Poodletooth-iLand/toontown/building/DistributedBuildingMgrAI.py

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Python
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2015-11-14 13:28:53 -06:00
from direct.directnotify.DirectNotifyGlobal import *
import cPickle
from otp.ai.AIBaseGlobal import *
from toontown.building import DistributedBuildingAI
from toontown.building import GagshopBuildingAI
from toontown.building import HQBuildingAI
from toontown.building import KartShopBuildingAI
from toontown.building import PetshopBuildingAI
from toontown.hood import ZoneUtil
class DistributedBuildingMgrAI:
notify = directNotify.newCategory('DistributedBuildingMgrAI')
def __init__(self, air, branchId, dnaStore, trophyMgr):
self.air = air
self.branchId = branchId
self.canonicalBranchId = ZoneUtil.getCanonicalZoneId(self.branchId)
self.dnaStore = dnaStore
self.trophyMgr = trophyMgr
self.__buildings = {}
self.tableName = 'buildings_%s' % self.branchId
self.findAllLandmarkBuildings()
def cleanup(self):
for building in self.__buildings.values():
building.cleanup()
self.__buildings = {}
def isValidBlockNumber(self, blockNumber):
return blockNumber in self.__buildings
def isSuitBlock(self, blockNumber):
if not self.isValidBlockNumber(blockNumber):
return False
return self.__buildings[blockNumber].isSuitBlock()
def getSuitBlocks(self):
blocks = []
for blockNumber, building in self.__buildings.items():
if building.isSuitBlock():
blocks.append(blockNumber)
return blocks
def getEstablishedSuitBlocks(self):
blocks = []
for blockNumber, building in self.__buildings.items():
if building.isEstablishedSuitBlock():
blocks.append(blockNumber)
return blocks
def getToonBlocks(self):
blocks = []
for blockNumber, building in self.__buildings.items():
if isinstance(building, HQBuildingAI.HQBuildingAI):
continue
if isinstance(building, GagshopBuildingAI.GagshopBuildingAI):
continue
if isinstance(building, PetshopBuildingAI.PetshopBuildingAI):
continue
if isinstance(building, KartShopBuildingAI.KartShopBuildingAI):
continue
if not building.isSuitBlock():
blocks.append(blockNumber)
return blocks
def getBuildings(self):
return self.__buildings.values()
def getFrontDoorPoint(self, blockNumber):
if self.isValidBlockNumber(blockNumber):
return self.__buildings[blockNumber].getFrontDoorPoint()
def getBuildingTrack(self, blockNumber):
if self.isValidBlockNumber(blockNumber):
return self.__buildings[blockNumber].track
def getBuilding(self, blockNumber):
if self.isValidBlockNumber(blockNumber):
return self.__buildings[blockNumber]
def setFrontDoorPoint(self, blockNumber, point):
if self.isValidBlockNumber(blockNumber):
return self.__buildings[blockNumber].setFrontDoorPoint(point)
def getDNABlockLists(self):
blocks = []
hqBlocks = []
gagshopBlocks = []
petshopBlocks = []
kartshopBlocks = []
for i in xrange(self.dnaStore.getNumBlockNumbers()):
blockNumber = self.dnaStore.getBlockNumberAt(i)
buildingType = self.dnaStore.getBlockBuildingType(blockNumber)
if buildingType == 'hq':
hqBlocks.append(blockNumber)
elif buildingType == 'gagshop':
gagshopBlocks.append(blockNumber)
elif buildingType == 'petshop':
if self.air.wantPets:
petshopBlocks.append(blockNumber)
elif buildingType == 'kartshop':
kartshopBlocks.append(blockNumber)
else:
blocks.append(blockNumber)
return (blocks, hqBlocks, gagshopBlocks, petshopBlocks, kartshopBlocks)
def findAllLandmarkBuildings(self):
buildings = self.load()
(blocks, hqBlocks, gagshopBlocks, petshopBlocks, kartshopBlocks) = self.getDNABlockLists()
for blockNumber in blocks:
self.newBuilding(blockNumber, buildings.get(blockNumber, None))
for blockNumber in hqBlocks:
self.newHQBuilding(blockNumber)
for blockNumber in gagshopBlocks:
self.newGagshopBuilding(blockNumber)
for block in petshopBlocks:
self.newPetshopBuilding(block)
for block in kartshopBlocks:
self.newKartShopBuilding(block)
def newBuilding(self, blockNumber, blockData = None):
building = DistributedBuildingAI.DistributedBuildingAI(self.air, blockNumber, self.branchId, self.trophyMgr)
building.generateWithRequired(self.branchId)
if blockData:
building.track = blockData.get('track', 'c')
building.realTrack = blockData.get('track', 'c')
building.difficulty = int(blockData.get('difficulty', 1))
building.numFloors = int(blockData.get('numFloors', 1))
building.numFloors = max(1, min(5, building.numFloors))
building.becameSuitTime = blockData.get('becameSuitTime', time.time())
if blockData['state'] == 'suit':
building.setState('suit')
elif blockData['state'] == 'cogdo':
if simbase.air.wantCogdominiums:
building.setState('cogdo')
else:
building.setState('toon')
else:
building.setState('toon')
self.__buildings[blockNumber] = building
return building
def newHQBuilding(self, blockNumber):
dnaStore = self.air.dnaStoreMap[self.canonicalBranchId]
exteriorZoneId = dnaStore.getZoneFromBlockNumber(blockNumber)
interiorZoneId = (self.branchId - (self.branchId%100)) + 500 + blockNumber
building = HQBuildingAI.HQBuildingAI(
self.air, exteriorZoneId, interiorZoneId, blockNumber)
self.__buildings[blockNumber] = building
return building
def newGagshopBuilding(self, blockNumber):
dnaStore = self.air.dnaStoreMap[self.canonicalBranchId]
exteriorZoneId = dnaStore.getZoneFromBlockNumber(blockNumber)
interiorZoneId = (self.branchId - (self.branchId%100)) + 500 + blockNumber
building = GagshopBuildingAI.GagshopBuildingAI(
self.air, exteriorZoneId, interiorZoneId, blockNumber)
self.__buildings[blockNumber] = building
return building
def newPetshopBuilding(self, blockNumber):
dnaStore = self.air.dnaStoreMap[self.canonicalBranchId]
exteriorZoneId = dnaStore.getZoneFromBlockNumber(blockNumber)
interiorZoneId = (self.branchId - (self.branchId%100)) + 500 + blockNumber
building = PetshopBuildingAI.PetshopBuildingAI(
self.air, exteriorZoneId, interiorZoneId, blockNumber)
self.__buildings[blockNumber] = building
return building
def newKartShopBuilding(self, blockNumber):
dnaStore = self.air.dnaStoreMap[self.canonicalBranchId]
exteriorZoneId = dnaStore.getZoneFromBlockNumber(blockNumber)
interiorZoneId = (self.branchId - (self.branchId%100)) + 500 + blockNumber
building = KartShopBuildingAI.KartShopBuildingAI(
self.air, exteriorZoneId, interiorZoneId, blockNumber)
self.__buildings[blockNumber] = building
return building
def save(self):
if self.air.dbConn:
buildings = []
for i in self.__buildings.values():
if isinstance(i, HQBuildingAI.HQBuildingAI):
continue
buildings.append(i.getPickleData())
street = {'ai': self.air.districtId, 'branch': self.branchId}
try:
self.air.dbGlobalCursor.streets.update(street,
{'$setOnInsert': street,
'$set': {'buildings': buildings}},
upsert=True)
except: # Something happened to our DB, but we can reconnect and retry.
taskMgr.doMethodLater(config.GetInt('mongodb-retry-time', 2), self.save, 'retrySave', extraArgs=[])
else:
self.saveDev()
def saveDev(self):
backups = {}
for blockNumber in self.getSuitBlocks():
building = self.getBuilding(blockNumber)
backups[blockNumber] = building.getPickleData()
simbase.backups.save('block-info', (self.air.districtId, self.branchId), backups)
def load(self):
if self.air.dbConn:
blocks = {}
# Ensure that toontown.streets is indexed. Doing this at loading time
# is a fine way to make sure that we won't upset players with a
# lagspike while we wait for the backend to handle the index request.
self.air.dbGlobalCursor.streets.ensure_index([('ai', 1),
('branch', 1)])
street = {'ai': self.air.districtId, 'branch': self.branchId}
try:
doc = self.air.dbGlobalCursor.streets.find_one(street)
except: # We're failing over - normally we'd wait to retry, but this is on AI startup so we might want to retry (or refactor the bldgMgr so we can sanely retry).
return blocks
if not doc:
return blocks
for building in doc.get('buildings', []):
blocks[int(building['block'])] = building
return blocks
else:
blocks = simbase.backups.load('block-info', (self.air.districtId, self.branchId), default={})
return blocks