Poodletooth-iLand/toontown/cogdominium/DistCogdoMazeGame.py

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Python
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2015-03-03 16:10:12 -06:00
from direct.distributed.ClockDelta import globalClockDelta
from toontown.toonbase import TTLocalizer
from DistCogdoGame import DistCogdoGame
from toontown.cogdominium.DistCogdoMazeGameBase import DistCogdoMazeGameBase
from CogdoMazeGame import CogdoMazeGame
from CogdoMaze import CogdoMazeFactory
import CogdoMazeGameGlobals
import CogdoMazeGameGlobals as Globals
class DistCogdoMazeGame(DistCogdoGame, DistCogdoMazeGameBase):
notify = directNotify.newCategory('DistCogdoMazeGame')
def __init__(self, cr):
DistCogdoGame.__init__(self, cr)
self.game = CogdoMazeGame(self)
self._numSuits = (0, 0, 0)
if __debug__ and base.config.GetBool('schellgames-dev', True):
self.accept('onCodeReload', self.__sgOnCodeReload)
def delete(self):
del self.randomNumGen
del self.game
DistCogdoGame.delete(self)
def getTitle(self):
return TTLocalizer.CogdoMazeGameTitle
def getInstructions(self):
return TTLocalizer.CogdoMazeGameInstructions
def generate(self):
self.randomNumGen = self.createRandomNumGen()
DistCogdoGame.generate(self)
def placeEntranceElev(self, elev):
DistCogdoGame.placeEntranceElev(self, elev)
self.game.placeEntranceElevator(elev)
def _gameInProgress(self):
return self.fsm.getCurrentState().getName() == 'Game'
def enterLoaded(self):
DistCogdoGame.enterLoaded(self)
mazeFactory = self.createMazeFactory(self.createRandomNumGen())
bossCode = None
if self._numSuits[0] > 0:
bossCode = ''
for u in xrange(self._numSuits[0]):
bossCode += '%X' % self.randomNumGen.randint(0, 15)
self.game.load(mazeFactory, self._numSuits, bossCode)
return
def exitLoaded(self):
self.game.unload()
self.ignoreAll()
DistCogdoGame.exitLoaded(self)
def enterVisible(self):
DistCogdoGame.enterVisible(self)
self.game.initPlayers()
self.game.onstage()
def exitVisible(self):
DistCogdoGame.exitVisible(self)
def enterIntro(self):
DistCogdoGame.enterIntro(self, Globals.IntroDurationSeconds)
self.game.startIntro()
def exitIntro(self):
DistCogdoGame.exitIntro(self)
self.game.endIntro()
self.stashEntranceElevator()
def enterGame(self):
DistCogdoGame.enterGame(self)
self.game.start()
def exitGame(self):
DistCogdoGame.exitGame(self)
self.game.exit()
def enterFinish(self):
DistCogdoGame.enterFinish(self)
self.game.startFinish()
def exitFinish(self):
DistCogdoGame.exitFinish(self)
self.game.endFinish()
self.game.offstage()
def setNumSuits(self, numSuits):
self._numSuits = numSuits
def d_sendRequestAction(self, action, data):
self.sendUpdate('requestAction', [action, data])
def toonUsedGag(self, toonId, x, y, h, networkTime):
if not self._gameInProgress():
return
if not self.getToon(base.localAvatar.doId):
return
if toonId == localAvatar.doId:
return
elapsedTime = globalClockDelta.localElapsedTime(networkTime)
self.game.toonUsedGag(toonId, x, y, h, elapsedTime)
def d_requestUseGag(self, x, y, h):
networkTime = globalClockDelta.localToNetworkTime(globalClock.getFrameTime())
self.sendUpdate('requestUseGag', [x,
y,
h,
networkTime])
def b_toonUsedGag(self, x, y, h):
self.d_requestUseGag(x, y, h)
self.game.toonUsedGag(base.localAvatar.doId, x, y, h)
def suitHitByGag(self, toonId, suitType, suitNum):
if not self._gameInProgress():
return
if not self.getToon(base.localAvatar.doId):
return
if toonId == localAvatar.doId:
return
self.game.suitHitByGag(toonId, suitType, suitNum)
def d_requestSuitHitByGag(self, suitType, suitNum):
self.sendUpdate('requestSuitHitByGag', [suitType, suitNum])
def b_suitHitByGag(self, suitType, suitNum):
self.d_requestSuitHitByGag(suitType, suitNum)
self.game.suitHitByGag(base.localAvatar.doId, suitType, suitNum)
def toonHitByGag(self, toonId, hitToon, networkTime):
if not self._gameInProgress():
return
if not self.getToon(base.localAvatar.doId):
return
if toonId == localAvatar.doId:
return
elapsedTime = globalClockDelta.localElapsedTime(networkTime)
self.game.toonHitByGag(toonId, hitToon, elapsedTime)
def d_broadcastSendToonHitByGag(self, toonId):
pass
def b_toonHitByGag(self, toonId):
self.d_broadcastSendToonHitByGag(toonId)
self.game.toonHitByGag(base.localAvatar.doId, toonId)
def toonHitBySuit(self, toonId, suitType, suitNum, networkTime):
if not self._gameInProgress():
return
if not self.getToon(base.localAvatar.doId):
return
if toonId == localAvatar.doId:
return
elapsedTime = globalClockDelta.localElapsedTime(networkTime)
self.game.toonHitBySuit(toonId, suitType, suitNum, elapsedTime)
def d_requestHitBySuit(self, suitType, suitNum):
networkTime = globalClockDelta.localToNetworkTime(globalClock.getFrameTime())
self.sendUpdate('requestHitBySuit', [suitType, suitNum, networkTime])
def b_toonHitBySuit(self, suitType, suitNum):
self.d_requestHitBySuit(suitType, suitNum)
self.game.toonHitBySuit(base.localAvatar.doId, suitType, suitNum)
def toonHitByDrop(self, toonId):
if not self._gameInProgress():
return
if not self.getToon(base.localAvatar.doId):
return
if toonId == localAvatar.doId:
return
self.game.toonHitByDrop(toonId)
def d_requestHitByDrop(self):
self.sendUpdate('requestHitByDrop', [])
def b_toonHitByDrop(self):
self.d_requestHitByDrop()
self.game.toonHitByDrop(base.localAvatar.doId)
def d_sendRequestPickUp(self, pickupNum):
self.sendUpdate('requestPickUp', [pickupNum])
def pickUp(self, toonId, pickupNum, networkTime):
if not self._gameInProgress():
return
if not self.getToon(base.localAvatar.doId):
return
elapsedTime = globalClockDelta.localElapsedTime(networkTime)
self.game.pickUp(toonId, pickupNum, elapsedTime)
def d_sendRequestGag(self, waterCoolerIndex):
self.game.localPlayer.orthoWalk.sendCurrentPosition()
self.sendUpdate('requestGag', [waterCoolerIndex])
def hasGag(self, toonId, networkTime):
if not self._gameInProgress():
return
if not self.getToon(base.localAvatar.doId):
return
elapsedTime = globalClockDelta.localElapsedTime(networkTime)
self.game.hasGag(toonId, elapsedTime)
def doAction(self, action, data, networkTime):
if not self._gameInProgress():
return
if action == Globals.GameActions.RevealDoor:
self.game.toonRevealsDoor(data)
elif action == Globals.GameActions.EnterDoor:
self.game.toonEntersDoor(data)
elif action == Globals.GameActions.OpenDoor:
timeLeft = Globals.SecondsUntilGameEnds - globalClockDelta.localElapsedTime(networkTime)
self.game.openDoor(timeLeft)
elif action == Globals.GameActions.Countdown:
countdownTimeLeft = Globals.SecondsUntilTimeout
self.game.countdown(countdownTimeLeft)
elif action == Globals.GameActions.TimeAlert:
self.game.timeAlert()
def setToonSad(self, toonId):
DistCogdoGame.setToonSad(self, toonId)
self.game.handleToonWentSad(toonId)
def setToonDisconnect(self, toonId):
DistCogdoGame.setToonDisconnect(self, toonId)
self.game.handleToonDisconnected(toonId)