Poodletooth-iLand/toontown/suit/DistributedTutorialSuit.py

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2015-03-03 22:10:12 +00:00
import DistributedSuitBase
from direct.directnotify import DirectNotifyGlobal
from direct.fsm import ClassicFSM, State
from direct.fsm import State
from panda3d.core import *
2015-03-03 22:10:12 +00:00
from toontown.distributed.DelayDeletable import DelayDeletable
class DistributedTutorialSuit(DistributedSuitBase.DistributedSuitBase, DelayDeletable):
notify = DirectNotifyGlobal.directNotify.newCategory('DistributedTutorialSuit')
def __init__(self, cr):
try:
self.DistributedSuit_initialized
except:
self.DistributedSuit_initialized = 1
DistributedSuitBase.DistributedSuitBase.__init__(self, cr)
self.fsm = ClassicFSM.ClassicFSM('DistributedSuit', [State.State('Off', self.enterOff, self.exitOff, ['Walk', 'Battle']),
State.State('Walk', self.enterWalk, self.exitWalk, ['WaitForBattle', 'Battle']),
State.State('Battle', self.enterBattle, self.exitBattle, []),
State.State('WaitForBattle', self.enterWaitForBattle, self.exitWaitForBattle, ['Battle'])], 'Off', 'Off')
self.fsm.enterInitialState()
def generate(self):
DistributedSuitBase.DistributedSuitBase.generate(self)
def announceGenerate(self):
DistributedSuitBase.DistributedSuitBase.announceGenerate(self)
self.setState('Walk')
def disable(self):
self.notify.debug('DistributedSuit %d: disabling' % self.getDoId())
self.setState('Off')
DistributedSuitBase.DistributedSuitBase.disable(self)
def delete(self):
try:
self.DistributedSuit_deleted
except:
self.DistributedSuit_deleted = 1
self.notify.debug('DistributedSuit %d: deleting' % self.getDoId())
del self.fsm
DistributedSuitBase.DistributedSuitBase.delete(self)
def d_requestBattle(self, pos, hpr):
self.cr.playGame.getPlace().setState('WaitForBattle')
self.sendUpdate('requestBattle', [pos[0], pos[1], pos[2], hpr[0], hpr[1], hpr[2]])
def __handleToonCollision(self, collEntry):
toonId = base.localAvatar.getDoId()
self.notify.debug('Distributed suit: requesting a Battle with ' + 'toon: %d' % toonId)
self.d_requestBattle(self.getPos(), self.getHpr())
self.setState('WaitForBattle')
def enterWalk(self):
self.enableBattleDetect('walk', self.__handleToonCollision)
self.loop('walk', 0)
pathPoints = [
Vec3(55, 25, -0.5),
Vec3(25, 25, -0.5),
Vec3(25, 15, -0.5),
Vec3(55, 15, -0.5),
Vec3(55, 25, -0.5)
]
self.tutWalkTrack = self.makePathTrack(self, pathPoints, 4.5, 'tutFlunkyWalk')
self.tutWalkTrack.loop()
def exitWalk(self):
self.disableBattleDetect()
self.tutWalkTrack.pause()
self.tutWalkTrack = None