from toontown.coghq import DistributedLevelBattleAI from direct.directnotify import DirectNotifyGlobal from direct.fsm import State from direct.fsm import ClassicFSM, State from toontown.battle.BattleBase import * import CogDisguiseGlobals from direct.showbase.PythonUtil import addListsByValue class DistributedBattleFactoryAI(DistributedLevelBattleAI.DistributedLevelBattleAI): notify = DirectNotifyGlobal.directNotify.newCategory('DistributedBattleFactoryAI') def __init__(self, air, battleMgr, pos, suit, toonId, zoneId, level, battleCellId, roundCallback = None, finishCallback = None, maxSuits = 4): DistributedLevelBattleAI.DistributedLevelBattleAI.__init__(self, air, battleMgr, pos, suit, toonId, zoneId, level, battleCellId, 'FactoryReward', roundCallback, finishCallback, maxSuits) self.battleCalc.setSkillCreditMultiplier(1) if self.bossBattle: self.level.d_setForemanConfronted(toonId) self.fsm.addState(State.State('FactoryReward', self.enterFactoryReward, self.exitFactoryReward, ['Resume'])) playMovieState = self.fsm.getStateNamed('PlayMovie') playMovieState.addTransition('FactoryReward') def getTaskZoneId(self): return self.level.factoryId def handleToonsWon(self, toons): for toon in toons: recovered, notRecovered = self.air.questManager.recoverItems(toon, self.suitsKilled, self.getTaskZoneId()) self.toonItems[toon.doId][0].extend(recovered) self.toonItems[toon.doId][1].extend(notRecovered) meritArray = self.air.promotionMgr.recoverMerits( toon, self.suitsKilled, self.getTaskZoneId(), getFactoryMeritMultiplier(self.getTaskZoneId())) if toon.doId in self.helpfulToons: self.toonMerits[toon.doId] = addListsByValue(self.toonMerits[toon.doId], meritArray) else: self.notify.debug('toon %d not helpful, skipping merits' % toon.doId) if self.bossBattle: self.toonParts[toon.doId] = self.air.cogSuitMgr.recoverPart( toon, 'fullSuit', self.suitTrack, self.getTaskZoneId(), toons) self.notify.debug('toonParts = %s' % self.toonParts) def enterFactoryReward(self): self.joinableFsm.request('Unjoinable') self.runableFsm.request('Unrunable') self.resetResponses() self.assignRewards() self.bossDefeated = 1 self.level.setVictors(self.activeToons[:]) self.timer.startCallback(BUILDING_REWARD_TIMEOUT, self.serverRewardDone) return None def exitFactoryReward(self): return None def enterResume(self): DistributedLevelBattleAI.DistributedLevelBattleAI.enterResume(self) if self.bossBattle and self.bossDefeated: self.battleMgr.level.b_setDefeated()