Poodletooth-iLand/toontown/coghq/DistributedLawOfficeFloorAI.py

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2015-11-14 13:28:53 -06:00
from direct.directnotify import DirectNotifyGlobal
from direct.distributed import DistributedObjectAI
from direct.task import Task
from otp.level import DistributedLevelAI, LevelSpec
from toontown.ai.ToonBarrier import *
from toontown.coghq import DistributedBattleFactoryAI, DistributedLawOfficeElevatorIntAI, LawOfficeLayout
from toontown.suit import DistributedFactorySuitAI
from toontown.toonbase import ToontownGlobals, ToontownBattleGlobals
import FactoryEntityCreatorAI, FactorySpecs, LawOfficeBase, LevelSuitPlannerAI
class DistributedLawOfficeFloorAI(DistributedLevelAI.DistributedLevelAI, LawOfficeBase.LawOfficeBase):
notify = DirectNotifyGlobal.directNotify.newCategory('DistributedLawOfficeAI')
def __init__(self, air, lawOfficeId, zoneId, entranceId, avIds, spec):
DistributedLevelAI.DistributedLevelAI.__init__(self, air, zoneId, entranceId, avIds)
LawOfficeBase.LawOfficeBase.__init__(self)
self.setLawOfficeId(lawOfficeId)
self.layout = None
self.elevator = None
self.level = None
self.spec = spec
def createEntityCreator(self):
return FactoryEntityCreatorAI.FactoryEntityCreatorAI(level = self)
def getBattleCreditMultiplier(self):
return ToontownBattleGlobals.getFactoryCreditMultiplier(self.lawOfficeId)
def generate(self):
self.notify.info('generate')
self.notify.info('start factory %s %s creation, frame=%s' % (self.lawOfficeId, self.doId, globalClock.getFrameCount()))
self.layout = LawOfficeLayout.LawOfficeLayout(self.lawOfficeId)
self.startFloor()
def startFloor(self):
self.notify.info('loading spec')
self.factorySpec = LevelSpec.LevelSpec(self.spec)
self.notify.info('creating entities')
DistributedLevelAI.DistributedLevelAI.generate(self, self.factorySpec)
self.notify.info('creating cogs')
cogSpecModule = FactorySpecs.getCogSpecModule(self.lawOfficeId)
self.planner = LevelSuitPlannerAI.LevelSuitPlannerAI(self.air, self, DistributedFactorySuitAI.DistributedFactorySuitAI, DistributedBattleFactoryAI.DistributedBattleFactoryAI, cogSpecModule.CogData, cogSpecModule.ReserveCogData, cogSpecModule.BattleCells)
suitHandles = self.planner.genSuits()
messenger.send('plannerCreated-' + str(self.doId))
self.suits = suitHandles['activeSuits']
self.reserveSuits = suitHandles['reserveSuits']
self.d_setSuits()
scenario = 0
description = '%s|%s|%s|%s' % (self.lawOfficeId, self.entranceId, scenario, self.avIdList)
for avId in self.avIdList:
self.air.writeServerEvent('DAOffice Entered', avId, description)
self.notify.info('finish factory %s %s creation' % (self.lawOfficeId, self.doId))
def delete(self):
self.notify.info('delete: %s' % self.doId)
suits = self.suits
for reserve in self.reserveSuits:
suits.append(reserve[0])
self.planner.destroy()
del self.planner
for suit in suits:
if not suit.isDeleted():
suit.factoryIsGoingDown()
suit.requestDelete()
DistributedLevelAI.DistributedLevelAI.delete(self, False)
def readyForNextFloor(self):
toonId = self.air.getAvatarIdFromSender()
self._DistributedLawOfficeFloorAI__barrier.clear(toonId)
def dumpEveryone(self):
pass
def getTaskZoneId(self):
return self.lawOfficeId
def getLawOfficeId(self):
return self.lawOfficeId
def d_setForemanConfronted(self, avId):
if avId in self.avIdList:
self.sendUpdate('setForemanConfronted', [avId])
else:
self.notify.warning('%s: d_setForemanConfronted: av %s not in av list %s' % (self.doId, avId, self.avIdList))
def setVictors(self, victorIds):
activeVictors = []
activeVictorIds = []
for victorId in victorIds:
toon = self.air.doId2do.get(victorId)
if toon is not None:
activeVictors.append(toon)
activeVictorIds.append(victorId)
scenario = 0
description = '%s|%s|%s|%s' % (self.lawOfficeId, self.entranceId, scenario, activeVictorIds)
for avId in activeVictorIds:
self.air.writeServerEvent('DAOffice Defeated', avId, description)
for toon in activeVictors:
simbase.air.questManager.toonDefeatedFactory(toon, self.lawOfficeId)
def b_setDefeated(self):
self.d_setDefeated()
self.setDefeated()
def d_setDefeated(self):
self.sendUpdate('setDefeated')
def setDefeated(self):
pass
def getCogLevel(self):
return self.cogLevel
def d_setSuits(self):
self.sendUpdate('setSuits', [self.getSuits(), self.getReserveSuits()])
def getSuits(self):
suitIds = []
for suit in self.suits:
suitIds.append(suit.doId)
return suitIds
def getReserveSuits(self):
suitIds = []
for suit in self.reserveSuits:
suitIds.append(suit[0].doId)
return suitIds