Poodletooth-iLand/toontown/coghq/DistributedFactoryAI.py

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from direct.directnotify import DirectNotifyGlobal
from direct.task import Task
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from otp.level import DistributedLevelAI, LevelSpec
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from toontown.suit import DistributedFactorySuitAI
from toontown.toonbase import ToontownGlobals, ToontownBattleGlobals
from toontown.coghq import DistributedBattleFactoryAI
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import FactoryBase, FactoryEntityCreatorAI, FactorySpecs, LevelSuitPlannerAI
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class DistributedFactoryAI(DistributedLevelAI.DistributedLevelAI, FactoryBase.FactoryBase):
notify = DirectNotifyGlobal.directNotify.newCategory('DistributedFactoryAI')
def __init__(self, air, factoryId, zoneId, entranceId, avIds):
DistributedLevelAI.DistributedLevelAI.__init__(self, air, zoneId, entranceId, avIds)
FactoryBase.FactoryBase.__init__(self)
self.setFactoryId(factoryId)
def createEntityCreator(self):
return FactoryEntityCreatorAI.FactoryEntityCreatorAI(level=self)
def getBattleCreditMultiplier(self):
return ToontownBattleGlobals.getFactoryCreditMultiplier(self.factoryId)
def generate(self):
self.notify.info('generate')
self.notify.info('start factory %s %s creation, frame=%s' % (self.factoryId, self.doId, globalClock.getFrameCount()))
self.notify.info('loading spec')
specModule = FactorySpecs.getFactorySpecModule(self.factoryId)
factorySpec = LevelSpec.LevelSpec(specModule)
self.notify.info('creating entities')
DistributedLevelAI.DistributedLevelAI.generate(self, factorySpec)
self.notify.info('creating cogs')
cogSpecModule = FactorySpecs.getCogSpecModule(self.factoryId)
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.factoryId,
self.entranceId,
scenario,
self.avIdList)
for avId in self.avIdList:
self.air.writeServerEvent('factoryEntered', avId, description)
self.notify.info('finish factory %s %s creation' % (self.factoryId, 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)
def getTaskZoneId(self):
return self.factoryId
def getFactoryId(self):
return self.factoryId
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.factoryId, self.entranceId, scenario, activeVictorIds)
for avId in activeVictorIds:
self.air.writeServerEvent('factoryDefeated', avId, description)
for toon in activeVictors:
simbase.air.questManager.toonDefeatedFactory(toon, self.factoryId, 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