mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-26 21:22:27 -06:00
151 lines
5.7 KiB
Python
151 lines
5.7 KiB
Python
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from toontown.battle import DistributedBattleAI
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from toontown.battle import DistributedBattleBaseAI
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from direct.directnotify import DirectNotifyGlobal
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from direct.fsm import State
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from direct.fsm import ClassicFSM
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from toontown.battle.BattleBase import *
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import CogDisguiseGlobals
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from direct.showbase.PythonUtil import addListsByValue
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class DistributedLevelBattleAI(DistributedBattleAI.DistributedBattleAI):
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notify = DirectNotifyGlobal.directNotify.newCategory('DistributedLevelBattleAI')
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def __init__(self, air, battleMgr, pos, suit, toonId, zoneId, level, battleCellId, winState, roundCallback = None, finishCallback = None, maxSuits = 4):
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self.blocker = None
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self.level = level
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self.battleCellId = battleCellId
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self.winState = winState
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self.roundCallback = roundCallback
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self.suitTrack = suit.dna.dept
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DistributedBattleAI.DistributedBattleAI.__init__(self, air, battleMgr, pos, suit, toonId, zoneId, finishCallback, maxSuits, tutorialFlag=0, levelFlag=1)
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isBossBattle = 0
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for suit in self.battleMgr.level.planner.battleCellId2suits[battleCellId]:
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if suit.boss:
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isBossBattle = 1
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break
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self.setBossBattle(isBossBattle)
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self.bossDefeated = 0
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return
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def generate(self):
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DistributedBattleAI.DistributedBattleAI.generate(self)
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battleBlocker = self.battleMgr.battleBlockers.get(self.battleCellId)
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if battleBlocker:
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self.blocker = battleBlocker
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battleBlocker.b_setBattle(self.doId)
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def getLevelDoId(self):
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return self.level.doId
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def getBattleCellId(self):
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return self.battleCellId
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def getTaskZoneId(self):
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pass
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def localMovieDone(self, needUpdate, deadToons, deadSuits, lastActiveSuitDied):
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self.timer.stop()
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self.resumeNeedUpdate = needUpdate
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self.resumeDeadToons = deadToons
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self.resumeDeadSuits = deadSuits
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self.resumeLastActiveSuitDied = lastActiveSuitDied
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if len(self.toons) == 0:
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self.d_setMembers()
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self.b_setState('Resume')
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else:
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totalHp = 0
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for suit in self.suits:
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if suit.currHP > 0:
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totalHp += suit.currHP
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self.roundCallback(self.battleCellId, self.activeToons, totalHp, deadSuits)
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def storeSuitsKilledThisBattle(self):
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self.suitsKilledPerFloor.append(self.suitsKilledThisBattle)
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def resume(self, topFloor = 0):
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if len(self.suits) == 0:
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avList = []
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for toonId in self.activeToons:
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toon = self.getToon(toonId)
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if toon:
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avList.append(toon)
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self.d_setMembers()
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self.storeSuitsKilledThisBattle()
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if self.bossBattle == 0:
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self.b_setState('Reward')
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else:
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self.handleToonsWon(avList)
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self.d_setBattleExperience()
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self.b_setState(self.winState)
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if self.blocker:
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if len(self.activeToons):
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self.blocker.b_setBattleFinished()
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else:
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if self.resumeNeedUpdate == 1:
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self.d_setMembers()
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if len(self.resumeDeadSuits) > 0 and self.resumeLastActiveSuitDied == 0 or len(self.resumeDeadToons) > 0:
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self.needAdjust = 1
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self.setState('WaitForJoin')
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self.resumeNeedUpdate = 0
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self.resumeDeadToons = []
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self.resumeDeadSuits = []
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self.resumeLastActiveSuitDied = 0
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def handleToonsWon(self, toons):
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pass
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def enterFaceOff(self):
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self.notify.debug('DistributedLevelBattleAI.enterFaceOff()')
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self.joinableFsm.request('Joinable')
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self.runableFsm.request('Unrunable')
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self.suits[0].releaseControl()
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faceOffTime = self.calcToonMoveTime(self.pos, self.initialSuitPos) + FACEOFF_TAUNT_T + SERVER_BUFFER_TIME
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self.notify.debug('faceOffTime = %s' % faceOffTime)
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self.timer.startCallback(faceOffTime, self.__serverFaceOffDone)
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return None
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def __serverFaceOffDone(self):
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self.notify.debug('faceoff timed out on server')
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self.ignoreFaceOffDone = 1
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self.handleFaceOffDone()
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def exitFaceOff(self):
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self.notify.debug('DistributedLevelBattleAI.exitFaceOff()')
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self.timer.stop()
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return None
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def faceOffDone(self):
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toonId = self.air.getAvatarIdFromSender()
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if self.ignoreFaceOffDone == 1:
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self.notify.debug('faceOffDone() - ignoring toon: %d' % toonId)
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return
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elif self.fsm.getCurrentState().getName() != 'FaceOff':
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self.notify.warning('faceOffDone() - in state: %s' % self.fsm.getCurrentState().getName())
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return
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elif self.toons.count(toonId) == 0:
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self.notify.warning('faceOffDone() - toon: %d not in toon list' % toonId)
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return
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self.notify.debug('toon: %d done facing off' % toonId)
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if not self.ignoreFaceOffDone:
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self.handleFaceOffDone()
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def suitRequestJoin(self, suit):
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self.notify.debug('DistributedLevelBattleAI.suitRequestJoin(%d)' % suit.getDoId())
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if suit in self.suits:
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self.notify.warning('suit %s already in this battle' % suit.getDoId())
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return 0
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DistributedBattleBaseAI.DistributedBattleBaseAI.suitRequestJoin(self, suit)
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def enterReward(self):
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self.joinableFsm.request('Unjoinable')
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self.runableFsm.request('Unrunable')
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self.timer.startCallback(FLOOR_REWARD_TIMEOUT, self.serverRewardDone)
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return None
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def exitReward(self):
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self.timer.stop()
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return None
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