Poodletooth-iLand/toontown/battle/DistributedBattleFinal.py

201 lines
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Python
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2015-03-03 22:10:12 +00:00
from direct.actor import Actor
from direct.directnotify import DirectNotifyGlobal
from direct.fsm import State
from direct.interval.IntervalGlobal import *
from pandac.PandaModules import *
import random
from BattleBase import *
import DistributedBattleBase
import MovieUtil
import SuitBattleGlobals
from toontown.distributed import DelayDelete
from toontown.nametag import NametagGlobals
from toontown.suit import Suit
from toontown.toonbase import ToontownBattleGlobals
from toontown.toonbase import ToontownGlobals
class DistributedBattleFinal(DistributedBattleBase.DistributedBattleBase):
notify = DirectNotifyGlobal.directNotify.newCategory('DistributedBattleFinal')
def __init__(self, cr):
townBattle = cr.playGame.hood.loader.townBattle
DistributedBattleBase.DistributedBattleBase.__init__(self, cr, townBattle)
self.setupCollisions(self.uniqueBattleName('battle-collide'))
self.bossCog = None
self.bossCogRequest = None
self.streetBattle = 0
self.joiningSuitsName = self.uniqueBattleName('joiningSuits')
self.fsm.addState(State.State('ReservesJoining', self.enterReservesJoining, self.exitReservesJoining, ['WaitForJoin']))
offState = self.fsm.getStateNamed('Off')
offState.addTransition('ReservesJoining')
waitForJoinState = self.fsm.getStateNamed('WaitForJoin')
waitForJoinState.addTransition('ReservesJoining')
playMovieState = self.fsm.getStateNamed('PlayMovie')
playMovieState.addTransition('ReservesJoining')
return
def generate(self):
DistributedBattleBase.DistributedBattleBase.generate(self)
def disable(self):
DistributedBattleBase.DistributedBattleBase.disable(self)
base.cr.relatedObjectMgr.abortRequest(self.bossCogRequest)
self.bossCogRequest = None
self.bossCog = None
return
def delete(self):
DistributedBattleBase.DistributedBattleBase.delete(self)
self.removeCollisionData()
def setBossCogId(self, bossCogId):
self.bossCogId = bossCogId
if bossCogId in base.cr.doId2do:
tempBossCog = base.cr.doId2do[bossCogId]
self.__gotBossCog([tempBossCog])
else:
self.notify.debug('doing relatedObjectMgr.request for bossCog')
self.bossCogRequest = base.cr.relatedObjectMgr.requestObjects([bossCogId], allCallback=self.__gotBossCog)
def __gotBossCog(self, bossCogList):
self.bossCogRequest = None
self.bossCog = bossCogList[0]
currStateName = self.localToonFsm.getCurrentState().getName()
if currStateName == 'NoLocalToon' and self.bossCog.hasLocalToon():
self.enableCollision()
return
def setBattleNumber(self, battleNumber):
self.battleNumber = battleNumber
def setBattleSide(self, battleSide):
self.battleSide = battleSide
def setMembers(self, suits, suitsJoining, suitsPending, suitsActive, suitsLured, suitTraps, toons, toonsJoining, toonsPending, toonsActive, toonsRunning, timestamp):
if self.battleCleanedUp():
return
oldtoons = DistributedBattleBase.DistributedBattleBase.setMembers(self, suits, suitsJoining, suitsPending, suitsActive, suitsLured, suitTraps, toons, toonsJoining, toonsPending, toonsActive, toonsRunning, timestamp)
if len(self.toons) == 4 and len(oldtoons) < 4:
self.notify.debug('setMembers() - battle is now full of toons')
self.closeBattleCollision()
elif len(self.toons) < 4 and len(oldtoons) == 4:
self.openBattleCollision()
def makeSuitJoin(self, suit, ts):
self.notify.debug('makeSuitJoin(%d)' % suit.doId)
self.joiningSuits.append(suit)
if self.hasLocalToon():
self.d_joinDone(base.localAvatar.doId, suit.doId)
def showSuitsJoining(self, suits, ts, name, callback):
if self.bossCog == None:
return
if self.battleSide:
openDoor = Func(self.bossCog.doorB.request, 'open')
closeDoor = Func(self.bossCog.doorB.request, 'close')
else:
openDoor = Func(self.bossCog.doorA.request, 'open')
closeDoor = Func(self.bossCog.doorA.request, 'close')
suitTrack = Parallel()
delay = 0
for suit in suits:
suit.setState('Battle')
if suit.dna.dept == 'l':
suit.reparentTo(self.bossCog)
suit.setPos(0, 0, 0)
suit.setPos(self.bossCog, 0, 0, 0)
suit.headsUp(self)
suit.setScale(3.8 / suit.height)
if suit in self.joiningSuits:
i = len(self.pendingSuits) + self.joiningSuits.index(suit)
destPos, h = self.suitPendingPoints[i]
destHpr = VBase3(h, 0, 0)
else:
destPos, destHpr = self.getActorPosHpr(suit, self.suits)
suitTrack.append(Track((delay, self.createAdjustInterval(suit, destPos, destHpr)), (delay + 1.5, suit.scaleInterval(1.5, 1))))
delay += 1
if self.hasLocalToon() and hasattr(base, 'camera') and base.camera is not None:
base.camera.reparentTo(self)
if random.choice([0, 1]):
base.camera.setPosHpr(20, -4, 7, 60, 0, 0)
else:
base.camera.setPosHpr(-20, -4, 7, -60, 0, 0)
done = Func(callback)
track = Sequence(openDoor, suitTrack, closeDoor, done, name=name)
track.start(ts)
self.storeInterval(track, name)
return
def __playReward(self, ts, callback):
toonTracks = Parallel()
for toon in self.toons:
toonTracks.append(Sequence(Func(toon.loop, 'victory'), Wait(FLOOR_REWARD_TIMEOUT), Func(toon.loop, 'neutral')))
name = self.uniqueName('floorReward')
track = Sequence(toonTracks, name=name)
if self.hasLocalToon():
base.camera.setPos(0, 0, 1)
base.camera.setHpr(180, 10, 0)
track += [self.bossCog.makeEndOfBattleMovie(self.hasLocalToon()), Func(callback)]
self.storeInterval(track, name)
track.start(ts)
def enterReward(self, ts):
self.notify.debug('enterReward()')
self.disableCollision()
self.delayDeleteMembers()
self.__playReward(ts, self.__handleFloorRewardDone)
return None
def __handleFloorRewardDone(self):
return None
def exitReward(self):
self.notify.debug('exitReward()')
self.clearInterval(self.uniqueName('floorReward'), finish=1)
self._removeMembersKeep()
NametagGlobals.setWant2dNametags(True)
for toon in self.toons:
toon.startSmooth()
def enterResume(self, ts = 0):
if self.hasLocalToon():
self.removeLocalToon()
self.fsm.requestFinalState()
def exitResume(self):
return None
def enterReservesJoining(self, ts = 0):
self.delayDeleteMembers()
self.showSuitsJoining(self.joiningSuits, ts, self.joiningSuitsName, self.__reservesJoiningDone)
def __reservesJoiningDone(self):
self._removeMembersKeep()
self.doneBarrier()
def exitReservesJoining(self):
self.clearInterval(self.joiningSuitsName)
def enterNoLocalToon(self):
self.notify.debug('enterNoLocalToon()')
if self.bossCog != None and self.bossCog.hasLocalToon():
self.enableCollision()
else:
self.disableCollision()
return
def exitNoLocalToon(self):
self.disableCollision()
return None
def enterWaitForServer(self):
self.notify.debug('enterWaitForServer()')
return None
def exitWaitForServer(self):
return None