Poodletooth-iLand/toontown/cogdominium/CogdoFlyingPlayer.py

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Python
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2015-11-14 13:28:53 -06:00
from pandac.PandaModules import DepthOffsetAttrib, NodePath, Vec3, Vec4, TextNode
from direct.directnotify import DirectNotifyGlobal
from direct.fsm.FSM import FSM
from direct.interval.FunctionInterval import Wait
from direct.interval.IntervalGlobal import Func, LerpHprInterval, LerpScaleInterval, LerpFunctionInterval
from direct.interval.MetaInterval import Sequence, Parallel
from direct.distributed.ClockDelta import globalClockDelta
from toontown.toonbase import ToontownGlobals
from toontown.effects import DustCloud
import CogdoFlyingGameGlobals as Globals
import CogdoUtil
from CogdoFlyingObjects import CogdoFlyingGatherable
from CogdoFlyingUtil import swapAvatarShadowPlacer
class CogdoFlyingPlayer(FSM):
notify = DirectNotifyGlobal.directNotify.newCategory('CogdoFlyingPlayer')
def __init__(self, toon):
FSM.__init__(self, 'CogdoFlyingPlayer')
self.toon = toon
self.toon.reparentTo(render)
self.legalEaglesTargeting = []
self.activeBuffs = []
self.initModels()
self.initIntervals()
self.netTimeSentToStartDeath = 0
self.backpackState = -1
self.lastBackpackState = -1
self.lastPropellerSpinRate = Globals.Gameplay.NormalPropSpeed
self.propellerSpinRate = Globals.Gameplay.NormalPropSpeed
self.setFuelState(Globals.Gameplay.FuelStates.FuelNoPropeller)
self.setOldFuelState(self.fuelState)
CogdoFlyingPlayer.setBlades(self, Globals.Gameplay.FuelStates.FuelNoPropeller)
self.setBackpackState(Globals.Gameplay.BackpackStates.Normal)
def initModels(self):
self.createPropeller()
self.createRedTapeRing()
def createPropeller(self):
self.propellerSmoke = DustCloud.DustCloud(self.toon, wantSound=False)
self.propellerSmoke.setBillboardPointEye()
self.propellerSmoke.setBin('fixed', 5002)
self.backpack = CogdoUtil.loadFlyingModel('propellerPack')
self.backpack.setScale(1.3)
self.backpack.setHpr(180.0, 0.0, 0.0)
self.backpackInstances = []
self.backpackTextureCard = CogdoUtil.loadFlyingModel('propellerPack_card')
parts = self.toon.getTorsoParts()
for part in parts:
backpackInstance = part.attachNewNode('backpackInstance')
animal = self.toon.style.getAnimal()
bodyScale = ToontownGlobals.toonBodyScales[animal]
backpackHeight = ToontownGlobals.torsoHeightDict[self.toon.style.torso] * bodyScale - 0.5
backpackInstance.setPos(0.0, -0.325, backpackHeight)
self.backpackInstances.append(backpackInstance)
self.backpack.instanceTo(backpackInstance)
self.propInstances = []
self.propeller = CogdoUtil.loadFlyingModel('toonPropeller')
for part in self.backpackInstances:
propInstance = part.attachNewNode('propInstance')
propInstance.setPos(0.0, -0.275, 0.0)
propInstance.setHpr(0.0, 20.0, 0.0)
propInstance.setScale(1.0, 1.0, 1.25)
self.propInstances.append(propInstance)
self.propeller.instanceTo(propInstance)
self.blades = []
self.activeBlades = []
index = 1
blade = self.propeller.find('**/propeller%d' % index)
while not blade.isEmpty():
self.blades.append(blade)
index += 1
blade = self.propeller.find('**/propeller%d' % index)
for blade in self.blades:
self.activeBlades.append(blade)
def createRedTapeRing(self):
self.redTapeRing = CogdoUtil.loadFlyingModel('redTapeRing')
self.redTapeRing.setTwoSided(True)
self.redTapeRing.reparentTo(self.toon)
self.redTapeRing.hide()
self.redTapeRing.setScale(1.25)
self.redTapeRing.setZ(self.toon.getHeight() / 2.0)
def initIntervals(self):
self.baseSpinDuration = 1.0
self.propellerSpinLerp = LerpFunctionInterval(self.propeller.setH, fromData=0.0, toData=360.0, duration=self.baseSpinDuration, name='%s.propellerSpinLerp-%s' % (self.__class__.__name__, self.toon.doId))
singleBlinkTime = Globals.Gameplay.TargetedWarningSingleBlinkTime
blinkTime = Globals.Gameplay.TargetedWarningBlinkTime
self.blinkLoop = Sequence(Wait(singleBlinkTime / 2.0), Func(self.setBackpackTexture, Globals.Gameplay.BackpackStates.Attacked), Wait(singleBlinkTime / 2.0), Func(self.setBackpackTexture, Globals.Gameplay.BackpackStates.Targeted), name='%s.blinkLoop-%s' % (self.__class__.__name__, self.toon.doId))
self.blinkWarningSeq = Sequence(Func(self.blinkLoop.loop), Wait(blinkTime), Func(self.blinkLoop.clearToInitial), name='%s.blinkWarningSeq-%s' % (self.__class__.__name__, self.toon.doId))
dur = Globals.Gameplay.BackpackRefuelDuration
self.refuelSeq = Sequence(Func(self.setPropellerSpinRate, Globals.Gameplay.RefuelPropSpeed), Wait(dur), Func(self.returnBackpackToLastStateFunc), name='%s.refuelSeq-%s' % (self.__class__.__name__, self.toon.doId))
scale = self.redTapeRing.getScale()
pulseTime = 1.0
self.pulseBubbleSeq = Parallel(Sequence(LerpFunctionInterval(self.redTapeRing.setScale, fromData=scale, toData=scale * 1.1, duration=pulseTime / 2.0, blendType='easeInOut'), LerpFunctionInterval(self.redTapeRing.setScale, fromData=scale * 1.1, toData=scale, duration=pulseTime / 2.0, blendType='easeInOut')), LerpHprInterval(self.redTapeRing, pulseTime, Vec3(360, 0, 0), startHpr=Vec3(0, 0, 0)), name='%s.pulseBubbleSeq-%s' % (self.__class__.__name__, self.toon.doId))
bouncePercent = 1.2
scaleTime = 0.5
scaleBounceTime = 0.25
self.popUpBubbleLerp = LerpScaleInterval(self.redTapeRing, scaleTime, scale * bouncePercent, startScale=0.0, blendType='easeInOut')
self.popUpBubbleSeq = Sequence(Func(self.updateLerpStartScale, self.popUpBubbleLerp, self.redTapeRing), Func(self.redTapeRing.show), self.popUpBubbleLerp, LerpScaleInterval(self.redTapeRing, scaleBounceTime, scale, startScale=scale * bouncePercent, blendType='easeInOut'), Func(self.pulseBubbleSeq.loop), name='%s.popUpBubbleSeq-%s' % (self.__class__.__name__, self.toon.doId))
self.removeBubbleLerp = LerpScaleInterval(self.redTapeRing, scaleBounceTime, scale * bouncePercent, startScale=scale, blendType='easeInOut')
self.removeBubbleSeq = Sequence(Func(self.pulseBubbleSeq.clearToInitial), Func(self.updateLerpStartScale, self.removeBubbleLerp, self.redTapeRing), self.removeBubbleLerp, LerpScaleInterval(self.redTapeRing, scaleTime, 0.0, startScale=scale * bouncePercent, blendType='easeInOut'), Func(self.redTapeRing.hide), name='%s.removeBubbleSeq-%s' % (self.__class__.__name__, self.toon.doId))
self.redTapeRing.setScale(0.0)
self.deathInterval = Sequence(Parallel(LerpHprInterval(self.toon, 1.0, Vec3(720, 0, 0)), LerpFunctionInterval(self.toon.setScale, fromData=1.0, toData=0.1, duration=1.0)), Func(self.toon.stash), name='%s.deathInterval-%s' % (self.__class__.__name__, self.toon.doId))
self.spawnInterval = Sequence(Func(self.toon.stash), Func(self.resetToon), Wait(1.0), Func(self.toon.setAnimState, 'TeleportIn'), Func(self.toon.unstash), name='%s.spawnInterval-%s' % (self.__class__.__name__, self.toon.doId))
singleBlinkTime = Globals.Gameplay.InvulSingleBlinkTime
blinkTime = Globals.Gameplay.InvulBlinkTime
invulBuffTime = Globals.Gameplay.InvulBuffTime
self.blinkBubbleLoop = Sequence(LerpFunctionInterval(self.redTapeRing.setAlphaScale, fromData=1.0, toData=0.0, duration=singleBlinkTime / 2.0, blendType='easeInOut'), LerpFunctionInterval(self.redTapeRing.setAlphaScale, fromData=0.0, toData=1.0, duration=singleBlinkTime / 2.0, blendType='easeInOut'), name='%s.blinkBubbleLoop-%s' % (self.__class__.__name__, self.toon.doId))
self.blinkBubbleSeq = Sequence(Wait(invulBuffTime - blinkTime), Func(self.blinkBubbleLoop.loop), Wait(blinkTime), Func(self.blinkBubbleLoop.finish), name='%s.blinkBubbleSeq-%s' % (self.__class__.__name__, self.toon.doId))
def returnBackpackToLastStateFunc(self):
if self.backpackState == Globals.Gameplay.BackpackStates.Refuel:
self.returnBackpackToLastState()
def setPropellerSpinRateFunc(self):
if self.propellerSpinRate == Globals.Gameplay.RefuelPropSpeed:
self.setPropellerSpinRate(self.lastPropellerSpinRate)
def returnBackpackToLastState(self):
self.setBackpackState(self.lastBackpackState)
def setBackpackState(self, state):
if state == self.backpackState:
return
self.lastBackpackState = self.backpackState
self.backpackState = state
self.blinkWarningSeq.clearToInitial()
self.refuelSeq.clearToInitial()
self.blinkLoop.clearToInitial()
if self.lastBackpackState == Globals.Gameplay.BackpackStates.Refuel:
self.setPropellerSpinRateFunc()
if state in Globals.Gameplay.BackpackStates:
if state == Globals.Gameplay.BackpackStates.Normal:
pass
elif state == Globals.Gameplay.BackpackStates.Targeted:
pass
elif state == Globals.Gameplay.BackpackStates.Refuel:
self.refuelSeq.start()
elif state == Globals.Gameplay.BackpackStates.Attacked:
self.blinkWarningSeq.start()
self.setBackpackTexture(state)
def setBackpackTexture(self, state):
texName = Globals.Gameplay.BackpackState2TextureName[state]
tex = self.backpackTextureCard.findTexture(texName)
self.backpack.setTexture(tex, 1)
def updateLerpStartScale(self, lerp, nodepath):
lerp.setStartScale(nodepath.getScale())
def handleEnterGatherable(self, gatherable, elapsedTime):
if gatherable.type == Globals.Level.GatherableTypes.InvulPowerup:
self.blinkBubbleSeq.clearToInitial()
self.blinkBubbleSeq.start(elapsedTime)
self.removeBubbleSeq.clearToInitial()
self.popUpBubbleSeq.start()
if gatherable.type not in self.activeBuffs:
self.activeBuffs.append(gatherable.type)
elif gatherable.type == Globals.Level.GatherableTypes.Propeller:
self.setBackpackState(Globals.Gameplay.BackpackStates.Refuel)
def handleDebuffPowerup(self, pickupType, elapsedTime):
if pickupType == Globals.Level.GatherableTypes.InvulPowerup:
self.blinkBubbleSeq.finish()
self.popUpBubbleSeq.clearToInitial()
self.removeBubbleSeq.start()
if pickupType in self.activeBuffs:
self.activeBuffs.remove(pickupType)
def isBuffActive(self, pickupType):
if pickupType in self.activeBuffs:
return True
return False
def isInvulnerable(self):
if Globals.Level.GatherableTypes.InvulPowerup in self.activeBuffs:
return True
return False
def setFuelState(self, fuelState):
self.fuelState = fuelState
def setOldFuelState(self, fuelState):
self.oldFuelState = fuelState
def hasFuelStateChanged(self):
if self.fuelState != self.oldFuelState:
return True
else:
return False
def updatePropellerSmoke(self):
if not self.hasFuelStateChanged():
return
if self.fuelState in [Globals.Gameplay.FuelStates.FuelNoPropeller, Globals.Gameplay.FuelStates.FuelNormal]:
self.propellerSmoke.stop()
elif self.fuelState in [Globals.Gameplay.FuelStates.FuelVeryLow, Globals.Gameplay.FuelStates.FuelEmpty]:
self.propellerSmoke.stop()
self.propellerSmoke.setScale(0.25)
self.propellerSmoke.setZ(self.toon.getHeight() + 2.5)
self.propellerSmoke.loop(rate=48)
elif self.fuelState in [Globals.Gameplay.FuelStates.FuelLow]:
self.propellerSmoke.stop()
self.propellerSmoke.setScale(0.0825)
self.propellerSmoke.setZ(self.toon.getHeight() + 2.0)
self.propellerSmoke.loop(rate=24)
def resetBlades(self):
self.setBlades(len(self.blades))
def setAsLegalEagleTarget(self, legalEagle):
if legalEagle not in self.legalEaglesTargeting:
self.legalEaglesTargeting.append(legalEagle)
def removeAsLegalEagleTarget(self, legalEagle):
if legalEagle in self.legalEaglesTargeting:
self.legalEaglesTargeting.remove(legalEagle)
def isLegalEagleTarget(self):
if len(self.legalEaglesTargeting) > 0:
return True
else:
return False
def setBlades(self, fuelState):
if fuelState not in Globals.Gameplay.FuelStates:
return
numBlades = fuelState - 1
if len(self.activeBlades) != numBlades:
for i in xrange(len(self.activeBlades)):
blade = self.activeBlades.pop()
blade.stash()
if numBlades > len(self.blades):
numBlades = len(self.blades)
if numBlades > 0:
for i in xrange(numBlades):
blade = self.blades[i]
self.activeBlades.append(blade)
blade.unstash()
if fuelState == Globals.Gameplay.FuelStates.FuelNoPropeller:
for prop in self.propInstances:
prop.hide()
else:
for prop in self.propInstances:
prop.show()
self.setFuelState(fuelState)
self.updatePropellerSmoke()
self.setOldFuelState(self.fuelState)
def bladeLost(self):
if len(self.activeBlades) > 0:
blade = self.activeBlades.pop()
blade.stash()
self.setFuelState(len(self.activeBlades) + 1)
self.updatePropellerSmoke()
self.setOldFuelState(self.fuelState)
def setPropellerSpinRate(self, newRate):
self.lastPropellerSpinRate = self.propellerSpinRate
self.propellerSpinRate = newRate
self.notify.debug('(%s) New propeller speed:%s, old propeller speed:%s' % (self.toon.doId, self.propellerSpinRate, self.lastPropellerSpinRate))
self.propellerSpinLerp.setPlayRate(newRate)
def died(self, elapsedTime):
self.deathInterval.start(elapsedTime)
self.propellerSmoke.stop()
def spawn(self, elapsedTime):
self.spawnInterval.start(elapsedTime)
def resetToon(self):
self.toon.setScale(1.0)
def enable(self):
self.toon.setAnimState('Happy', 1.0)
self.toon.setForceJumpIdle(True)
self.toon.setSpeed(0, 0)
self.setPropellerSpinRate(Globals.Gameplay.NormalPropSpeed)
self.propellerSpinLerp.loop()
def disable(self):
pass
def unload(self):
self.ignoreAll()
if self.toon:
self.toon.showName()
self.backpackTextureCard.removeNode()
del self.backpackTextureCard
self.refuelSeq.clearToInitial()
del self.refuelSeq
self.pulseBubbleSeq.clearToInitial()
del self.pulseBubbleSeq
self.blinkBubbleLoop.clearToInitial()
del self.blinkBubbleLoop
self.blinkBubbleSeq.clearToInitial()
del self.blinkBubbleSeq
self.popUpBubbleLerp.clearToInitial()
del self.popUpBubbleLerp
self.popUpBubbleSeq.clearToInitial()
del self.popUpBubbleSeq
self.removeBubbleLerp.clearToInitial()
del self.removeBubbleLerp
self.removeBubbleSeq.clearToInitial()
del self.removeBubbleSeq
self.propellerSmoke.destroy()
del self.propellerSmoke
self.blinkWarningSeq.clearToInitial()
del self.blinkWarningSeq
self.blinkLoop.clearToInitial()
del self.blinkLoop
self.redTapeRing.removeNode()
del self.redTapeRing
self.propellerSpinLerp.clearToInitial()
del self.propellerSpinLerp
for prop in self.propInstances:
prop.removeNode()
del self.propInstances[:]
self.propeller.removeNode()
del self.propeller
for backpack in self.backpackInstances:
backpack.removeNode()
del self.backpackInstances[:]
self.backpack.removeNode()
del self.backpack
del self.activeBuffs[:]
del self.legalEaglesTargeting[:]
del self.toon
self.toon = None
if self.deathInterval:
self.deathInterval.clearToInitial()
self.deathInterval = None
if self.spawnInterval:
self.spawnInterval.clearToInitial()
self.spawnInterval = None
return
def start(self):
swapAvatarShadowPlacer(self.toon, self.toon.uniqueName('toonShadowPlacer'))
self.toon.startSmooth()
def exit(self):
self.toon.setForceJumpIdle(False)
self.propellerSmoke.reparentTo(hidden)
self.propellerSmoke.stop()
if self.toon:
CogdoFlyingPlayer.resetToon(self)
self.toon.setActiveShadow(0)
self.toon.deleteDropShadow()
self.toon.initializeDropShadow()
self.toon.setActiveShadow(1)
else:
self.notify.warning("There's no toon in offstage, this is bad!")