mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-10-31 16:57:54 +00:00
305 lines
12 KiB
Python
305 lines
12 KiB
Python
from math import *
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from DistributedMinigameAI import *
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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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import random
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from direct.task.Task import Task
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import RaceGameGlobals
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class DistributedRaceGameAI(DistributedMinigameAI):
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def __init__(self, air, minigameId):
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try:
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self.DistributedRaceGameAI_initialized
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except:
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self.DistributedRaceGameAI_initialized = 1
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DistributedMinigameAI.__init__(self, air, minigameId)
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self.gameFSM = ClassicFSM.ClassicFSM('DistributedRaceGameAI', [State.State('inactive', self.enterInactive, self.exitInactive, ['waitClientsChoices']),
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State.State('waitClientsChoices', self.enterWaitClientsChoices, self.exitWaitClientsChoices, ['processChoices', 'cleanup']),
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State.State('processChoices', self.enterProcessChoices, self.exitProcessChoices, ['waitClientsChoices', 'cleanup']),
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State.State('cleanup', self.enterCleanup, self.exitCleanup, ['inactive'])], 'inactive', 'inactive')
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self.addChildGameFSM(self.gameFSM)
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self.avatarChoices = {}
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self.avatarPositions = {}
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self.chancePositions = {}
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self.rewardDict = {}
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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.resetChancePositions()
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self.resetPositions()
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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('waitClientsChoices')
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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 anyAvatarWon(self, positionDict):
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for avId, position in positionDict.items():
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if position >= RaceGameGlobals.NumberToWin:
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self.notify.debug('anyAvatarWon: Somebody won')
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return 1
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self.notify.debug('anyAvatarWon: Nobody won')
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return 0
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def allAvatarsChosen(self):
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for choice in self.avatarChoices.values():
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if choice == -1:
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return 0
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return 1
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def checkChoice(self, choice):
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if choice not in RaceGameGlobals.ValidChoices:
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self.notify.warning('checkChoice: invalid choice: ' + str(choice))
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return RaceGameGlobals.ValidChoices[0]
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else:
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return choice
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def resetChoices(self):
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for avId in self.avIdList:
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self.avatarChoices[avId] = -1
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def resetPositions(self):
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for avId in self.avIdList:
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self.avatarPositions[avId] = 0
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def resetChancePositions(self):
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chancePositions = []
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for avId in self.avIdList:
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pos = random.randint(5, RaceGameGlobals.NumberToWin - 1)
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self.chancePositions[avId] = pos
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self.rewardDict[avId] = random.randint(0, len(RaceGameGlobals.ChanceRewards) - 1)
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chancePositions.append(pos)
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self.sendUpdate('setChancePositions', [chancePositions])
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def setAvatarChoice(self, choice):
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avatarId = self.air.getAvatarIdFromSender()
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self.notify.debug('setAvatarChoice: avatar: ' + str(avatarId) + ' chose: ' + str(choice))
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self.avatarChoices[avatarId] = self.checkChoice(choice)
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self.sendUpdate('setAvatarChose', [avatarId])
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if self.allAvatarsChosen():
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self.notify.debug('setAvatarChoice: all avatars have chosen')
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self.gameFSM.request('processChoices')
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else:
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self.notify.debug('setAvatarChoice: still waiting for more choices')
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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 enterWaitClientsChoices(self):
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self.notify.debug('enterWaitClientsChoices')
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self.resetChoices()
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taskMgr.doMethodLater(RaceGameGlobals.InputTimeout, self.waitClientsChoicesTimeout, self.taskName('input-timeout'))
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self.sendUpdate('setTimerStartTime', [globalClockDelta.getFrameNetworkTime()])
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def exitWaitClientsChoices(self):
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taskMgr.remove(self.taskName('input-timeout'))
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def waitClientsChoicesTimeout(self, task):
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self.notify.debug('waitClientsChoicesTimeout: did not hear from all clients')
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for avId in self.avatarChoices.keys():
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if self.avatarChoices[avId] == -1:
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self.avatarChoices[avId] = 0
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self.gameFSM.request('processChoices')
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return Task.done
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def enterProcessChoices(self):
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self.notify.debug('enterProcessChoices: ')
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self.choiceArray = []
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self.positionArray = []
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self.rewardArray = []
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for avId in self.avIdList:
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choice = self.avatarChoices[avId]
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freq = self.avatarChoices.values().count(choice)
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self.processChoice(avId, choice, freq)
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masterList = []
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for avId in self.avIdList:
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masterList.append(-1)
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done = 0
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rewarded = 0
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while not done:
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self.notify.debug('enterProcessChoice: notDone')
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rewardList = masterList[:]
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for avId in self.avIdList:
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reward = self.processReward(avId)
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if reward != -1:
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rewarded = 1
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rewardList[self.avIdList.index(avId)] = reward
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self.rewardArray += rewardList
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for av in self.avIdList:
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if av == avId:
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self.processChoice(av, RaceGameGlobals.ChanceRewards[reward][0][0])
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else:
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self.processChoice(av, RaceGameGlobals.ChanceRewards[reward][0][1])
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break
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if not rewarded:
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self.rewardArray += rewardList
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self.notify.debug(' rewardList: ' + str(rewardList))
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self.notify.debug(' rewardArray: ' + str(self.rewardArray))
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done = rewardList.count(-1) == len(rewardList)
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self.checkForWinners()
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def processChoice(self, avId, choice, freq = 1):
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self.notify.debug('processChoice: av = ' + str(avId) + ' choice = ' + str(choice))
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if freq == 1:
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if choice != 0:
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if self.avatarPositions[avId] < RaceGameGlobals.NumberToWin:
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self.avatarPositions[avId] += choice
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if self.avatarPositions[avId] < 0:
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self.avatarPositions[avId] = 0
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self.choiceArray.append(choice)
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self.positionArray.append(self.avatarPositions[avId])
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self.notify.debug('Process choice (' + str(choice) + ') for av: ' + str(avId))
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self.notify.debug(' choiceArray: ' + str(self.choiceArray))
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self.notify.debug(' positionArray: ' + str(self.positionArray))
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def processReward(self, rewardee):
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self.notify.debug('processReward: ' + str(rewardee))
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reward = -1
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if self.avatarPositions[rewardee] == self.chancePositions[rewardee]:
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reward = self.rewardDict[rewardee]
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bonus = RaceGameGlobals.ChanceRewards[reward][2]
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self.scoreDict[rewardee] = self.scoreDict[rewardee] + bonus
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self.chancePositions[rewardee] = -1
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return reward
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def checkForWinners(self):
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self.notify.debug('checkForWinners: ')
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self.sendUpdate('setServerChoices', [self.choiceArray, self.positionArray, self.rewardArray])
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delay = 0.0
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for reward in self.rewardArray:
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if reward != -1:
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delay += 7.0
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if self.anyAvatarWon(self.avatarPositions):
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numWinners = 0
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for avId in self.avIdList:
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if self.avatarPositions[avId] >= RaceGameGlobals.NumberToWin:
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numWinners = numWinners + 1
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for avId in self.avIdList:
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newJellybeans = ceil(self.avatarPositions[avId] * 0.5)
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if self.avatarPositions[avId] >= RaceGameGlobals.NumberToWin:
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newJellybeans = RaceGameGlobals.NumberToWin
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if numWinners > 1:
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newJellybeans = newJellybeans - 3
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self.scoreDict[avId] = self.scoreDict[avId] + newJellybeans
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taskMgr.doMethodLater(delay, self.rewardTimeoutTaskGameOver, self.taskName('reward-timeout'))
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else:
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taskMgr.doMethodLater(delay, self.rewardTimeoutTask, self.taskName('reward-timeout'))
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def oldEnterProcessChoices(self, recurse = 0):
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self.notify.debug('enterProcessChoices')
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if not recurse:
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self.choiceArray = []
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self.positionArray = []
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self.rewardArray = []
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for avId in self.avIdList:
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choice = self.avatarChoices[avId]
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reward = -1
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if choice != 0:
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freq = self.avatarChoices.values().count(choice)
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if recurse or freq == 1:
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self.avatarPositions[avId] += choice
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if self.avatarPositions[avId] < 0:
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self.avatarPositions[avId] = 0
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if self.avatarPositions[avId] == self.chancePositions[avId]:
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reward = self.rewardDict[avId]
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self.scoreDict[avId] = self.scoreDict[avId] + RaceGameGlobals.ChanceRewards[reward][2]
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self.chancePositions[avId] = -1
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self.choiceArray.append(choice)
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self.positionArray.append(self.avatarPositions[avId])
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self.rewardArray.append(reward)
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self.notify.debug(' choiceArray: ' + str(self.choiceArray))
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self.notify.debug(' positionArray: ' + str(self.positionArray))
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self.notify.debug(' rewardArray: ' + str(self.rewardArray))
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thisTurnRewards = self.rewardArray[-len(self.avatarPositions):]
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rewardIndex = 0
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for reward in thisTurnRewards:
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if reward != -1:
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for avId in self.avIdList:
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if self.avIdList.index(avId) == rewardIndex:
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self.avatarChoices[avId] = RaceGameGlobals.ChanceRewards[reward][0][0]
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else:
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self.avatarChoices[avId] = RaceGameGlobals.ChanceRewards[reward][0][1]
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self.enterProcessChoices(1)
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rewardIndex += 1
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if not recurse:
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self.sendUpdate('setServerChoices', [self.choiceArray, self.positionArray, self.rewardArray])
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delay = 0.0
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for reward in self.rewardArray:
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if reward != -1:
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delay += 7.0
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if self.anyAvatarWon(self.avatarPositions):
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numWinners = 0
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for avId in self.avIdList:
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if self.avatarPositions[avId] >= RaceGameGlobals.NumberToWin:
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numWinners = numWinners + 1
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for avId in self.avIdList:
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newJellybeans = ceil(self.avatarPositions[avId] * 0.5)
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if self.avatarPositions[avId] >= RaceGameGlobals.NumberToWin:
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newJellybeans = RaceGameGlobals.NumberToWin
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if numWinners > 1:
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newJellybeans = newJellybeans - 3
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self.scoreDict[avId] = self.scoreDict[avId] + newJellybeans
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taskMgr.doMethodLater(delay, self.rewardTimeoutTaskGameOver, self.taskName('reward-timeout'))
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else:
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taskMgr.doMethodLater(delay, self.rewardTimeoutTask, self.taskName('reward-timeout'))
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return None
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def rewardTimeoutTaskGameOver(self, task):
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self.notify.debug('Done waiting for rewards, game over')
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self.gameOver()
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return Task.done
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def rewardTimeoutTask(self, task):
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self.notify.debug('Done waiting for rewards')
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self.gameFSM.request('waitClientsChoices')
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return Task.done
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def exitProcessChoices(self):
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taskMgr.remove(self.taskName('reward-timeout'))
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def enterCleanup(self):
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self.notify.debug('enterCleanup')
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self.gameFSM.request('inactive')
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def exitCleanup(self):
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pass
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