Poodletooth-iLand/toontown/building/DistributedBankInterior.py

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from direct.distributed.ClockDelta import *
from direct.distributed.DistributedObject import DistributedObject
from direct.fsm import ClassicFSM, State
from direct.interval.IntervalGlobal import *
from pandac.PandaModules import *
import random
import ToonInteriorColors
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from toontown.dna.DNAParser import *
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from toontown.hood import ZoneUtil
from toontown.toon.DistributedNPCToonBase import DistributedNPCToonBase
from toontown.toonbase.ToonBaseGlobal import *
from toontown.toonbase.ToontownGlobals import *
class DistributedBankInterior(DistributedObject):
def __init__(self, cr):
DistributedObject.__init__(self, cr)
self.dnaStore = cr.playGame.dnaStore
self.inVault = False
self.vaultCollNodePath = None
self.fsm = ClassicFSM.ClassicFSM(
'DistributedBankInterior',
[
State.State('off', self.enterOff, self.exitOff,
['vaultClosed', 'vaultOpening', 'vaultOpen', 'vaultClosing']),
State.State('vaultClosed', self.enterVaultClosed, self.exitVaultClosed,
['vaultOpening']),
State.State('vaultOpening', self.enterVaultOpening, self.exitVaultOpening,
['vaultOpen']),
State.State('vaultOpen', self.enterVaultOpen, self.exitVaultOpen,
['vaultClosing']),
State.State('vaultClosing', self.enterVaultClosing, self.exitVaultClosing,
['vaultClosed'])
], 'off', 'off')
self.fsm.enterInitialState()
def announceGenerate(self):
DistributedObject.announceGenerate(self)
self.setup()
def disable(self):
self.ignoreAll()
self.interior.removeNode()
del self.interior
if self.collNodePath is not None:
self.collNodePath.removeNode()
self.collNodePath = None
del self.vaultOpenSfx
del self.vaultCloseSfx
DistributedObject.disable(self)
def setZoneIdAndBlock(self, zoneId, block):
self.zoneId = zoneId
self.block = block
def setState(self, name, timestamp):
self.fsm.request(name, [globalClockDelta.localElapsedTime(timestamp)])
def enterOff(self):
pass
def exitOff(self):
pass
def enterVaultClosed(self, timestamp):
vaultDoor = render.find('**/vault_door')
vaultDoor.setH(0)
if self.inVault:
self.clearVault()
def exitVaultClosed(self):
pass
def enterVaultOpening(self, timestamp):
vaultDoor = render.find('**/vault_door')
doorTrack = Sequence()
# First, spin the vault lock dial:
dial = vaultDoor.find('**/vault_door_front_dial')
doorTrack.append(LerpHprInterval(dial, 2, Vec3(0, 0, -2160), startHpr=(0, 0, 0), blendType='easeOut', fluid=1))
# Then, open the vault door:
doorTrack.append(LerpHprInterval(vaultDoor, 3, Vec3(-120, 0, 0), startHpr=Vec3(0, 0, 0), blendType='easeOut'))
# We need the sound effect to play in parallel:
track = Parallel(SoundInterval(self.vaultOpenSfx, node=vaultDoor), doorTrack)
track.start(timestamp)
def exitVaultOpening(self):
pass
def enterVaultOpen(self, timestamp):
vaultDoor = render.find('**/vault_door')
vaultDoor.setH(-120)
def exitVaultOpen(self):
pass
def enterVaultClosing(self, timestamp):
vaultDoor = render.find('**/vault_door')
doorTrack = Sequence()
# First, close the vault door:
doorTrack.append(LerpHprInterval(vaultDoor, 3, Vec3(0, 0, 0), startHpr=Vec3(-120, 0, 0), blendType='easeOut'))
# Then, spin the vault lock dial:
dial = vaultDoor.find('**/vault_door_front_dial')
doorTrack.append(LerpHprInterval(dial, 2, Vec3(0, 0, 2160), startHpr=(0, 0, 0), blendType='easeOut', fluid=1))
# We need the sound effect to play in parallel:
track = Parallel(SoundInterval(self.vaultCloseSfx, node=vaultDoor), doorTrack)
track.start(timestamp)
def exitVaultClosing(self):
pass
def __handleEnterVaultBox(self, collEntry=None):
self.inVault = True
if self.fsm.getCurrentState().getName() == 'vaultClosed':
self.clearVault()
def __handleExitVaultBox(self, collEntry=None):
self.inVault = False
def clearVault(self):
place = base.cr.playGame.getPlace()
place.setState('stopped')
self.teleportTrack = Sequence()
self.teleportTrack.append(Func(base.localAvatar.b_setAnimState, 'TeleportOut'))
self.teleportTrack.append(Wait(3.5))
self.teleportTrack.append(Func(base.localAvatar.setPos, Point3(0, 0, 0)))
self.teleportTrack.append(Func(base.localAvatar.b_setAnimState, 'TeleportIn'))
self.teleportTrack.append(Wait(2.25))
self.teleportTrack.append(Func(place.setState, 'walk'))
self.teleportTrack.start()
def randomDNAItem(self, category, findFunc):
codeCount = self.dnaStore.getNumCatalogCodes(category)
index = self.randomGenerator.randint(0, codeCount - 1)
code = self.dnaStore.getCatalogCode(category, index)
return findFunc(code)
def replaceRandomInModel(self, model):
baseTag = 'random_'
npc = model.findAllMatches('**/' + baseTag + '???_*')
for i in xrange(npc.getNumPaths()):
np = npc.getPath(i)
name = np.getName()
b = len(baseTag)
category = name[b + 4:]
key1 = name[b]
key2 = name[b + 1]
if key1 == 'm':
model = self.randomDNAItem(category, self.dnaStore.findNode)
newNP = model.copyTo(np)
if key2 == 'r':
self.replaceRandomInModel(newNP)
elif key1 == 't':
texture = self.randomDNAItem(category, self.dnaStore.findTexture)
np.setTexture(texture, 100)
newNP = np
if key2 == 'c':
if category == 'TI_wallpaper' or category == 'TI_wallpaper_border':
self.randomGenerator.seed(self.zoneId)
newNP.setColorScale(self.randomGenerator.choice(self.colors[category]))
else:
newNP.setColorScale(self.randomGenerator.choice(self.colors[category]))
def chooseDoor(self):
doorModelName = 'door_double_round_ul'
if doorModelName[-1:] == 'r':
doorModelName = doorModelName[:-1] + 'l'
else:
doorModelName = doorModelName[:-1] + 'r'
door = self.dnaStore.findNode(doorModelName)
return door
def setup(self):
self.dnaStore = base.cr.playGame.dnaStore
self.randomGenerator = random.Random()
self.randomGenerator.seed(self.zoneId)
self.interior = loader.loadModel('phase_4/models/modules/ttc_bank_interior.bam')
self.interior.reparentTo(render)
self.vaultOpenSfx = loader.loadSfx('phase_4/audio/sfx/vault_door_open.ogg')
self.vaultCloseSfx = loader.loadSfx('phase_4/audio/sfx/vault_door_close.ogg')
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hoodId = ZoneUtil.getHoodId(self.zoneId)
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self.colors = ToonInteriorColors.colors[hoodId]
self.replaceRandomInModel(self.interior)
door = self.chooseDoor()
doorOrigin = render.find('**/door_origin;+s')
doorNP = door.copyTo(doorOrigin)
doorOrigin.setScale(0.8, 0.8, 0.8)
doorOrigin.setPos(doorOrigin, 0, -0.025, 0)
doorColor = self.randomGenerator.choice(self.colors['TI_door'])
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setupDoor(doorNP, self.interior, doorOrigin, self.dnaStore, str(self.block), doorColor)
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doorFrame = doorNP.find('door_*_flat')
doorFrame.wrtReparentTo(self.interior)
doorFrame.setColor(doorColor)
del self.colors
del self.dnaStore
del self.randomGenerator
room = render.find('**/vault_walls')
minPoint, maxPoint = room.getTightBounds()
offset = 1 # We want a slight offset
maxPoint -= offset
collBox = CollisionBox(minPoint, maxPoint)
collBox.setTangible(0)
collNode = CollisionNode(self.uniqueName('vaultBox'))
collNode.setIntoCollideMask(BitMask32(1))
collNode.addSolid(collBox)
self.collNodePath = render.attachNewNode(collNode)
radius = ((maxPoint-minPoint) / 2).getZ()
self.collNodePath.setPos(-11.2 + (offset/2), 14 + radius + offset, 0)
for npcToon in self.cr.doFindAllInstances(DistributedNPCToonBase):
npcToon.initToonState()
self.accept(self.uniqueName('entervaultBox'), self.__handleEnterVaultBox)
self.accept(self.uniqueName('exitvaultBox'), self.__handleExitVaultBox)