Poodletooth-iLand/toontown/building/DistributedBuildingMgrAI.py

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from direct.directnotify.DirectNotifyGlobal import *
from otp.ai.AIBaseGlobal import *
from toontown.building import DistributedBuildingAI
from toontown.building import GagshopBuildingAI
from toontown.building import HQBuildingAI
from toontown.building import KartShopBuildingAI
from toontown.building import PetshopBuildingAI
from toontown.hood import ZoneUtil
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class DistributedBuildingMgrAI:
notify = directNotify.newCategory('DistributedBuildingMgrAI')
def __init__(self, air, branchId, dnaStore, trophyMgr):
self.air = air
self.branchId = branchId
self.canonicalBranchId = ZoneUtil.getCanonicalZoneId(self.branchId)
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self.dnaStore = dnaStore
self.trophyMgr = trophyMgr
self.__buildings = {}
self.findAllLandmarkBuildings()
def cleanup(self):
for building in self.__buildings.values():
building.cleanup()
self.__buildings = {}
def isValidBlockNumber(self, blockNumber):
return blockNumber in self.__buildings
def isSuitBlock(self, blockNumber):
if not self.isValidBlockNumber(blockNumber):
return False
return self.__buildings[blockNumber].isSuitBlock()
def getSuitBlocks(self):
blocks = []
for blockNumber, building in self.__buildings.items():
if building.isSuitBlock():
blocks.append(blockNumber)
return blocks
def getEstablishedSuitBlocks(self):
blocks = []
for blockNumber, building in self.__buildings.items():
if building.isEstablishedSuitBlock():
blocks.append(blockNumber)
return blocks
def getToonBlocks(self):
blocks = []
for blockNumber, building in self.__buildings.items():
if isinstance(building, HQBuildingAI.HQBuildingAI):
continue
if isinstance(building, GagshopBuildingAI.GagshopBuildingAI):
continue
if isinstance(building, PetshopBuildingAI.PetshopBuildingAI):
continue
if isinstance(building, KartShopBuildingAI.KartShopBuildingAI):
continue
if not building.isSuitBlock():
blocks.append(blockNumber)
return blocks
def getBuildings(self):
return self.__buildings.values()
def getFrontDoorPoint(self, blockNumber):
if self.isValidBlockNumber(blockNumber):
return self.__buildings[blockNumber].getFrontDoorPoint()
def getBuildingTrack(self, blockNumber):
if self.isValidBlockNumber(blockNumber):
return self.__buildings[blockNumber].track
def getBuilding(self, blockNumber):
if self.isValidBlockNumber(blockNumber):
return self.__buildings[blockNumber]
def setFrontDoorPoint(self, blockNumber, point):
if self.isValidBlockNumber(blockNumber):
return self.__buildings[blockNumber].setFrontDoorPoint(point)
def getDNABlockLists(self):
blocks = []
hqBlocks = []
gagshopBlocks = []
petshopBlocks = []
kartshopBlocks = []
for i in xrange(self.dnaStore.getNumBlockNumbers()):
blockNumber = self.dnaStore.getBlockNumberAt(i)
buildingType = self.dnaStore.getBlockBuildingType(blockNumber)
if buildingType == 'hq':
hqBlocks.append(blockNumber)
elif buildingType == 'gagshop':
gagshopBlocks.append(blockNumber)
elif buildingType == 'petshop':
if self.air.wantPets:
petshopBlocks.append(blockNumber)
elif buildingType == 'kartshop':
kartshopBlocks.append(blockNumber)
else:
blocks.append(blockNumber)
return (blocks, hqBlocks, gagshopBlocks, petshopBlocks, kartshopBlocks)
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def findAllLandmarkBuildings(self):
backups = self.load()
(blocks, hqBlocks, gagshopBlocks, petshopBlocks, kartshopBlocks) = self.getDNABlockLists()
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for blockNumber in blocks:
self.newBuilding(blockNumber, backup=backups.get(blockNumber, None))
for blockNumber in hqBlocks:
self.newHQBuilding(blockNumber)
for blockNumber in gagshopBlocks:
self.newGagshopBuilding(blockNumber)
for block in petshopBlocks:
self.newPetshopBuilding(block)
for block in kartshopBlocks:
self.newKartShopBuilding(block)
def newBuilding(self, blockNumber, backup=None):
building = DistributedBuildingAI.DistributedBuildingAI(
self.air, blockNumber, self.branchId, self.trophyMgr)
building.generateWithRequired(self.branchId)
if backup is not None:
state = backup.get('state', 'toon')
if ((state == 'suit') and simbase.air.wantCogbuildings) or (
(state == 'cogdo') and simbase.air.wantCogdominiums):
building.track = backup.get('track', 'c')
building.difficulty = backup.get('difficulty', 1)
building.numFloors = backup.get('numFloors', 1)
building.updateSavedBy(backup.get('savedBy'))
building.becameSuitTime = backup.get('becameSuitTime', time.time())
if (state == 'suit') and simbase.air.wantCogbuildings:
building.setState('suit')
elif (state == 'cogdo') and simbase.air.wantCogdominiums:
building.setState('cogdo')
else:
building.setState('toon')
else:
building.setState('toon')
else:
building.setState('toon')
self.__buildings[blockNumber] = building
return building
def newHQBuilding(self, blockNumber):
dnaStore = self.air.dnaStoreMap[self.canonicalBranchId]
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exteriorZoneId = dnaStore.getZoneFromBlockNumber(blockNumber)
interiorZoneId = (self.branchId - (self.branchId%100)) + 500 + blockNumber
building = HQBuildingAI.HQBuildingAI(
self.air, exteriorZoneId, interiorZoneId, blockNumber)
self.__buildings[blockNumber] = building
return building
def newGagshopBuilding(self, blockNumber):
dnaStore = self.air.dnaStoreMap[self.canonicalBranchId]
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exteriorZoneId = dnaStore.getZoneFromBlockNumber(blockNumber)
interiorZoneId = (self.branchId - (self.branchId%100)) + 500 + blockNumber
building = GagshopBuildingAI.GagshopBuildingAI(
self.air, exteriorZoneId, interiorZoneId, blockNumber)
self.__buildings[blockNumber] = building
return building
def newPetshopBuilding(self, blockNumber):
dnaStore = self.air.dnaStoreMap[self.canonicalBranchId]
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exteriorZoneId = dnaStore.getZoneFromBlockNumber(blockNumber)
interiorZoneId = (self.branchId - (self.branchId%100)) + 500 + blockNumber
building = PetshopBuildingAI.PetshopBuildingAI(
self.air, exteriorZoneId, interiorZoneId, blockNumber)
self.__buildings[blockNumber] = building
return building
def newKartShopBuilding(self, blockNumber):
dnaStore = self.air.dnaStoreMap[self.canonicalBranchId]
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exteriorZoneId = dnaStore.getZoneFromBlockNumber(blockNumber)
interiorZoneId = (self.branchId - (self.branchId%100)) + 500 + blockNumber
building = KartShopBuildingAI.KartShopBuildingAI(
self.air, exteriorZoneId, interiorZoneId, blockNumber)
self.__buildings[blockNumber] = building
return building
def save(self):
backups = {}
for blockNumber in self.getSuitBlocks():
building = self.getBuilding(blockNumber)
backup = {
'state': building.fsm.getCurrentState().getName(),
'block': building.block,
'track': building.track,
'difficulty': building.difficulty,
'numFloors': building.numFloors,
'savedBy': building.savedBy,
'becameSuitTime': building.becameSuitTime
}
backups[blockNumber] = backup
if not self.air.dbConn:
simbase.backups.save('block-info', (self.air.districtId, self.branchId), backups)
else:
street = {'ai': self.shard, 'branch': self.branchID}
try:
self.air.mongodb.toontown.blockinfo.update(street, {'$setOnInsert': street, '$set': {'buildings': backups}}, upsert=True)
except AutoReconnect:
taskMgr.doMethodLater(config.GetInt('mongodb-retry-time', 2), self.save, 'retrySave', extraArgs=[])
def load(self):
blocks = {}
if not self.air.dbConn:
blocks = simbase.backups.load('block-info', (self.air.districtId, self.branchId), default={})
return blocks
self.air.mongodb.toontown.blockinfo.ensure_index([('ai', 1), ('branch', 1)])
street = {'ai': self.shard, 'branch': self.branchID}
try:
doc = self.air.mongodb.toontown.blockinfo.find_one(street)
except AutoReconnect:
return blocks
if not doc:
return blocks
return doc