mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-23 11:42:39 -06:00
188 lines
7.6 KiB
Python
188 lines
7.6 KiB
Python
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from toontown.toonbase.ToontownGlobals import *
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from toontown.toonbase.ToonBaseGlobal import *
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from panda3d.core import *
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from direct.interval.IntervalGlobal import *
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from direct.distributed.ClockDelta import *
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from direct.directnotify import DirectNotifyGlobal
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from direct.distributed import DistributedObject
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import HouseGlobals
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from toontown.catalog import CatalogItemList
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from toontown.catalog import CatalogItem
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from toontown.catalog import CatalogSurfaceItem
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from toontown.catalog import CatalogWallpaperItem
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from toontown.catalog import CatalogFlooringItem
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from toontown.catalog import CatalogMouldingItem
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from toontown.catalog import CatalogWainscotingItem
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from toontown.dna.DNAParser import *
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WindowPlugNames = ['**/windowcut_%s*' % x for x in ('b', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i')]
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RoomNames = ['**/group%s' % x for x in ( 4, 3, 2, 1)]
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WallNames = ('ceiling*', 'wall_side_middle*', 'wall_front_middle*', 'windowcut_*')
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MouldingNames = ('wall_side_top*', 'wall_front_top*')
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FloorNames = ('floor*',)
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WainscotingNames = ('wall_side_bottom*', 'wall_front_bottom*')
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BorderNames = ('wall_side_middle*_border', 'wall_front_middle*_border', 'windowcut_*_border')
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WallpaperPieceNames = (WallNames,
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MouldingNames,
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FloorNames,
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WainscotingNames,
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BorderNames)
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class DistributedHouseInterior(DistributedObject.DistributedObject):
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def __init__(self, cr):
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DistributedObject.DistributedObject.__init__(self, cr)
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self.houseId = 0
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self.houseIndex = 0
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self.interior = None
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self.exteriorWindowsHidden = 0
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def generate(self):
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DistributedObject.DistributedObject.generate(self)
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def announceGenerate(self):
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DistributedObject.DistributedObject.announceGenerate(self)
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self.setup()
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def disable(self):
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self.interior.removeNode()
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del self.interior
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DistributedObject.DistributedObject.disable(self)
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def delete(self):
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self.ignore(self.uniqueName('enterclosetSphere'))
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DistributedObject.DistributedObject.delete(self)
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def setup(self):
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dnaStore = base.cr.playGame.dnaStore
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self.interior = loader.loadModel('phase_5.5/models/estate/tt_m_ara_int_estateHouseA')
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self.interior.reparentTo(render)
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doorModelName = 'door_double_round_ur'
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door = dnaStore.findNode(doorModelName)
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door_origin = self.interior.find('**/door_origin')
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door_origin.setHpr(180, 0, 0)
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door_origin.setScale(0.8, 0.8, 0.8)
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door_origin.setPos(door_origin, 0, -0.025, 0)
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doorNP = door.copyTo(door_origin)
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houseColor = HouseGlobals.atticWood
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color = Vec4(houseColor[0], houseColor[1], houseColor[2], 1)
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setupDoor(doorNP, door_origin, door_origin, dnaStore, str(self.houseId), color)
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doorFrame = doorNP.find('door_*_flat')
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doorFrame.setColor(color)
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self.interior.flattenMedium()
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self.windowSlots = []
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for name in WindowPlugNames:
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plugNodes = self.interior.findAllMatches(name)
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if plugNodes.isEmpty():
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self.windowSlots.append((None, None))
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else:
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viewBase = plugNodes[0].getParent().attachNewNode('view')
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viewBase.setTransform(plugNodes[0].getTransform())
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plug = plugNodes[0].getParent().attachNewNode('plug')
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plugNodes.reparentTo(plug)
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plug.flattenLight()
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self.windowSlots.append((plug, viewBase))
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self.windowSlots[2][1].setPosHpr(-21.28, -37.15, 16.25, -90.4, 0, 0)
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self.windowSlots[6][1].setPosHpr(-12.0, 26.0, 5.51, 0, 0, 0)
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self.windowSlots[4][1].setPosHpr(16.0, -12.0, 5.51, -90, 0, 0)
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self.__colorWalls()
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self.__setupWindows()
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messenger.send('houseInteriorLoaded-%d' % self.zoneId)
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return None
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def __colorWalls(self):
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if not self.wallpaper:
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self.notify.info('No wallpaper in interior; clearing.')
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for str in WallNames + WainscotingNames:
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nodes = self.interior.findAllMatches('**/%s' % str)
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for node in nodes:
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node.setTextureOff(1)
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return
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numSurfaceTypes = CatalogSurfaceItem.NUM_ST_TYPES
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numRooms = min(len(self.wallpaper) / numSurfaceTypes, len(RoomNames))
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for room in xrange(numRooms):
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roomName = RoomNames[room]
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roomNode = self.interior.find(roomName)
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if not roomNode.isEmpty():
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for surface in xrange(numSurfaceTypes):
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slot = room * numSurfaceTypes + surface
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wallpaper = self.wallpaper[slot]
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color = wallpaper.getColor()
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texture = wallpaper.loadTexture()
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for str in WallpaperPieceNames[surface]:
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nodes = roomNode.findAllMatches('**/%s' % str)
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for node in nodes:
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if str == 'ceiling*':
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r, g, b, a = color
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scale = 0.66
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r *= scale
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g *= scale
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b *= scale
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node.setColorScale(r, g, b, a)
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else:
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node.setColorScale(*color)
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node.setTexture(texture, 1)
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if wallpaper.getSurfaceType() == CatalogSurfaceItem.STWallpaper:
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color2 = wallpaper.getBorderColor()
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texture2 = wallpaper.loadBorderTexture()
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nodes = roomNode.findAllMatches('**/%s_border' % str)
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for node in nodes:
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node.setColorScale(*color2)
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node.setTexture(texture2, 1)
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nodes = self.interior.findAllMatches('**/arch*')
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for node in nodes:
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node.setColorScale(*(HouseGlobals.archWood + (1,)))
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def __setupWindows(self):
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for plug, viewBase in self.windowSlots:
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if plug:
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plug.show()
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if viewBase:
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viewBase.getChildren().detach()
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if not self.windows:
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self.notify.info('No windows in interior; returning.')
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return
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for item in self.windows:
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plug, viewBase = self.windowSlots[item.placement]
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if plug:
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plug.hide()
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if viewBase:
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model = item.loadModel()
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model.reparentTo(viewBase)
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if self.exteriorWindowsHidden:
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model.findAllMatches('**/outside').stash()
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def hideExteriorWindows(self):
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self.exteriorWindowsHidden = 1
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for item in self.windows:
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plug, viewBase = self.windowSlots[item.placement]
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if viewBase:
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viewBase.findAllMatches('**/outside').stash()
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def showExteriorWindows(self):
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self.exteriorWindowsHidden = 0
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for item in self.windows:
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plug, viewBase = self.windowSlots[item.placement]
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if viewBase:
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viewBase.findAllMatches('**/outside;+s').unstash()
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def setHouseId(self, index):
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self.houseId = index
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def setHouseIndex(self, index):
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self.houseIndex = index
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def setWallpaper(self, items):
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self.wallpaper = CatalogItemList.CatalogItemList(items, store=CatalogItem.Customization)
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if self.interior:
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self.__colorWalls()
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def setWindows(self, items):
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self.windows = CatalogItemList.CatalogItemList(items, store=CatalogItem.Customization | CatalogItem.WindowPlacement)
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if self.interior:
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self.__setupWindows()
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