from direct.distributed.ClockDelta import globalClockDelta from toontown.toonbase import TTLocalizer from DistCogdoGame import DistCogdoGame from toontown.cogdominium.DistCogdoMazeGameBase import DistCogdoMazeGameBase from CogdoMazeGame import CogdoMazeGame from CogdoMaze import CogdoMazeFactory import CogdoMazeGameGlobals import CogdoMazeGameGlobals as Globals class DistCogdoMazeGame(DistCogdoGame, DistCogdoMazeGameBase): notify = directNotify.newCategory('DistCogdoMazeGame') def __init__(self, cr): DistCogdoGame.__init__(self, cr) self.game = CogdoMazeGame(self) self._numSuits = (0, 0, 0) def delete(self): del self.randomNumGen del self.game DistCogdoGame.delete(self) def getTitle(self): return TTLocalizer.CogdoMazeGameTitle def getInstructions(self): return TTLocalizer.CogdoMazeGameInstructions def generate(self): self.randomNumGen = self.createRandomNumGen() DistCogdoGame.generate(self) def placeEntranceElev(self, elev): DistCogdoGame.placeEntranceElev(self, elev) self.game.placeEntranceElevator(elev) def _gameInProgress(self): return self.fsm.getCurrentState().getName() == 'Game' def enterLoaded(self): DistCogdoGame.enterLoaded(self) mazeFactory = self.createMazeFactory(self.createRandomNumGen()) bossCode = None if self._numSuits[0] > 0: bossCode = '' for u in xrange(self._numSuits[0]): bossCode += '%X' % self.randomNumGen.randint(0, 15) self.game.load(mazeFactory, self._numSuits, bossCode) return def exitLoaded(self): self.game.unload() self.ignoreAll() DistCogdoGame.exitLoaded(self) def enterVisible(self): DistCogdoGame.enterVisible(self) self.game.initPlayers() self.game.onstage() def exitVisible(self): DistCogdoGame.exitVisible(self) def enterIntro(self): DistCogdoGame.enterIntro(self, Globals.IntroDurationSeconds) self.game.startIntro() def exitIntro(self): DistCogdoGame.exitIntro(self) self.game.endIntro() self.stashEntranceElevator() def enterGame(self): DistCogdoGame.enterGame(self) self.game.start() def exitGame(self): DistCogdoGame.exitGame(self) self.game.exit() def enterFinish(self): DistCogdoGame.enterFinish(self) self.game.startFinish() def exitFinish(self): DistCogdoGame.exitFinish(self) self.game.endFinish() self.game.offstage() def setNumSuits(self, numSuits): self._numSuits = numSuits def d_sendRequestAction(self, action, data): self.sendUpdate('requestAction', [action, data]) def toonUsedGag(self, toonId, x, y, h, networkTime): if not self._gameInProgress(): return if not self.getToon(base.localAvatar.doId): return if toonId == localAvatar.doId: return elapsedTime = globalClockDelta.localElapsedTime(networkTime) self.game.toonUsedGag(toonId, x, y, h, elapsedTime) def d_requestUseGag(self, x, y, h): networkTime = globalClockDelta.localToNetworkTime(globalClock.getFrameTime()) self.sendUpdate('requestUseGag', [x, y, h, networkTime]) def b_toonUsedGag(self, x, y, h): self.d_requestUseGag(x, y, h) self.game.toonUsedGag(base.localAvatar.doId, x, y, h) def suitHitByGag(self, toonId, suitType, suitNum): if not self._gameInProgress(): return if not self.getToon(base.localAvatar.doId): return if toonId == localAvatar.doId: return self.game.suitHitByGag(toonId, suitType, suitNum) def d_requestSuitHitByGag(self, suitType, suitNum): self.sendUpdate('requestSuitHitByGag', [suitType, suitNum]) def b_suitHitByGag(self, suitType, suitNum): self.d_requestSuitHitByGag(suitType, suitNum) self.game.suitHitByGag(base.localAvatar.doId, suitType, suitNum) def toonHitByGag(self, toonId, hitToon, networkTime): if not self._gameInProgress(): return if not self.getToon(base.localAvatar.doId): return if toonId == localAvatar.doId: return elapsedTime = globalClockDelta.localElapsedTime(networkTime) self.game.toonHitByGag(toonId, hitToon, elapsedTime) def d_broadcastSendToonHitByGag(self, toonId): pass def b_toonHitByGag(self, toonId): self.d_broadcastSendToonHitByGag(toonId) self.game.toonHitByGag(base.localAvatar.doId, toonId) def toonHitBySuit(self, toonId, suitType, suitNum, networkTime): if not self._gameInProgress(): return if not self.getToon(base.localAvatar.doId): return if toonId == localAvatar.doId: return elapsedTime = globalClockDelta.localElapsedTime(networkTime) self.game.toonHitBySuit(toonId, suitType, suitNum, elapsedTime) def d_requestHitBySuit(self, suitType, suitNum): networkTime = globalClockDelta.localToNetworkTime(globalClock.getFrameTime()) self.sendUpdate('requestHitBySuit', [suitType, suitNum, networkTime]) def b_toonHitBySuit(self, suitType, suitNum): self.d_requestHitBySuit(suitType, suitNum) self.game.toonHitBySuit(base.localAvatar.doId, suitType, suitNum) def toonHitByDrop(self, toonId): if not self._gameInProgress(): return if not self.getToon(base.localAvatar.doId): return if toonId == localAvatar.doId: return self.game.toonHitByDrop(toonId) def d_requestHitByDrop(self): self.sendUpdate('requestHitByDrop', []) def b_toonHitByDrop(self): self.d_requestHitByDrop() self.game.toonHitByDrop(base.localAvatar.doId) def d_sendRequestPickUp(self, pickupNum): self.sendUpdate('requestPickUp', [pickupNum]) def pickUp(self, toonId, pickupNum, networkTime): if not self._gameInProgress(): return if not self.getToon(base.localAvatar.doId): return elapsedTime = globalClockDelta.localElapsedTime(networkTime) self.game.pickUp(toonId, pickupNum, elapsedTime) def d_sendRequestGag(self, waterCoolerIndex): self.game.localPlayer.orthoWalk.sendCurrentPosition() self.sendUpdate('requestGag', [waterCoolerIndex]) def hasGag(self, toonId, networkTime): if not self._gameInProgress(): return if not self.getToon(base.localAvatar.doId): return elapsedTime = globalClockDelta.localElapsedTime(networkTime) self.game.hasGag(toonId, elapsedTime) def doAction(self, action, data, networkTime): if not self._gameInProgress(): return if action == Globals.GameActions.RevealDoor: self.game.toonRevealsDoor(data) elif action == Globals.GameActions.EnterDoor: self.game.toonEntersDoor(data) elif action == Globals.GameActions.OpenDoor: timeLeft = Globals.SecondsUntilGameEnds - globalClockDelta.localElapsedTime(networkTime) self.game.openDoor(timeLeft) elif action == Globals.GameActions.Countdown: countdownTimeLeft = Globals.SecondsUntilTimeout self.game.countdown(countdownTimeLeft) elif action == Globals.GameActions.TimeAlert: self.game.timeAlert() def setToonSad(self, toonId): DistCogdoGame.setToonSad(self, toonId) self.game.handleToonWentSad(toonId) def setToonDisconnect(self, toonId): DistCogdoGame.setToonDisconnect(self, toonId) self.game.handleToonDisconnected(toonId) from otp.ai.MagicWordGlobal import * @magicWord(category=CATEGORY_PROGRAMMER) def revealMap(): if hasattr(base.cr, 'cogdoGame'): game = base.cr.cogdoGame game.game.guiMgr.mazeMapGui.showExit() game.game.guiMgr.mazeMapGui.revealAll()