Poodletooth-iLand/toontown/coghq/DistributedBattleFactoryAI.py

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Python
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2015-03-03 22:10:12 +00:00
from toontown.coghq import DistributedLevelBattleAI
from direct.directnotify import DirectNotifyGlobal
from direct.fsm import State
from direct.fsm import ClassicFSM, State
from toontown.battle.BattleBase import *
import CogDisguiseGlobals
from direct.showbase.PythonUtil import addListsByValue
class DistributedBattleFactoryAI(DistributedLevelBattleAI.DistributedLevelBattleAI):
notify = DirectNotifyGlobal.directNotify.newCategory('DistributedBattleFactoryAI')
def __init__(self, air, battleMgr, pos, suit, toonId, zoneId, level, battleCellId, roundCallback = None, finishCallback = None, maxSuits = 4):
DistributedLevelBattleAI.DistributedLevelBattleAI.__init__(self, air, battleMgr, pos, suit, toonId, zoneId, level, battleCellId, 'FactoryReward', roundCallback, finishCallback, maxSuits)
self.battleCalc.setSkillCreditMultiplier(1)
if self.bossBattle:
self.level.d_setForemanConfronted(toonId)
self.fsm.addState(State.State('FactoryReward', self.enterFactoryReward, self.exitFactoryReward, ['Resume']))
playMovieState = self.fsm.getStateNamed('PlayMovie')
playMovieState.addTransition('FactoryReward')
def getTaskZoneId(self):
return self.level.factoryId
def handleToonsWon(self, toons):
for toon in toons:
recovered, notRecovered = self.air.questManager.recoverItems(toon, self.suitsKilled, self.getTaskZoneId())
self.toonItems[toon.doId][0].extend(recovered)
self.toonItems[toon.doId][1].extend(notRecovered)
meritArray = self.air.promotionMgr.recoverMerits(
toon, self.suitsKilled, self.getTaskZoneId(),
getFactoryMeritMultiplier(self.getTaskZoneId()))
if toon.doId in self.helpfulToons:
self.toonMerits[toon.doId] = addListsByValue(self.toonMerits[toon.doId], meritArray)
else:
self.notify.debug('toon %d not helpful, skipping merits' % toon.doId)
if self.bossBattle:
self.toonParts[toon.doId] = self.air.cogSuitMgr.recoverPart(
toon, 'fullSuit', self.suitTrack,
self.getTaskZoneId(), toons)
self.notify.debug('toonParts = %s' % self.toonParts)
def enterFactoryReward(self):
self.joinableFsm.request('Unjoinable')
self.runableFsm.request('Unrunable')
self.resetResponses()
self.assignRewards()
self.bossDefeated = 1
self.level.setVictors(self.activeToons[:])
self.timer.startCallback(BUILDING_REWARD_TIMEOUT, self.serverRewardDone)
return None
def exitFactoryReward(self):
return None
def enterResume(self):
DistributedLevelBattleAI.DistributedLevelBattleAI.enterResume(self)
if self.bossBattle and self.bossDefeated:
self.battleMgr.level.b_setDefeated()