Poodletooth-iLand/toontown/coghq/DistributedLevelBattle.py

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from direct.directnotify import DirectNotifyGlobal
from direct.fsm import ClassicFSM
from direct.fsm import State
from direct.interval.IntervalGlobal import *
from panda3d.core import *
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import random
from otp.avatar import Emote
from toontown.battle import DistributedBattle
from toontown.battle import SuitBattleGlobals
from toontown.battle.BattleBase import *
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from otp.nametag.NametagConstants import *
from otp.nametag import NametagGlobals
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from toontown.suit import SuitDNA
from toontown.toon import TTEmote
from toontown.toonbase import ToontownGlobals
class DistributedLevelBattle(DistributedBattle.DistributedBattle):
notify = DirectNotifyGlobal.directNotify.newCategory('DistributedLevelBattle')
def __init__(self, cr):
DistributedBattle.DistributedBattle.__init__(self, cr)
self.levelRequest = None
self.levelBattle = 1
return
def setLevelDoId(self, levelDoId):
self.levelDoId = levelDoId
def setBattleCellId(self, battleCellId):
self.battleCellId = battleCellId
def doPlacement(levelList, self = self):
self.levelRequest = None
self.level = levelList[0]
spec = self.level.getBattleCellSpec(self.battleCellId)
self.level.requestReparent(self, spec['parentEntId'])
self.setPos(spec['pos'])
print 'spec = %s' % spec
print 'h = %s' % spec.get('h')
self.wrtReparentTo(render)
return
level = base.cr.doId2do.get(self.levelDoId)
if level is None:
self.notify.warning('level %s not in doId2do yet, battle %s will be mispositioned.' % self.levelDoId, self.doId)
self.levelRequest = self.cr.relatedObjectMgr.requestObjects([self.levelDoId], doPlacement)
else:
doPlacement([level])
return
def setPosition(self, *args):
pass
def setInitialSuitPos(self, x, y, z):
self.initialSuitPos = Point3(x, y, z)
def disable(self):
if self.hasLocalToon():
self.unlockLevelViz()
if self.levelRequest is not None:
self.cr.relatedObjectMgr.abortRequest(self.levelRequest)
self.levelRequest = None
DistributedBattle.DistributedBattle.disable(self)
return
def delete(self):
self.ignoreAll()
DistributedBattle.DistributedBattle.delete(self)
def handleBattleBlockerCollision(self):
messenger.send(self.getCollisionName(), [None])
return
def lockLevelViz(self):
level = base.cr.doId2do.get(self.levelDoId)
if level:
level.lockVisibility(zoneId=self.zoneId)
else:
self.notify.warning("lockLevelViz: couldn't find level %s" % self.levelDoId)
def unlockLevelViz(self):
level = base.cr.doId2do.get(self.levelDoId)
if level:
level.unlockVisibility()
else:
self.notify.warning("unlockLevelViz: couldn't find level %s" % self.levelDoId)
def onWaitingForJoin(self):
self.lockLevelViz()
def announceCrateReward(self):
track = Sequence()
for i, message in enumerate(TTLocalizer.CrateRewardMessages):
track.append(Func(base.localAvatar.setSystemMessage, 0, message))
track.append(Wait(1.5))
track.start()
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def __faceOff(self, ts, name, callback):
if len(self.suits) == 0:
self.notify.warning('__faceOff(): no suits.')
return
if len(self.toons) == 0:
self.notify.warning('__faceOff(): no toons.')
return
toon = self.toons[0]
point = self.toonPoints[0][0]
toonPos = point[0]
toonHpr = VBase3(point[1], 0.0, 0.0)
p = toon.getPos(self)
toon.setPos(self, p[0], p[1], 0.0)
toon.setShadowHeight(0)
if len(self.suits) == 1:
leaderIndex = 0
elif self.bossBattle == 1:
for suit in self.suits:
if suit.boss:
leaderIndex = self.suits.index(suit)
break
else:
maxTypeNum = -1
for suit in self.suits:
suitTypeNum = SuitDNA.getSuitType(suit.dna.name)
if maxTypeNum < suitTypeNum:
maxTypeNum = suitTypeNum
leaderIndex = self.suits.index(suit)
delay = FACEOFF_TAUNT_T
suitTrack = Parallel()
suitLeader = None
for suit in self.suits:
suit.setState('Battle')
suitIsLeader = 0
oneSuitTrack = Sequence()
oneSuitTrack.append(Func(suit.loop, 'neutral'))
oneSuitTrack.append(Func(suit.headsUp, toonPos))
if self.suits.index(suit) == leaderIndex:
suitLeader = suit
suitIsLeader = 1
if self.bossBattle == 1 and self.levelDoId in base.cr.doId2do:
level = base.cr.doId2do[self.levelDoId]
if suit.boss:
taunt = level.getBossTaunt()
else:
taunt = level.getBossBattleTaunt()
else:
taunt = SuitBattleGlobals.getFaceoffTaunt(suit.getStyleName(), suit.doId)
oneSuitTrack.append(Func(suit.setChatAbsolute, taunt, CFSpeech | CFTimeout))
destPos, destHpr = self.getActorPosHpr(suit, self.suits)
oneSuitTrack.append(Wait(delay))
if suitIsLeader == 1:
oneSuitTrack.append(Func(suit.clearChat))
oneSuitTrack.append(self.createAdjustInterval(suit, destPos, destHpr))
suitTrack.append(oneSuitTrack)
suitHeight = suitLeader.getHeight()
suitOffsetPnt = Point3(0, 0, suitHeight)
toonTrack = Parallel()
for toon in self.toons:
oneToonTrack = Sequence()
destPos, destHpr = self.getActorPosHpr(toon, self.toons)
oneToonTrack.append(Wait(delay))
oneToonTrack.append(self.createAdjustInterval(toon, destPos, destHpr, toon=1, run=1))
toonTrack.append(oneToonTrack)
if self.hasLocalToon():
MidTauntCamHeight = suitHeight * 0.66
MidTauntCamHeightLim = suitHeight - 1.8
if MidTauntCamHeight < MidTauntCamHeightLim:
MidTauntCamHeight = MidTauntCamHeightLim
TauntCamY = 18
TauntCamX = 0
TauntCamHeight = random.choice((MidTauntCamHeight, 1, 11))
camTrack = Sequence()
camTrack.append(Func(camera.reparentTo, suitLeader))
camTrack.append(Func(base.camLens.setMinFov, self.camFOFov/(4./3.)))
camTrack.append(Func(camera.setPos, TauntCamX, TauntCamY, TauntCamHeight))
camTrack.append(Func(camera.lookAt, suitLeader, suitOffsetPnt))
camTrack.append(Wait(delay))
camTrack.append(Func(base.camLens.setMinFov, self.camFov/(4./3.)))
camTrack.append(Func(camera.wrtReparentTo, self))
camTrack.append(Func(camera.setPos, self.camFOPos))
camTrack.append(Func(camera.lookAt, suit))
mtrack = Parallel(suitTrack, toonTrack)
if self.hasLocalToon():
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NametagGlobals.setMasterArrowsOn(0)
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mtrack = Parallel(mtrack, camTrack)
done = Func(callback)
track = Sequence(mtrack, done, name=name)
track.start(ts)
self.storeInterval(track, name)
return
def enterFaceOff(self, ts):
if len(self.toons) > 0 and base.localAvatar == self.toons[0]:
Emote.globalEmote.disableAll(self.toons[0], 'dbattlebldg, enterFaceOff')
self.delayDeleteMembers()
self.__faceOff(ts, self.faceOffName, self.__handleFaceOffDone)
def __handleFaceOffDone(self):
self.notify.debug('FaceOff done')
self.d_faceOffDone(base.localAvatar.doId)
def exitFaceOff(self):
self.notify.debug('exitFaceOff()')
if len(self.toons) > 0 and base.localAvatar == self.toons[0]:
Emote.globalEmote.releaseAll(self.toons[0], 'dbattlebldg exitFaceOff')
self.clearInterval(self.faceOffName)
self._removeMembersKeep()
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, Func(callback), name=name)
camera.setPos(0, 0, 1)
camera.setHpr(180, 10, 0)
self.storeInterval(track, name)
track.start(ts)
def enterReward(self, ts):
self.notify.info('enterReward()')
self.disableCollision()
self.delayDeleteMembers()
self.__playReward(ts, self.__handleFloorRewardDone)
def __handleFloorRewardDone(self):
pass
def exitReward(self):
self.notify.info('exitReward()')
self.clearInterval(self.uniqueName('floorReward'))
self._removeMembersKeep()
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NametagGlobals.setMasterArrowsOn(1)
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for toon in self.toons:
toon.startSmooth()