from direct.directnotify import DirectNotifyGlobal from direct.distributed.DistributedObjectAI import DistributedObjectAI from direct.distributed.PyDatagramIterator import * from direct.distributed.PyDatagram import * from toontown.toonbase import ToontownGlobals import HouseGlobals import time import random from toontown.fishing.DistributedFishingPondAI import DistributedFishingPondAI from toontown.fishing.DistributedFishingTargetAI import DistributedFishingTargetAI from toontown.fishing.DistributedPondBingoManagerAI import DistributedPondBingoManagerAI from toontown.fishing import FishingTargetGlobals from toontown.safezone.DistributedFishingSpotAI import DistributedFishingSpotAI from toontown.safezone.SZTreasurePlannerAI import SZTreasurePlannerAI from toontown.safezone import TreasureGlobals from DistributedGardenBoxAI import * from DistributedGagTreeAI import * from DistributedFlowerAI import * import GardenGlobals from DistributedCannonAI import * from DistributedTargetAI import * import CannonGlobals NULL_PLANT = [0, -1, 0, -1, 0] NULL_TREES = [NULL_PLANT] * 8 NULL_FLOWERS = [NULL_PLANT] * 10 NULL_STATUARY = 0 def unpackGardenSetter(f): def w(klass, data): if data: dg = PyDatagram(data) dgi = PyDatagramIterator(dg) def unpackPlant(_): return dgi.getUint32, dgi.getInt8(), dgi.getUint32(), dgi.getInt8(), dgi.getUint16() flowers = map(unpackPlant, range(10)) trees = map(unpackPlant, range(8)) st = dgi.getUint8() started = dgi.getBool() else: flowers = NULL_FLOWERS trees = NULL_TREES st = NULL_STATUARY started = 0 return f(klass, started, flowers, trees, st) return w def packGardenData(plants, statuary, started = True): dg = PyDatagram() for plant in plants: a, b, c, d, e = plant dg.addUint32(a) dg.addInt8(b) dg.addUint32(c) dg.addInt8(d) dg.addUint16(e) dg.addUint8(statuary) dg.addBool(started) return dg.getMessage() class Garden: def __init__(self, avId): self.avId = avId self.treesData = NULL_TREES self.flowersData = NULL_FLOWERS self.statuaryIndex = NULL_STATUARY self.trees = [] self.flowers = [] self.statuary = None self.objects = [] def destroy(self): del self.treesData del self.flowersData del self.statuaryIndex for tree in self.trees: tree.requestDelete() for flower in self.flowers: flower.requestDelete() for object in self.objects: object.requestDelete() if self.statuary: self.statuary.requestDelete() del self.trees del self.flowers del self.objects del self.statuary def create(self, estateMgr): if self.avId not in estateMgr.toons: estateMgr.notify.warning("Garden associated to unknown avatar %d, deleting..." % self.avId) print estateMgr.toons return False houseIndex = estateMgr.toons.index(self.avId) boxDefs = GardenGlobals.estateBoxes[houseIndex] for x, y, h, boxType in boxDefs: box = DistributedGardenBoxAI(estateMgr.air) box.setTypeIndex(boxType) box.setPos(x, y, 0) box.setH(h) box.setOwnerIndex(houseIndex) box.generate()#WithRequired(estateMgr.zoneId) self.objects.append(box) plots = GardenGlobals.estatePlots[houseIndex] treeIndex = 0 for x, y, h, type in plots: if type == GardenGlobals.GAG_TREE_TYPE: planted, waterLevel, nextLevelDecrease, growthLevel, nextGrowth = self.treesData[treeIndex] if planted: treeIndex += 1 tree = DistributedGagTreeAI(estateMgr.air) tree.setPos(x, y, 0) tree.setH(h) tree.setOwnerIndex(houseIndex) tree.setWaterLevel(waterLevel) tree.setGrowthLevel(growthLevel) tree.calculate(nextGrowth, nextLevelDecrease) tree.generate()#WithRequired(estateMgr.zoneId) self.trees.append(tree) class GardenManager: def __init__(self, mgr): self.mgr = mgr self.gardens = {} def handleSingleGarden(self, avId, data): g = Garden(avId) g.flowersData, g.treesData, g.statuaryIndex = data if not g.create(self.mgr): return self.gardens[avId] = g def placeGarden(self, avId): g = Garden(avId) g.create(self.mgr) self.gardens[avId] = g def destroy(self): for garden in self.gardens.values(): garden.destroy() del self.gardens def getData(self, avId): g = self.gardens.get(avId) if not g: return packGardenData(NULL_FLOWERS + NULL_TREES, NULL_STATUARY, False) return packGardenData(g.flowersData + g.treesData, g.statuaryIndex) class DistributedEstateAI(DistributedObjectAI): notify = DirectNotifyGlobal.directNotify.newCategory("DistributedEstateAI") def __init__(self, air): DistributedObjectAI.__init__(self, air) self.toons = [0, 0, 0, 0, 0, 0] self.items = [[], [], [], [], [], []] self.decorData = [] self.estateType = 0 # NOT SURE IF THIS HAS ANY USE BUT THANKS DISNEY self.cloudType = 0 self.dawnTime = 0 self.lastEpochTimestamp = 0 self.rentalTimestamp = 0 self.houses = [None, None, None, None, None, None] self.rentalType = 0 self.rentalHandle = None self.pond = None self.spots = [] self.targets = [] self.doId2do = {} self.owner = None self.gardenManager = GardenManager(self) self.__pendingGardens = {} def generate(self): DistributedObjectAI.generate(self) self.pond = DistributedFishingPondAI(simbase.air) self.pond.setArea(ToontownGlobals.MyEstate) self.pond.generateWithRequired(self.zoneId) for i in xrange(FishingTargetGlobals.getNumTargets(ToontownGlobals.MyEstate)): target = DistributedFishingTargetAI(self.air) target.setPondDoId(self.pond.getDoId()) target.generateWithRequired(self.zoneId) self.targets.append(target) spot = DistributedFishingSpotAI(self.air) spot.setPondDoId(self.pond.getDoId()) spot.setPosHpr(49.1029, -124.805, 0.344704, 90, 0, 0) spot.generateWithRequired(self.zoneId) self.spots.append(spot) spot = DistributedFishingSpotAI(self.air) spot.setPondDoId(self.pond.getDoId()) spot.setPosHpr(46.5222, -134.739, 0.390713, 75, 0, 0) spot.generateWithRequired(self.zoneId) self.spots.append(spot) spot = DistributedFishingSpotAI(self.air) spot.setPondDoId(self.pond.getDoId()) spot.setPosHpr(41.31, -144.559, 0.375978, 45, 0, 0) spot.generateWithRequired(self.zoneId) self.spots.append(spot) spot = DistributedFishingSpotAI(self.air) spot.setPondDoId(self.pond.getDoId()) spot.setPosHpr(46.8254, -113.682, 0.46015, 135, 0, 0) spot.generateWithRequired(self.zoneId) self.spots.append(spot) self.createTreasurePlanner() def announceGenerate(self): DistributedObjectAI.announceGenerate(self) # Commented out because I had to reach estate to debug doors (Nacib) #for index, garden in self.__pendingGardens.items(): # started = garden[0] # self.gardenManager.handleSingleGarden(self.toons[index], garden[1:]) # self.placeStarterGarden(self.toons[index]) self.__pendingGardens = {} def destroy(self): for house in self.houses: if house: house.requestDelete() self.houses = [] if self.pond: for spot in self.spots: spot.requestDelete() self.spots = [] for target in self.targets: target.requestDelete() self.targets = [] self.pond.requestDelete() self.pond = None self.gardenManager.destroy() if self.treasurePlanner: self.treasurePlanner.stop() self.requestDelete() def addDistObj(self, distObj): self.doId2do[distObj.doId] = distObj def setClientReady(self): self.sendUpdate('setEstateReady', []) def setEstateType(self, type): self.estateType = type def d_setEstateType(self, type): self.sendUpdate('setEstateType', [type]) def b_setEstateType(self, type): self.setEstateType(type) self.d_setEstateType(type) def getEstateType(self): return self.estateType def setClosestHouse(self, todo0): pass def setTreasureIds(self, todo0): pass def createTreasurePlanner(self): treasureType, healAmount, spawnPoints, spawnRate, maxTreasures = TreasureGlobals.SafeZoneTreasureSpawns[ToontownGlobals.MyEstate] self.treasurePlanner = SZTreasurePlannerAI(self.zoneId, treasureType, healAmount, spawnPoints, spawnRate, maxTreasures) self.treasurePlanner.start() def requestServerTime(self): avId = self.air.getAvatarIdFromSender() self.sendUpdateToAvatarId(avId, 'setServerTime', [time.time() % HouseGlobals.DAY_NIGHT_PERIOD]) def setServerTime(self, todo0): pass def setDawnTime(self, dawnTime): self.dawnTime = dawnTime def d_setDawnTime(self, dawnTime): self.sendUpdate('setDawnTime', [dawnTime]) def b_setDawnTime(self, dawnTime): self.setDawnTime(dawnTime) self.d_setDawnTime(dawnTime) def getDawnTime(self): return self.dawnTime def setDecorData(self, decorData): self.decorData = decorData def d_setDecorData(self, decorData): self.sendUpdate('setDecorData', [decorData]) def b_setDecorData(self, decorData): self.setDecorData(decorData) self.d_setDecorData(decorData) def getDecorData(self): return self.decorData def setLastEpochTimeStamp(self, last): self.lastEpochTimestamp = last def d_setLastEpochTimeStamp(self, last): self.sendUpdate('setLastEpochTimeStamp', [last]) def b_setLastEpochTimeStamp(self, last): self.setLastEpochTimeStamp(last) self.d_setLastEpochTimeStamp(last) def getLastEpochTimeStamp(self): return self.lastEpochTimestamp def setRentalTimeStamp(self, rental): self.rentalTimestamp = rental def d_setRentalTimeStamp(self, rental): self.sendUpdate('setRentalTimeStamp', [rental]) def b_setRentalTimeStamp(self, rental): self.setRentalTimeStamp(self, rental) self.b_setRentalTimeStamp(self, rental) def getRentalTimeStamp(self): return self.rentalTimestamp def setRentalType(self, todo0): pass def getRentalType(self): return 0 def setSlot0ToonId(self, id): self.toons[0] = id def d_setSlot0ToonId(self, id): self.sendUpdate('setSlot0ToonId', [id]) def b_setSlot0ToonId(self, id): self.setSlot0ToonId(id) self.d_setSlot0ToonId(id) def getSlot0ToonId(self): return self.toons[0] def setSlot0Items(self, items): self.items[0] = items def d_setSlot0Items(self, items): self.sendUpdate('setSlot5Items', [items]) def b_setSlot0Items(self, items): self.setSlot0Items(items) self.d_setSlot0Items(items) def getSlot0Items(self): return self.items[0] def setSlot1ToonId(self, id): self.toons[1] = id def d_setSlot1ToonId(self, id): self.sendUpdate('setSlot1ToonId', [id]) def b_setSlot1ToonId(self, id): self.setSlot1ToonId(id) self.d_setSlot1ToonId(id) def getSlot1ToonId(self): return self.toons[1] def setSlot1Items(self, items): self.items[1] = items def d_setSlot1Items(self, items): self.sendUpdate('setSlot2Items', [items]) def b_setSlot1Items(self, items): self.setSlot2Items(items) self.d_setSlot2Items(items) def getSlot1Items(self): return self.items[1] def setSlot2ToonId(self, id): self.toons[2] = id def d_setSlot2ToonId(self, id): self.sendUpdate('setSlot2ToonId', [id]) def b_setSlot2ToonId(self, id): self.setSlot2ToonId(id) self.d_setSlot2ToonId(id) def getSlot2ToonId(self): return self.toons[2] def setSlot2Items(self, items): self.items[2] = items def d_setSlot2Items(self, items): self.sendUpdate('setSlot2Items', [items]) def b_setSlot2Items(self, items): self.setSlot2Items(items) self.d_setSlot2Items(items) def getSlot2Items(self): return self.items[2] def setSlot3ToonId(self, id): self.toons[3] = id def d_setSlot3ToonId(self, id): self.sendUpdate('setSlot3ToonId', [id]) def b_setSlot3ToonId(self, id): self.setSlot3ToonId(id) self.d_setSlot3ToonId(id) def getSlot3ToonId(self): return self.toons[3] def setSlot3Items(self, items): self.items[3] = items def d_setSlot3Items(self, items): self.sendUpdate('setSlot3Items', [items]) def b_setSlot3Items(self, items): self.setSlot3Items(items) self.d_setSlot3Items(items) def getSlot3Items(self): return self.items[3] def setSlot4ToonId(self, id): self.toons[4] = id def d_setSlot4ToonId(self, id): self.sendUpdate('setSlot4ToonId', [id]) def b_setSlot5ToonId(self, id): self.setSlot4ToonId(id) self.d_setSlot4ToonId(id) def getSlot4ToonId(self): return self.toons[4] def setSlot4Items(self, items): self.items[4] = items def d_setSlot4Items(self, items): self.sendUpdate('setSlot4Items', [items]) def b_setSlot4Items(self, items): self.setSlot4Items(items) self.d_setSlot4Items(items) def getSlot4Items(self): return self.items[4] def setSlot5ToonId(self, id): self.toons[5] = id def d_setSlot5ToonId(self, id): self.sendUpdate('setSlot5ToonId', [id]) def b_setSlot5ToonId(self, id): self.setSlot5ToonId(id) self.d_setSlot5ToonId(id) def getSlot5ToonId(self): return self.toons[5] def setSlot5Items(self, items): self.items[5] = items def d_setSlot5Items(self, items): self.sendUpdate('setSlot5Items', [items]) def b_setSlot5Items(self, items): self.setSlot5Items(items) self.d_setSlot5Items(items) def getSlot5Items(self): return self.items[5] def setIdList(self, idList): for i in xrange(len(idList)): if i >= 6: return self.toons[i] = idList[i] def d_setIdList(self, idList): self.sendUpdate('setIdList', [idList]) def b_setIdList(self, idList): self.setIdList(idList) self.d_setIdLst(idList) def completeFlowerSale(self, todo0): pass def awardedTrophy(self, todo0): pass def setClouds(self, clouds): self.cloudType = clouds def d_setClouds(self, clouds): self.sendUpdate('setClouds', [clouds]) def b_setClouds(self, clouds): self.setClouds(clouds) self.d_setClouds(clouds) def getClouds(self): return self.cloudType def cannonsOver(self): pass def gameTableOver(self): pass def updateToons(self): self.d_setSlot0ToonId(self.toons[0]) self.d_setSlot1ToonId(self.toons[1]) self.d_setSlot2ToonId(self.toons[2]) self.d_setSlot3ToonId(self.toons[3]) self.d_setSlot4ToonId(self.toons[4]) self.d_setSlot5ToonId(self.toons[5]) self.sendUpdate('setIdList', [self.toons]) def updateItems(self): self.d_setSlot0Items(self.items[0]) self.d_setSlot1Items(self.items[1]) self.d_setSlot2Items(self.items[2]) self.d_setSlot3Items(self.items[3]) self.d_setSlot4Items(self.items[4]) self.d_setSlot5Items(self.items[5]) @unpackGardenSetter def setSlot0Garden(self, started, flowers, trees, si): self.__pendingGardens[0] = (started, flowers, trees, si) @unpackGardenSetter def setSlot1Garden(self, started, flowers, trees, si): self.__pendingGardens[1] = (started, flowers, trees, si) @unpackGardenSetter def setSlot2Garden(self, started, flowers, trees, si): self.__pendingGardens[2] = (started, flowers, trees, si) @unpackGardenSetter def setSlot3Garden(self, started, flowers, trees, si): self.__pendingGardens[3] = (started, flowers, trees, si) @unpackGardenSetter def setSlot4Garden(self, started, flowers, trees, si): self.__pendingGardens[4] = (started, flowers, trees, si) @unpackGardenSetter def setSlot5Garden(self, started, flowers, trees, si): self.__pendingGardens[5] = (started, flowers, trees, si) def d_updateGarden(self, slot = None): self.notify.info('updateGarden %s' % slot) if slot is None: for i in xrange(6): self.d_updateGarden(i) else: data = self.gardenManager.getData(self.toons[slot]) self.sendUpdate('setSlot%dGarden' % slot, [data]) def placeStarterGarden(self, avId): av = self.air.doId2do.get(avId) if not av: return self.notify.info('placeStarterGarden %d' % avId) self.gardenManager.placeGarden(avId) self.d_updateGarden()