toontown-just-works/toontown/safezone/DistributedCheckersAI.py

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2024-07-07 18:08:39 -05:00
# File: D (Python 2.4)
from direct.distributed.DistributedNodeAI import DistributedNodeAI
from direct.distributed.ClockDelta import *
from direct.fsm import ClassicFSM, State
from direct.fsm import State
from direct.fsm import StateData
from direct.distributed.ClockDelta import *
from toontown.safezone import CheckersBoard
class DistributedCheckersAI(DistributedNodeAI):
def __init__(self, air, parent, name, x, y, z, h, p, r):
DistributedNodeAI.__init__(self, air)
self.name = name
self.air = air
self.setPos(x, y, z)
self.setHpr(h, p, r)
self.myPos = (x, y, z)
self.myHpr = (h, p, r)
self.board = CheckersBoard.CheckersBoard()
self.parent = self.air.doId2do[parent]
self.parentDo = parent
self.wantStart = []
self.playersPlaying = []
self.playersSitting = 0
self.playersTurn = 1
self.movesMade = 0
self.playerNum = 1
self.hasWon = False
self.playersGamePos = [
None,
None]
self.wantTimer = True
self.timerEnd = 0
self.turnEnd = 0
self.playersObserving = []
self.winLaffPoints = 20
self.movesRequiredToWin = 10
self.zoneId = self.air.allocateZone()
self.generateOtpObject(air.districtId, self.zoneId, optionalFields = [
'setX',
'setY',
'setZ',
'setH',
'setP',
'setR'])
self.parent.setCheckersZoneId(self.zoneId)
self.startingPositions = [
[
0,
1,
2,
3,
4,
5,
6,
7,
8,
9,
10,
11],
[
20,
21,
22,
23,
24,
25,
26,
27,
28,
29,
30,
31]]
self.kingPositions = [
[
31,
30,
29,
28],
[
0,
1,
2,
3]]
self.timerStart = None
self.fsm = ClassicFSM.ClassicFSM('Checkers', [
State.State('waitingToBegin', self.enterWaitingToBegin, self.exitWaitingToBegin, [
'playing']),
State.State('playing', self.enterPlaying, self.exitPlaying, [
'gameOver']),
State.State('gameOver', self.enterGameOver, self.exitGameOver, [
'waitingToBegin'])], 'waitingToBegin', 'waitingToBegin')
self.fsm.enterInitialState()
def announceGenerate(self):
self.parent.setGameDoId(self.doId)
def getTableDoId(self):
return self.parentDo
def delete(self):
self.fsm.requestFinalState()
self.board.delete()
del self.fsm
DistributedNodeAI.delete(self)
def informGameOfPlayer(self):
self.playersSitting += 1
if self.playersSitting < 2:
self.timerEnd = 0
elif self.playersSitting == 2:
self.timerEnd = globalClock.getRealTime() + 20
self.parent.isAccepting = False
self.parent.sendUpdate('setIsPlaying', [
1])
elif self.playersSitting > 2:
pass
self.sendUpdate('setTimer', [
globalClockDelta.localToNetworkTime(self.timerEnd)])
def informGameOfPlayerLeave(self):
self.playersSitting -= 1
if self.playersSitting < 2 and self.fsm.getCurrentState().getName() == 'waitingToBegin':
self.timerEnd = 0
self.parent.isAccepting = True
self.parent.sendUpdate('setIsPlaying', [
0])
if self.playersSitting > 2 and self.fsm.getCurrentState().getName() == 'waitingToBegin':
pass
1
self.timerEnd = 0
if self.timerEnd != 0:
self.sendUpdate('setTimer', [
globalClockDelta.localToNetworkTime(self.timerEnd)])
else:
self.sendUpdate('setTimer', [
0])
def setGameCountdownTime(self):
self.timerEnd = globalClock.getRealTime() + 10
def setTurnCountdownTime(self):
self.turnEnd = globalClock.getRealTime() + 40
def getTimer(self):
if self.timerEnd != 0:
return 0
else:
return 0
def getTurnTimer(self):
return globalClockDelta.localToNetworkTime(self.turnEnd)
def requestTimer(self):
avId = self.air.getAvatarIdFromSender()
self.sendUpdateToAvatarId(avId, 'setTimer', [
globalClockDelta.localToNetworkTime(self.timerEnd)])
def handlePlayerExit(self, avId):
if avId in self.wantStart:
self.wantStart.remove(avId)
if self.fsm.getCurrentState().getName() == 'playing':
gamePos = self.playersGamePos.index(avId)
self.playersGamePos[gamePos] = None
self.fsm.request('gameOver')
def handleEmptyGame(self):
self.movesMade = 0
self.playersTurn = 1
self.playerNum = 1
self.fsm.request('waitingToBegin')
self.parent.isAccepting = True
def requestWin(self):
avId = self.air.getAvatarIdFromSender()
def distributeLaffPoints(self):
for x in self.parent.seats:
if x != None:
av = self.air.doId2do.get(x)
av.toonUp(self.winLaffPoints)
continue
def enterWaitingToBegin(self):
self.setGameCountdownTime()
self.parent.isAccepting = True
def exitWaitingToBegin(self):
self.turnEnd = 0
def enterPlaying(self):
self.parent.isAccepting = False
for x in self.playersGamePos:
if x != None:
self.playersTurn = self.playersGamePos.index(x)
self.d_sendTurn(self.playersTurn + 1)
break
continue
self.setTurnCountdownTime()
self.sendUpdate('setTurnTimer', [
globalClockDelta.localToNetworkTime(self.turnEnd)])
def exitPlaying(self):
pass
def enterGameOver(self):
self.timerEnd = 0
isAccepting = True
self.parent.handleGameOver()
self.playersObserving = []
self.playersTurn = 1
self.playerNum = 1
self.clearBoard()
self.sendGameState([])
self.movesMade = 0
self.playersGamePos = [
None,
None,
None,
None,
None,
None]
self.parent.isAccepting = True
self.fsm.request('waitingToBegin')
def exitGameOver(self):
pass
def requestBegin(self):
avId = self.air.getAvatarIdFromSender()
if avId not in self.wantStart:
self.wantStart.append(avId)
numPlayers = 0
for x in self.parent.seats:
if x != None:
numPlayers = numPlayers + 1
continue
if len(self.wantStart) == numPlayers and numPlayers >= 2:
self.d_gameStart(avId)
self.parent.sendIsPlaying()
def d_gameStart(self, avId):
for x in self.playersObserving:
self.sendUpdateToAvatarId(x, 'gameStart', [
255])
zz = 0
numPlayers = 0
for x in self.parent.seats:
if x != None:
numPlayers += 1
self.playersPlaying.append(x)
continue
if numPlayers == 2:
player1 = self.playersPlaying[0]
self.sendUpdateToAvatarId(player1, 'gameStart', [
1])
self.playersGamePos[0] = player1
for x in self.startingPositions[0]:
self.board.setState(x, 1)
player2 = self.playersPlaying[1]
self.sendUpdateToAvatarId(player2, 'gameStart', [
2])
self.playersGamePos[1] = player2
for x in self.startingPositions[1]:
self.board.setState(x, 2)
self.sendGameState([])
self.wantStart = []
self.fsm.request('playing')
self.parent.getTableState()
def d_sendTurn(self, playersTurn):
self.sendUpdate('sendTurn', [
playersTurn])
def advancePlayerTurn(self):
if self.playersTurn == 0:
self.playersTurn = 1
self.playerNum = 2
else:
self.playerNum = 1
self.playersTurn = 0
def requestMove(self, moveList):
if self.checkLegalMoves(moveList) == True:
self.makeMove(moveList)
self.advancePlayerTurn()
self.d_sendTurn(self.playersTurn + 1)
self.setTurnCountdownTime()
self.sendUpdate('setTurnTimer', [
globalClockDelta.localToNetworkTime(self.turnEnd)])
else:
avId = self.air.getAvatarIdFromSender()
self.sendUpdateToAvatarId(avId, 'illegalMove', [])
self.air.writeServerEvent('suspicious', avId, 'has requested an illegal move in Regular checkers - not possible')
def checkLegalMoves(self, moveList):
if self.board.squareList[moveList[0]].getState() >= 3:
moveType = 'king'
else:
moveType = 'normal'
if len(moveList) == 2:
firstSquare = self.board.squareList[moveList[0]]
secondSquare = self.board.squareList[moveList[1]]
if self.checkLegalMove(firstSquare, secondSquare, moveType) == True:
return True
else:
for x in xrange(len(moveList) - 1):
y = self.checkLegalJump(self.board.getSquare(moveList[x]), self.board.getSquare(moveList[x + 1]), moveType)
if y == False:
return False
else:
return True
return False
elif len(moveList) > 2:
for x in xrange(len(moveList) - 1):
y = self.checkLegalJump(self.board.getSquare(moveList[x]), self.board.getSquare(moveList[x + 1]), moveType)
if y == False:
return False
continue
return True
def makeMove(self, moveList):
for x in xrange(len(moveList) - 1):
firstSquare = self.board.squareList[moveList[x]]
secondSquare = self.board.squareList[moveList[x + 1]]
if firstSquare.getNum() in secondSquare.getAdjacent():
break
index = firstSquare.jumps.index(secondSquare.getNum())
self.board.squareList[firstSquare.getAdjacent()[index]].setState(0)
haveMoved = False
squareState = self.board.squareList[moveList[0]].getState()
if squareState <= 2:
piecetype = 'normal'
if squareState == 1:
playerNum = 1
else:
playerNum = 2
else:
piecetype = 'king'
if squareState == 3:
playerNum = 1
else:
playerNum = 2
if piecetype == 'normal':
lastElement = moveList[len(moveList) - 1]
if playerNum == 1:
if lastElement in self.kingPositions[0]:
self.board.squareList[moveList[0]].setState(0)
self.board.squareList[lastElement].setState(3)
haveMoved = True
self.sendGameState(moveList)
elif lastElement in self.kingPositions[1]:
self.board.squareList[moveList[0]].setState(0)
self.board.squareList[lastElement].setState(4)
haveMoved = True
self.sendGameState(moveList)
if haveMoved == False:
spot1 = self.board.squareList[moveList[0]].getState()
self.board.squareList[moveList[0]].setState(0)
self.board.squareList[moveList[len(moveList) - 1]].setState(spot1)
self.sendGameState(moveList)
temp = self.playerNum
self.playerNum = 1
if self.hasWon == True:
return None
if self.hasPeicesAndMoves(1, 3) == False:
self.parent.announceWinner('Checkers', self.playersPlaying[1])
self.fsm.request('gameOver')
self.hasWon = True
return None
self.playerNum = temp
temp = self.playerNum
self.playerNum = 2
if self.hasPeicesAndMoves(2, 4) == False:
self.parent.announceWinner('Checkers', self.playersPlaying[0])
self.fsm.request('gameOver')
self.hasWon = True
return None
self.playerNum = temp
def hasPeicesAndMoves(self, normalNum, kingNum):
for x in self.board.squareList:
if x.getState() == normalNum:
if self.existsLegalMovesFrom(x.getNum(), 'normal') == True:
return True
if self.existsLegalJumpsFrom(x.getNum(), 'normal') == True:
return True
self.existsLegalJumpsFrom(x.getNum(), 'normal') == True
if x.getState() == kingNum:
if self.existsLegalMovesFrom(x.getNum(), 'king') == True:
return True
if self.existsLegalJumpsFrom(x.getNum(), 'king') == True:
return True
self.existsLegalJumpsFrom(x.getNum(), 'king') == True
return False
def getState(self):
return self.fsm.getCurrentState().getName()
def getName(self):
return self.name
def getGameState(self):
return [
self.board.getStates(),
[]]
def sendGameState(self, moveList):
gameState = self.board.getStates()
self.sendUpdate('setGameState', [
gameState,
moveList])
def clearBoard(self):
for x in self.board.squareList:
x.setState(0)
def getPosHpr(self):
return self.posHpr
def existsLegalJumpsFrom(self, index, peice):
if peice == 'king':
for x in xrange(4):
if self.board.squareList[index].getAdjacent()[x] != None and self.board.squareList[index].getJumps()[x] != None:
adj = self.board.squareList[self.board.squareList[index].getAdjacent()[x]]
jump = self.board.squareList[self.board.squareList[index].getJumps()[x]]
if adj.getState() == 0:
pass
elif adj.getState() == self.playerNum or adj.getState() == self.playerNum + 2:
pass
elif jump.getState() == 0:
return True
adj.getState() == self.playerNum + 2
return False
elif peice == 'normal':
if self.playerNum == 1:
moveForward = [
1,
2]
elif self.playerNum == 2:
moveForward = [
0,
3]
for x in moveForward:
if self.board.squareList[index].getAdjacent()[x] != None and self.board.squareList[index].getJumps()[x] != None:
adj = self.board.squareList[self.board.squareList[index].getAdjacent()[x]]
jump = self.board.squareList[self.board.squareList[index].getJumps()[x]]
if adj.getState() == 0:
pass
elif adj.getState() == self.playerNum or adj.getState() == self.playerNum + 2:
pass
elif jump.getState() == 0:
return True
adj.getState() == self.playerNum + 2
return False
def existsLegalMovesFrom(self, index, peice):
if peice == 'king':
for x in self.board.squareList[index].getAdjacent():
if x != None:
if self.board.squareList[x].getState() == 0:
return True
self.board.squareList[x].getState() == 0
return False
elif peice == 'normal':
if self.playerNum == 1:
moveForward = [
1,
2]
elif self.playerNum == 2:
moveForward = [
0,
3]
for x in moveForward:
if self.board.squareList[index].getAdjacent()[x] != None:
adj = self.board.squareList[self.board.squareList[index].getAdjacent()[x]]
if adj.getState() == 0:
return True
adj.getState() == 0
return False
def existsLegalJumpsFrom(self, index, peice):
if peice == 'king':
for x in xrange(4):
if self.board.squareList[index].getAdjacent()[x] != None and self.board.squareList[index].getJumps()[x] != None:
adj = self.board.squareList[self.board.squareList[index].getAdjacent()[x]]
jump = self.board.squareList[self.board.squareList[index].getJumps()[x]]
if adj.getState() == 0:
pass
elif adj.getState() == self.playerNum or adj.getState() == self.playerNum + 2:
pass
elif jump.getState() == 0:
return True
adj.getState() == self.playerNum + 2
return False
elif peice == 'normal':
if self.playerNum == 1:
moveForward = [
1,
2]
elif self.playerNum == 2:
moveForward = [
0,
3]
for x in moveForward:
if self.board.squareList[index].getAdjacent()[x] != None and self.board.squareList[index].getJumps()[x] != None:
adj = self.board.squareList[self.board.squareList[index].getAdjacent()[x]]
jump = self.board.squareList[self.board.squareList[index].getJumps()[x]]
if adj.getState() == 0:
pass
elif adj.getState() == self.playerNum or adj.getState() == self.playerNum + 2:
pass
elif jump.getState() == 0:
return True
adj.getState() == self.playerNum + 2
return False
def checkLegalMove(self, firstSquare, secondSquare, peice):
if self.playerNum == 1:
moveForward = [
1,
2]
else:
moveForward = [
0,
3]
if peice == 'king':
for x in xrange(4):
if firstSquare.getAdjacent()[x] != None:
if self.board.squareList[firstSquare.getAdjacent()[x]].getState() == 0:
return True
self.board.squareList[firstSquare.getAdjacent()[x]].getState() == 0
return False
elif peice == 'normal':
for x in moveForward:
if firstSquare.getAdjacent()[x] != None:
if self.board.squareList[firstSquare.getAdjacent()[x]].getState() == 0:
return True
self.board.squareList[firstSquare.getAdjacent()[x]].getState() == 0
return False
def checkLegalJump(self, firstSquare, secondSquare, peice):
if self.playerNum == 1:
moveForward = [
1,
2]
opposingPeices = [
2,
4]
else:
moveForward = [
0,
3]
opposingPeices = [
1,
3]
if peice == 'king':
if secondSquare.getNum() in firstSquare.getJumps():
index = firstSquare.getJumps().index(secondSquare.getNum())
if self.board.squareList[firstSquare.getAdjacent()[index]].getState() in opposingPeices:
return True
else:
return False
elif peice == 'normal':
if secondSquare.getNum() in firstSquare.getJumps():
index = firstSquare.getJumps().index(secondSquare.getNum())
if index in moveForward:
if self.board.squareList[firstSquare.getAdjacent()[index]].getState() in opposingPeices:
return True
else:
return False
else:
return False
else:
return False