toontown-just-works/toontown/safezone/DistributedCheckers.py
2024-07-07 18:08:39 -05:00

738 lines
29 KiB
Python

from panda3d.core import *
from direct.distributed.ClockDelta import *
from direct.task.Task import Task
from direct.interval.IntervalGlobal import *
from TrolleyConstants import *
from direct.gui.DirectGui import *
from toontown.toonbase import TTLocalizer
from direct.distributed import DistributedNode
from direct.distributed.ClockDelta import globalClockDelta
from CheckersBoard import CheckersBoard
from direct.fsm import ClassicFSM, State
from direct.fsm import StateData
from toontown.toonbase.ToontownTimer import ToontownTimer
from toontown.toonbase import ToontownGlobals
from direct.distributed.ClockDelta import *
from otp.otpbase import OTPGlobals
from direct.showbase import PythonUtil
class DistributedCheckers(DistributedNode.DistributedNode):
def __init__(self, cr):
NodePath.__init__(self, 'DistributedCheckers')
DistributedNode.DistributedNode.__init__(self, cr)
self.cr = cr
self.reparentTo(render)
self.boardNode = loader.loadModel('phase_6/models/golf/regular_checker_game.bam')
self.boardNode.reparentTo(self)
self.board = CheckersBoard()
self.exitButton = None
self.inGame = False
self.waiting = True
self.startButton = None
self.playerNum = None
self.turnText = None
self.isMyTurn = False
self.wantTimer = True
self.leaveButton = None
self.screenText = None
self.turnText = None
self.exitButton = None
self.numRandomMoves = 0
self.blinker = Sequence()
self.moveList = []
self.mySquares = []
self.myKings = []
self.isRotated = False
self.accept('mouse1', self.mouseClick)
self.traverser = base.cTrav
self.pickerNode = CollisionNode('mouseRay')
self.pickerNP = camera.attachNewNode(self.pickerNode)
self.pickerNode.setFromCollideMask(ToontownGlobals.WallBitmask)
self.pickerRay = CollisionRay()
self.pickerNode.addSolid(self.pickerRay)
self.myHandler = CollisionHandlerQueue()
self.traverser.addCollider(self.pickerNP, self.myHandler)
self.buttonModels = loader.loadModel('phase_3.5/models/gui/inventory_gui')
self.upButton = self.buttonModels.find('**//InventoryButtonUp')
self.downButton = self.buttonModels.find('**/InventoryButtonDown')
self.rolloverButton = self.buttonModels.find('**/InventoryButtonRollover')
self.clockNode = ToontownTimer()
self.clockNode.setPos(1.16, 0, -0.83)
self.clockNode.setScale(0.3)
self.clockNode.hide()
self.playerColors = [Vec4(0, 0, 1, 1), Vec4(0, 1, 0, 1)]
self.tintConstant = Vec4(0.25, 0.25, 0.25, 0.5)
self.ghostConstant = Vec4(0, 0, 0, 0.8)
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.knockSound = base.loadSfx('phase_5/audio/sfx/GUI_knock_1.ogg')
self.clickSound = base.loadSfx('phase_3/audio/sfx/GUI_balloon_popup.ogg')
self.moveSound = base.loadSfx('phase_6/audio/sfx/CC_move.ogg')
self.accept('stoppedAsleep', self.handleSleep)
self.fsm = ClassicFSM.ClassicFSM('ChineseCheckers', [State.State('waitingToBegin', self.enterWaitingToBegin, self.exitWaitingToBegin, ['playing', 'gameOver']), State.State('playing', self.enterPlaying, self.exitPlaying, ['gameOver']), State.State('gameOver', self.enterGameOver, self.exitGameOver, ['waitingToBegin'])], 'waitingToBegin', 'waitingToBegin')
x = self.boardNode.find('**/locator*')
self.locatorList = x.getChildren()
tempList = []
for x in xrange(0, 32):
self.locatorList[x].setTag('GamePeiceLocator', '%d' % x)
tempList.append(self.locatorList[x].attachNewNode(CollisionNode('picker%d' % x)))
tempList[x].node().addSolid(CollisionSphere(0, 0, 0, 0.39))
for z in self.locatorList:
y = loader.loadModel('phase_6/models/golf/regular_checker_piecewhite.bam')
y.find('**/checker_k*').hide()
zz = loader.loadModel('phase_6/models/golf/regular_checker_pieceblack.bam')
zz.find('**/checker_k*').hide()
y.reparentTo(z)
y.hide()
zz.reparentTo(z)
zz.hide()
return
def setName(self, name):
self.name = name
def announceGenerate(self):
DistributedNode.DistributedNode.announceGenerate(self)
if self.table.fsm.getCurrentState().getName() != 'observing':
if base.localAvatar.doId in self.table.tableState:
self.seatPos = self.table.tableState.index(base.localAvatar.doId)
def handleSleep(self, task = None):
if self.fsm.getCurrentState().getName() == 'waitingToBegin':
self.exitButtonPushed()
if task != None:
task.done
return
def setTableDoId(self, doId):
self.tableDoId = doId
self.table = self.cr.doId2do[doId]
self.table.setTimerFunc(self.startButtonPushed)
self.fsm.enterInitialState()
self.table.setGameDoId(self.doId)
def disable(self):
DistributedNode.DistributedNode.disable(self)
if self.leaveButton:
self.leaveButton.destroy()
self.leavebutton = None
if self.screenText:
self.screenText.destroy()
self.screenText = None
if self.turnText:
self.turnText.destroy()
self.turnText = None
self.clockNode.stop()
self.clockNode.hide()
self.ignore('mouse1')
self.ignore('stoppedAsleep')
self.fsm = None
return
def delete(self):
DistributedNode.DistributedNode.delete(self)
self.table.gameDoId = None
self.table.game = None
if self.exitButton:
self.exitButton.destroy()
if self.startButton:
self.startButton.destroy()
self.clockNode.stop()
self.clockNode.hide()
self.table.startButtonPushed = None
self.ignore('mouse1')
self.ignore('stoppedAsleep')
self.fsm = None
self.table = None
return
def getTimer(self):
self.sendUpdate('requestTimer', [])
def setTimer(self, timerEnd):
if self.fsm.getCurrentState() != None and self.fsm.getCurrentState().getName() == 'waitingToBegin' and not self.table.fsm.getCurrentState().getName() == 'observing':
self.clockNode.stop()
time = globalClockDelta.networkToLocalTime(timerEnd)
timeLeft = int(time - globalClock.getRealTime())
if timeLeft > 0 and timerEnd != 0:
if timeLeft > 60:
timeLeft = 60
self.clockNode.setPos(1.16, 0, -0.83)
self.clockNode.countdown(timeLeft, self.startButtonPushed)
self.clockNode.show()
else:
self.clockNode.stop()
self.clockNode.hide()
return
def setTurnTimer(self, turnEnd):
if self.fsm.getCurrentState() != None and self.fsm.getCurrentState().getName() == 'playing':
self.clockNode.stop()
time = globalClockDelta.networkToLocalTime(turnEnd)
timeLeft = int(time - globalClock.getRealTime())
if timeLeft > 0:
self.clockNode.setPos(-.74, 0, -0.2)
if self.isMyTurn:
self.clockNode.countdown(timeLeft, self.doNothing)
else:
self.clockNode.countdown(timeLeft, self.doNothing)
self.clockNode.show()
return
def gameStart(self, playerNum):
if playerNum != 255:
self.playerNum = playerNum
if self.playerNum == 1:
self.playerColorString = 'white'
else:
self.playerColorString = 'black'
self.playerColor = self.playerColors[playerNum - 1]
self.moveCameraForGame()
self.fsm.request('playing')
def sendTurn(self, playersTurn):
if self.fsm.getCurrentState().getName() == 'playing':
if playersTurn == self.playerNum:
self.isMyTurn = True
self.enableTurnScreenText(playersTurn)
def illegalMove(self):
self.exitButtonPushed()
def moveCameraForGame(self):
if self.table.cameraBoardTrack.isPlaying():
self.table.cameraBoardTrack.finish()
rotation = 0
if self.seatPos > 2:
if self.playerNum == 1:
rotation = 180
elif self.playerNum == 2:
rotation = 0
for x in self.locatorList:
x.setH(180)
self.isRotated = True
elif self.playerNum == 1:
rotation = 0
elif self.playerNum == 2:
rotation = 180
for x in self.locatorList:
x.setH(180)
self.isRotated = True
int = LerpHprInterval(self.boardNode, 4.2, Vec3(rotation, self.boardNode.getP(), self.boardNode.getR()), self.boardNode.getHpr())
int.start()
def enterWaitingToBegin(self):
if self.table.fsm.getCurrentState().getName() != 'observing':
self.enableExitButton()
self.enableStartButton()
def exitWaitingToBegin(self):
if self.exitButton:
self.exitButton.destroy()
self.exitButton = None
if self.startButton:
self.startButton.destroy()
self.exitButton = None
self.clockNode.stop()
self.clockNode.hide()
return
def enterPlaying(self):
self.inGame = True
self.enableScreenText()
if self.table.fsm.getCurrentState().getName() != 'observing':
self.enableLeaveButton()
def exitPlaying(self):
self.inGame = False
if self.leaveButton:
self.leaveButton.destroy()
self.leavebutton = None
self.playerNum = None
if self.screenText:
self.screenText.destroy()
self.screenText = None
if self.turnText:
self.turnText.destroy()
self.turnText = None
self.clockNode.stop()
self.clockNode.hide()
return
def enterGameOver(self):
pass
def exitGameOver(self):
pass
def exitWaitCountdown(self):
self.__disableCollisions()
self.ignore('trolleyExitButton')
self.clockNode.reset()
def enableExitButton(self):
self.exitButton = DirectButton(relief=None, text=TTLocalizer.ChineseCheckersGetUpButton, text_fg=(1, 1, 0.65, 1), text_pos=(0, -.23), text_scale=0.8, image=(self.upButton, self.downButton, self.rolloverButton), image_color=(1, 0, 0, 1), image_scale=(20, 1, 11), pos=(0.92, 0, 0.4), scale=0.15, command=lambda self = self: self.exitButtonPushed())
return
def enableScreenText(self):
defaultPos = (-.8, -0.4)
if self.playerNum == 1:
message = TTLocalizer.CheckersColorWhite
color = Vec4(1, 1, 1, 1)
elif self.playerNum == 2:
message = TTLocalizer.CheckersColorBlack
color = Vec4(0, 0, 0, 1)
else:
message = TTLocalizer.CheckersObserver
color = Vec4(0, 0, 0, 1)
defaultPos = (-.8, -0.4)
self.screenText = OnscreenText(text=message, pos=defaultPos, scale=0.1, fg=color, align=TextNode.ACenter, mayChange=1)
def enableStartButton(self):
self.startButton = DirectButton(relief=None, text=TTLocalizer.ChineseCheckersStartButton, text_fg=(1, 1, 0.65, 1), text_pos=(0, -.23), text_scale=0.6, image=(self.upButton, self.downButton, self.rolloverButton), image_color=(1, 0, 0, 1), image_scale=(20, 1, 11), pos=(0.92, 0, 0.1), scale=0.15, command=lambda self = self: self.startButtonPushed())
return
def enableLeaveButton(self):
self.leaveButton = DirectButton(relief=None, text=TTLocalizer.ChineseCheckersQuitButton, text_fg=(1, 1, 0.65, 1), text_pos=(0, -.13), text_scale=0.5, image=(self.upButton, self.downButton, self.rolloverButton), image_color=(1, 0, 0, 1), image_scale=(20, 1, 11), pos=(0.92, 0, 0.4), scale=0.15, command=lambda self = self: self.exitButtonPushed())
return
def enableTurnScreenText(self, player):
playerOrder = [1,
4,
2,
5,
3,
6]
message1 = TTLocalizer.CheckersIts
if self.turnText != None:
self.turnText.destroy()
if player == self.playerNum:
message2 = TTLocalizer.ChineseCheckersYourTurn
color = (0, 0, 0, 1)
elif player == 1:
message2 = TTLocalizer.CheckersWhiteTurn
color = (1, 1, 1, 1)
elif player == 2:
message2 = TTLocalizer.CheckersBlackTurn
color = (0, 0, 0, 1)
self.turnText = OnscreenText(text=message1 + message2, pos=(-0.8, -0.5), scale=0.092, fg=color, align=TextNode.ACenter, mayChange=1)
return
def startButtonPushed(self):
self.sendUpdate('requestBegin')
self.startButton.hide()
self.clockNode.stop()
self.clockNode.hide()
def exitButtonPushed(self):
self.fsm.request('gameOver')
self.table.fsm.request('off')
self.clockNode.stop()
self.clockNode.hide()
self.table.sendUpdate('requestExit')
def mouseClick(self):
messenger.send('wakeup')
if self.isMyTurn == True and self.inGame == True:
mpos = base.mouseWatcherNode.getMouse()
self.pickerRay.setFromLens(base.camNode, mpos.getX(), mpos.getY())
self.traverser.traverse(render)
if self.myHandler.getNumEntries() > 0:
self.myHandler.sortEntries()
pickedObj = self.myHandler.getEntry(0).getIntoNodePath()
pickedObj = pickedObj.getNetTag('GamePeiceLocator')
if pickedObj:
self.handleClicked(int(pickedObj))
def handleClicked(self, index):
self.sound = Sequence(SoundInterval(self.clickSound))
if self.moveList == []:
if index not in self.mySquares and index not in self.myKings:
return
self.moveList.append(index)
type = self.board.squareList[index].getState()
if type == 3 or type == 4:
self.moverType = 'king'
else:
self.moverType = 'normal'
self.blinker = Sequence()
col = self.locatorList[index].getColor()
self.blinker.append(LerpColorInterval(self.locatorList[index], 0.7, self.tintConstant, col))
self.blinker.append(LerpColorInterval(self.locatorList[index], 0.7, col, self.tintConstant))
self.blinker.loop()
self.sound.start()
elif index in self.mySquares or index in self.myKings:
for x in self.moveList:
self.locatorList[x].setColor(1, 1, 1, 1)
self.locatorList[x].hide()
self.blinker.finish()
self.blinker = Sequence()
col = self.locatorList[index].getColor()
self.blinker.append(LerpColorInterval(self.locatorList[index], 0.7, self.tintConstant, col))
self.blinker.append(LerpColorInterval(self.locatorList[index], 0.7, col, self.tintConstant))
self.blinker.loop()
self.sound.start()
self.locatorList[self.moveList[0]].show()
self.moveList = []
self.moveList.append(index)
type = self.board.squareList[index].getState()
if type == 3 or type == 4:
self.moverType = 'king'
else:
self.moverType = 'normal'
else:
self.currentMove = index
lastItem = self.board.squareList[self.moveList[len(self.moveList) - 1]]
thisItem = self.board.squareList[index]
if self.mustJump == True:
if lastItem.getNum() == index:
self.blinker.finish()
self.d_requestMove(self.moveList)
self.isMyTurn = False
self.moveList = []
return
if self.checkLegalJump(lastItem, thisItem, self.moverType) == True:
col = self.locatorList[index].getColor()
self.locatorList[index].show()
self.sound.start()
if self.existsLegalJumpsFrom(index, self.moverType) == False:
self.moveList.append(index)
self.blinker.finish()
self.d_requestMove(self.moveList)
self.moveList = []
self.isMyTurn = False
else:
self.moveList.append(index)
if self.playerColorString == 'white':
x = self.locatorList[index].getChildren()[1]
x.show()
else:
x = self.locatorList[index].getChildren()[2]
x.show()
if self.moverType == 'king':
x.find('**/checker_k*').show()
self.locatorList[index].setColor(Vec4(0.5, 0.5, 0.5, 0.5))
elif self.checkLegalMove(lastItem, thisItem, self.moverType) == True:
self.moveList.append(index)
col = self.locatorList[index].getColor()
self.locatorList[index].show()
self.sound.start()
self.blinker.finish()
self.d_requestMove(self.moveList)
self.moveList = []
self.isMyTurn = 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:
if index not in self.moveList and jump.getNum() not in self.moveList:
return True
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:
if index not in self.moveList:
return True
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
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
return False
return
def checkLegalMove(self, firstSquare, secondSquare, peice):
if firstSquare.getNum() not in self.mySquares and firstSquare.getNum() not in self.myKings:
return False
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 and secondSquare.getNum() in firstSquare.getAdjacent():
return True
return False
elif peice == 'normal':
for x in moveForward:
if firstSquare.getAdjacent()[x] != None and secondSquare.getNum() in firstSquare.getAdjacent():
if self.board.squareList[firstSquare.getAdjacent()[x]].getState() == 0 and firstSquare.getAdjacent().index(secondSquare.getNum()) == x:
return True
return False
return
def checkLegalJump(self, firstSquare, secondSquare, peice):
if firstSquare.getNum() not in self.mySquares and firstSquare.getNum() not in self.myKings and len(self.moveList) == 1:
return False
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
def d_requestMove(self, moveList):
self.sendUpdate('requestMove', [moveList])
def setGameState(self, tableState, moveList):
if moveList != []:
if self.board.squareList[moveList[0]].getState() == 1 or self.board.squareList[moveList[0]].getState() == 3:
playerColor = 'white'
else:
playerColor = 'black'
if self.board.squareList[moveList[0]].getState() <= 2:
self.animatePeice(tableState, moveList, 'normal', playerColor)
else:
self.animatePeice(tableState, moveList, 'king', playerColor)
else:
self.updateGameState(tableState)
def updateGameState(self, squares):
self.board.setStates(squares)
self.mySquares = []
self.myKings = []
messenger.send('wakeup')
isObserve = False
if self.playerNum == None:
self.playerNum = 1
self.playerColorString = 'white'
isObserve = True
for xx in xrange(32):
for blah in self.locatorList[xx].getChildren():
blah.hide()
if self.locatorList[xx].getChildren().index(blah) != 0:
blah1 = blah.find('**/checker_k*')
owner = self.board.squareList[xx].getState()
if owner == self.playerNum:
if self.playerColorString == 'white':
x = self.locatorList[xx].getChildren()[1]
x.show()
x.find('**/checker_k*').hide()
else:
x = self.locatorList[xx].getChildren()[2]
x.show()
x.find('**/checker_k*').hide()
self.mySquares.append(xx)
elif owner == 0:
self.hideChildren(self.locatorList[xx].getChildren())
elif owner == self.playerNum + 2:
if self.playerColorString == 'white':
x = self.locatorList[xx].getChildren()[1]
x.show()
x.find('**/checker_k*').show()
else:
x = self.locatorList[xx].getChildren()[2]
x.show()
x.find('**/checker_k*').show()
self.myKings.append(xx)
elif owner <= 2:
if self.playerColorString == 'white':
x = self.locatorList[xx].getChildren()[2]
x.show()
x.find('**/checker_k*').hide()
else:
x = self.locatorList[xx].getChildren()[1]
x.show()
x.find('**/checker_k*').hide()
elif self.playerColorString == 'white':
x = self.locatorList[xx].getChildren()[2]
x.show()
x.find('**/checker_k*').show()
else:
x = self.locatorList[xx].getChildren()[1]
x.show()
x.find('**/checker_k*').show()
if isObserve == True:
self.playerNum = None
self.playerColorString = None
return
self.mustJump = False
self.hasNormalMoves = False
for x in self.myKings:
if self.existsLegalJumpsFrom(x, 'king') == True:
self.mustJump = True
break
else:
self.mustJump = False
if self.mustJump == False:
for x in self.mySquares:
if self.existsLegalJumpsFrom(x, 'normal') == True:
self.mustJump = True
break
else:
self.mustJump = False
if self.mustJump != True:
for x in self.mySquares:
if self.existsLegalMovesFrom(x, 'normal') == True:
self.hasNormalMoves = True
break
else:
self.hasNormalMoves = False
if self.hasNormalMoves == False:
for x in self.myKings:
if self.existsLegalMovesFrom(x, 'king') == True:
self.hasNormalMoves = True
break
else:
self.hasNormalMoves = False
if self.mustJump == False and self.hasNormalMoves == False:
pass
return
def hideChildren(self, nodeList):
for x in xrange(1, 2):
nodeList[x].hide()
def animatePeice(self, tableState, moveList, type, playerColor):
messenger.send('wakeup')
if playerColor == 'white':
gamePeiceForAnimation = loader.loadModel('phase_6/models/golf/regular_checker_piecewhite.bam')
else:
gamePeiceForAnimation = loader.loadModel('phase_6/models/golf/regular_checker_pieceblack.bam')
if type == 'king':
gamePeiceForAnimation.find('**/checker_k*').show()
else:
gamePeiceForAnimation.find('**/checker_k*').hide()
gamePeiceForAnimation.reparentTo(self.boardNode)
gamePeiceForAnimation.setPos(self.locatorList[moveList[0]].getPos())
if self.isRotated == True:
gamePeiceForAnimation.setH(180)
for x in self.locatorList[moveList[0]].getChildren():
x.hide()
checkersPeiceTrack = Sequence()
length = len(moveList)
for x in xrange(length - 1):
checkersPeiceTrack.append(Parallel(SoundInterval(self.moveSound), ProjectileInterval(gamePeiceForAnimation, endPos=self.locatorList[moveList[x + 1]].getPos(), duration=0.5)))
checkersPeiceTrack.append(Func(gamePeiceForAnimation.removeNode))
checkersPeiceTrack.append(Func(self.updateGameState, tableState))
checkersPeiceTrack.append(Func(self.unAlpha, moveList))
checkersPeiceTrack.start()
def announceWin(self, avId):
self.fsm.request('gameOver')
def unAlpha(self, moveList):
for x in moveList:
self.locatorList[x].setColorOff()
def doRandomMove(self):
import random
move = []
foundLegal = False
self.blinker.pause()
self.numRandomMoves += 1
while not foundLegal:
x = random.randint(0, 9)
for y in self.board.getAdjacent(self.mySquares[x]):
if y != None and self.board.getState(y) == 0:
move.append(self.mySquares[x])
move.append(y)
foundLegal = True
break
if move == []:
pass
playSound = Sequence(SoundInterval(self.knockSound))
playSound.start()
self.d_requestMove(move)
self.moveList = []
self.isMyTurn = False
if self.numRandomMoves >= 5:
self.exitButtonPushed()
return
def doNothing(self):
pass