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TagGameAI.py
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TagGameAI.py
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from direct.distributed.DistributedObjectAI import DistributedObjectAI
from direct.distributed.ClockDelta import globalClockDelta
from direct.distributed.PyDatagram import PyDatagram
from direct.distributed.MsgTypes import *
from TagPlayerAI import TagPlayerAI
from TagAvatarAI import TagAvatarAI
from pandac.PandaModules import *
from MazeAI import MazeAI
import Globals
import random
import math
class TagGameAI(DistributedObjectAI):
notify = directNotify.newCategory("TagGameAI")
def __init__(self, air):
DistributedObjectAI.__init__(self, air)
self.gameActive = True
self.winners = []
self.artPaintings = []
self.nextGameId = 0
self.mazeId = 0
self.timeout = globalClock.getFrameTime() + Globals.GameLengthSeconds
self.expireTask = taskMgr.doMethodLater(Globals.GameLengthSeconds, self.expireGame, 'expireGame')
self.deleteGameTask = None
# Get a unique zoneId to put game objects (like the players)
# in.
self.objZone = self.air.zoneAllocator.allocate()
self.maxNumPlayers = 0
# Player ID's in the game.
self.playerIds = []
# Mapping of player url -> server url for player posters.
self.playerPosterMap = {}
self.accept('newPlayer', self.newPlayer)
self.accept('deletePlayer', self.deletePlayer)
def generateMaze(self, playerIds, prevMaze = None):
""" Generate a maze for this game. """
self.maze = MazeAI(self.air, self.doId)
self.maze.generateWithRequired(self.objZone)
# How many players are we basing this maze on?
numPlayers = len(playerIds)
mazeSize = max(numPlayers * Globals.MazeSquaresPerPlayer, Globals.MazeMinSize)
xsize = math.sqrt(mazeSize)
# Expand or contract the width of the maze by up to 33%, so
# it's not always square.
if random.choice([True, False]):
xsize += xsize * random.uniform(0, 0.33)
else:
xsize -= xsize * random.uniform(0, 0.33)
xsize = int(math.floor(xsize + 0.5))
ysize = int(math.floor(mazeSize / xsize + 0.5))
self.mazeId = self.maze.doId
self.sendUpdate('setMazeId', [self.mazeId])
self.maze.generateMaze(xsize, ysize, prevMaze = prevMaze)
def setupPlayerPoster(self, player, url, posterData):
""" Copies the player's posterData to the posterData list to
store in the maze, so we can distribute local poster images to
the players in the game. Returns the modified URL. """
try:
i = int(URLSpec(url).getPath()[1:])
except ValueError:
return None
try:
data = player.posterData[i]
except IndexError:
return None
if data in posterData:
i = posterData.index(data)
else:
i = len(posterData)
posterData.append(data)
newUrl = 'maze://%s/%s' % (self.maze.doId, i)
self.playerPosterMap[url] = newUrl
return newUrl
def announceGenerate(self):
DistributedObjectAI.announceGenerate(self)
def delete(self):
self.air.zoneAllocator.free(self.objZone)
self.objZone = None
for playerId in self.playerIds[:]:
player = self.air.doId2do.get(playerId, None)
if player:
player.game = None
self.air.timeManager.chooseSuggestedGame(self.doId)
DistributedObjectAI.delete(self)
def getNumPlayers(self):
return len(self.playerIds)
def getMazeId(self):
return self.mazeId
def newPlayer(self, player):
""" A new player has just joined the world: is he in this
game? """
player.game = self
self.playerIds.append(player.doId)
self.maxNumPlayers = max(self.maxNumPlayers, len(self.playerIds))
self.sendUpdate('setNumPlayers', [len(self.playerIds)])
self.notify.info("player %s joined game %s, %s in game" % (player.name, self.doId, len(self.playerIds)))
# Award any paint points for carried-forward art paintings.
prevCells = self.maze.prevPlayers.get(player.color, [])
if prevCells:
del self.maze.prevPlayers[player.color]
for cell, dir in prevCells:
cell.markPrevUser(player, dir)
# Assign a cell for the poster.
self.maze.chooseRandomPosterCell(player)
def deletePlayer(self, player):
""" A player has just left the world. """
if player.doId in self.playerIds:
self.playerIds.remove(player.doId)
player.game = None
self.sendUpdate('setNumPlayers', [len(self.playerIds)])
self.notify.info("player %s left game %s, %s in game" % (player.name, self.doId, len(self.playerIds)))
if player.posterCell:
player.posterCell.updatePosterData(('', 0))
player.posterCell.posterPlayerId = None
player.posterCell = None
if not self.playerIds:
# When the last player leaves a game, shut it down.
self.__deleteGame()
def getTimeout(self):
return globalClockDelta.localToNetworkTime(self.timeout)
def getObjZone(self):
return self.objZone
def expireGame(self, task):
""" The game has expired. End it now. """
self.expireTask = None
self.endGame()
def endGame(self):
if self.expireTask:
taskMgr.remove(self.expireTask)
self.expireTask = None
if not self.gameActive:
return
self.gameActive = False
self.maze.chooseArtPaintings(self)
playerList = []
for playerId in self.playerIds:
player = self.air.doId2do[playerId]
playerList.append(player)
# First, randomize the list, so ties come out in random order.
random.shuffle(playerList)
# Then sort it in decreasing order by score.
playerList.sort(key = lambda p: -p.score)
self.winners = playerList[:5]
self.nextGameId = 0
if self.playerIds:
self.notify.info("%s winner is %s, %s" % (self.doId, self.winners[0].name, self.winners[0].score))
# Immediately start up a new game. Assume the players in this
# game will be joining the next game.
self.nextGameId = self.air.allocateChannel()
taskMgr.add(self.air.makeGame, 'makeGame',
extraArgs = [self.nextGameId, self.playerIds, self.maze])
else:
self.notify.info("%s ended with no players" % (self.doId))
self.sendUpdate('setWinners', [self.gameActive, self.winners, self.maze.artPaintings, self.nextGameId])
self.air.timeManager.chooseSuggestedGame(self.doId)
# And, after a period of time, remove this game object.
self.deleteGameTask = taskMgr.doMethodLater(
Globals.GameAfterlifeSeconds, self.__deleteGame,
'deleteGame')
def __deleteGame(self, task = None):
if self.expireTask:
taskMgr.remove(self.expireTask)
self.expireTask = None
if self.deleteGameTask:
taskMgr.remove(self.deleteGameTask)
self.deleteGameTask = None
if self.isDeleted():
return
self.air.games.remove(self)
self.ignoreAll()
self.requestDelete()
def getWinners(self):
return (self.gameActive, self.winners, self.artPaintings, self.nextGameId)
def requestJoin(self):
""" Called by a new client to join the game. """
clientId = self.air.getAvatarIdFromSender()
if not self.gameActive or len(self.playerIds) >= Globals.MaxPlayersPerGame:
# Not allowing more joiners right now.
self.sendUpdateToAvatarId(clientId, 'setJoin', [False])
self.air.timeManager.chooseSuggestedGame(self.doId)
return
self.sendUpdateToAvatarId(clientId, 'setJoin', [True])
if len(self.playerIds) >= Globals.WantedPlayersPerGame:
# This should no longer be the suggested game.
self.air.timeManager.chooseSuggestedGame(self.doId)
player = self.air.doId2do.get(clientId)
if player:
self.newPlayer(player)
def requestPlayer(self, name, color):
clientId = self.air.getAvatarIdFromSender()
player = TagPlayerAI(self.air)
player.setName(name)
player.setColor(color)
player.setGameId(self.doId)
player.generateWithRequired(self.objZone)
self.air.setOwner(player.doId, clientId)
self.air.clientAddSessionObject(clientId, player.doId)
dg = PyDatagram()
dg.addServerHeader(clientId, self.air.ourChannel, CLIENTAGENT_SET_CLIENT_ID)
dg.addChannel(self.GetPuppetConnectionChannel(player.doId))
self.air.send(dg)
self.newPlayer(player)
def requestAvatar(self, playerId):
playerId = self.air.getAvatarIdFromSender()
player = self.air.doId2do.get(playerId)
if player:
av = TagAvatarAI(self.air)
av.playerId = playerId
av.generateWithRequired(2)
player.b_setAvId(av.doId)
self.air.setOwner(av.doId, self.GetPuppetConnectionChannel(playerId))
else:
self.notify.warning('Client tried to requestAvatar with an non-existant player: %d' % playerId)
def setPoster(self, posterData):
""" Sent from the client to tell the AI its current poster
data. Normally this is sent only when starting a new game,
since the poster data is normally sent through the web
interface initially. """
playerId = self.air.getAvatarIdFromSender()
if playerId in self.playerIds:
player = self.air.doId2do[playerId]
player.setPoster(posterData)