from direct.directnotify import DirectNotifyGlobal from direct.interval.IntervalGlobal import * from panda3d.core import * import random from BattleBase import * import DistributedBattleBase import SuitBattleGlobals from otp.avatar import Emote from toontown.distributed import DelayDelete from toontown.toonbase import ToontownBattleGlobals from otp.nametag.NametagConstants import * from otp.nametag import NametagGlobals class DistributedBattle(DistributedBattleBase.DistributedBattleBase): notify = DirectNotifyGlobal.directNotify.newCategory('DistributedBattle') camFOFov = ToontownBattleGlobals.BattleCamFaceOffFov camFOPos = ToontownBattleGlobals.BattleCamFaceOffPos PlayGameSetPlaceEvent = 'playGameSetPlace' def __init__(self, cr): townBattle = cr.playGame.hood.loader.townBattle DistributedBattleBase.DistributedBattleBase.__init__(self, cr, townBattle) self.setupCollisions(self.uniqueBattleName('battle-collide')) def generate(self): DistributedBattleBase.DistributedBattleBase.generate(self) def announceGenerate(self): DistributedBattleBase.DistributedBattleBase.generate(self) def disable(self): DistributedBattleBase.DistributedBattleBase.disable(self) self.ignore(self.PlayGameSetPlaceEvent) def delete(self): DistributedBattleBase.DistributedBattleBase.delete(self) self.ignore(self.PlayGameSetPlaceEvent) self.removeCollisionData() def setMembers(self, suits, suitsJoining, suitsPending, suitsActive, suitsLured, suitTraps, toons, toonsJoining, toonsPending, toonsActive, toonsRunning, timestamp): if self.battleCleanedUp(): return oldtoons = DistributedBattleBase.DistributedBattleBase.setMembers(self, suits, suitsJoining, suitsPending, suitsActive, suitsLured, suitTraps, toons, toonsJoining, toonsPending, toonsActive, toonsRunning, timestamp) if len(self.toons) == 4 and len(oldtoons) < 4: self.notify.debug('setMembers() - battle is now full of toons') self.closeBattleCollision() elif len(self.toons) < 4 and len(oldtoons) == 4: self.openBattleCollision() def __faceOff(self, ts, name, callback): if len(self.suits) == 0: self.notify.warning('__faceOff(): no suits.') return if len(self.toons) == 0: self.notify.warning('__faceOff(): no toons.') return suit = self.suits[0] point = self.suitPoints[0][0] suitPos = point[0] suitHpr = VBase3(point[1], 0.0, 0.0) toon = self.toons[0] point = self.toonPoints[0][0] toonPos = point[0] toonHpr = VBase3(point[1], 0.0, 0.0) p = toon.getPos(self) toon.setPos(self, p[0], p[1], 0.0) toon.setShadowHeight(0) suit.setState('Battle') suitTrack = Sequence() toonTrack = Sequence() suitTrack.append(Func(suit.loop, 'neutral')) suitTrack.append(Func(suit.headsUp, toon)) taunt = SuitBattleGlobals.getFaceoffTaunt(suit.getStyleName(), suit.doId) suitTrack.append(Func(suit.setChatAbsolute, taunt, CFSpeech | CFTimeout)) toonTrack.append(Func(toon.loop, 'neutral')) toonTrack.append(Func(toon.headsUp, suit)) suitHeight = suit.getHeight() suitOffsetPnt = Point3(0, 0, suitHeight) faceoffTime = self.calcFaceoffTime(self.getPos(), self.initialSuitPos) faceoffTime = max(faceoffTime, BATTLE_SMALL_VALUE) delay = FACEOFF_TAUNT_T if self.hasLocalToon(): MidTauntCamHeight = suitHeight * 0.66 MidTauntCamHeightLim = suitHeight - 1.8 if MidTauntCamHeight < MidTauntCamHeightLim: MidTauntCamHeight = MidTauntCamHeightLim TauntCamY = 16 TauntCamX = random.choice((-5, 5)) TauntCamHeight = random.choice((MidTauntCamHeight, 1, 11)) camTrack = Sequence() camTrack.append(Func(camera.wrtReparentTo, suit)) camTrack.append(Func(base.camLens.setMinFov, self.camFOFov/(4./3.))) camTrack.append(Func(camera.setPos, TauntCamX, TauntCamY, TauntCamHeight)) camTrack.append(Func(camera.lookAt, suit, suitOffsetPnt)) camTrack.append(Wait(delay)) camTrack.append(Func(base.camLens.setMinFov, self.camFov/(4./3.))) camTrack.append(Func(camera.wrtReparentTo, self)) camTrack.append(Func(camera.setPos, self.camFOPos)) camTrack.append(Func(camera.lookAt, suit.getPos(self))) camTrack.append(Wait(faceoffTime)) suitTrack.append(Wait(delay)) toonTrack.append(Wait(delay)) suitTrack.append(Func(suit.headsUp, self, suitPos)) suitTrack.append(Func(suit.clearChat)) toonTrack.append(Func(toon.headsUp, self, toonPos)) suitTrack.append(Func(suit.loop, 'walk')) suitTrack.append(LerpPosInterval(suit, faceoffTime, suitPos, other=self)) suitTrack.append(Func(suit.loop, 'neutral')) suitTrack.append(Func(suit.setHpr, self, suitHpr)) toonTrack.append(Func(toon.loop, 'run')) toonTrack.append(LerpPosInterval(toon, faceoffTime, toonPos, other=self)) toonTrack.append(Func(toon.loop, 'neutral')) toonTrack.append(Func(toon.setHpr, self, toonHpr)) if base.localAvatar == toon: soundTrack = Sequence(Wait(delay), SoundInterval(base.localAvatar.soundRun, loop=1, duration=faceoffTime, node=base.localAvatar)) else: soundTrack = Wait(delay + faceoffTime) mtrack = Parallel(suitTrack, toonTrack, soundTrack) if self.hasLocalToon(): NametagGlobals.setMasterArrowsOn(0) mtrack = Parallel(mtrack, camTrack) done = Func(callback) track = Sequence(mtrack, done, name=name) track.delayDeletes = [DelayDelete.DelayDelete(toon, '__faceOff'), DelayDelete.DelayDelete(suit, '__faceOff')] track.start(ts) self.storeInterval(track, name) def enterFaceOff(self, ts): self.notify.debug('enterFaceOff()') self.delayDeleteMembers() if len(self.toons) > 0 and base.localAvatar == self.toons[0]: Emote.globalEmote.disableAll(self.toons[0], 'dbattle, enterFaceOff') self.__faceOff(ts, self.faceOffName, self.__handleFaceOffDone) prop = self.getInteractiveProp() if prop: prop.gotoBattleCheer() def __handleFaceOffDone(self): self.notify.debug('FaceOff done') if len(self.toons) > 0 and base.localAvatar == self.toons[0]: self.d_faceOffDone(base.localAvatar.doId) def exitFaceOff(self): self.notify.debug('exitFaceOff()') if len(self.toons) > 0 and base.localAvatar == self.toons[0]: Emote.globalEmote.releaseAll(self.toons[0], 'dbattle exitFaceOff') self.finishInterval(self.faceOffName) self.clearInterval(self.faceOffName) self._removeMembersKeep() def enterReward(self, ts): self.notify.debug('enterReward()') self.disableCollision() self.delayDeleteMembers() Emote.globalEmote.disableAll(base.localAvatar, 'dbattle, enterReward') if self.hasLocalToon(): NametagGlobals.setMasterArrowsOn(0) if self.localToonActive() == 0: self.removeInactiveLocalToon(base.localAvatar) for toon in self.toons: toon.startSmooth() self.accept('resumeAfterReward', self.handleResumeAfterReward) prop = self.getInteractiveProp() if prop: prop.gotoVictory() self.playReward(ts) def playReward(self, ts): self.movie.playReward(ts, self.uniqueName('reward'), self.handleRewardDone) def handleRewardDone(self): self.notify.debug('Reward done') if self.hasLocalToon(): self.d_rewardDone(base.localAvatar.doId) self.movie.resetReward() messenger.send('resumeAfterReward') def handleResumeAfterReward(self): self.fsm.request('Resume') def exitReward(self): self.notify.debug('exitReward()') self.ignore('resumeAfterReward') self.movie.resetReward(finish=1) self._removeMembersKeep() NametagGlobals.setMasterArrowsOn(1) Emote.globalEmote.releaseAll(base.localAvatar, 'dbattle, exitReward') def enterResume(self, ts = 0): self.notify.debug('enterResume()') if self.hasLocalToon(): self.removeLocalToon() prop = self.getInteractiveProp() if prop: prop.requestIdleOrSad() def exitResume(self): pass def enterNoLocalToon(self): self.notify.debug('enterNoLocalToon()') self.enableCollision() def exitNoLocalToon(self): self.disableCollision() def enterWaitForServer(self): self.notify.debug('enterWaitForServer()') def exitWaitForServer(self): pass