Poodletooth-iLand/toontown/coghq/DistributedLawOfficeFloorAI.py

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Python
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2015-03-03 22:10:12 +00:00
import cPickle
import CogDisguiseGlobals
import FactoryEntityCreatorAI
import FactorySpecs
import LawOfficeBase
import LevelSuitPlannerAI
from direct.directnotify import DirectNotifyGlobal
from direct.distributed import DistributedObjectAI
from direct.task import Task
from otp.level import DistributedLevelAI
from otp.level import LevelSpec
from toontown.ai.ToonBarrier import *
from toontown.coghq import DistributedBattleFactoryAI
from toontown.coghq import DistributedLawOfficeElevatorIntAI
from toontown.coghq import LawOfficeLayout
from toontown.suit import DistributedFactorySuitAI
from toontown.toonbase import ToontownGlobals, ToontownBattleGlobals
class DistributedLawOfficeFloorAI(DistributedLevelAI.DistributedLevelAI, LawOfficeBase.LawOfficeBase):
notify = DirectNotifyGlobal.directNotify.newCategory('DistributedLawOfficeAI')
def __init__(self, air, lawOfficeId, zoneId, entranceId, avIds, spec):
DistributedLevelAI.DistributedLevelAI.__init__(self, air, zoneId, entranceId, avIds)
LawOfficeBase.LawOfficeBase.__init__(self)
self.setLawOfficeId(lawOfficeId)
self.layout = None
self.elevator = None
self.level = None
self.spec = spec
def createEntityCreator(self):
return FactoryEntityCreatorAI.FactoryEntityCreatorAI(level = self)
def getBattleCreditMultiplier(self):
return ToontownBattleGlobals.getFactoryCreditMultiplier(self.lawOfficeId)
def generate(self):
self.notify.info('generate')
self.notify.info('start factory %s %s creation, frame=%s' % (self.lawOfficeId, self.doId, globalClock.getFrameCount()))
self.layout = LawOfficeLayout.LawOfficeLayout(self.lawOfficeId)
self.startFloor()
def startFloor(self):
self.notify.info('loading spec')
self.factorySpec = LevelSpec.LevelSpec(self.spec)
self.notify.info('creating entities')
DistributedLevelAI.DistributedLevelAI.generate(self, self.factorySpec)
self.notify.info('creating cogs')
cogSpecModule = FactorySpecs.getCogSpecModule(self.lawOfficeId)
self.planner = LevelSuitPlannerAI.LevelSuitPlannerAI(self.air, self, DistributedFactorySuitAI.DistributedFactorySuitAI, DistributedBattleFactoryAI.DistributedBattleFactoryAI, cogSpecModule.CogData, cogSpecModule.ReserveCogData, cogSpecModule.BattleCells)
suitHandles = self.planner.genSuits()
messenger.send('plannerCreated-' + str(self.doId))
self.suits = suitHandles['activeSuits']
self.reserveSuits = suitHandles['reserveSuits']
self.d_setSuits()
scenario = 0
description = '%s|%s|%s|%s' % (self.lawOfficeId, self.entranceId, scenario, self.avIdList)
for avId in self.avIdList:
self.air.writeServerEvent('DAOffice Entered', avId, description)
self.notify.info('finish factory %s %s creation' % (self.lawOfficeId, self.doId))
def delete(self):
self.notify.info('delete: %s' % self.doId)
suits = self.suits
for reserve in self.reserveSuits:
suits.append(reserve[0])
self.planner.destroy()
del self.planner
for suit in suits:
if not suit.isDeleted():
suit.factoryIsGoingDown()
suit.requestDelete()
DistributedLevelAI.DistributedLevelAI.delete(self, False)
def readyForNextFloor(self):
toonId = self.air.getAvatarIdFromSender()
self._DistributedLawOfficeFloorAI__barrier.clear(toonId)
def dumpEveryone(self):
pass
def getTaskZoneId(self):
return self.lawOfficeId
def getLawOfficeId(self):
return self.lawOfficeId
def d_setForemanConfronted(self, avId):
if avId in self.avIdList:
self.sendUpdate('setForemanConfronted', [avId])
else:
self.notify.warning('%s: d_setForemanConfronted: av %s not in av list %s' % (self.doId, avId, self.avIdList))
def setVictors(self, victorIds):
activeVictors = []
activeVictorIds = []
for victorId in victorIds:
toon = self.air.doId2do.get(victorId)
if toon is not None:
activeVictors.append(toon)
activeVictorIds.append(victorId)
scenario = 0
description = '%s|%s|%s|%s' % (self.lawOfficeId, self.entranceId, scenario, activeVictorIds)
for avId in activeVictorIds:
self.air.writeServerEvent('DAOffice Defeated', avId, description)
for toon in activeVictors:
simbase.air.questManager.toonDefeatedFactory(toon, self.lawOfficeId, activeVictors)
def b_setDefeated(self):
self.d_setDefeated()
self.setDefeated()
def d_setDefeated(self):
self.sendUpdate('setDefeated')
def setDefeated(self):
pass
def getCogLevel(self):
return self.cogLevel
def d_setSuits(self):
self.sendUpdate('setSuits', [self.getSuits(), self.getReserveSuits()])
def getSuits(self):
suitIds = []
for suit in self.suits:
suitIds.append(suit.doId)
return suitIds
def getReserveSuits(self):
suitIds = []
for suit in self.reserveSuits:
suitIds.append(suit[0].doId)
return suitIds