/
crimescenes.py
507 lines (443 loc) · 18.1 KB
/
crimescenes.py
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import procgame
from procgame import *
from random import *
import locale
import os.path
curr_file_path = os.path.dirname(os.path.abspath( __file__ ))
sound_path = curr_file_path + "/sound/FX/"
voice_path = curr_file_path + "/sound/Voice/crimescenes/"
class Crimescenes(modes.Scoring_Mode):
"""docstring for AttractMode"""
def __init__(self, game, priority):
super(Crimescenes, self).__init__(game, priority)
self.target_award_order = [1,3,0,2,4]
self.lamp_colors = ['G', 'Y', 'R', 'W']
difficulty = self.game.user_settings['Gameplay']['Crimescene shot difficulty']
if difficulty == 'easy':
self.level_templates = [ [2,4], [2,4],
[2,4], [2,4],
[0,2,4], [0,2,4],
[0,2,4], [0,2,4],
[0,2,4], [0,2,4],
[0,2,3,4], [0,2,3,4],
[0,2,3,4], [0,2,3,4],
[0,1,2,3,4], [0,1,2,3,4] ]
self.level_nums = [ 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 5 ]
elif difficulty == 'medium':
self.level_templates = [ [2,4], [2,4],
[2,4], [2,4],
[0,2,4], [0,2,4],
[0,2,4], [0,2,4],
[0,2,3,4], [0,2,3,4],
[0,2,3,4], [0,2,3,4],
[0,1,2,3,4], [0,1,2,3,4],
[0,1,2,3,4], [0,1,2,3,4] ]
self.level_nums = [ 1, 1, 2, 2, 2, 3, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5 ]
else:
self.level_templates = [ [0,2,4], [0,2,4],
[0,2,4], [0,2,4],
[0,1,2,3,4], [0,1,2,3,4],
[0,1,2,3,4], [0,1,2,3,4],
[0,1,2,3,4], [0,1,2,3,4],
[0,1,2,3,4], [0,1,2,3,4],
[0,1,2,3,4], [0,1,2,3,4],
[0,1,2,3,4], [0,1,2,3,4] ]
self.level_nums = [ 1, 1, 2, 2, 2, 3, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5 ]
self.game.lampctrl.register_show('advance_level', curr_file_path + "/lamps/crimescene_advance_level.lampshow")
self.block_war = BlockWar(game, priority+5)
self.get_block_war_multiplier = None
self.total_levels = 0
for i in range(1,17):
keyname = 'block complete ' + str(i)
filename = 'block ' + str(i) + ' neutralized.wav'
self.game.sound.register_sound(keyname, voice_path+filename)
filename = 'block ' + str(i) + ' pacified.wav'
self.game.sound.register_sound(keyname, voice_path+filename)
filename = 'block ' + str(i) + ' secured.wav'
self.game.sound.register_sound(keyname, voice_path+filename)
keyname = 'crime'
for i in range(1,17):
filename = 'crime ' + str(i) + '.wav'
self.game.sound.register_sound(keyname, voice_path+filename)
self.game.sound.register_sound('jackpot is lit', voice_path + 'jackpot is lit.wav')
self.game.sound.register_sound('jackpot', voice_path + 'jackpot - excited.wav')
self.game.sound.register_sound('jackpot', voice_path + 'jaackpott.wav')
self.game.sound.register_sound('good shot', voice_path+'great shot.wav')
self.game.sound.register_sound('good shot', voice_path+'incredible shot.wav')
self.game.sound.register_sound('good shot', voice_path+'wow thats awesome.wav')
self.game.sound.register_sound('good shot', voice_path+'jd - excellent.wav')
def reset(self):
self.bonus_num = 1
self.extra_ball_levels = 4
self.complete = False
self.bw_shots = 1
self.bw_shots_required = [1,1,1,1,1]
self.num_advance_hits = 0
self.mb_active = False
self.level = 0
self.mode = 'idle'
self.targets = [1,0,0,0,0]
self.update_lamps()
def mode_started(self):
self.reset()
def mode_stopped(self):
if self.mode == 'bonus' or self.mode == 'block_war':
self.cancel_delayed('bonus_target')
self.game.modes.remove(self.block_war)
for i in range(1,6):
for j in range(0,4):
lampname = 'perp' + str(i) + self.lamp_colors[j]
self.drive_mode_lamp(lampname, 'off')
for i in range(1,5):
lampname = 'crimeLevel' + str(i)
self.drive_mode_lamp(lampname, 'off')
def get_info_record(self):
info_record = {}
info_record['level'] = self.level
info_record['total_levels'] = self.total_levels
info_record['mode'] = self.mode
info_record['targets'] = self.targets
info_record['complete'] = self.complete
return info_record
def update_info_record(self, info_record):
if len(info_record) > 0:
self.total_levels = info_record['total_levels']
self.level = info_record['level']
self.mode = info_record['mode']
self.targets = info_record['targets']
self.complete = info_record['complete']
if self.mode == 'idle':
self.init_level(0)
self.num_advance_hits = 0
self.update_lamps()
def get_bonus_base(self):
# Add bonus info: 5000 bonus for attempting
num_levels_str = 'Crimescene Levels: ' + str(self.total_levels)
bonus_base_elements = {}
bonus_base_elements[num_levels_str] = self.total_levels*2000
return bonus_base_elements
####################################################
# Lamps
####################################################
def update_lamps(self):
if self.mode == 'block_war':
self.update_block_war_lamps()
elif self.mode == 'levels':
self.update_levels_lamps()
elif self.mode == 'bonus':
self.update_bonus_lamps()
elif self.mode == 'complete':
self.update_crimescenes_complete_lamps()
def update_levels_lamps(self):
lampname = 'advanceCrimeLevel'
if self.num_advance_hits == 0:
self.drive_mode_lamp(lampname, 'on')
elif self.num_advance_hits == 1:
self.drive_mode_lamp(lampname, 'slow')
elif self.num_advance_hits == 2:
self.drive_mode_lamp(lampname, 'fast')
else:
self.drive_mode_lamp(lampname, 'off')
for i in range(0,5):
lamp_color_num = self.level%4
for j in range(0,4):
lampname = 'perp' + str(i+1) + self.lamp_colors[j]
if self.targets[i] and lamp_color_num == j:
self.drive_mode_lamp(lampname, 'medium')
else:
self.drive_mode_lamp(lampname, 'off')
self.update_center_lamps()
def update_bonus_lamps(self):
lampname = 'advanceCrimeLevel'
self.drive_mode_lamp(lampname, 'off')
for i in range(0,5):
for j in range(1,len(self.lamp_colors)):
lampname = 'perp' + str(i+1) + self.lamp_colors[j]
if self.bonus_num == i+1:
self.drive_mode_lamp(lampname, 'medium')
else:
self.drive_mode_lamp(lampname, 'off')
self.update_center_lamps()
def update_crimescenes_complete_lamps(self):
for i in range(0,5):
if self.targets[i]:
for j in range(0,4):
lampname = 'perp' + str(i+1) + self.lamp_colors[j]
self.drive_mode_lamp(lampname, 'off')
self.update_center_lamps()
def update_block_war_lamps(self):
for i in range(0,5):
lamp_color_num = self.level%4
for j in range(0,4):
lampname = 'perp' + str(i+1) + self.lamp_colors[j]
if j < self.bw_shots_required[i]:
self.drive_mode_lamp(lampname, 'medium')
else:
self.drive_mode_lamp(lampname, 'off')
lampname = 'advanceCrimeLevel'
self.drive_mode_lamp(lampname, 'off')
self.update_center_lamps()
def update_center_lamps(self):
# Use 4 center crimescene lamps to indicate block.
# 4 levels per block.
for i in range (1,5):
#lampnum = self.level%4 + 1
lampnum = self.level/4 + 1
lampname = 'crimeLevel' + str(i)
if i <= lampnum:
self.drive_mode_lamp(lampname, 'on')
else:
self.drive_mode_lamp(lampname, 'off')
def drive_mode_lamp(self, lampname, style='on'):
if style == 'slow':
self.game.lamps[lampname].schedule(schedule=0x00ff00ff, cycle_seconds=0, now=True)
if style == 'medium':
self.game.lamps[lampname].schedule(schedule=0x0f0f0f0f, cycle_seconds=0, now=True)
if style == 'fast':
self.game.lamps[lampname].schedule(schedule=0x55555555, cycle_seconds=0, now=True)
elif style == 'on':
self.game.lamps[lampname].pulse(0)
elif style == 'off':
self.game.lamps[lampname].disable()
####################################################
# End Lamps
####################################################
####################################################
# Switch Handlers
####################################################
def sw_threeBankTargets_active(self, sw):
if self.mode == 'levels':
if self.num_advance_hits == 2:
self.award_hit()
self.num_advance_hits = 0
self.update_lamps()
else:
self.num_advance_hits += 1
self.update_lamps()
def sw_topRightOpto_active(self, sw):
#See if ball came around outer left loop
if self.game.switches.leftRollover.time_since_change() < 1:
self.switch_hit(0)
#See if ball came around inner left loop
elif self.game.switches.topCenterRollover.time_since_change() < 1.5:
self.switch_hit(1)
def sw_popperR_active_for_300ms(self, sw):
self.switch_hit(2)
def sw_leftRollover_active(self, sw):
#See if ball came around right loop
if self.game.switches.topRightOpto.time_since_change() < 1.5:
self.switch_hit(3)
def sw_topCenterRollover_active(self, sw):
#See if ball came around right loop
#Give it 2 seconds as ball trickles this way. Might need to adjust.
if self.game.switches.topRightOpto.time_since_change() < 2:
self.switch_hit(3)
def sw_rightRampExit_active(self, sw):
self.switch_hit(4)
####################################################
# End Switch Handlers
####################################################
def award_hit(self):
for i in range(0,5):
award_switch = self.target_award_order[i]
if self.targets[award_switch]:
self.switch_hit(award_switch)
return True
def switch_hit(self, num):
if self.mode == 'levels':
if self.targets[num]:
self.game.score(1000)
self.targets[num] = 0
if self.all_targets_off():
self.level_complete()
else:
self.game.sound.play_voice('crime')
self.update_lamps()
elif self.mode == 'block_war':
if self.get_block_war_multiplier != None:
block_war_multiplier = self.get_block_war_multiplier() + 1
else:
block_war_multiplier = 1
if self.bw_shots_required[num] > 0:
self.bw_shots_required[num] -= 1
self.block_war.switch_hit(num, self.bw_shots_required[num], block_war_multiplier)
if self.all_bw_shots_hit():
self.finish_level_complete()
else:
self.game.sound.play_voice('good shot')
self.update_lamps()
elif self.mode == 'bonus':
if num+1 == self.bonus_num:
self.cancel_delayed('bonus_target')
self.finish_level_complete()
def all_bw_shots_hit(self):
for i in range(0,5):
if self.bw_shots_required[i]:
return False
return True
def setup_bw_shots_required(self, num):
for i in range(0,5):
self.bw_shots_required[i] = num
def end_mb(self):
self.cancel_delayed('bonus_target')
self.game.modes.remove(self.block_war)
self.mode = 'levels'
self.level += 1
self.init_level(self.level)
self.mb_end_callback()
def level_complete(self, num_levels = 1):
self.num_levels_to_advance = num_levels
self.finish_level_complete()
def start_bonus(self):
self.mode = 'bonus'
#Play sound, lamp show, etc
self.bonus_num = 1
self.bonus_dir = 'up'
self.delay(name='bonus_target', event_type=None, delay=3, handler=self.bonus_target)
self.game.sound.play_voice('jackpot is lit')
self.update_lamps()
def finish_level_complete(self):
self.game.score(10000)
self.game.lampctrl.play_show('advance_level', False, self.game.update_lamps)
if self.mode == 'bonus':
self.mode = 'block_war'
if self.bw_shots < 4:
self.bw_shots += 1
self.setup_bw_shots_required(self.bw_shots)
self.block_war.bonus_hit()
#Play sound, lamp show, etc
elif self.mode == 'block_war':
self.start_bonus()
else:
self.total_levels += self.num_levels_to_advance
self.game.current_player().crimescenes = self.total_levels
for number in range(0,self.num_levels_to_advance):
if self.level + number == self.extra_ball_levels:
self.light_extra_ball_function()
break
if (self.level % 4) == 3:
# ensure flippers are enabled.
# This is a workaround for when a mode is
# starting (flippers disable during
# intro) just before block wars is started.
self.game.enable_flippers(enable=True)
self.game.modes.add(self.block_war)
self.mode = 'block_war'
self.bw_shots = 1
self.setup_bw_shots_required(self.bw_shots)
self.game.trough.launch_balls(1, self.block_war_start_callback)
self.mb_start_callback()
else:
self.display_level_complete(self.level,10000)
self.level += self.num_levels_to_advance
self.game.sound.play_voice('block complete ' + str(self.level))
self.init_level(self.level)
#Play sound, lamp show, etc
def display_level_complete(self, level, points):
self.title_layer = dmd.TextLayer(128/2, 7, self.game.fonts['07x5'], "center").set_text("Advance Crimescene", 1.5);
self.level_layer = dmd.TextLayer(128/2, 14, self.game.fonts['07x5'], "center").set_text("Level " + str(level + 1) + " complete", 1.5);
self.award_layer = dmd.TextLayer(128/2, 21, self.game.fonts['07x5'], "center").set_text("Award: " + locale.format("%d",points,True) + " points", 1.5);
self.layer = dmd.GroupedLayer(128, 32, [self.title_layer, self.level_layer, self.award_layer])
def is_mb_active(self):
print "Crimescenes: is_mb_active()"
print self.mode == 'blockwar' or self.mode == 'bonus'
print "mode is " + self.mode
return self.mode == 'block_war' or self.mode == 'bonus'
def block_war_start_callback(self):
ball_save_time = self.game.user_settings['Gameplay']['Block Wars ballsave time']
# 1 ball added already from launcher. So ask ball_save to save
# new total of balls in play.
local_num_balls_to_save = self.game.trough.num_balls_in_play
self.game.ball_save.start(num_balls_to_save=local_num_balls_to_save, time=ball_save_time, now=False, allow_multiple_saves=True)
def bonus_target(self):
if self.bonus_num == 5:
self.bonus_dir = 'down'
if self.bonus_dir == 'down' and self.bonus_num == 1:
self.mode = 'block_war'
self.setup_bw_shots_required(self.bw_shots)
else:
if self.bonus_dir == 'up':
self.bonus_num += 1
else:
self.bonus_num -= 1
self.delay(name='bonus_target', event_type=None, delay=3, handler=self.bonus_target)
self.update_lamps()
def all_targets_off(self):
for i in range(0,5):
if self.targets[i]:
return False
return True
def init_level(self, level):
if level > (self.game.user_settings['Gameplay']['Crimescene levels for finale']-1):
self.complete = True
self.crimescenes_completed()
#self.level = 0
self.mode = 'complete'
else:
self.mode = 'levels'
level_template = self.level_templates[level]
shuffle(level_template)
# First initialize targets (redundant?)
for i in range(0,5):
self.targets[i] = 0
# Now fill targets according to shuffled template
for i in range(0,5):
if i < self.level_nums[level] and i < len(self.level_templates[level]):
self.targets[level_template[i]] = 1
self.update_lamps()
def complete(self):
return self.complete
def get_info_layers(self):
self.title_layer = dmd.TextLayer(128/2, 7, self.game.fonts['tiny7'], "center").set_text('Crimescenes')
self.item_0_layer = dmd.TextLayer(128/2, 16, self.game.fonts['tiny7'], "center").set_text('Current Level: ' + str(self.level + 1) + '/16')
self.value_0_layer = dmd.TextLayer(128/2, 25, self.game.fonts['tiny7'], "center").set_text('Block War in ' + str(4-(self.level % 4)) + ' levels')
self.layer_0 = dmd.GroupedLayer(128, 32, [self.title_layer, self.item_0_layer, self.value_0_layer])
return [self.layer_0]
class BlockWar(game.Mode):
"""docstring for AttractMode"""
def __init__(self, game, priority):
super(BlockWar, self).__init__(game, priority)
self.countdown_layer = dmd.TextLayer(128/2, 7, self.game.fonts['jazz18'], "center")
self.banner_layer = dmd.TextLayer(128/2, 7, self.game.fonts['jazz18'], "center")
self.score_reason_layer = dmd.TextLayer(128/2, 7, self.game.fonts['07x5'], "center")
self.score_value_layer = dmd.TextLayer(128/2, 17, self.game.fonts['07x5'], "center")
filename = curr_file_path + "/dmd/blockwars.dmd"
if os.path.isfile(filename):
anim = dmd.Animation().load(filename)
self.anim_layer = dmd.AnimatedLayer(frames=anim.frames, repeat=True, frame_time=3)
self.layer = dmd.GroupedLayer(128, 32, [self.anim_layer, self.countdown_layer, self.banner_layer, self.score_reason_layer, self.score_value_layer])
else:
self.layer = dmd.GroupedLayer(128, 32, [self.countdown_layer, self.banner_layer, self.score_reason_layer, self.score_value_layer])
self.game.sound.register_sound('block_war_target', sound_path+'DropTarget.wav')
self.game.sound.register_sound('block war start', voice_path+'riot in sector 13.wav')
self.game.sound.register_sound('block war start', voice_path+'rioting reported.wav')
keyname = 'block war start'
for i in range(1,5):
filename = 'war ' + str(i) + '.wav'
self.game.sound.register_sound(keyname, voice_path+filename)
def mode_started(self):
self.banner_layer.set_text("Block War!", 3)
self.game.sound.play_voice('block war start')
def switch_hit(self, shot_index, num_remaining, multiplier):
score = 5000 * multiplier
self.score_value_layer.set_text(str(score), 2)
self.game.score(score)
self.game.sound.play('block_war_target')
if num_remaining == 0:
self.score_reason_layer.set_text("Block " + str(shot_index+1) + " secured!", 2)
#if shot_index == 0:
# self.banner_layer.set_text("Pow!", 2)
#if shot_index == 1:
# self.banner_layer.set_text("Bam!", 2)
#if shot_index == 2:
# self.banner_layer.set_text("Boom!", 2)
#if shot_index == 3:
# self.banner_layer.set_text("Zowie!", 2)
#if shot_index == 4:
# self.banner_layer.set_text("Poof!", 2)
def bonus_hit(self):
self.banner_layer.set_text("Jackpot!", 2)
self.game.sound.play_voice('jackpot')
self.game.score(500000)
def mode_stopped(self):
pass