mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-29 06:32:40 -06:00
606 lines
21 KiB
Python
606 lines
21 KiB
Python
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import random
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from direct.directnotify import DirectNotifyGlobal
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from otp.avatar import DistributedAvatarAI
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from toontown.battle import BattleExperienceAI
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from toontown.toonbase import ToontownGlobals
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from toontown.toonbase import ToontownBattleGlobals
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from toontown.toon import InventoryBase
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from toontown.battle import DistributedBattleFinalAI
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from toontown.building import SuitPlannerInteriorAI
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from toontown.battle import BattleBase
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from pandac.PandaModules import *
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import SuitDNA
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import random
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AllBossCogs = []
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class DistributedBossCogAI(DistributedAvatarAI.DistributedAvatarAI):
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notify = DirectNotifyGlobal.directNotify.newCategory('DistributedBossCogAI')
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def __init__(self, air, dept):
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DistributedAvatarAI.DistributedAvatarAI.__init__(self, air)
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self.dept = dept
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self.dna = SuitDNA.SuitDNA()
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self.dna.newBossCog(self.dept)
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self.deptIndex = SuitDNA.suitDepts.index(self.dept)
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self.resetBattleCounters()
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self.looseToons = []
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self.involvedToons = []
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self.toonsA = []
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self.toonsB = []
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self.nearToons = []
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self.suitsA = []
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self.activeSuitsA = []
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self.suitsB = []
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self.activeSuitsB = []
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self.reserveSuits = []
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self.barrier = None
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self.keyStates = ['BattleOne',
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'BattleTwo',
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'BattleThree',
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'Victory']
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self.bossDamage = 0
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self.battleThreeStart = 0
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self.battleThreeDuration = 1800
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self.attackCode = None
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self.attackAvId = 0
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self.hitCount = 0
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AllBossCogs.append(self)
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return
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def delete(self):
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self.ignoreAll()
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if self in AllBossCogs:
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i = AllBossCogs.index(self)
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del AllBossCogs[i]
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return DistributedAvatarAI.DistributedAvatarAI.delete(self)
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def getDNAString(self):
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return self.dna.makeNetString()
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def avatarEnter(self):
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avId = self.air.getAvatarIdFromSender()
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self.addToon(avId)
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def avatarExit(self):
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avId = self.air.getAvatarIdFromSender()
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self.removeToon(avId)
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def avatarNearEnter(self):
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avId = self.air.getAvatarIdFromSender()
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if avId not in self.nearToons:
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self.nearToons.append(avId)
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def avatarNearExit(self):
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avId = self.air.getAvatarIdFromSender()
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try:
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self.nearToons.remove(avId)
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except:
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pass
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def __handleUnexpectedExit(self, avId):
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self.removeToon(avId)
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def addToon(self, avId):
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if avId not in self.looseToons and avId not in self.involvedToons:
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self.looseToons.append(avId)
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event = self.air.getAvatarExitEvent(avId)
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self.acceptOnce(event, self.__handleUnexpectedExit, extraArgs=[avId])
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def removeToon(self, avId):
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if avId in self.looseToons:
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self.looseToons.remove(avId)
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if avId in self.involvedToons:
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self.involvedToons.remove(avId)
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if avId in self.toonsA:
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self.toonsA.remove(avId)
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if avId in self.toonsB:
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self.toonsB.remove(avId)
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if avId in self.nearToons:
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self.nearToons.remove(avId)
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event = self.air.getAvatarExitEvent(avId)
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self.ignore(event)
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if not self.hasToons():
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taskMgr.doMethodLater(10, self.__bossDone, self.uniqueName('BossDone'))
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def __bossDone(self, task):
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self.b_setState('Off')
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messenger.send(self.uniqueName('BossDone'))
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self.ignoreAll()
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def hasToons(self):
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return self.looseToons or self.involvedToons
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def hasToonsAlive(self):
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alive = 0
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for toonId in self.involvedToons:
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toon = self.air.doId2do.get(toonId)
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if toon:
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hp = toon.getHp()
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if hp > 0:
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alive = 1
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return alive
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def sendBattleIds(self):
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self.sendUpdate('setBattleIds', [self.battleNumber, self.battleAId, self.battleBId])
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def sendToonIds(self):
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self.sendUpdate('setToonIds', [self.involvedToons, self.toonsA, self.toonsB])
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def damageToon(self, toon, deduction):
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toon.takeDamage(deduction)
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if toon.getHp() <= 0:
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self.sendUpdate('toonDied', [toon.doId])
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empty = InventoryBase.InventoryBase(toon)
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toon.b_setInventory(empty.makeNetString())
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self.removeToon(toon.doId)
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def healToon(self, toon, increment):
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toon.toonUp(increment)
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def d_setBattleExperience(self):
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self.sendUpdate('setBattleExperience', self.getBattleExperience())
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def getBattleExperience(self):
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result = BattleExperienceAI.getBattleExperience(8, self.involvedToons, self.toonExp, self.toonSkillPtsGained, self.toonOrigQuests, self.toonItems, self.toonOrigMerits, self.toonMerits, self.toonParts, self.suitsKilled, self.helpfulToons)
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return result
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def b_setArenaSide(self, arenaSide):
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self.setArenaSide(arenaSide)
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self.d_setArenaSide(arenaSide)
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def setArenaSide(self, arenaSide):
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self.arenaSide = arenaSide
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def d_setArenaSide(self, arenaSide):
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self.sendUpdate('setArenaSide', [arenaSide])
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def b_setState(self, state):
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self.setState(state)
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self.d_setState(state)
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def d_setState(self, state):
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self.sendUpdate('setState', [state])
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def setState(self, state):
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self.demand(state)
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if self.air:
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if state in self.keyStates:
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self.air.writeServerEvent('bossBattle', self.doId, '%s|%s|%s|%s' % (self.dept,
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state,
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self.involvedToons,
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self.formatReward()))
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def getState(self):
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return self.state
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def formatReward(self):
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return 'unspecified'
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def enterOff(self):
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self.resetBattles()
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self.resetToons()
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self.resetBattleCounters()
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def exitOff(self):
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pass
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def enterWaitForToons(self):
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self.acceptNewToons()
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self.barrier = self.beginBarrier('WaitForToons', self.involvedToons, 5, self.__doneWaitForToons)
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def __doneWaitForToons(self, toons):
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self.b_setState('Elevator')
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def exitWaitForToons(self):
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self.ignoreBarrier(self.barrier)
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def enterElevator(self):
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if self.notify.getDebug():
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for toonId in self.involvedToons:
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toon = simbase.air.doId2do.get(toonId)
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if toon:
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self.notify.debug('%s. involved toon %s, %s/%s' % (self.doId,
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toonId,
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toon.getHp(),
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toon.getMaxHp()))
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self.resetBattles()
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self.barrier = self.beginBarrier('Elevator', self.involvedToons, 30, self.__doneElevator)
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def __doneElevator(self, avIds):
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self.b_setState('Introduction')
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def exitElevator(self):
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self.ignoreBarrier(self.barrier)
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def enterIntroduction(self):
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self.resetBattles()
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self.arenaSide = None
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self.makeBattleOneBattles()
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self.barrier = self.beginBarrier('Introduction', self.involvedToons, 45, self.doneIntroduction)
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return
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def doneIntroduction(self, avIds):
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self.b_setState('BattleOne')
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def exitIntroduction(self):
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self.ignoreBarrier(self.barrier)
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for toonId in self.involvedToons:
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toon = simbase.air.doId2do.get(toonId)
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if toon:
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toon.b_setCogIndex(-1)
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def enterBattleOne(self):
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if self.battleA:
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self.battleA.startBattle(self.toonsA, self.suitsA)
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if self.battleB:
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self.battleB.startBattle(self.toonsB, self.suitsB)
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def exitBattleOne(self):
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self.resetBattles()
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def enterReward(self):
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self.resetBattles()
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self.barrier = self.beginBarrier('Reward', self.involvedToons, BattleBase.BUILDING_REWARD_TIMEOUT, self.__doneReward)
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def __doneReward(self, avIds):
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self.b_setState('Epilogue')
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def exitReward(self):
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pass
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def enterEpilogue(self):
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pass
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def exitEpilogue(self):
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pass
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def enterFrolic(self):
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self.resetBattles()
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def exitFrolic(self):
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pass
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def resetBattleCounters(self):
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self.battleNumber = 0
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self.battleA = None
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self.battleAId = 0
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self.battleB = None
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self.battleBId = 0
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self.arenaSide = None
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self.toonSkillPtsGained = {}
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self.toonExp = {}
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self.toonOrigQuests = {}
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self.toonItems = {}
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self.toonOrigMerits = {}
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self.toonMerits = {}
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self.toonParts = {}
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self.suitsKilled = []
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self.helpfulToons = []
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return
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def resetBattles(self):
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sendReset = 0
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if self.battleA:
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self.battleA.requestDelete()
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self.battleA = None
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self.battleAId = 0
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sendReset = 1
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if self.battleB:
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self.battleB.requestDelete()
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self.battleB = None
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self.battleBId = 0
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sendReset = 1
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for suit in self.suitsA + self.suitsB:
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suit.requestDelete()
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for suit, joinChance in self.reserveSuits:
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suit.requestDelete()
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self.suitsA = []
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self.activeSuitsA = []
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self.suitsB = []
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self.activeSuitsB = []
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self.reserveSuits = []
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self.battleNumber = 0
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if sendReset:
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self.sendBattleIds()
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return
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def resetToons(self):
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if self.toonsA or self.toonsB:
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self.looseToons = self.looseToons + self.involvedToons
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self.involvedToons = []
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self.toonsA = []
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self.toonsB = []
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self.sendToonIds()
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def divideToons(self):
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toons = self.involvedToons[:]
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random.shuffle(toons)
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numToons = min(len(toons), 8)
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if numToons < 4:
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numToonsB = numToons / 2
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else:
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numToonsB = (numToons + random.choice([0, 1])) / 2
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self.toonsA = toons[numToonsB:numToons]
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self.toonsB = toons[:numToonsB]
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self.looseToons += toons[numToons:]
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self.sendToonIds()
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def acceptNewToons(self):
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sourceToons = self.looseToons
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self.looseToons = []
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for toonId in sourceToons:
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toon = self.air.doId2do.get(toonId)
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if toon and not toon.ghostMode:
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self.involvedToons.append(toonId)
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else:
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self.looseToons.append(toonId)
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for avId in self.involvedToons:
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toon = self.air.doId2do.get(avId)
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if toon:
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p = []
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for t in ToontownBattleGlobals.Tracks:
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p.append(toon.experience.getExp(t))
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self.toonExp[avId] = p
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self.toonOrigMerits[avId] = toon.cogMerits[:]
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self.divideToons()
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def initializeBattles(self, battleNumber, bossCogPosHpr):
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self.resetBattles()
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if not self.involvedToons:
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self.notify.warning('initializeBattles: no toons!')
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return
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self.battleNumber = battleNumber
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suitHandles = self.generateSuits(battleNumber)
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self.suitsA = suitHandles['activeSuits']
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self.activeSuitsA = self.suitsA[:]
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self.reserveSuits = suitHandles['reserveSuits']
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suitHandles = self.generateSuits(battleNumber)
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self.suitsB = suitHandles['activeSuits']
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self.activeSuitsB = self.suitsB[:]
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self.reserveSuits += suitHandles['reserveSuits']
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if self.toonsA:
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self.battleA = self.makeBattle(bossCogPosHpr, ToontownGlobals.BossCogBattleAPosHpr, self.handleRoundADone, self.handleBattleADone, battleNumber, 0)
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self.battleAId = self.battleA.doId
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else:
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self.moveSuits(self.activeSuitsA)
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self.suitsA = []
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self.activeSuitsA = []
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if self.arenaSide == None:
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self.b_setArenaSide(0)
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if self.toonsB:
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self.battleB = self.makeBattle(bossCogPosHpr, ToontownGlobals.BossCogBattleBPosHpr, self.handleRoundBDone, self.handleBattleBDone, battleNumber, 1)
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self.battleBId = self.battleB.doId
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else:
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self.moveSuits(self.activeSuitsB)
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self.suitsB = []
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self.activeSuitsB = []
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if self.arenaSide == None:
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self.b_setArenaSide(1)
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self.sendBattleIds()
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return
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def makeBattle(self, bossCogPosHpr, battlePosHpr, roundCallback, finishCallback, battleNumber, battleSide):
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battle = DistributedBattleFinalAI.DistributedBattleFinalAI(self.air, self, roundCallback, finishCallback, battleSide)
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self.setBattlePos(battle, bossCogPosHpr, battlePosHpr)
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battle.suitsKilled = self.suitsKilled
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battle.battleCalc.toonSkillPtsGained = self.toonSkillPtsGained
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battle.toonExp = self.toonExp
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battle.toonOrigQuests = self.toonOrigQuests
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battle.toonItems = self.toonItems
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battle.toonOrigMerits = self.toonOrigMerits
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battle.toonMerits = self.toonMerits
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battle.toonParts = self.toonParts
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battle.helpfulToons = self.helpfulToons
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mult = ToontownBattleGlobals.getBossBattleCreditMultiplier(battleNumber)
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battle.battleCalc.setSkillCreditMultiplier(mult)
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battle.generateWithRequired(self.zoneId)
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return battle
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def setBattlePos(self, battle, cogPosHpr, battlePosHpr):
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bossNode = NodePath('bossNode')
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bossNode.setPosHpr(*cogPosHpr)
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battleNode = bossNode.attachNewNode('battleNode')
|
||
|
battleNode.setPosHpr(*battlePosHpr)
|
||
|
suitNode = battleNode.attachNewNode('suitNode')
|
||
|
suitNode.setPos(0, 1, 0)
|
||
|
battle.pos = battleNode.getPos(NodePath())
|
||
|
battle.initialSuitPos = suitNode.getPos(NodePath())
|
||
|
|
||
|
def moveSuits(self, active):
|
||
|
for suit in active:
|
||
|
self.reserveSuits.append((suit, 0))
|
||
|
|
||
|
def handleRoundADone(self, toonIds, totalHp, deadSuits):
|
||
|
if self.battleA:
|
||
|
self.handleRoundDone(self.battleA, self.suitsA, self.activeSuitsA, toonIds, totalHp, deadSuits)
|
||
|
|
||
|
def handleRoundBDone(self, toonIds, totalHp, deadSuits):
|
||
|
if self.battleB:
|
||
|
self.handleRoundDone(self.battleB, self.suitsB, self.activeSuitsB, toonIds, totalHp, deadSuits)
|
||
|
|
||
|
def handleBattleADone(self, zoneId, toonIds):
|
||
|
if self.battleA:
|
||
|
self.battleA.requestDelete()
|
||
|
self.battleA = None
|
||
|
self.battleAId = 0
|
||
|
self.sendBattleIds()
|
||
|
if self.arenaSide == None:
|
||
|
self.b_setArenaSide(0)
|
||
|
if not self.battleB and self.hasToons() and self.hasToonsAlive():
|
||
|
self.b_setState(self.postBattleState)
|
||
|
return
|
||
|
|
||
|
def handleBattleBDone(self, zoneId, toonIds):
|
||
|
if self.battleB:
|
||
|
self.battleB.requestDelete()
|
||
|
self.battleB = None
|
||
|
self.battleBId = 0
|
||
|
self.sendBattleIds()
|
||
|
if self.arenaSide == None:
|
||
|
self.b_setArenaSide(1)
|
||
|
if not self.battleA and self.hasToons() and self.hasToonsAlive():
|
||
|
self.b_setState(self.postBattleState)
|
||
|
return
|
||
|
|
||
|
def invokeSuitPlanner(self, buildingCode, skelecog, skelecogRandom=0):
|
||
|
planner = SuitPlannerInteriorAI.SuitPlannerInteriorAI(1, buildingCode, self.dna.dept, self.zoneId)
|
||
|
planner.respectInvasions = 0
|
||
|
suits = planner.genFloorSuits(0)
|
||
|
if skelecog:
|
||
|
for suit in suits['activeSuits']:
|
||
|
wantSkelecog = 1
|
||
|
if skelecogRandom:
|
||
|
wantSkelecog = random.randint(0, 1)
|
||
|
suit.b_setSkelecog(wantSkelecog)
|
||
|
|
||
|
for reserve in suits['reserveSuits']:
|
||
|
wantSkelecog = 1
|
||
|
if skelecogRandom:
|
||
|
wantSkelecog = random.randint(0, 1)
|
||
|
suit = reserve[0]
|
||
|
suit.b_setSkelecog(wantSkelecog)
|
||
|
|
||
|
return suits
|
||
|
|
||
|
def generateSuits(self, battleNumber):
|
||
|
raise StandardError, 'generateSuits unimplemented'
|
||
|
|
||
|
def handleRoundDone(self, battle, suits, activeSuits, toonIds, totalHp, deadSuits):
|
||
|
totalMaxHp = 0
|
||
|
for suit in suits:
|
||
|
totalMaxHp += suit.maxHP
|
||
|
|
||
|
for suit in deadSuits:
|
||
|
activeSuits.remove(suit)
|
||
|
|
||
|
joinedReserves = []
|
||
|
if len(self.reserveSuits) > 0 and len(activeSuits) < 4:
|
||
|
hpPercent = 100 - totalHp / totalMaxHp * 100.0
|
||
|
for info in self.reserveSuits:
|
||
|
if info[1] <= hpPercent and len(activeSuits) < 4:
|
||
|
suits.append(info[0])
|
||
|
activeSuits.append(info[0])
|
||
|
joinedReserves.append(info)
|
||
|
|
||
|
for info in joinedReserves:
|
||
|
self.reserveSuits.remove(info)
|
||
|
|
||
|
battle.resume(joinedReserves)
|
||
|
|
||
|
def getBattleThreeTime(self):
|
||
|
elapsed = globalClock.getFrameTime() - self.battleThreeStart
|
||
|
t1 = elapsed / float(self.battleThreeDuration)
|
||
|
return t1
|
||
|
|
||
|
def progressValue(self, fromValue, toValue):
|
||
|
t0 = float(self.bossDamage) / float(self.bossMaxDamage)
|
||
|
elapsed = globalClock.getFrameTime() - self.battleThreeStart
|
||
|
t1 = elapsed / float(self.battleThreeDuration)
|
||
|
t = max(t0, t1)
|
||
|
return fromValue + (toValue - fromValue) * min(t, 1)
|
||
|
|
||
|
def progressRandomValue(self, fromValue, toValue, radius = 0.2):
|
||
|
t = self.progressValue(0, 1)
|
||
|
radius = radius * (1.0 - abs(t - 0.5) * 2.0)
|
||
|
t += radius * random.uniform(-1, 1)
|
||
|
t = max(min(t, 1.0), 0.0)
|
||
|
return fromValue + (toValue - fromValue) * t
|
||
|
|
||
|
def reportToonHealth(self):
|
||
|
if self.notify.getDebug():
|
||
|
str = ''
|
||
|
for toonId in self.involvedToons:
|
||
|
toon = self.air.doId2do.get(toonId)
|
||
|
if toon:
|
||
|
str += ', %s (%s/%s)' % (toonId, toon.getHp(), toon.getMaxHp())
|
||
|
|
||
|
self.notify.debug('%s.toons = %s' % (self.doId, str[2:]))
|
||
|
|
||
|
def getDamageMultiplier(self):
|
||
|
return 1.0
|
||
|
|
||
|
def zapToon(self, x, y, z, h, p, r, bpx, bpy, attackCode, timestamp):
|
||
|
avId = self.air.getAvatarIdFromSender()
|
||
|
if not self.validate(avId, avId in self.involvedToons, 'zapToon from unknown avatar'):
|
||
|
return
|
||
|
if attackCode == ToontownGlobals.BossCogLawyerAttack and self.dna.dept != 'l':
|
||
|
self.notify.warning('got lawyer attack but not in CJ boss battle')
|
||
|
return
|
||
|
toon = simbase.air.doId2do.get(avId)
|
||
|
if toon:
|
||
|
self.d_showZapToon(avId, x, y, z, h, p, r, attackCode, timestamp)
|
||
|
damage = ToontownGlobals.BossCogDamageLevels.get(attackCode)
|
||
|
if damage == None:
|
||
|
self.notify.warning('No damage listed for attack code %s' % attackCode)
|
||
|
damage = 5
|
||
|
damage *= self.getDamageMultiplier()
|
||
|
self.damageToon(toon, damage)
|
||
|
currState = self.getCurrentOrNextState()
|
||
|
if attackCode == ToontownGlobals.BossCogElectricFence and (currState == 'RollToBattleTwo' or currState == 'BattleThree'):
|
||
|
if bpy < 0 and abs(bpx / bpy) > 0.5:
|
||
|
if bpx < 0:
|
||
|
self.b_setAttackCode(ToontownGlobals.BossCogSwatRight)
|
||
|
else:
|
||
|
self.b_setAttackCode(ToontownGlobals.BossCogSwatLeft)
|
||
|
return
|
||
|
|
||
|
def d_showZapToon(self, avId, x, y, z, h, p, r, attackCode, timestamp):
|
||
|
self.sendUpdate('showZapToon', [avId,
|
||
|
x,
|
||
|
y,
|
||
|
z,
|
||
|
h,
|
||
|
p,
|
||
|
r,
|
||
|
attackCode,
|
||
|
timestamp])
|
||
|
|
||
|
def b_setAttackCode(self, attackCode, avId = 0):
|
||
|
self.d_setAttackCode(attackCode, avId)
|
||
|
self.setAttackCode(attackCode, avId)
|
||
|
|
||
|
def setAttackCode(self, attackCode, avId = 0):
|
||
|
self.attackCode = attackCode
|
||
|
self.attackAvId = avId
|
||
|
if attackCode == ToontownGlobals.BossCogDizzy or attackCode == ToontownGlobals.BossCogDizzyNow:
|
||
|
delayTime = self.progressValue(20, 5)
|
||
|
self.hitCount = 0
|
||
|
elif attackCode == ToontownGlobals.BossCogSlowDirectedAttack:
|
||
|
delayTime = ToontownGlobals.BossCogAttackTimes.get(attackCode)
|
||
|
delayTime += self.progressValue(10, 0)
|
||
|
else:
|
||
|
delayTime = ToontownGlobals.BossCogAttackTimes.get(attackCode)
|
||
|
if delayTime == None:
|
||
|
return
|
||
|
self.waitForNextAttack(delayTime)
|
||
|
return
|
||
|
|
||
|
def d_setAttackCode(self, attackCode, avId = 0):
|
||
|
self.sendUpdate('setAttackCode', [attackCode, avId])
|
||
|
|
||
|
def waitForNextAttack(self, delayTime):
|
||
|
currState = self.getCurrentOrNextState()
|
||
|
if currState == 'BattleThree':
|
||
|
taskName = self.uniqueName('NextAttack')
|
||
|
taskMgr.remove(taskName)
|
||
|
taskMgr.doMethodLater(delayTime, self.doNextAttack, taskName)
|
||
|
|
||
|
def stopAttacks(self):
|
||
|
taskName = self.uniqueName('NextAttack')
|
||
|
taskMgr.remove(taskName)
|
||
|
|
||
|
def doNextAttack(self, task):
|
||
|
self.b_setAttackCode(ToontownGlobals.BossCogNoAttack)
|