from pandac.PandaModules 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.loader.loadSfx('phase_5/audio/sfx/GUI_knock_1.mp3')
        self.clickSound = base.loader.loadSfx('phase_3/audio/sfx/GUI_balloon_popup.mp3')
        self.moveSound = base.loader.loadSfx('phase_6/audio/sfx/CC_move.mp3')
        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 range(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 range(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 range(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 range(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 range(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 range(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
