Poodletooth-iLand/toontown/ai/QuestManagerAI.py

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2015-03-03 22:10:12 +00:00
from toontown.toon.DistributedNPCSpecialQuestGiverAI import DistributedNPCSpecialQuestGiverAI
from toontown.building import FADoorCodes
from otp.ai.MagicWordGlobal import *
from toontown.hood import ZoneUtil
from toontown.quest import Quests
QuestIdIndex = 0
QuestFromNpcIdIndex = 1
QuestToNpcIdIndex = 2
QuestRewardIdIndex = 3
QuestProgressIndex = 4
class QuestManagerAI:
notify = directNotify.newCategory('QuestManagerAI')
def __init__(self, air):
self.air = air
def requestInteract(self, avId, npc):
# Get the avatar.
av = self.air.doId2do.get(avId)
if not av:
return
avQuestPocketSize = av.getQuestCarryLimit()
avQuests = av.getQuests()
needTrackTask = False
fakeTier = 0
avTrackProgress = av.getTrackProgress()
if avTrackProgress[0] == -1:
avQuestTier = av.getRewardTier()
if avQuestTier < Quests.DG_TIER and avQuestTier > Quests.DD_TIER:
fakeTier = Quests.DD_TIER
needTrackTask = True
elif avQuestTier < Quests.BR_TIER and avQuestTier > Quests.MM_TIER:
fakeTier = Quests.MM_TIER
needTrackTask = True
elif avQuestTier < Quests.DL_TIER and avQuestTier > Quests.BR_TIER:
fakeTier = Quests.BR_TIER
needTrackTask = True
# Iterate through their quests.
for i in xrange(0, len(avQuests), 5):
questDesc = avQuests[i:i + 5]
questId, fromNpcId, toNpcId, rewardId, toonProgress = questDesc
questClass = Quests.getQuest(questId)
if questClass:
completeStatus = questClass.getCompletionStatus(av, questDesc, npc)
else:
continue
# If the quest is a DeliverGagQuest, add the gags.
if isinstance(questClass, Quests.DeliverGagQuest):
# Check if it's the required NPC.
if npc.npcId == toNpcId:
# Add progress.
questList = []
progress = questClass.removeGags(av)
for i in xrange(0, len(avQuests), 5):
questDesc = avQuests[i:i + 5]
if questDesc[QuestIdIndex] == questId:
questDesc[QuestProgressIndex] += progress
if questDesc[QuestProgressIndex] >= questClass.getNumGags():
completeStatus = Quests.COMPLETE
questList.append(questDesc)
av.b_setQuests(questList)
if completeStatus != Quests.COMPLETE:
continue
# If they've completed a quest.
if completeStatus == Quests.COMPLETE:
# ToonUp the toon to max health.
av.toonUp(av.maxHp)
# If it's a TrackChoiceQuest then present their track choices.
if isinstance(questClass, Quests.TrackChoiceQuest):
npc.presentTrackChoice(avId, questId, questClass.getChoices(av))
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break
# If there is another part to this quest then give them that.
if Quests.getNextQuest(questId, npc, av)[0] != Quests.NA:
self.nextQuest(av, npc, questId)
if avId in self.air.tutorialManager.avId2fsm:
self.air.tutorialManager.avId2fsm[avId].demand('Tunnel')
break
else:
# The toon has completed this quest. Give them a reward!
npc.completeQuest(avId, questId, rewardId)
self.completeQuest(av, questId)
break
else:
# They haven't completed any quests so we have to give them choices.
# If they've got a full pouch then reject them.
if (len(avQuests) == avQuestPocketSize*5):
npc.rejectAvatar(avId)
return
elif isinstance(npc, DistributedNPCSpecialQuestGiverAI):
# Don't display choices. Force a choice.
self.tutorialQuestChoice(avId, npc)
return
else:
#Present quest choices.
if needTrackTask:
choices = self.npcGiveTrackChoice(av, fakeTier)
else:
choices = self.avatarQuestChoice(av, npc)
if choices != []:
npc.presentQuestChoice(avId, choices)
else:
npc.rejectAvatar(avId)
def npcGiveTrackChoice(self, av, tier):
trackQuest = Quests.chooseTrackChoiceQuest(tier, av)
return [(trackQuest, 400, Quests.ToonHQ)]
def avatarQuestChoice(self, av, npc):
# Get the best quests for an avatar/npc.
return Quests.chooseBestQuests(av.getRewardTier(), npc, av)
def avatarChoseQuest(self, avId, npc, questId, rewardId, toNpcId):
# Get the avatar.
av = self.air.doId2do.get(avId)
if not av:
return
# Get the npcIds
fromNpcId = npc.npcId
if toNpcId == 0:
toNpcId = Quests.getQuestToNpcId(questId)
# Add the quest to the avatars list.
transformedRewardId = Quests.transformReward(rewardId, av)
av.addQuest([questId, fromNpcId, toNpcId, rewardId, 0], transformedRewardId)
# Remove the tasks for timeout.
taskMgr.remove(npc.uniqueName('clearMovie'))
# Assign the quest.
npc.assignQuest(avId, questId, rewardId, toNpcId)
def avatarChoseTrack(self, avId, npc, pendingTrackQuest, trackId):
# Get the avatar.
av = self.air.doId2do.get(avId)
if not av:
return
# Remove the tasks for timeout.
taskMgr.remove(npc.uniqueName('clearMovie'))
# Show the completion movie and remove the task.
npc.completeQuest(avId, pendingTrackQuest, Quests.getRewardIdFromTrackId(trackId))
self.completeQuest(av, pendingTrackQuest)
# Set their track their working on.
av.b_setTrackProgress(trackId, 0)
def avatarCancelled(self, npcId):
# Get the NPC.
npc = self.air.doId2do.get(npcId)
if not npc:
return
# Remove the task for timeout.
taskMgr.remove(npc.uniqueName('clearMovie'))
def nextQuest(self, av, npc, questId):
# Get the next QuestId and toNpcId.
nextQuestId, toNpcId = Quests.getNextQuest(questId, npc, av)
# Get the avatars current quests.
avQuests = av.getQuests()
questList = []
# Iterate through their current quests.
for i in xrange(0, len(avQuests), 5):
questDesc = avQuests[i:i + 5]
if questDesc[QuestIdIndex] == questId:
questDesc[QuestIdIndex] = nextQuestId
questDesc[QuestToNpcIdIndex] = toNpcId
questDesc[QuestProgressIndex] = 0
questList.append(questDesc)
# Show the quest movie and set their quests.
npc.incompleteQuest(av.doId, nextQuestId, Quests.QUEST, toNpcId)
av.b_setQuests(questList)
def completeQuest(self, av, completeQuestId):
#Get the avatars current quests.
avQuests = av.getQuests()
# Iterate through their current quests.
for i in xrange(0, len(avQuests), 5):
questDesc = avQuests[i:i + 5]
questId, fromNpcId, toNpcId, rewardId, toonProgress = questDesc
questClass = Quests.getQuest(questId)
if questId == completeQuestId:
av.removeQuest(questId)
self.giveReward(av, questId, rewardId)
self.avatarConsiderProgressTier(av)
break
def giveReward(self, av, questId, rewardId):
# Give the reward.
rewardClass = Quests.getReward(rewardId)
if rewardClass is None:
self.notify.warning('rewardClass was None for rewardId: %s.' % rewardId)
else:
rewardClass.sendRewardAI(av)
# Add the rewardId to the avatars rewardHistory.
rewardTier, rewardHistory = av.getRewardHistory()
transformedRewardId = Quests.transformReward(rewardId, av)
if transformedRewardId != rewardId:
rewardHistory.append(rewardId)
av.b_setRewardHistory(rewardTier, rewardHistory)
def avatarConsiderProgressTier(self, av):
# Get the avatars current tier.
currentTier = av.getRewardTier()
# Check if they have all required rewards.
if Quests.avatarHasAllRequiredRewards(av, currentTier):
if currentTier != Quests.ELDER_TIER:
currentTier += 1
av.b_setRewardHistory(currentTier, [])
def tutorialQuestChoice(self, avId, npc):
# Get the avatar.
av = self.air.doId2do.get(avId)
if not av:
return
# Get the possible quest choices and force the player to choose it.
choices = self.avatarQuestChoice(av, npc)
quest = choices[0]
self.avatarChoseQuest(avId, npc, quest[0], quest[1], 0)
# Are we in the tutorial speaking to Tutorial Tom?
if avId in self.air.tutorialManager.avId2fsm:
if av.getRewardHistory()[0] == 0:
self.air.tutorialManager.avId2fsm[avId].demand('Battle')
def toonRodeTrolleyFirstTime(self, av):
# Toon played a minigame.
self.toonPlayedMinigame(av, [])
def toonPlayedMinigame(self, av, toons):
# Get the avatars current quests.
avQuests = av.getQuests()
questList = []
# Iterate through their current quests.
for i in xrange(0, len(avQuests), 5):
questDesc = avQuests[i : i + 5]
questClass = Quests.getQuest(questDesc[QuestIdIndex])
if isinstance(questClass, Quests.TrolleyQuest):
questDesc[QuestProgressIndex] = 1
questList.append(questDesc)
av.b_setQuests(questList)
def toonMadeFriend(self, avId):
# Get the avatar.
av = self.air.doId2do.get(avId)
if not av:
return
# Get the avatars current quests.
avQuests = av.getQuests()
questList = []
# Iterate through their current quests.
for i in xrange(0, len(avQuests), 5):
questDesc = avQuests[i : i + 5]
questClass = Quests.getQuest(questDesc[QuestIdIndex])
if isinstance(questClass, Quests.FriendQuest):
questDesc[QuestProgressIndex] = 1
questList.append(questDesc)
av.b_setQuests(questList)
def toonUsedPhone(self, avId):
# Get the avatar.
av = self.air.doId2do.get(avId)
if not av:
return
# Get the avatars current quests.
avQuests = av.getQuests()
questList = []
# Iterate through their current quests.
for i in xrange(0, len(avQuests), 5):
questDesc = avQuests[i : i + 5]
questClass = Quests.getQuest(questDesc[QuestIdIndex])
if isinstance(questClass, Quests.PhoneQuest):
questDesc[QuestProgressIndex] += 1
questList.append(questDesc)
av.b_setQuests(questList)
def toonCaughtFishingItem(self, av):
# Get the avatars current quests.
avQuests = av.getQuests()
fishingItem = -1
questList = []
# Iterate through their current quests.
for i in xrange(0, len(avQuests), 5):
questDesc = avQuests[i : i + 5]
questClass = Quests.getQuest(questDesc[QuestIdIndex])
if fishingItem != -1:
questList.append(questDesc)
continue
if isinstance(questClass, Quests.RecoverItemQuest):
if not hasattr(questClass, 'getItem'):
questList.append(questDesc)
continue
if questClass.getHolder() == Quests.AnyFish:
if not questClass.getCompletionStatus(av, questDesc) == Quests.COMPLETE:
baseChance = questClass.getPercentChance()
amountRemaining = questClass.getNumItems() - questDesc[QuestProgressIndex]
chance = Quests.calcRecoverChance(amountRemaining, baseChance)
if chance >= baseChance:
questDesc[QuestProgressIndex] += 1
fishingItem = questClass.getItem()
questList.append(questDesc)
av.b_setQuests(questList)
return fishingItem
def hasTailorClothingTicket(self, av, npc):
# Get the avatars current quests.
avQuests = av.getQuests()
# Iterate through their current quests.
for i in xrange(0, len(avQuests), 5):
questDesc = avQuests[i : i + 5]
questClass = Quests.getQuest(questDesc[QuestIdIndex])
if isinstance(questClass, Quests.DeliverItemQuest):
if questClass.getCompletionStatus(av, questDesc, npc) == Quests.COMPLETE:
# They have a clothing ticket.
return 1
return 0
def removeClothingTicket(self, av, npc):
# Get the avatars current quests.
avQuests = av.getQuests()
# Iterate through their current quests.
for i in xrange(0, len(avQuests), 5):
questDesc = avQuests[i : i + 5]
questClass = Quests.getQuest(questDesc[QuestIdIndex])
if isinstance(questClass, Quests.DeliverItemQuest):
if questClass.getCompletionStatus(av, questDesc, npc) == Quests.COMPLETE:
av.removeQuest(questDesc[QuestIdIndex])
break
def recoverItems(self, av, suitsKilled, taskZoneId):
# Get the avatars current quests.
avQuests = av.getQuests()
questList = []
recoveredItems = []
unrecoveredItems = []
taskZoneId = ZoneUtil.getBranchZone(taskZoneId)
# Iterate through the avatars current quests.
for i in xrange(0, len(avQuests), 5):
questDesc = avQuests[i : i + 5]
questClass = Quests.getQuest(questDesc[QuestIdIndex])
# Check if the Quest isnt already complete
if questClass.getCompletionStatus(av, questDesc) == Quests.INCOMPLETE:
# Check if we are dealing with a RecoverItemQuest
if isinstance(questClass, Quests.RecoverItemQuest):
# Iterate through all the Cogs that were killed in the battle
for suit in suitsKilled:
# Because the RecoveItemQuest class doesn't have a
# function to see if a Cog counts. We need to manually
# check if the Cog is valid for the Quest
if (questClass.getHolder() == Quests.Any) or \
(questClass.getHolderType() == 'type' and \
questClass.getHolder() == suit['type']) or \
(questClass.getHolderType() == 'track' and \
questClass.getHolder() == suit['track']) or \
(questClass.getHolderType() == 'level' and \
questClass.getHolder() <= suit['level']):
# It looks like the Cog was valid. Lets see if they
# found what they were looking for.
baseChance = questClass.getPercentChance()
amountRemaining = questClass.getNumItems() - questDesc[QuestProgressIndex]
chance = Quests.calcRecoverChance(amountRemaining, baseChance)
# They found it! Give them their reward!
if chance >= baseChance:
questDesc[QuestProgressIndex] += 1
recoveredItems.append(questClass.getItem())
# Better luck next time :(
else:
unrecoveredItems.append(questClass.getItem())
questList.append(questDesc)
av.b_setQuests(questList)
return (recoveredItems, unrecoveredItems)
def toonKilledBuilding(self, av, type, difficulty, floors, zoneId, activeToons):
# Get the avatars current quests.
avQuests = av.getQuests()
questList = []
zoneId = ZoneUtil.getBranchZone(zoneId)
# Iterate through the avatars current quests.
for i in xrange(0, len(avQuests), 5):
questDesc = avQuests[i : i + 5]
questClass = Quests.getQuest(questDesc[QuestIdIndex])
if questClass.getCompletionStatus(av, questDesc) == Quests.INCOMPLETE:
if isinstance(questClass, Quests.BuildingQuest):
if questClass.isLocationMatch(zoneId):
if questClass.doesBuildingTypeCount(type):
if questClass.doesBuildingCount(av, activeToons):
if floors >= questClass.getNumFloors():
questDesc[QuestProgressIndex] += 1
questList.append(questDesc)
av.b_setQuests(questList)
def toonDefeatedFactory(self, av, factoryId, activeVictors):
# Get the avatars current quests.
avQuests = av.getQuests()
questList = []
# Iterate through the avatars current quests.
for i in xrange(0, len(avQuests), 5):
questDesc = avQuests[i : i + 5]
questClass = Quests.getQuest(questDesc[QuestIdIndex])
if isinstance(questClass, Quests.FactoryQuest):
if questClass.doesFactoryCount(av, factoryId, activeVictors):
questDesc[QuestProgressIndex] += 1
questList.append(questDesc)
av.b_setQuests(questList)
def toonDefeatedMint(self, av, mintId, activeVictors):
# Get the avatars current quests.
avQuests = av.getQuests()
questList = []
# Iterate through the avatars current quests.
for i in xrange(0, len(avQuests), 5):
questDesc = avQuests[i : i + 5]
questClass = Quests.getQuest(questDesc[QuestIdIndex])
if isinstance(questClass, Quests.MintQuest):
if questClass.doesMintCount(av, mintId, activeVictors):
questDesc[QuestProgressIndex] += 1
questList.append(questDesc)
av.b_setQuests(questList)
def toonDefeatedStage(self, av, stageId, activeVictors):
pass
def toonKilledCogs(self, av, suitsKilled, zoneId, activeToonList):
pass
@magicWord(category=CATEGORY_PROGRAMMER, types=[str, int, int])
def quests(command, arg0=0, arg1=0):
invoker = spellbook.getInvoker()
currQuests = invoker.getQuests()
currentQuestIds = []
for i in xrange(0, len(currQuests), 5):
currentQuestIds.append(currQuests[i])
pocketSize = invoker.getQuestCarryLimit()
carrying = len(currQuests) / 5
canCarry = False
if (carrying < pocketSize):
canCarry = True
if command == 'clear':
invoker.b_setQuests([])
return 'Cleared quests'
elif command == 'clearHistory':
invoker.d_setQuestHistory([])
return 'Cleared quests history'
elif command == 'add':
if arg0:
if canCarry:
if arg0 in Quests.QuestDict.keys():
return 'Added QuestID %s'%(arg0)
else:
return 'Invalid QuestID %s'%(arg0)
else:
return 'Cannot take anymore quests'
else:
return 'add needs 1 argument.'
elif command == 'remove':
if arg0:
if arg0 in currentQuestIds:
invoker.removeQuest(arg0)
return 'Removed QuestID %s'%(arg0)
elif arg0 < pocketSize and arg0 > 0:
if len(currentQuestIds) <= arg0:
questIdToRemove = currentQuestIds[arg0 - 1]
invoker.removeQuest(questIdToRemove)
return 'Removed quest from slot %s'%(arg0)
else:
return 'Invalid quest slot'
else:
return 'Cannot remove quest %s'%(arg0)
else:
return 'remove needs 1 argument.'
elif command == 'list':
if arg0:
if arg0 > 0 and arg0 <= pocketSize:
start = (arg0 -1) * 5
questDesc = currQuests[start : start + 5]
return 'QuestDesc in slot %s: %s.'%(arg0, questDesc)
else:
return 'Invalid quest slot %s.'%(arg0)
else:
return 'CurrentQuests: %s'%(currentQuestIds)
elif command == 'bagSize':
if arg0 > 0 and arg0 < 5:
invoker.b_setQuestCarryLimit(arg0)
return 'Set carry limit to %s'%(arg0)
else:
return 'Argument 0 must be between 1 and 4.'
elif command == 'progress':
if arg0 and arg1:
if arg0 > 0 and arg0 <= pocketSize:
questList = []
wantedQuestId = currentQuestIds[arg0 - 1]
for i in xrange(0, len(currQuests), 5):
questDesc = currQuests[i : i + 5]
if questDesc[0] == wantedQuestId:
questDesc[4] = arg1
questList.append(questDesc)
invoker.b_setQuests(questList)
return 'Set quest slot %s progress to %s'%(arg0, arg1)
elif arg0 in Quests.QuestDict.keys():
if arg0 in currentQuestIds:
questList = []
for i in xrange(0, len(currQuests), 5):
questDesc = currQuests[i : i + 5]
if questDesc[0] == arg0:
questDesc[4] = arg1
questList.append(questDesc)
invoker.b_setQuests(questList)
return 'Set QuestID %s progress to %s'%(arg0, arg1)
else:
return 'Cannot progress QuestID: %s.'%(arg0)
else:
return 'Invalid quest or slot id'
else:
return 'progress needs 2 arguments.'
elif command == 'tier':
if arg0:
invoker.b_setRewardHistory(arg0, invoker.getRewardHistory()[1])
return 'Set tier to %s'%(arg0)
else:
return 'tier needs 1 argument.'
else:
return 'Invalid first argument.'