from pandac.PandaModules import * from direct.interval.IntervalGlobal import * from toontown.toonbase.ToonBaseGlobal import * from toontown.toonbase import TTLocalizer from direct.gui.DirectFrame import DirectFrame from direct.gui.DirectGui import DGG from direct.task.Task import Task from direct.fsm import ClassicFSM, State from direct.directnotify import DirectNotifyGlobal from DistributedMinigame import * import MinigameAvatarScorePanel, ArrowKeys, ToonBlitzAssetMgr, TwoDCamera import TwoDSectionMgr, ToonBlitzGlobals, TwoDGameToonSD from toontown.toonbase import ToontownTimer from TwoDWalk import * from TwoDDrive import * COLOR_RED = VBase4(1, 0, 0, 0.3) class DistributedTwoDGame(DistributedMinigame): notify = DirectNotifyGlobal.directNotify.newCategory('DistributedTwoDGame') UpdateLocalToonTask = 'ToonBlitzUpdateLocalToonTask' EndGameTaskName = 'endTwoDGame' def __init__(self, cr): DistributedMinigame.__init__(self, cr) self.gameFSM = ClassicFSM.ClassicFSM('DistributedTwoDGame', [State.State('off', self.enterOff, self.exitOff, ['play']), State.State('play', self.enterPlay, self.exitPlay, ['cleanup', 'pause', 'showScores']), State.State('pause', self.enterPause, self.exitPause, ['cleanup', 'play', 'showScores']), State.State('showScores', self.enterShowScores, self.exitShowScores, ['cleanup']), State.State('cleanup', self.enterCleanup, self.exitCleanup, [])], 'off', 'cleanup') self.addChildGameFSM(self.gameFSM) self.reportedDone = False self.showCollSpheres = False def getTitle(self): return TTLocalizer.TwoDGameTitle def getInstructions(self): return TTLocalizer.TwoDGameInstructions def getMaxDuration(self): return 200 def __defineConstants(self): self.TOON_SPEED = 12.0 self.MAX_FRAME_MOVE = 1 self.isHeadInFloor = False self.timeToRunToElevator = 1.5 def setSectionsSelected(self, sectionsSelected): self.sectionsSelected = sectionsSelected def load(self): self.notify.debug('load') DistributedMinigame.load(self) self.__defineConstants() self.assetMgr = ToonBlitzAssetMgr.ToonBlitzAssetMgr(self) self.cameraMgr = TwoDCamera.TwoDCamera(camera) self.sectionMgr = TwoDSectionMgr.TwoDSectionMgr(self, self.sectionsSelected) self.gameStartX = -40.0 endSection = self.sectionMgr.sections[-1] self.gameEndX = endSection.spawnPointMgr.gameEndX self.gameLength = self.gameEndX - self.gameStartX self.toonSDs = {} avId = self.localAvId toonSD = TwoDGameToonSD.TwoDGameToonSD(avId, self) self.toonSDs[avId] = toonSD self.toonSDs[avId].createHeadFrame(0) def unload(self): self.notify.debug('unload') DistributedMinigame.unload(self) taskMgr.remove(self.UpdateLocalToonTask) for avId in self.toonSDs.keys(): toonSD = self.toonSDs[avId] toonSD.destroy() del self.toonSDs self.cameraMgr.destroy() del self.cameraMgr self.sectionMgr.destroy() del self.sectionMgr for panel in self.scorePanels: panel.cleanup() del self.scorePanels self.assetMgr.destroy() del self.assetMgr self.removeChildGameFSM(self.gameFSM) del self.gameFSM def onstage(self): self.notify.debug('onstage') DistributedMinigame.onstage(self) self.scorePanels = [] self.assetMgr.onstage() lt = base.localAvatar lt.reparentTo(render) lt.hideName() self.__placeToon(self.localAvId) lt.setAnimState('Happy', 1.0) lt.setSpeed(0, 0) base.localAvatar.collisionsOn() base.localAvatar.setTransparency(1) self.setupHeadCollision() self.cameraMgr.onstage() toonSD = self.toonSDs[self.localAvId] toonSD.enter() toonSD.fsm.request('normal') self.twoDDrive = TwoDDrive(self, self.TOON_SPEED, maxFrameMove=self.MAX_FRAME_MOVE) def offstage(self): self.notify.debug('offstage') self.assetMgr.offstage() for avId in self.toonSDs.keys(): self.toonSDs[avId].exit() base.localAvatar.setTransparency(0) self.ignore('enterheadCollSphere-into-floor1') base.localAvatar.controlManager.currentControls.cTrav.removeCollider(self.headCollNP) self.headCollNP.removeNode() del self.headCollNP base.localAvatar.laffMeter.start() DistributedMinigame.offstage(self) def setGameReady(self): if not self.hasLocalToon: return self.notify.debug('setGameReady') if DistributedMinigame.setGameReady(self): return drawNum = 0 for avId in self.remoteAvIdList: toon = self.getAvatar(avId) if toon: drawNum += 1 toon.reparentTo(render) toon.setAnimState('Happy', 1.0) toon.hideName() toon.startSmooth() toon.startLookAround() distCNP = toon.find('**/distAvatarCollNode*') distCNP.node().setIntoCollideMask(BitMask32.allOff()) toonSD = TwoDGameToonSD.TwoDGameToonSD(avId, self) self.toonSDs[avId] = toonSD toonSD.enter() toonSD.fsm.request('normal') self.toonSDs[avId].createHeadFrame(drawNum) def setGameStart(self, timestamp): if not self.hasLocalToon: return self.notify.debug('setGameStart') DistributedMinigame.setGameStart(self, timestamp) self.twoDWalk = TwoDWalk(self.twoDDrive, broadcast=not self.isSinglePlayer()) self.scores = [0] * self.numPlayers spacing = 0.4 for i in xrange(self.numPlayers): avId = self.avIdList[i] avName = self.getAvatarName(avId) scorePanel = MinigameAvatarScorePanel.MinigameAvatarScorePanel(avId, avName) scorePanel.setScale(0.9) scorePanel.setPos(-0.583 - spacing * (self.numPlayers - 1 - i), 0.0, -0.15) scorePanel.reparentTo(base.a2dTopRight) scorePanel.makeTransparent(0.75) self.scorePanels.append(scorePanel) self.gameFSM.request('play', [timestamp]) def enterOff(self): self.notify.debug('enterOff') def exitOff(self): pass def enterPlay(self, timestamp): self.notify.debug('enterPlay') elapsedTime = globalClockDelta.localElapsedTime(timestamp) self.sectionMgr.enterPlay(elapsedTime) handlers = [None, None, None, None, self.shootKeyHandler] self.twoDDrive.arrowKeys.setPressHandlers(handlers) self.twoDWalk.start() self.accept('jumpStart', self.startJump) self.accept('enemyHit', self.localToonHitByEnemy) self.accept('twoDTreasureGrabbed', self.__treasureGrabbed) self.accept('enemyShot', self.__enemyShot) taskMgr.remove(self.UpdateLocalToonTask) taskMgr.add(self.__updateLocalToonTask, self.UpdateLocalToonTask, priority=1) base.localAvatar.laffMeter.stop() self.timer = ToontownTimer.ToontownTimer() self.timer.posInTopRightCorner() self.timer.setTime(ToonBlitzGlobals.GameDuration[self.getSafezoneId()]) self.timer.countdown(ToonBlitzGlobals.GameDuration[self.getSafezoneId()], self.timerExpired) return def exitPlay(self): handlers = [None, None, None, None, None] self.twoDDrive.arrowKeys.setPressHandlers(handlers) if self.toonSDs[self.localAvId].fsm.getCurrentState().getName() != 'victory': base.localAvatar.b_setAnimState('Happy', 1.0) self.ignore('jumpStart') self.ignore('enemyHit') self.ignore('twoDTreasureGrabbed') return def enterPause(self): self.notify.debug('enterPause') def exitPause(self): pass def enterShowScores(self): self.notify.debug('enterShowScores') lerpTrack = Parallel() lerpDur = 0.5 tY = 0.6 bY = -.6 lX = -.7 cX = 0 rX = 0.7 scorePanelLocs = (((cX, bY),), ((lX, bY), (rX, bY)), ((cX, bY), (lX, bY), (rX, bY)), ((lX, tY), (rX, tY), (lX, bY), (rX, bY))) scorePanelLocs = scorePanelLocs[self.numPlayers - 1] for i in xrange(self.numPlayers): panel = self.scorePanels[i] pos = scorePanelLocs[i] panel.wrtReparentTo(aspect2d) lerpTrack.append(Parallel(LerpPosInterval(panel, lerpDur, Point3(pos[0], 0, pos[1]), blendType='easeInOut'), LerpScaleInterval(panel, lerpDur, Vec3(panel.getScale()) * 1.5, blendType='easeInOut'))) self.showScoreTrack = Parallel(lerpTrack, self.getElevatorCloseTrack(), Sequence(Wait(ToonBlitzGlobals.ShowScoresDuration), Func(self.gameOver))) self.showScoreTrack.start() def exitShowScores(self): self.showScoreTrack.pause() del self.showScoreTrack def enterCleanup(self): self.notify.debug('enterCleanup') self.timer.stop() self.timer.destroy() del self.timer taskMgr.remove(self.EndGameTaskName) self.twoDWalk.stop() self.twoDWalk.destroy() del self.twoDWalk self.twoDDrive = None del self.twoDDrive return def exitCleanup(self): pass def acceptInputs(self): if hasattr(self, 'twoDDrive'): handlers = [None, None, None, None, self.shootKeyHandler] self.twoDDrive.arrowKeys.setPressHandlers(handlers) self.twoDDrive.start() return def ignoreInputs(self): if hasattr(self, 'twoDDrive'): handlers = [None, None, None, None, None] self.twoDDrive.arrowKeys.setPressHandlers(handlers) self.twoDDrive.lastAction = None self.twoDDrive.stop() return def __updateLocalToonTask(self, task): dt = globalClock.getDt() self.cameraMgr.update() if self.gameFSM.getCurrentState().getName() == 'play': if not self.toonSDs[self.localAvId].fsm.getCurrentState().getName() == 'victory': if not base.localAvatar.getY() == 0: base.localAvatar.setY(0) if base.localAvatar.getZ() < -2.0: self.localToonFellDown() for avId in self.toonSDs.keys(): self.toonSDs[avId].update() return task.cont def handleDisabledAvatar(self, avId): self.notify.debug('handleDisabledAvatar') self.notify.debug('avatar ' + str(avId) + ' disabled') self.toonSDs[avId].exit(unexpectedExit=True) del self.toonSDs[avId] DistributedMinigame.handleDisabledAvatar(self, avId) def setupHeadCollision(self): collSphere = CollisionSphere(0, 0, 0, 1) collSphere.setTangible(1) collNode = CollisionNode('headCollSphere') collNode.setFromCollideMask(ToontownGlobals.WallBitmask) collNode.setIntoCollideMask(BitMask32.allOff()) collNode.addSolid(collSphere) head = base.localAvatar.getPart('head', '1000') self.headCollNP = head.attachNewNode(collNode) self.headCollNP.setPos(0, 0, 0.0) animal = base.localAvatar.style.getAnimal() if animal == 'dog' or animal == 'bear' or animal == 'horse': torso = base.localAvatar.style.torso legs = base.localAvatar.style.legs if (torso == 'ls' or torso == 'ld') and legs == 'l': self.headCollNP.setZ(-1.3) else: self.headCollNP.setZ(-0.7) elif animal == 'mouse' or animal == 'duck': self.headCollNP.setZ(0.5) elif animal == 'cat': self.headCollNP.setZ(-0.3) elif animal == 'rabbit': self.headCollNP.setZ(-0.5) elif animal == 'monkey': self.headCollNP.setZ(0.3) elif animal == 'pig': self.headCollNP.setZ(-0.7) self.headCollNP.hide() if self.showCollSpheres: self.headCollNP.show() headCollisionEvent = CollisionHandlerEvent() headCollisionEvent.addInPattern('enter%fn-into-%in') headCollisionEvent.addOutPattern('%fn-exit-%in') cTrav = base.localAvatar.controlManager.currentControls.cTrav cTrav.addCollider(self.headCollNP, headCollisionEvent) self.accept('enterheadCollSphere-into-floor1', self.__handleHeadCollisionIntoFloor) self.accept('headCollSphere-exit-floor1', self.__handleHeadCollisionExitFloor) def __handleHeadCollisionIntoFloor(self, cevent): self.isHeadInFloor = True if base.localAvatar.controlManager.currentControls.lifter.getVelocity() > 0: base.localAvatar.controlManager.currentControls.lifter.setVelocity(0.0) self.assetMgr.playHeadCollideSound() def __handleHeadCollisionExitFloor(self, cevent): self.isHeadInFloor = False def __placeToon(self, avId): toon = self.getAvatar(avId) i = self.avIdList.index(avId) pos = Point3(ToonBlitzGlobals.ToonStartingPosition[0] + i, ToonBlitzGlobals.ToonStartingPosition[1], ToonBlitzGlobals.ToonStartingPosition[2]) toon.setPos(pos) toon.setHpr(-90, 0, 0) def startJump(self): self.assetMgr.playJumpSound() def checkValidity(self, avId): if not self.hasLocalToon: return False if self.gameFSM.getCurrentState() == None or self.gameFSM.getCurrentState().getName() != 'play': self.notify.warning('ignoring msg: av %s performing some action.' % avId) return False toon = self.getAvatar(avId) if toon == None: return False return True def shootKeyHandler(self): self.toonSDs[self.localAvId].shootGun() timestamp = globalClockDelta.localToNetworkTime(globalClock.getFrameTime()) self.sendUpdate('showShootGun', [self.localAvId, timestamp]) def showShootGun(self, avId, timestamp): if self.checkValidity(avId): self.notify.debug('avatar %s is shooting water gun' % avId) if avId != self.localAvId: self.toonSDs[avId].shootGun() def localToonFellDown(self): if self.toonSDs[self.localAvId].fsm.getCurrentState().getName() != 'fallDown': self.toonSDs[self.localAvId].fsm.request('fallDown') timestamp = globalClockDelta.localToNetworkTime(globalClock.getFrameTime()) self.updateScore(self.localAvId, ToonBlitzGlobals.ScoreLossPerFallDown[self.getSafezoneId()]) self.sendUpdate('toonFellDown', [self.localAvId, timestamp]) def toonFellDown(self, avId, timestamp): if self.checkValidity(avId): self.notify.debug('avatar %s fell down.' % avId) if avId != self.localAvId: self.updateScore(avId, ToonBlitzGlobals.ScoreLossPerFallDown[self.getSafezoneId()]) self.toonSDs[avId].fsm.request('fallDown') def localToonHitByEnemy(self): currToonState = self.toonSDs[self.localAvId].fsm.getCurrentState().getName() if not (currToonState == 'fallBack' or currToonState == 'squish'): self.toonSDs[self.localAvId].fsm.request('fallBack') timestamp = globalClockDelta.localToNetworkTime(globalClock.getFrameTime()) self.updateScore(self.localAvId, ToonBlitzGlobals.ScoreLossPerEnemyCollision[self.getSafezoneId()]) self.sendUpdate('toonHitByEnemy', [self.localAvId, timestamp]) def toonHitByEnemy(self, avId, timestamp): if self.checkValidity(avId): self.notify.debug('avatar %s hit by a suit' % avId) if avId != self.localAvId: self.updateScore(avId, ToonBlitzGlobals.ScoreLossPerEnemyCollision[self.getSafezoneId()]) self.toonSDs[avId].fsm.request('fallBack') def localToonSquished(self): currToonState = self.toonSDs[self.localAvId].fsm.getCurrentState().getName() if not (currToonState == 'fallBack' or currToonState == 'squish'): self.toonSDs[self.localAvId].fsm.request('squish') timestamp = globalClockDelta.localToNetworkTime(globalClock.getFrameTime()) self.updateScore(self.localAvId, ToonBlitzGlobals.ScoreLossPerStomperSquish[self.getSafezoneId()]) self.sendUpdate('toonSquished', [self.localAvId, timestamp]) def toonSquished(self, avId, timestamp): if self.checkValidity(avId): self.notify.debug('avatar %s is squished.' % avId) if avId != self.localAvId: self.updateScore(avId, ToonBlitzGlobals.ScoreLossPerStomperSquish[self.getSafezoneId()]) self.toonSDs[avId].fsm.request('squish') def localToonVictory(self): if not ToonBlitzGlobals.EndlessGame: self.ignoreInputs() if not self.toonSDs[self.localAvId].fsm.getCurrentState().getName() == 'victory': self.toonSDs[self.localAvId].fsm.request('victory') timestamp = globalClockDelta.localToNetworkTime(globalClock.getFrameTime()) self.sendUpdate('toonVictory', [self.localAvId, timestamp]) def toonVictory(self, avId, timestamp): if self.checkValidity(avId): self.notify.debug('avatar %s achieves victory' % avId) if avId != self.localAvId: self.toonSDs[avId].fsm.request('victory') def addVictoryScore(self, avId, score): if not self.hasLocalToon: return self.updateScore(avId, score) if avId == self.localAvId: self.assetMgr.threeSparkles.play() def __treasureGrabbed(self, sectionIndex, treasureIndex): self.notify.debug('treasure %s-%s grabbed' % (sectionIndex, treasureIndex)) section = self.sectionMgr.sections[sectionIndex] section.treasureMgr.treasures[treasureIndex].hideTreasure() self.assetMgr.treasureGrabSound.play() self.sendUpdate('claimTreasure', [sectionIndex, treasureIndex]) def setTreasureGrabbed(self, avId, sectionIndex, treasureIndex): if not self.hasLocalToon: return if self.gameFSM.getCurrentState().getName() == 'play': self.notify.debug('treasure %s-%s grabbed by %s' % (sectionIndex, treasureIndex, avId)) numSections = len(self.sectionMgr.sections) if sectionIndex < numSections: section = self.sectionMgr.sections[sectionIndex] numTreasures = len(section.treasureMgr.treasures) if treasureIndex < numTreasures: treasure = section.treasureMgr.treasures[treasureIndex] if avId != self.localAvId: treasure.hideTreasure() self.updateScore(avId, ToonBlitzGlobals.ScoreGainPerTreasure * treasure.value) else: self.notify.error('WHOA!! treasureIndex %s is out of range; numTreasures = %s' % (treasureIndex, numTreasures)) else: self.notify.error('WHOA!! sectionIndex %s is out of range; numSections = %s' % (sectionIndex, numSections)) def __enemyShot(self, sectionIndex, enemyIndex): self.sectionMgr.sections[sectionIndex].enemyMgr.enemies[enemyIndex].doShotTrack() self.sendUpdate('claimEnemyShot', [sectionIndex, enemyIndex]) def setEnemyShot(self, avId, sectionIndex, enemyIndex, enemyHealth): if not self.hasLocalToon: return if self.gameFSM.getCurrentState().getName() == 'play': self.notify.debug('enemy %s is shot by %s. Health left %s' % (enemyIndex, avId, enemyHealth)) if enemyHealth > 0: if not avId == self.localAvId: self.sectionMgr.sections[sectionIndex].enemyMgr.enemies[enemyIndex].doShotTrack() else: enemy = self.sectionMgr.sections[sectionIndex].enemyMgr.enemies[enemyIndex] treasureSpawnPoint = Point3(enemy.suit.getX(), enemy.suit.getY(), enemy.suit.getZ() + enemy.suit.height / 2.0) self.spawnTreasure(sectionIndex, enemyIndex, treasureSpawnPoint) enemy.doDeathTrack() def updateScore(self, avId, deltaScore): i = self.avIdList.index(avId) self.scores[i] += deltaScore self.scorePanels[i].setScore(self.scores[i]) self.toonSDs[avId].showScoreText(deltaScore) def spawnTreasure(self, sectionIndex, enemyIndex, pos): if self.gameFSM.getCurrentState().getName() == 'play': section = self.sectionMgr.sections[sectionIndex] treasure = section.treasureMgr.enemyTreasures[enemyIndex] treasure.setTreasurePos(pos) treasure.popupEnemyTreasure() def timerExpired(self): self.notify.debug('timer expired') if not self.reportedDone: if not ToonBlitzGlobals.EndlessGame: self.ignoreInputs() self.reportedDone = True self.sendUpdate('reportDone') def setEveryoneDone(self): if not self.hasLocalToon: return if self.gameFSM.getCurrentState().getName() != 'play': self.notify.warning('ignoring setEveryoneDone msg') return self.notify.debug('setEveryoneDone') def endGame(task, self = self): if not ToonBlitzGlobals.EndlessGame: self.gameFSM.request('showScores') return Task.done self.timer.hide() taskMgr.doMethodLater(1, endGame, self.EndGameTaskName) def getElevatorCloseTrack(self): leftDoor = self.sectionMgr.exitElevator.find('**/doorL') rightDoor = self.sectionMgr.exitElevator.find('**/doorR') leftDoorClose = LerpPosInterval(leftDoor, 2, Point3(3.02, 0, 0)) rightDoorClose = LerpPosInterval(rightDoor, 2, Point3(-3.02, 0, 0)) return Sequence(Wait(self.timeToRunToElevator), Parallel(leftDoorClose, rightDoorClose)) def debugStartPause(self): self.sectionMgr.enterPause() def debugEndPause(self): self.sectionMgr.exitPause()