from pandac.PandaModules import * from direct.distributed.ClockDelta import * from direct.interval.IntervalGlobal import * from toontown.building.ElevatorConstants import * from toontown.building.ElevatorUtils import * from toontown.building import DistributedElevatorFloor from toontown.building import DistributedElevator from toontown.toonbase import ToontownGlobals from direct.fsm import ClassicFSM from direct.fsm import State from toontown.hood import ZoneUtil from toontown.toonbase import TTLocalizer class DistributedLawOfficeElevatorInt(DistributedElevatorFloor.DistributedElevatorFloor): def __init__(self, cr): DistributedElevatorFloor.DistributedElevatorFloor.__init__(self, cr) def generate(self): DistributedElevator.DistributedElevator.generate(self) self.accept('LawOffice_Spec_Loaded', self.__placeElevator) def delete(self): self.elevatorModel.removeNode() del self.elevatorModel DistributedElevatorFloor.DistributedElevatorFloor.delete(self) self.ignore('LawOffice_Spec_Loaded') def setEntranceId(self, entranceId): self.entranceId = entranceId if self.entranceId == 0: self.elevatorModel.setPosHpr(62.74, -85.31, 0.0, 2.0, 0.0, 0.0) elif self.entranceId == 1: self.elevatorModel.setPosHpr(-162.25, 26.43, 0.0, 269.0, 0.0, 0.0) else: self.notify.error('Invalid entranceId: %s' % entranceId) def setupElevator(self): self.elevatorModel = loader.loadModel('phase_4/models/modules/elevator') self.elevatorModel.reparentTo(render) self.elevatorModel.setScale(1.05) self.leftDoor = self.elevatorModel.find('**/left-door') self.rightDoor = self.elevatorModel.find('**/right-door') self.elevatorModel.find('**/light_panel').removeNode() self.elevatorModel.find('**/light_panel_frame').removeNode() DistributedElevatorFloor.DistributedElevatorFloor.setupElevator(self) def __placeElevator(self): self.notify.debug('PLACING ELEVATOR FOOL!!') if self.isEntering: elevatorNode = render.find('**/elevator_origin') if not elevatorNode.isEmpty(): self.elevatorModel.setPos(0, 0, 0) self.elevatorModel.reparentTo(elevatorNode) else: self.notify.debug('NO NODE elevator_origin!!') else: elevatorNode = render.find('**/SlidingDoor') if not elevatorNode.isEmpty(): self.elevatorModel.setPos(0, 0, -15) self.elevatorModel.reparentTo(elevatorNode) else: self.notify.debug('NO NODE SlidingDoor!!') def getElevatorModel(self): return self.elevatorModel def setBldgDoId(self, bldgDoId): self.bldg = None self.setupElevator() return def getZoneId(self): return 0 def __doorsClosed(self, zoneId): pass def setLawOfficeInteriorZone(self, zoneId): if self.localToonOnBoard: hoodId = self.cr.playGame.hood.hoodId doneStatus = {'loader': 'cogHQLoader', 'where': 'factoryInterior', 'how': 'teleportIn', 'zoneId': zoneId, 'hoodId': hoodId} self.cr.playGame.getPlace().elevator.signalDone(doneStatus)