from direct.directnotify import DirectNotifyGlobal from direct.task import Task from otp.level import DistributedLevelAI, LevelSpec from otp.level import LevelSpec from toontown.coghq import DistributedStageBattleAI from toontown.coghq import FactoryEntityCreatorAI, StageRoomSpecs from toontown.coghq import StageRoomBase, LevelSuitPlannerAI from toontown.suit import DistributedStageSuitAI from toontown.toonbase import ToontownGlobals, ToontownBattleGlobals class DistributedStageRoomAI(DistributedLevelAI.DistributedLevelAI, StageRoomBase.StageRoomBase): notify = DirectNotifyGlobal.directNotify.newCategory('DistributedStageRoomAI') def __init__(self, air, stageId, stageDoId, zoneId, roomId, roomNum, avIds, battleExpAggreg): DistributedLevelAI.DistributedLevelAI.__init__(self, air, zoneId, 0, avIds) StageRoomBase.StageRoomBase.__init__(self) self.setStageId(stageId) self.setRoomId(roomId) self.roomNum = roomNum self.stageDoId = stageDoId self.battleExpAggreg = battleExpAggreg def createEntityCreator(self): return FactoryEntityCreatorAI.FactoryEntityCreatorAI(level = self) def getBattleCreditMultiplier(self): return ToontownBattleGlobals.getStageCreditMultiplier(self.getFloorNum()) def getFloorNum(self): stage = self.air.getDo(self.stageDoId) if stage is None: self.notify.warning('getFloorNum: could not find stage %s' % self.stageDoId) return 0 return stage.floorNum def generate(self): self.notify.debug('generate %s: room=%s' % (self.doId, self.roomId)) self.notify.debug('loading spec') specModule = StageRoomSpecs.getStageRoomSpecModule(self.roomId) roomSpec = LevelSpec.LevelSpec(specModule) self.notify.debug('creating entities') DistributedLevelAI.DistributedLevelAI.generate(self, roomSpec) self.notify.debug('creating cogs') cogSpecModule = StageRoomSpecs.getCogSpecModule(self.roomId) self.planner = LevelSuitPlannerAI.LevelSuitPlannerAI(self.air, self, DistributedStageSuitAI.DistributedStageSuitAI, DistributedStageBattleAI.DistributedStageBattleAI, cogSpecModule.CogData, cogSpecModule.ReserveCogData, cogSpecModule.BattleCells, battleExpAggreg = self.battleExpAggreg) suitHandles = self.planner.genSuits() messenger.send('plannerCreated-' + str(self.doId)) self.suits = suitHandles['activeSuits'] self.reserveSuits = suitHandles['reserveSuits'] self.d_setSuits() self.notify.debug('finish stage room %s %s creation' % (self.roomId, self.doId)) def delete(self): self.notify.debug('delete: %s' % self.doId) suits = self.suits for reserve in self.reserveSuits: suits.append(reserve[0]) self.planner.destroy() del self.planner for suit in suits: if not suit.isDeleted(): suit.factoryIsGoingDown() suit.requestDelete() del self.battleExpAggreg DistributedLevelAI.DistributedLevelAI.delete(self, deAllocZone = False) def getStageId(self): return self.stageId def getRoomId(self): return self.roomId def getRoomNum(self): return self.roomNum def getCogLevel(self): return self.cogLevel def d_setSuits(self): self.sendUpdate('setSuits', [self.getSuits(), self.getReserveSuits()]) def getSuits(self): suitIds = [] for suit in self.suits: suitIds.append(suit.doId) return suitIds def getReserveSuits(self): suitIds = [] for suit in self.reserveSuits: suitIds.append(suit[0].doId) return suitIds def d_setBossConfronted(self, toonId): if toonId not in self.avIdList: self.notify.warning('d_setBossConfronted: %s not in list of participants' % toonId) return None self.sendUpdate('setBossConfronted', [toonId]) def setVictors(self, victorIds): activeVictors = [] activeVictorIds = [] for victorId in victorIds: toon = self.air.doId2do.get(victorId) if toon is not None: activeVictors.append(toon) activeVictorIds.append(victorId) continue description = '%s|%s' % (self.stageId, activeVictorIds) for avId in activeVictorIds: self.air.writeServerEvent('stageDefeated', avId, description) for toon in activeVictors: simbase.air.questManager.toonDefeatedStage(toon, self.stageId, activeVictors) def b_setDefeated(self): self.d_setDefeated() self.setDefeated() def d_setDefeated(self): self.sendUpdate('setDefeated') def setDefeated(self): pass def allToonsGone(self, toonsThatCleared): DistributedLevelAI.DistributedLevelAI.allToonsGone(self, toonsThatCleared) if self.roomNum == 0: stage = simbase.air.doId2do.get(self.stageDoId) if stage is not None: stage.allToonsGone() else: self.notify.warning('no stage %s in allToonsGone' % self.stageDoId)