2015-03-03 22:10:12 +00:00
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from toontown.suit import SuitDNA
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from toontown.shtiker.CogPageGlobals import *
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class CogPageManagerAI:
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def toonEncounteredCogs(self, toon, encounteredCogs, zoneId):
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cogs = toon.cogs
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for cog in encounteredCogs:
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if toon.getDoId() in cog['activeToons']:
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cogIndex = SuitDNA.suitHeadTypes.index(cog['type'])
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if cogs[cogIndex] == COG_UNSEEN:
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cogs[cogIndex] = COG_BATTLED
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toon.b_setCogStatus(cogs)
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def toonKilledCogs(self, toon, killedCogs, zoneId):
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cogCounts = toon.cogCounts
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cogs = toon.cogs
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for cog in killedCogs:
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2015-05-27 14:15:20 +00:00
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if cog['isSkelecog'] or cog['isBoss'] > 0:
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2015-03-03 22:10:12 +00:00
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continue
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if toon.getDoId() in cog['activeToons']:
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deptIndex = SuitDNA.suitDepts.index(cog['track'])
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if toon.buildingRadar[deptIndex] == 1:
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continue
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cogIndex = SuitDNA.suitHeadTypes.index(cog['type'])
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buildingQuota = COG_QUOTAS[1][cogIndex % SuitDNA.suitsPerDept]
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cogQuota = COG_QUOTAS[0][cogIndex % SuitDNA.suitsPerDept]
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if cogCounts[cogIndex] >= buildingQuota:
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return
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cogCounts[cogIndex] += 1
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if cogCounts[cogIndex] < cogQuota:
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cogs[cogIndex] = COG_DEFEATED
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elif cogQuota <= cogCounts[cogIndex] < buildingQuota:
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cogs[cogIndex] = COG_COMPLETE1
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else:
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cogs[cogIndex] = COG_COMPLETE2
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toon.b_setCogCount(cogCounts)
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toon.b_setCogStatus(cogs)
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newCogRadar = toon.cogRadar
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newBuildingRadar = toon.buildingRadar
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for dept in xrange(len(SuitDNA.suitDepts)):
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if newBuildingRadar[dept] == 1:
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continue
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cogRadar = 1
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buildingRadar = 1
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for cog in xrange(SuitDNA.suitsPerDept):
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status = toon.cogs[dept*SuitDNA.suitsPerDept + cog]
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if status != COG_COMPLETE2:
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buildingRadar = 0
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if status != COG_COMPLETE1 or status != COG_COMPLETE2:
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cogRadar = 0
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newCogRadar[dept] = cogRadar
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newBuildingRadar[dept] = buildingRadar
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toon.b_setCogRadar(newCogRadar)
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2015-04-29 04:01:52 +00:00
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toon.b_setBuildingRadar(newBuildingRadar)
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