oldschool-toontown/toontown/fishing/BingoCardBase.py

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Python
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2019-11-02 17:27:54 -05:00
from direct.directnotify import DirectNotifyGlobal
from toontown.fishing import FishGlobals
from toontown.fishing import BingoGlobals
from direct.showbase import RandomNumGen
from math import ceil, pow
class BingoCardBase:
notify = DirectNotifyGlobal.directNotify.newCategory('BingoCardBase')
def __init__(self, cardSize = BingoGlobals.CARD_SIZE, rowSize = BingoGlobals.CARD_ROWS, colSize = BingoGlobals.CARD_COLS):
self.rowSize = rowSize
self.colSize = colSize
self.cardSize = cardSize
self.cellList = []
self.gameType = None
self.gameState = 1 << self.cardSize / 2
return
def destroy(self):
del self.cellList
def generateCard(self, tileSeed, zoneId):
rng = RandomNumGen.RandomNumGen(tileSeed)
fishList = FishGlobals.getPondGeneraList(zoneId)
emptyCells = self.cardSize - 1 - len(fishList)
rodId = 0
for i in xrange(emptyCells):
fish = FishGlobals.getRandomFishVitals(zoneId, rodId, rng)
while not fish[0]:
fish = FishGlobals.getRandomFishVitals(zoneId, rodId, rng)
fishList.append((fish[1], fish[2]))
rodId += 1
if rodId > 4:
rodId = 0
for index in xrange(self.cardSize):
if index != self.cardSize / 2:
choice = rng.randrange(0, len(fishList))
self.cellList.append(fishList.pop(choice))
else:
self.cellList.append((None, None))
return None
def getGameType(self):
return self.gameType
def getGameState(self):
return self.gameState
def getCardSize(self):
return self.cardSize
def getRowSize(self):
return self.rowSize
def getColSize(self):
return self.colSize
def setGameState(self, state):
self.gameState = state
def clearCellList(self):
del self.cellList
self.cellList = []
def cellUpdateCheck(self, id, genus, species):
if id >= self.cardSize:
self.notify.warning('cellUpdateCheck: Invalid Cell Id %s. Id greater than Card Size.')
return
elif id < 0:
self.notify.warning('cellUpdateCheck: Invalid Cell Id %s. Id less than zero.')
return
fishTuple = (genus, species)
if self.cellList[id][0] == genus or fishTuple == FishGlobals.BingoBoot:
self.gameState = self.gameState | 1 << id
if self.checkForWin(id):
return BingoGlobals.WIN
return BingoGlobals.UPDATE
return BingoGlobals.NO_UPDATE
def checkForWin(self, id):
pass
def rowCheck(self, rowId):
for colId in xrange(self.colSize):
if not self.gameState & 1 << self.rowSize * rowId + colId:
return 0
return 1
def colCheck(self, colId):
for rowId in xrange(self.rowSize):
if not self.gameState & 1 << self.rowSize * rowId + colId:
return 0
return 1
def fDiagCheck(self, id):
checkNum = self.rowSize + 1
if not id % checkNum:
for i in xrange(self.rowSize):
if not self.gameState & 1 << i * checkNum:
return 0
return 1
else:
return 0
def bDiagCheck(self, id):
checkNum = self.rowSize - 1
if not id % checkNum and not id == self.cardSize - 1:
for i in xrange(self.rowSize):
if not self.gameState & 1 << i * checkNum + checkNum:
return 0
return 1
return 0
def cellCheck(self, id):
if self.gameState & 1 << id:
return 1
return 0
def onRow(self, row, id):
if int(id / self.rowSize) == row:
return 1
return 0
def onCol(self, col, id):
if id % BingoGlobals.CARD_COLS == col:
return 1
return 0
def onFDiag(self, id):
checkNum = self.rowSize + 1
if not id % checkNum:
return 1
return 0
def onBDiag(self, id):
checkNum = self.rowSize - 1
if not id % checkNum:
return 1
return 0