:
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self.sendUpdate('announceWinnerPosition', [
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x,
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y,
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self.winDirection,
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playerNum])
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winnersSequence = Sequence(Wait(5.0), Func(self.fsm.request, 'gameOver'), Func(self.parent.announceWinner, 'Find Four', avId))
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winnersSequence.start()
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else:
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self.sendUpdateToAvatarId(avId, 'illegalMove', [])
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def distributeLaffPoints(self):
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for x in self.parent.seats:
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if x != None:
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av = self.air.doId2do.get(x)
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av.toonUp(self.winLaffPoints)
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continue
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def enterWaitingToBegin(self):
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self.setGameCountdownTime()
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self.parent.isAccepting = True
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def exitWaitingToBegin(self):
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self.turnEnd = 0
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def enterPlaying(self):
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self.parent.isAccepting = False
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for x in self.playersGamePos:
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if x != None:
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self.playersTurn = self.playersGamePos.index(x)
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self.d_sendTurn(self.playersTurn + 1)
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break
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continue
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self.setTurnCountdownTime()
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self.sendUpdate('setTurnTimer', [
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globalClockDelta.localToNetworkTime(self.turnEnd)])
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def exitPlaying(self):
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pass
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def enterGameOver(self):
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self.timerEnd = 0
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isAccepting = True
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self.parent.handleGameOver()
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self.playersObserving = []
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self.playersTurn = 1
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self.playerNum = 1
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self.playersPlaying = []
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self.movesMade = 0
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self.playersGamePos = [
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None,
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None]
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self.parent.isAccepting = True
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self.fsm.request('waitingToBegin')
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def exitGameOver(self):
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pass
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def requestBegin(self):
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avId = self.air.getAvatarIdFromSender()
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if avId not in self.wantStart:
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self.wantStart.append(avId)
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numPlayers = 0
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for x in self.parent.seats:
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if x != None:
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numPlayers = numPlayers + 1
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continue
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if len(self.wantStart) == numPlayers and numPlayers >= 2:
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self.d_gameStart(avId)
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self.parent.sendIsPlaying()
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def d_gameStart(self, avId):
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for x in self.playersObserving:
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self.sendUpdateToAvatarId(x, 'gameStart', [
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255])
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zz = 0
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numPlayers = 0
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for x in self.parent.seats:
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if x != None:
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numPlayers += 1
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self.playersPlaying.append(x)
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continue
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if numPlayers == 2:
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player1 = self.playersPlaying[0]
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self.sendUpdateToAvatarId(player1, 'gameStart', [
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1])
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self.playersGamePos[0] = player1
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player2 = self.playersPlaying[1]
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self.sendUpdateToAvatarId(player2, 'gameStart', [
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2])
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self.playersGamePos[1] = player2
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self.wantStart = []
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self.fsm.request('playing')
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self.parent.getTableState()
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def d_sendTurn(self, playersTurn):
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self.sendUpdate('sendTurn', [
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playersTurn])
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def advancePlayerTurn(self):
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if self.playersTurn == 0:
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self.playersTurn = 1
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self.playerNum = 2
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else:
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self.playerNum = 1
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self.playersTurn = 0
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def requestMove(self, moveColumn):
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avId = self.air.getAvatarIdFromSender()
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turn = self.playersTurn
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if avId in self.playersGamePos:
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if self.playersGamePos.index(avId) != self.playersTurn:
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pass
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if self.board[0][moveColumn] != 0:
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self.sendUpdateToAvatarId(avId, 'illegalMove', [])
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for x in xrange(6):
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if self.board[x][moveColumn] == 0:
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movePos = x
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continue
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self.board[movePos][moveColumn] = self.playersTurn + 1
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if self.checkForTie() == True:
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self.sendUpdate('setGameState', [
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self.board,
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moveColumn,
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movePos,
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turn])
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self.sendUpdate('tie', [])
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winnersSequence = Sequence(Wait(8.0), Func(self.fsm.request, 'gameOver'))
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winnersSequence.start()
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return None
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self.movesMade += 1
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self.advancePlayerTurn()
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self.setTurnCountdownTime()
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self.sendUpdate('setTurnTimer', [
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globalClockDelta.localToNetworkTime(self.turnEnd)])
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self.d_sendTurn(self.playersTurn + 1)
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self.sendUpdate('setGameState', [
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self.board,
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moveColumn,
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movePos,
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turn])
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def checkForTie(self):
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for x in xrange(7):
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if self.board[0][x] == 0:
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return False
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continue
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return True
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def getState(self):
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return self.fsm.getCurrentState().getName()
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def getName(self):
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return self.name
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def getGameState(self):
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return [
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self.board,
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0,
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0,
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0]
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def clearBoard(self):
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for x in self.board.squareList:
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x.setState(0)
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def getPosHpr(self):
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return self.posHpr
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def tempSetBoardState(self):
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self.board = [
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[
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0,
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0,
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0,
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0,
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0,
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0,
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0],
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[
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1,
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2,
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1,
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2,
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2,
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2,
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1],
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[
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2,
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2,
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1,
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2,
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1,
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2,
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1],
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[
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2,
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1,
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1,
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2,
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2,
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1,
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2],
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[
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1,
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2,
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2,
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1,
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2,
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1,
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1],
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[
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1,
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2,
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1,
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2,
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1,
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2,
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1]]
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self.sendUpdate('setGameState', [
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self.board,
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0,
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0,
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1])
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def checkWin(self, rVal, cVal, playerNum):
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if self.checkHorizontal(rVal, cVal, playerNum) == True:
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self.winDirection = 0
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return True
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elif self.checkVertical(rVal, cVal, playerNum) == True:
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self.winDirection = 1
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return True
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elif self.checkDiagonal(rVal, cVal, playerNum) == True:
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self.winDirection = 2
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return True
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else:
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self.winDirection = None
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return False
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def checkHorizontal(self, rVal, cVal, playerNum):
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if cVal == 3:
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for x in xrange(1, 4):
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if self.board[rVal][cVal - x] != playerNum:
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break
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if self.board[rVal][cVal - x] == playerNum and x == 3:
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return True
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continue
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for x in xrange(1, 4):
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if self.board[rVal][cVal + x] != playerNum:
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break
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if self.board[rVal][cVal + x] == playerNum and x == 3:
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return True
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continue
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return False
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elif cVal == 2:
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for x in xrange(1, 4):
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if self.board[rVal][cVal + x] != playerNum:
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break
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if self.board[rVal][cVal + x] == playerNum and x == 3:
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return True
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continue
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return False
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elif cVal == 4:
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for x in xrange(1, 4):
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if self.board[rVal][cVal - x] != playerNum:
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break
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if self.board[rVal][cVal - x] == playerNum and x == 3:
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return True
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continue
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return False
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else:
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return False
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def checkVertical(self, rVal, cVal, playerNum):
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if rVal == 2:
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for x in xrange(1, 4):
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if self.board[rVal + x][cVal] != playerNum:
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break
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if self.board[rVal + x][cVal] == playerNum and x == 3:
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return True
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continue
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return False
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elif rVal == 3:
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for x in xrange(1, 4):
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if self.board[rVal - x][cVal] != playerNum:
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break
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if self.board[rVal - x][cVal] == playerNum and x == 3:
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return True
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continue
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return False
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else:
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return False
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def checkDiagonal(self, rVal, cVal, playerNum):
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if cVal <= 2:
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if rVal == 2:
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for x in xrange(1, 4):
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if self.board[rVal + x][cVal + x] != playerNum:
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break
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if self.board[rVal + x][cVal + x] == playerNum and x == 3:
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return True
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continue
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return False
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elif rVal == 3:
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for x in xrange(1, 4):
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if self.board[rVal - x][cVal + x] != playerNum:
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break
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if self.board[rVal - x][cVal + x] == playerNum and x == 3:
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return True
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continue
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return False
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elif cVal >= 4:
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if rVal == 2:
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for x in xrange(1, 4):
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if self.board[rVal + x][cVal - x] != playerNum:
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break
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if self.board[rVal + x][cVal - x] == playerNum and x == 3:
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return True
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continue
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return False
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elif rVal == 3:
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for x in xrange(1, 4):
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if self.board[rVal - x][cVal - x] != playerNum:
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break
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if self.board[rVal - x][cVal - x] == playerNum and x == 3:
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return True
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continue
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return False
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elif rVal == 3 and rVal == 4 or rVal == 5:
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for x in xrange(1, 4):
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if self.board[rVal - x][cVal - x] != playerNum:
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break
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if self.board[rVal - x][cVal - x] == playerNum and x == 3:
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return True
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continue
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for x in xrange(1, 4):
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if self.board[rVal + x][cVal - x] != playerNum:
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break
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if self.board[rVal + x][cVal - x] == playerNum and x == 3:
|
|
return True
|
|
continue
|
|
|
|
return False
|
|
elif rVal == 0 and 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
|
|
continue
|
|
|
|
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
|
|
continue
|
|
|
|
return False
|
|
|
|
return False
|