Poodletooth-iLand/toontown/building/DistributedBuildingMgrAI.py

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2015-03-03 16:10:12 -06:00
from direct.directnotify.DirectNotifyGlobal import *
from otp.ai.AIBaseGlobal import *
from toontown.building import DistributedBuildingAI
from toontown.building import GagshopBuildingAI
from toontown.building import HQBuildingAI
from toontown.building import KartShopBuildingAI
from toontown.building import PetshopBuildingAI
from toontown.building import BankBuildingAI
from toontown.building import LibraryBuildingAI
from toontown.hood import ZoneUtil
# from toontown.building import DistributedAnimBuildingAI
class DistributedBuildingMgrAI:
notify = directNotify.newCategory('DistributedBuildingMgrAI')
def __init__(self, air, branchId, dnaStore, trophyMgr):
self.air = air
self.branchId = branchId
self.canonicalBranchId = ZoneUtil.getCanonicalZoneId(self.branchId)
self.dnaStore = dnaStore
self.trophyMgr = trophyMgr
self.__buildings = {}
self.findAllLandmarkBuildings()
def cleanup(self):
for building in self.__buildings.values():
building.cleanup()
self.__buildings = {}
def isValidBlockNumber(self, blockNumber):
return blockNumber in self.__buildings
def isSuitBlock(self, blockNumber):
if not self.isValidBlockNumber(blockNumber):
return False
return self.__buildings[blockNumber].isSuitBlock()
def getSuitBlocks(self):
blocks = []
for blockNumber, building in self.__buildings.items():
if building.isSuitBlock():
blocks.append(blockNumber)
return blocks
def getEstablishedSuitBlocks(self):
blocks = []
for blockNumber, building in self.__buildings.items():
if building.isEstablishedSuitBlock():
blocks.append(blockNumber)
return blocks
def getToonBlocks(self):
blocks = []
for blockNumber, building in self.__buildings.items():
if isinstance(building, HQBuildingAI.HQBuildingAI):
continue
if isinstance(building, GagshopBuildingAI.GagshopBuildingAI):
continue
if isinstance(building, PetshopBuildingAI.PetshopBuildingAI):
continue
if isinstance(building, KartShopBuildingAI.KartShopBuildingAI):
continue
if isinstance(building, BankBuildingAI.BankBuildingAI):
continue
if isinstance(building, LibraryBuildingAI.LibraryBuildingAI):
continue
if not building.isSuitBlock():
blocks.append(blockNumber)
return blocks
def getBuildings(self):
return self.__buildings.values()
def getFrontDoorPoint(self, blockNumber):
if self.isValidBlockNumber(blockNumber):
return self.__buildings[blockNumber].getFrontDoorPoint()
def getBuildingTrack(self, blockNumber):
if self.isValidBlockNumber(blockNumber):
return self.__buildings[blockNumber].track
def getBuilding(self, blockNumber):
if self.isValidBlockNumber(blockNumber):
return self.__buildings[blockNumber]
def setFrontDoorPoint(self, blockNumber, point):
if self.isValidBlockNumber(blockNumber):
return self.__buildings[blockNumber].setFrontDoorPoint(point)
def getDNABlockLists(self):
blocks = []
hqBlocks = []
gagshopBlocks = []
petshopBlocks = []
kartshopBlocks = []
bankBlocks = []
libraryBlocks = []
animBldgBlocks = []
for i in xrange(self.dnaStore.getNumBlockNumbers()):
blockNumber = self.dnaStore.getBlockNumberAt(i)
buildingType = self.dnaStore.getBlockBuildingType(blockNumber)
if buildingType == 'hq':
hqBlocks.append(blockNumber)
elif buildingType == 'gagshop':
gagshopBlocks.append(blockNumber)
elif buildingType == 'petshop':
if self.air.wantPets:
petshopBlocks.append(blockNumber)
elif buildingType == 'kartshop':
kartshopBlocks.append(blockNumber)
elif buildingType == 'bank':
bankBlocks.append(blockNumber)
elif buildingType == 'library':
libraryBlocks.append(blockNumber)
elif buildingType == 'animbldg':
animBldgBlocks.append(blockNumber)
else:
blocks.append(blockNumber)
return (blocks, hqBlocks, gagshopBlocks, petshopBlocks, kartshopBlocks,
bankBlocks, libraryBlocks, animBldgBlocks)
def findAllLandmarkBuildings(self):
backups = simbase.backups.load('block-info', (self.air.districtId, self.branchId), default={})
(blocks, hqBlocks, gagshopBlocks, petshopBlocks, kartshopBlocks,
bankBlocks, libraryBlocks, animBldgBlocks) = self.getDNABlockLists()
for blockNumber in blocks:
self.newBuilding(blockNumber, backup=backups.get(blockNumber, None))
for blockNumber in animBldgBlocks:
self.newAnimBuilding(blockNumber, backup=backups.get(blockNumber, None))
for blockNumber in hqBlocks:
self.newHQBuilding(blockNumber)
for blockNumber in gagshopBlocks:
self.newGagshopBuilding(blockNumber)
for block in petshopBlocks:
self.newPetshopBuilding(block)
for block in kartshopBlocks:
self.newKartShopBuilding(block)
for block in bankBlocks:
self.newBankBuilding(block)
for block in libraryBlocks:
self.newLibraryBuilding(block)
def newBuilding(self, blockNumber, backup=None):
building = DistributedBuildingAI.DistributedBuildingAI(
self.air, blockNumber, self.branchId, self.trophyMgr)
building.generateWithRequired(self.branchId)
if backup is not None:
state = backup.get('state', 'toon')
if ((state == 'suit') and simbase.air.wantCogbuildings) or (
(state == 'cogdo') and simbase.air.wantCogdominiums):
building.track = backup.get('track', 'c')
building.difficulty = backup.get('difficulty', 1)
building.numFloors = backup.get('numFloors', 1)
building.updateSavedBy(backup.get('savedBy'))
building.becameSuitTime = backup.get('becameSuitTime', time.time())
if (state == 'suit') and simbase.air.wantCogbuildings:
building.setState('suit')
elif (state == 'cogdo') and simbase.air.wantCogdominiums:
building.setState('cogdo')
else:
building.setState('toon')
else:
building.setState('toon')
else:
building.setState('toon')
self.__buildings[blockNumber] = building
return building
def newAnimBuilding(self, blockNumber, backup=None):
return self.newBuilding(blockNumber, backup=backup)
def newHQBuilding(self, blockNumber):
dnaStore = self.air.dnaStoreMap[self.canonicalBranchId]
exteriorZoneId = dnaStore.getZoneFromBlockNumber(blockNumber)
exteriorZoneId = ZoneUtil.getTrueZoneId(exteriorZoneId, self.branchId)
interiorZoneId = (self.branchId - (self.branchId%100)) + 500 + blockNumber
building = HQBuildingAI.HQBuildingAI(
self.air, exteriorZoneId, interiorZoneId, blockNumber)
self.__buildings[blockNumber] = building
return building
def newGagshopBuilding(self, blockNumber):
dnaStore = self.air.dnaStoreMap[self.canonicalBranchId]
exteriorZoneId = dnaStore.getZoneFromBlockNumber(blockNumber)
exteriorZoneId = ZoneUtil.getTrueZoneId(exteriorZoneId, self.branchId)
interiorZoneId = (self.branchId - (self.branchId%100)) + 500 + blockNumber
building = GagshopBuildingAI.GagshopBuildingAI(
self.air, exteriorZoneId, interiorZoneId, blockNumber)
self.__buildings[blockNumber] = building
return building
def newPetshopBuilding(self, blockNumber):
dnaStore = self.air.dnaStoreMap[self.canonicalBranchId]
exteriorZoneId = dnaStore.getZoneFromBlockNumber(blockNumber)
exteriorZoneId = ZoneUtil.getTrueZoneId(exteriorZoneId, self.branchId)
interiorZoneId = (self.branchId - (self.branchId%100)) + 500 + blockNumber
building = PetshopBuildingAI.PetshopBuildingAI(
self.air, exteriorZoneId, interiorZoneId, blockNumber)
self.__buildings[blockNumber] = building
return building
def newKartShopBuilding(self, blockNumber):
dnaStore = self.air.dnaStoreMap[self.canonicalBranchId]
exteriorZoneId = dnaStore.getZoneFromBlockNumber(blockNumber)
exteriorZoneId = ZoneUtil.getTrueZoneId(exteriorZoneId, self.branchId)
interiorZoneId = (self.branchId - (self.branchId%100)) + 500 + blockNumber
building = KartShopBuildingAI.KartShopBuildingAI(
self.air, exteriorZoneId, interiorZoneId, blockNumber)
self.__buildings[blockNumber] = building
return building
def newBankBuilding(self, blockNumber):
dnaStore = self.air.dnaStoreMap[self.canonicalBranchId]
exteriorZoneId = dnaStore.getZoneFromBlockNumber(blockNumber)
exteriorZoneId = ZoneUtil.getTrueZoneId(exteriorZoneId, self.branchId)
interiorZoneId = (self.branchId - (self.branchId%100)) + 500 + blockNumber
building = BankBuildingAI.BankBuildingAI(
self.air, exteriorZoneId, interiorZoneId, blockNumber)
self.__buildings[blockNumber] = building
return building
def newLibraryBuilding(self, blockNumber):
dnaStore = self.air.dnaStoreMap[self.canonicalBranchId]
exteriorZoneId = dnaStore.getZoneFromBlockNumber(blockNumber)
exteriorZoneId = ZoneUtil.getTrueZoneId(exteriorZoneId, self.branchId)
interiorZoneId = (self.branchId - (self.branchId%100)) + 500 + blockNumber
building = LibraryBuildingAI.LibraryBuildingAI(
self.air, exteriorZoneId, interiorZoneId, blockNumber)
self.__buildings[blockNumber] = building
return building
def save(self):
backups = {}
for blockNumber in self.getSuitBlocks():
building = self.getBuilding(blockNumber)
backup = {
'state': building.fsm.getCurrentState().getName(),
'block': building.block,
'track': building.track,
'difficulty': building.difficulty,
'numFloors': building.numFloors,
'savedBy': building.savedBy,
'becameSuitTime': building.becameSuitTime
}
backups[blockNumber] = backup
simbase.backups.save('block-info', (self.air.districtId, self.branchId), backups)