mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-24 12:12:36 -06:00
cog hq doors and lobbies
This commit is contained in:
parent
2631dd1391
commit
0425544dfc
6 changed files with 223 additions and 5 deletions
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@ -320,6 +320,7 @@ from toontown.building import DistributedKartShopInterior/AI
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from toontown.building import DistributedDoor/AI
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from toontown.building import DistributedDoor/AI
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from toontown.estate import DistributedHouseDoor/AI
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from toontown.estate import DistributedHouseDoor/AI
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from toontown.coghq import DistributedCogHQDoor/AI
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from toontown.coghq import DistributedCogHQDoor/AI
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from toontown.coghq import DistributedCogHQExteriorDoor/AI
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from toontown.coghq import DistributedSellbotHQDoor/AI
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from toontown.coghq import DistributedSellbotHQDoor/AI
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from toontown.toon import DistributedNPCToonBase/AI
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from toontown.toon import DistributedNPCToonBase/AI
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from toontown.toon import DistributedNPCToon/AI
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from toontown.toon import DistributedNPCToon/AI
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@ -1873,9 +1874,14 @@ dclass DistributedHouseDoor : DistributedDoor {
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dclass DistributedCogHQDoor : DistributedDoor {
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dclass DistributedCogHQDoor : DistributedDoor {
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};
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};
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dclass DistributedCogHQExteriorDoor : DistributedCogHQDoor {
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selectLobby(uint32) broadcast ram;
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confirmEntrance(uint32, bool) airecv clsend;
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};
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dclass DistributedSellbotHQDoor : DistributedCogHQDoor {
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dclass DistributedSellbotHQDoor : DistributedCogHQDoor {
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informPlayer(uint8) broadcast ram;
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informPlayer(uint8) broadcast ram;
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};
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}
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dclass DistributedNPCToonBase : DistributedNode {
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dclass DistributedNPCToonBase : DistributedNode {
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setName(string) required broadcast ram;
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setName(string) required broadcast ram;
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@ -2,10 +2,10 @@
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from pandac.PandaModules import *
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from pandac.PandaModules import *
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hashVal = 4186269798L
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hashVal = 210530844
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from toontown.coghq import DistributedCashbotBossSafe, DistributedCashbotBossCrane, DistributedBattleFactory, DistributedCashbotBossTreasure, DistributedCogHQDoor, DistributedSellbotHQDoor, DistributedFactoryElevatorExt, DistributedMintElevatorExt, DistributedLawOfficeElevatorExt, DistributedLawOfficeElevatorInt, LobbyManager, DistributedMegaCorp, DistributedFactory, DistributedLawOffice, DistributedLawOfficeFloor, DistributedLift, DistributedDoorEntity, DistributedSwitch, DistributedButton, DistributedTrigger, DistributedCrushableEntity, DistributedCrusherEntity, DistributedStomper, DistributedStomperPair, DistributedLaserField, DistributedGolfGreenGame, DistributedSecurityCamera, DistributedMover, DistributedElevatorMarker, DistributedBarrelBase, DistributedGagBarrel, DistributedBeanBarrel, DistributedHealBarrel, DistributedGrid, ActiveCell, DirectionalCell, CrusherCell, DistributedCrate, DistributedSinkingPlatform, BattleBlocker, DistributedMint, DistributedMintRoom, DistributedMintBattle, DistributedStage, DistributedStageRoom, DistributedStageBattle, DistributedLawbotBossGavel, DistributedLawbotCannon, DistributedLawbotChair, DistributedCogKart, DistributedCountryClub, DistributedCountryClubRoom, DistributedMoleField, DistributedCountryClubBattle, DistributedMaze, DistributedFoodBelt, DistributedBanquetTable, DistributedGolfSpot
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from toontown.coghq import DistributedCashbotBossSafe, DistributedCashbotBossCrane, DistributedBattleFactory, DistributedCashbotBossTreasure, DistributedCogHQDoor, DistributedCogHQExteriorDoor, DistributedSellbotHQDoor, DistributedFactoryElevatorExt, DistributedMintElevatorExt, DistributedLawOfficeElevatorExt, DistributedLawOfficeElevatorInt, LobbyManager, DistributedMegaCorp, DistributedFactory, DistributedLawOffice, DistributedLawOfficeFloor, DistributedLift, DistributedDoorEntity, DistributedSwitch, DistributedButton, DistributedTrigger, DistributedCrushableEntity, DistributedCrusherEntity, DistributedStomper, DistributedStomperPair, DistributedLaserField, DistributedGolfGreenGame, DistributedSecurityCamera, DistributedMover, DistributedElevatorMarker, DistributedBarrelBase, DistributedGagBarrel, DistributedBeanBarrel, DistributedHealBarrel, DistributedGrid, ActiveCell, DirectionalCell, CrusherCell, DistributedCrate, DistributedSinkingPlatform, BattleBlocker, DistributedMint, DistributedMintRoom, DistributedMintBattle, DistributedStage, DistributedStageRoom, DistributedStageBattle, DistributedLawbotBossGavel, DistributedLawbotCannon, DistributedLawbotChair, DistributedCogKart, DistributedCountryClub, DistributedCountryClubRoom, DistributedMoleField, DistributedCountryClubBattle, DistributedMaze, DistributedFoodBelt, DistributedBanquetTable, DistributedGolfSpot
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from toontown.golf import DistributedPhysicsWorld, DistributedGolfHole, DistributedGolfCourse
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from toontown.golf import DistributedPhysicsWorld, DistributedGolfHole, DistributedGolfCourse
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from toontown.building import DistributedAnimatedProp, DistributedTrophyMgr, DistributedBuilding, DistributedBuildingQueryMgr, DistributedToonInterior, DistributedToonHallInterior, DistributedSuitInterior, DistributedHQInterior, DistributedGagshopInterior, DistributedPetshopInterior, DistributedKartShopInterior, DistributedDoor, DistributedKnockKnockDoor, DistributedElevator, DistributedElevatorFSM, DistributedElevatorExt, DistributedElevatorInt, DistributedElevatorFloor, DistributedBossElevator, DistributedVPElevator, DistributedCFOElevator, DistributedCJElevator, DistributedBBElevator, DistributedBoardingParty, DistributedTutorialInterior, DistributedClubElevator
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from toontown.building import DistributedAnimatedProp, DistributedTrophyMgr, DistributedBuilding, DistributedBuildingQueryMgr, DistributedToonInterior, DistributedToonHallInterior, DistributedSuitInterior, DistributedHQInterior, DistributedGagshopInterior, DistributedPetshopInterior, DistributedKartShopInterior, DistributedDoor, DistributedKnockKnockDoor, DistributedElevator, DistributedElevatorFSM, DistributedElevatorExt, DistributedElevatorInt, DistributedElevatorFloor, DistributedBossElevator, DistributedVPElevator, DistributedCFOElevator, DistributedCJElevator, DistributedBBElevator, DistributedBoardingParty, DistributedTutorialInterior, DistributedClubElevator
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from toontown.uberdog.DistributedPartyManager import DistributedPartyManager
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from toontown.uberdog.DistributedPartyManager import DistributedPartyManager
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147
toontown/coghq/BossLobbyGui.py
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147
toontown/coghq/BossLobbyGui.py
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@ -0,0 +1,147 @@
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from pandac.PandaModules import *
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from direct.gui.DirectGui import *
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from toontown.toonbase import ToontownGlobals
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from toontown.toonbase import TTLocalizer
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class BossLobbyGui(DirectFrame):
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class InitialFrame(DirectFrame):
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frame = 0
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class LobbySelection(DirectButton):
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def __init__(self, parent, **kw):
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optiondefs = (
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('relief', None, None),
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('image_scale', 0.55, None),
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('text_pos', (0.3, -0.0225), None),
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('text_scale', 0.075, None),
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)
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self.defineoptions(kw, optiondefs)
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DirectButton.__init__(self, relief=None)
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self.initialiseoptions(BossLobbyGui.InitialFrame.LobbySelection)
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def __init__(self, parent, callback, **kw):
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optiondefs = (
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('relief', None, None),
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('state', DGG.NORMAL, None),
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('image', DGG.getDefaultDialogGeom(), None),
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('image_scale', (1.0, 1.0, 0.75), None),
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('image_color', ToontownGlobals.GlobalDialogColor, None),
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('pos', (0, 0, 0), None),
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)
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self.defineoptions(kw, optiondefs)
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DirectFrame.__init__(self, relief=None)
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self.initialiseoptions(BossLobbyGui.InitialFrame)
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self.callback = callback
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self.load()
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self.selection = -1
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def destroy(self):
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self.title.destroy()
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for button in self.buttons:
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button.destroy()
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self.okButton.destroy()
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self.cancelButton.destroy()
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DirectFrame.destroy(self)
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def load(self):
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empty = loader.loadModel("phase_3.5/models/gui/matching_game_gui.bam")
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check = loader.loadModel("phase_3.5/models/gui/name_star")
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buttons = loader.loadModel("phase_3/models/gui/dialog_box_buttons_gui")
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self.emptyList = (empty.find("**/minnieCircle"), empty.find("**/minnieCircle"), empty.find("**/minnieCircle"))
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self.checkList = (check.find("**/*"), check.find("**/*"), check.find("**/*"))
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okImageList = (buttons.find('**/ChtBx_OKBtn_UP'), buttons.find('**/ChtBx_OKBtn_DN'), buttons.find('**/ChtBx_OKBtn_Rllvr'))
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cancelImageList = (buttons.find('**/CloseBtn_UP'), buttons.find('**/CloseBtn_DN'), buttons.find('**/CloseBtn_Rllvr'))
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empty.removeNode()
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check.removeNode()
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buttons.removeNode()
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self.title = DirectLabel(parent=self, relief=None, text="Select a Lobby", textMayChange=1, text_scale=0.1, pos=(0, 0, 0.25))
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self.okButton = DirectButton(parent=self, relief=None, image=okImageList, pos=(-0.1, 0, -0.275), command=self.nextFrame, extraArgs=[True])
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self.cancelButton = DirectButton(parent=self, relief=None, image=cancelImageList, pos=(0.1, 0, -0.275), command=self.nextFrame, extraArgs=[False])
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self.buttons = []
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public = BossLobbyGui.InitialFrame.LobbySelection(self, image=self.emptyList, pos=(-0.35, 0, 0.075), text="Public", command=self.setSelection, extraArgs=[0])
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private = BossLobbyGui.InitialFrame.LobbySelection(self, image=self.emptyList, pos=(-0.3475, 0, -0.075), text="Private", command=self.setSelection, extraArgs=[1])
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self.buttons.extend([
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public,
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private
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])
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def unload(self):
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self.title.destroy()
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self.public.destroy()
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self.private.destroy()
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self.okButton.destroy()
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self.cancelButton.destroy()
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del self.title
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del self.public
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del self.private
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del self.okButton
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del self.cancelButton
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def setSelection(self, buttonId):
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newSelection = self.buttons[buttonId]
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if newSelection:
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for button in self.buttons:
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button['image'] = self.emptyList
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button['image_scale'] = 0.55
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button.setColor(1, 1, 1, 1)
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newSelection['image'] = self.checkList
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newSelection['image_scale'] = 0.11
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newSelection.setColor(0, 1, 0, 1)
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self.selection = buttonId
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def getSelection(self):
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return self.selection
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def nextFrame(self, status):
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if status and self.getSelection() >= 0:
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options = {
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'lobbyType': self.getSelection()
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}
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self.callback(self.frame + 1, options)
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else:
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self.callback(-1)
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def __init__(self, callback, av):
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DirectFrame.__init__(self)
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self.callback = callback
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self.avatar = av
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self.frame = None
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self.loadFrame(0)
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def destroy(self):
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if hasattr(self, 'frame') and self.frame:
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self.frame.destroy()
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DirectFrame.destroy(self)
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def loadFrame(self, frameNum, args={}):
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if hasattr(self, 'frame') and self.frame:
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self.frame.destroy()
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if frameNum == -1:
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self.callback(self.avatar, False)
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elif frameNum == 0:
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self.frame = BossLobbyGui.InitialFrame(self, self.loadFrame)
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elif frameNum == 1 and args.get('lobbyType') is not None:
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lobby = args.get('lobbyType')
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if lobby == 0:
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self.callback(self.avatar, True)
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elif lobby == 1:
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self.callback(self.avatar, True)
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# Use the following to run with the Gui Editor.
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"""
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from pandac.PandaModules import *
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from direct.gui import DirectGuiGlobals
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from direct.gui.DirectGui import *
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from toontown.coghq.BossLobbyGui import BossLobbyGui
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from toontown.toonbase import ToontownGlobals
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DirectGuiGlobals.setDefaultFontFunc(ToontownGlobals.getInterfaceFont)
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DirectGuiGlobals.setDefaultRolloverSound(base.loadSfx('phase_3/audio/sfx/GUI_rollover.ogg'))
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DirectGuiGlobals.setDefaultClickSound(base.loadSfx('phase_3/audio/sfx/GUI_create_toon_fwd.ogg'))
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DirectGuiGlobals.setDefaultDialogGeom(loader.loadModel('phase_3/models/gui/dialog_box_gui'))
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test = BossLobbyGui(None, None)
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"""
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21
toontown/coghq/DistributedCogHQExteriorDoor.py
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21
toontown/coghq/DistributedCogHQExteriorDoor.py
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@ -0,0 +1,21 @@
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from direct.interval.IntervalGlobal import *
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from direct.distributed.ClockDelta import *
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from toontown.toonbase import ToontownGlobals
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from direct.directnotify import DirectNotifyGlobal
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from direct.fsm import ClassicFSM
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import DistributedCogHQDoor
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from toontown.hood import ZoneUtil
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from BossLobbyGui import BossLobbyGui
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class DistributedCogHQExteriorDoor(DistributedCogHQDoor.DistributedCogHQDoor):
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def __init__(self, cr):
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DistributedCogHQDoor.DistributedCogHQDoor.__init__(self, cr)
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def selectLobby(self, avId):
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self.lobbyGui = BossLobbyGui(self.sendConfirmation, avId)
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def sendConfirmation(self, avId, status):
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self.lobbyGui.destroy()
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del self.lobbyGui
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self.sendUpdate('confirmEntrance', [avId, status])
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40
toontown/coghq/DistributedCogHQExteriorDoorAI.py
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toontown/coghq/DistributedCogHQExteriorDoorAI.py
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from otp.ai.AIBaseGlobal import *
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from direct.distributed.ClockDelta import *
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from direct.directnotify import DirectNotifyGlobal
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from direct.fsm import ClassicFSM
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import DistributedCogHQDoorAI
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from direct.fsm import State
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from toontown.toonbase import ToontownGlobals
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import CogDisguiseGlobals
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from toontown.building import FADoorCodes
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class DistributedCogHQExteriorDoorAI(DistributedCogHQDoorAI.DistributedCogHQDoorAI):
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notify = DirectNotifyGlobal.directNotify.newCategory('DistributedCogHQExteriorDoorAI')
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def __init__(self, air, blockNumber, doorType, destinationZone, doorIndex = 0, lockValue = FADoorCodes.SB_DISGUISE_INCOMPLETE, swing = 3):
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DistributedCogHQDoorAI.DistributedCogHQDoorAI.__init__(self, air, blockNumber, doorType, doorIndex, lockValue, swing)
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def requestEnter(self):
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avId = self.air.getAvatarIdFromSender()
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dept = ToontownGlobals.cogHQZoneId2deptIndex(self.destinationZone)
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av = self.air.doId2do.get(avId)
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if av:
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if self.doorType == DoorTypes.EXT_COGHQ and self.isLockedDoor():
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parts = av.getCogParts()
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if CogDisguiseGlobals.isSuitComplete(parts, dept):
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allowed = 1
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else:
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allowed = 0
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else:
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allowed = 1
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if not allowed:
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self.sendReject(avId, self.isLockedDoor())
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else:
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self.sendUpdate('selectLobby', [avId])
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def confirmEntrance(self, avId, status):
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if status:
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self.enqueueAvatarIdEnter(avId)
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self.sendUpdateToAvatarId(avId, 'setOtherZoneIdAndDoId', [self.destinationZone, self.otherDoor.getDoId()])
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else:
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self.sendReject(avId, 0)
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@ -1,6 +1,6 @@
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from toontown.building import DoorTypes
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from toontown.building import DoorTypes
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from toontown.building.DistributedBoardingPartyAI import DistributedBoardingPartyAI
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from toontown.building.DistributedBoardingPartyAI import DistributedBoardingPartyAI
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from toontown.coghq import DistributedCogHQDoorAI, LobbyManagerAI
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from toontown.coghq import DistributedCogHQDoorAI, DistributedCogHQExteriorDoorAI, LobbyManagerAI
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from toontown.toonbase import TTLocalizer, ToontownGlobals
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from toontown.toonbase import TTLocalizer, ToontownGlobals
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from toontown.toon import NPCToons
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from toontown.toon import NPCToons
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doorIndex=intDoorIndex, lockValue=lock)
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doorIndex=intDoorIndex, lockValue=lock)
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intDoor.zoneId = destinationZone
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intDoor.zoneId = destinationZone
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extDoor = DistributedCogHQDoorAI.DistributedCogHQDoorAI(
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# it works with
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# DistributedCogHQDoorAI.DistributedCogHQDoorAI
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# so idfk
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# figure it out
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extDoor = DistributedCogHQExteriorDoorAI.DistributedCogHQExteriorDoorAI(
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self.air, 0, DoorTypes.EXT_COGHQ, destinationZone,
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self.air, 0, DoorTypes.EXT_COGHQ, destinationZone,
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doorIndex=extDoorIndex, lockValue=lock)
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doorIndex=extDoorIndex, lockValue=lock)
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