from direct.directnotify.DirectNotifyGlobal import * from otp.ai.AIBaseGlobal import * from toontown.building import DistributedBuildingAI from toontown.building import GagshopBuildingAI from toontown.building import HQBuildingAI from toontown.building import KartShopBuildingAI from toontown.building import PetshopBuildingAI from toontown.hood import ZoneUtil class DistributedBuildingMgrAI: notify = directNotify.newCategory('DistributedBuildingMgrAI') def __init__(self, air, branchId, dnaStore, trophyMgr): self.air = air self.branchId = branchId self.canonicalBranchId = ZoneUtil.getCanonicalZoneId(self.branchId) self.dnaStore = dnaStore self.trophyMgr = trophyMgr self.__buildings = {} self.findAllLandmarkBuildings() def cleanup(self): for building in self.__buildings.values(): building.cleanup() self.__buildings = {} def isValidBlockNumber(self, blockNumber): return blockNumber in self.__buildings def isSuitBlock(self, blockNumber): if not self.isValidBlockNumber(blockNumber): return False return self.__buildings[blockNumber].isSuitBlock() def getSuitBlocks(self): blocks = [] for blockNumber, building in self.__buildings.items(): if building.isSuitBlock(): blocks.append(blockNumber) return blocks def getEstablishedSuitBlocks(self): blocks = [] for blockNumber, building in self.__buildings.items(): if building.isEstablishedSuitBlock(): blocks.append(blockNumber) return blocks def getToonBlocks(self): blocks = [] for blockNumber, building in self.__buildings.items(): if isinstance(building, HQBuildingAI.HQBuildingAI): continue if isinstance(building, GagshopBuildingAI.GagshopBuildingAI): continue if isinstance(building, PetshopBuildingAI.PetshopBuildingAI): continue if isinstance(building, KartShopBuildingAI.KartShopBuildingAI): continue if not building.isSuitBlock(): blocks.append(blockNumber) return blocks def getBuildings(self): return self.__buildings.values() def getFrontDoorPoint(self, blockNumber): if self.isValidBlockNumber(blockNumber): return self.__buildings[blockNumber].getFrontDoorPoint() def getBuildingTrack(self, blockNumber): if self.isValidBlockNumber(blockNumber): return self.__buildings[blockNumber].track def getBuilding(self, blockNumber): if self.isValidBlockNumber(blockNumber): return self.__buildings[blockNumber] def setFrontDoorPoint(self, blockNumber, point): if self.isValidBlockNumber(blockNumber): return self.__buildings[blockNumber].setFrontDoorPoint(point) def getDNABlockLists(self): blocks = [] hqBlocks = [] gagshopBlocks = [] petshopBlocks = [] kartshopBlocks = [] for i in xrange(self.dnaStore.getNumBlockNumbers()): blockNumber = self.dnaStore.getBlockNumberAt(i) buildingType = self.dnaStore.getBlockBuildingType(blockNumber) if buildingType == 'hq': hqBlocks.append(blockNumber) elif buildingType == 'gagshop': gagshopBlocks.append(blockNumber) elif buildingType == 'petshop': if self.air.wantPets: petshopBlocks.append(blockNumber) elif buildingType == 'kartshop': kartshopBlocks.append(blockNumber) else: blocks.append(blockNumber) return (blocks, hqBlocks, gagshopBlocks, petshopBlocks, kartshopBlocks) def findAllLandmarkBuildings(self): backups = simbase.backups.load('block-info', (self.air.districtId, self.branchId), default={}) (blocks, hqBlocks, gagshopBlocks, petshopBlocks, kartshopBlocks) = self.getDNABlockLists() for blockNumber in blocks: self.newBuilding(blockNumber, backup=backups.get(blockNumber, None)) for blockNumber in hqBlocks: self.newHQBuilding(blockNumber) for blockNumber in gagshopBlocks: self.newGagshopBuilding(blockNumber) for block in petshopBlocks: self.newPetshopBuilding(block) for block in kartshopBlocks: self.newKartShopBuilding(block) def newBuilding(self, blockNumber, backup=None): building = DistributedBuildingAI.DistributedBuildingAI( self.air, blockNumber, self.branchId, self.trophyMgr) building.generateWithRequired(self.branchId) if backup is not None: state = backup.get('state', 'toon') if ((state == 'suit') and simbase.air.wantCogbuildings) or ( (state == 'cogdo') and simbase.air.wantCogdominiums): building.track = backup.get('track', 'c') building.difficulty = backup.get('difficulty', 1) building.numFloors = backup.get('numFloors', 1) building.updateSavedBy(backup.get('savedBy')) building.becameSuitTime = backup.get('becameSuitTime', time.time()) if (state == 'suit') and simbase.air.wantCogbuildings: building.setState('suit') elif (state == 'cogdo') and simbase.air.wantCogdominiums: building.setState('cogdo') else: building.setState('toon') else: building.setState('toon') else: building.setState('toon') self.__buildings[blockNumber] = building return building def newHQBuilding(self, blockNumber): dnaStore = self.air.dnaStoreMap[self.canonicalBranchId] exteriorZoneId = dnaStore.getZoneFromBlockNumber(blockNumber) interiorZoneId = (self.branchId - (self.branchId%100)) + 500 + blockNumber building = HQBuildingAI.HQBuildingAI( self.air, exteriorZoneId, interiorZoneId, blockNumber) self.__buildings[blockNumber] = building return building def newGagshopBuilding(self, blockNumber): dnaStore = self.air.dnaStoreMap[self.canonicalBranchId] exteriorZoneId = dnaStore.getZoneFromBlockNumber(blockNumber) interiorZoneId = (self.branchId - (self.branchId%100)) + 500 + blockNumber building = GagshopBuildingAI.GagshopBuildingAI( self.air, exteriorZoneId, interiorZoneId, blockNumber) self.__buildings[blockNumber] = building return building def newPetshopBuilding(self, blockNumber): dnaStore = self.air.dnaStoreMap[self.canonicalBranchId] exteriorZoneId = dnaStore.getZoneFromBlockNumber(blockNumber) interiorZoneId = (self.branchId - (self.branchId%100)) + 500 + blockNumber building = PetshopBuildingAI.PetshopBuildingAI( self.air, exteriorZoneId, interiorZoneId, blockNumber) self.__buildings[blockNumber] = building return building def newKartShopBuilding(self, blockNumber): dnaStore = self.air.dnaStoreMap[self.canonicalBranchId] exteriorZoneId = dnaStore.getZoneFromBlockNumber(blockNumber) interiorZoneId = (self.branchId - (self.branchId%100)) + 500 + blockNumber building = KartShopBuildingAI.KartShopBuildingAI( self.air, exteriorZoneId, interiorZoneId, blockNumber) self.__buildings[blockNumber] = building return building def save(self): backups = {} for blockNumber in self.getSuitBlocks(): building = self.getBuilding(blockNumber) backup = { 'state': building.fsm.getCurrentState().getName(), 'block': building.block, 'track': building.track, 'difficulty': building.difficulty, 'numFloors': building.numFloors, 'savedBy': building.savedBy, 'becameSuitTime': building.becameSuitTime } backups[blockNumber] = backup simbase.backups.save('block-info', (self.air.districtId, self.branchId), backups)