693 lines
20 KiB
Python
693 lines
20 KiB
Python
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# 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 toontown.safezone import ChineseCheckersBoard
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class DistributedChineseCheckersAI(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 = ChineseCheckersBoard.ChineseCheckersBoard()
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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.playersGamePos = [
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None,
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None,
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None,
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None,
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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.startingPositions = [
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[
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0,
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1,
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2,
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3,
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4,
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5,
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6,
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7,
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8,
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9],
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[
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10,
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11,
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12,
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13,
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23,
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24,
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25,
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35,
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36,
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46],
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[
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65,
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75,
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76,
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86,
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87,
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88,
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98,
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99,
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100,
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101],
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[
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111,
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112,
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113,
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114,
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115,
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116,
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117,
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118,
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119,
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120],
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[
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74,
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84,
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85,
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95,
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96,
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97,
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107,
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108,
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109,
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110],
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[
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19,
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20,
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21,
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22,
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32,
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33,
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34,
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44,
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45,
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55]]
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self.timerStart = None
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self.fsm = ClassicFSM.ClassicFSM('ChineseCheckers', [
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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.board.delete()
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self.playerSeatPos = None
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del self.fsm
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DistributedNodeAI.delete(self)
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def requestSeatPositions(self):
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avId = self.air.getAvatarIdFromSender()
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self.sendUpdateToAvatarId(avId, 'announceSeatPositions', [
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self.playerSeatPos])
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self.sendUpdateToAvatarId(avId, 'sendTurn', [
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self.playersTurn + 1])
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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() + 60
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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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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() + 60
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def setTurnCountdownTime(self):
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self.turnEnd = globalClock.getRealTime() + 60
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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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playerOrder = [
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1,
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4,
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2,
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5,
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3,
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6]
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if avId in self.wantStart:
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self.wantStart.remove(avId)
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playstate = self.fsm.getStateNamed('playing')
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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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for x in self.board.squareList:
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if x.getState() == gamePos + 1:
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x.setState(0)
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continue
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self.sendGameState([])
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if self.playersTurn == gamePos:
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self.advancePlayerTurn()
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self.d_sendTurn(self.playersTurn + 1)
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remainingPlayers = 0
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for x in self.playersGamePos:
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if x != None:
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remainingPlayers += 1
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continue
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if remainingPlayers == 1:
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for x in self.playersGamePos:
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if x != None:
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self.clearBoard()
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self.sendGameState([])
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if self.movesMade >= self.movesRequiredToWin:
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self.distributeLaffPoints()
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self.fsm.request('gameOver')
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self.parent.announceWinner('Chinese Checkers', x)
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else:
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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.fsm.request('waitingToBegin')
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def requestWin(self):
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avId = self.air.getAvatarIdFromSender()
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if avId not in self.playersGamePos:
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self.air.writeServerEvent('suspicious', avId, 'Has requested a Chinese Checkers win and is NOT playing! SeatList of the table - %s - PlayersGamePos - %s' % (self.parent.seats, self.playersGamePos))
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return None
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requestWinGamePos = self.playersGamePos.index(avId) + 1
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checkSquares = []
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for x in self.board.squareList:
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if x.getState() == requestWinGamePos:
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checkSquares.append(x.getNum())
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continue
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if requestWinGamePos == 1:
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if checkSquares == self.startingPositions[3]:
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self.distributeLaffPoints()
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self.fsm.request('gameOver')
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self.parent.announceWinner('Chinese Checkers', avId)
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elif requestWinGamePos == 2:
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if checkSquares == self.startingPositions[4]:
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self.distributeLaffPoints()
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self.fsm.request('gameOver')
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self.parent.announceWinner('Chinese Checkers', avId)
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elif requestWinGamePos == 3:
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if checkSquares == self.startingPositions[5]:
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self.distributeLaffPoints()
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self.fsm.request('gameOver')
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self.parent.announceWinner('Chinese Checkers', avId)
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elif requestWinGamePos == 4:
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if checkSquares == self.startingPositions[0]:
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self.distributeLaffPoints()
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self.fsm.request('gameOver')
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self.parent.announceWinner('Chinese Checkers', avId)
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elif requestWinGamePos == 5:
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if checkSquares == self.startingPositions[1]:
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self.fsm.request('gameOver')
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self.parent.announceWinner('Chinese Checkers', avId)
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elif requestWinGamePos == 6:
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if checkSquares == self.startingPositions[2]:
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self.distributeLaffPoints()
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self.fsm.request('gameOver')
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self.parent.announceWinner('Chinese Checkers', avId)
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self.parent = None
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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.playersObserving = []
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self.parent.handleGameOver()
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self.playersTurn = 1
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self.playersPlaying = []
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self.clearBoard()
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self.sendGameState([])
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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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None,
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None,
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None,
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None]
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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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playerJoinOrder = [
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1,
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4,
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2,
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5,
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3,
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6]
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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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for x in self.startingPositions[0]:
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self.board.setState(x, 1)
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player2 = self.playersPlaying[1]
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self.sendUpdateToAvatarId(player2, 'gameStart', [
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4])
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self.playersGamePos[3] = player2
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for x in self.startingPositions[3]:
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self.board.setState(x, 4)
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elif numPlayers == 3:
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player1 = self.playersPlaying[0]
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self.sendUpdateToAvatarId(player1, 'gameStart', [
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2])
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self.playersGamePos[1] = player1
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for x in self.startingPositions[1]:
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self.board.setState(x, 2)
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player2 = self.playersPlaying[1]
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self.sendUpdateToAvatarId(player2, 'gameStart', [
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4])
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self.playersGamePos[3] = player2
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for x in self.startingPositions[3]:
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self.board.setState(x, 4)
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player3 = self.playersPlaying[2]
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self.sendUpdateToAvatarId(player3, 'gameStart', [
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6])
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self.playersGamePos[5] = player3
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for x in self.startingPositions[5]:
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self.board.setState(x, 6)
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elif numPlayers == 4:
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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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for x in self.startingPositions[0]:
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self.board.setState(x, 1)
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player2 = self.playersPlaying[1]
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self.sendUpdateToAvatarId(player2, 'gameStart', [
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4])
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self.playersGamePos[3] = player2
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for x in self.startingPositions[3]:
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self.board.setState(x, 4)
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player3 = self.playersPlaying[2]
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self.sendUpdateToAvatarId(player3, 'gameStart', [
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2])
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self.playersGamePos[1] = player3
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for x in self.startingPositions[1]:
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self.board.setState(x, 2)
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player4 = self.playersPlaying[3]
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self.sendUpdateToAvatarId(player4, 'gameStart', [
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5])
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self.playersGamePos[4] = player4
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for x in self.startingPositions[4]:
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self.board.setState(x, 5)
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elif numPlayers == 5:
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player1 = self.playersPlaying[0]
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self.sendUpdateToAvatarId(player1, 'gameStart', [
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|
1])
|
||
|
self.playersGamePos[0] = player1
|
||
|
for x in self.startingPositions[0]:
|
||
|
self.board.setState(x, 1)
|
||
|
|
||
|
player2 = self.playersPlaying[1]
|
||
|
self.sendUpdateToAvatarId(player2, 'gameStart', [
|
||
|
4])
|
||
|
self.playersGamePos[3] = player2
|
||
|
for x in self.startingPositions[3]:
|
||
|
self.board.setState(x, 4)
|
||
|
|
||
|
player3 = self.playersPlaying[2]
|
||
|
self.sendUpdateToAvatarId(player3, 'gameStart', [
|
||
|
2])
|
||
|
self.playersGamePos[1] = player3
|
||
|
for x in self.startingPositions[1]:
|
||
|
self.board.setState(x, 2)
|
||
|
|
||
|
player4 = self.playersPlaying[3]
|
||
|
self.sendUpdateToAvatarId(player4, 'gameStart', [
|
||
|
5])
|
||
|
self.playersGamePos[4] = player4
|
||
|
for x in self.startingPositions[4]:
|
||
|
self.board.setState(x, 5)
|
||
|
|
||
|
player5 = self.playersPlaying[4]
|
||
|
self.sendUpdateToAvatarId(player5, 'gameStart', [
|
||
|
3])
|
||
|
self.playersGamePos[2] = player5
|
||
|
for x in self.startingPositions[2]:
|
||
|
self.board.setState(x, 3)
|
||
|
|
||
|
elif numPlayers == 6:
|
||
|
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', [
|
||
|
4])
|
||
|
self.playersGamePos[3] = player2
|
||
|
for x in self.startingPositions[3]:
|
||
|
self.board.setState(x, 4)
|
||
|
|
||
|
player3 = self.playersPlaying[2]
|
||
|
self.sendUpdateToAvatarId(player3, 'gameStart', [
|
||
|
2])
|
||
|
self.playersGamePos[1] = player3
|
||
|
for x in self.startingPositions[1]:
|
||
|
self.board.setState(x, 2)
|
||
|
|
||
|
player4 = self.playersPlaying[3]
|
||
|
self.sendUpdateToAvatarId(player4, 'gameStart', [
|
||
|
5])
|
||
|
self.playersGamePos[4] = player4
|
||
|
for x in self.startingPositions[4]:
|
||
|
self.board.setState(x, 5)
|
||
|
|
||
|
player5 = self.playersPlaying[4]
|
||
|
self.sendUpdateToAvatarId(player5, 'gameStart', [
|
||
|
3])
|
||
|
self.playersGamePos[2] = player5
|
||
|
for x in self.startingPositions[2]:
|
||
|
self.board.setState(x, 3)
|
||
|
|
||
|
player6 = self.playersPlaying[5]
|
||
|
self.sendUpdateToAvatarId(player6, 'gameStart', [
|
||
|
6])
|
||
|
self.playersGamePos[5] = player6
|
||
|
for x in self.startingPositions[5]:
|
||
|
self.board.setState(x, 6)
|
||
|
|
||
|
|
||
|
playerSeatPos = [
|
||
|
0,
|
||
|
0,
|
||
|
0,
|
||
|
0,
|
||
|
0,
|
||
|
0]
|
||
|
for x in xrange(6):
|
||
|
id = self.playersGamePos[x]
|
||
|
if id != None:
|
||
|
playerSeatPos[self.parent.seats.index(id)] = x + 1
|
||
|
continue
|
||
|
|
||
|
self.sendUpdate('announceSeatPositions', [
|
||
|
playerSeatPos])
|
||
|
self.playerSeatPos = playerSeatPos
|
||
|
self.sendGameState([])
|
||
|
self.wantStart = []
|
||
|
self.fsm.request('playing')
|
||
|
self.parent.getTableState()
|
||
|
|
||
|
|
||
|
def d_sendTurn(self, playersTurn):
|
||
|
self.sendUpdate('sendTurn', [
|
||
|
playersTurn])
|
||
|
|
||
|
|
||
|
def advancePlayerTurn(self):
|
||
|
foundNewPlayer = False
|
||
|
while foundNewPlayer == False:
|
||
|
self.playersTurn += 1
|
||
|
if self.playersTurn > 5:
|
||
|
self.playersTurn = 0
|
||
|
|
||
|
if self.playersGamePos[self.playersTurn] != None:
|
||
|
foundNewPlayer = True
|
||
|
continue
|
||
|
|
||
|
|
||
|
def requestMove(self, moveList):
|
||
|
playerOrder = [
|
||
|
1,
|
||
|
4,
|
||
|
2,
|
||
|
5,
|
||
|
3,
|
||
|
6]
|
||
|
if self.checkLegalMoves(moveList) == True:
|
||
|
self.movesMade += 1
|
||
|
self.makeMove(moveList)
|
||
|
self.advancePlayerTurn()
|
||
|
self.d_sendTurn(self.playersTurn + 1)
|
||
|
self.setTurnCountdownTime()
|
||
|
self.sendUpdate('setTurnTimer', [
|
||
|
globalClockDelta.localToNetworkTime(self.turnEnd)])
|
||
|
|
||
|
|
||
|
|
||
|
def checkLegalMoves(self, moveList):
|
||
|
if not moveList:
|
||
|
return False
|
||
|
elif self.board.squareList[moveList[0]].getState() == 0:
|
||
|
return False
|
||
|
|
||
|
for x in xrange(len(moveList) - 1):
|
||
|
y = self.checkLegalMove(self.board.getSquare(moveList[x]), self.board.getSquare(moveList[x + 1]))
|
||
|
if y == False:
|
||
|
return False
|
||
|
continue
|
||
|
|
||
|
return True
|
||
|
|
||
|
|
||
|
def checkLegalMove(self, firstSquare, secondSquare):
|
||
|
if secondSquare.getNum() in firstSquare.getAdjacent():
|
||
|
return True
|
||
|
else:
|
||
|
for x in firstSquare.getAdjacent():
|
||
|
if x == None:
|
||
|
continue
|
||
|
if self.board.squareList[x].getState() == 0:
|
||
|
continue
|
||
|
if self.board.squareList[x].getAdjacent()[firstSquare.getAdjacent().index(x)] == secondSquare.getNum():
|
||
|
return True
|
||
|
continue
|
||
|
|
||
|
return False
|
||
|
|
||
|
|
||
|
def makeMove(self, moveList):
|
||
|
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)
|
||
|
|
||
|
|
||
|
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 testWin(self):
|
||
|
self.clearBoard()
|
||
|
for x in self.startingPositions[0]:
|
||
|
self.board.squareList[x].setState(4)
|
||
|
|
||
|
self.board.squareList[self.startingPositions[0][len(self.startingPositions[0]) - 1]].setState(0)
|
||
|
self.board.squareList[51].setState(4)
|
||
|
for x in self.startingPositions[3]:
|
||
|
self.board.squareList[x].setState(1)
|
||
|
|
||
|
self.board.squareList[120].setState(0)
|
||
|
self.board.squareList[104].setState(1)
|
||
|
self.sendGameState([])
|