from direct.actor import Actor from direct.directnotify import DirectNotifyGlobal from direct.fsm import State from direct.interval.IntervalGlobal import * from pandac.PandaModules import * import random from BattleBase import * import DistributedBattleBase import MovieUtil import SuitBattleGlobals from toontown.distributed import DelayDelete from toontown.nametag import NametagGlobals from toontown.suit import Suit from toontown.toonbase import ToontownBattleGlobals from toontown.toonbase import ToontownGlobals class DistributedBattleFinal(DistributedBattleBase.DistributedBattleBase): notify = DirectNotifyGlobal.directNotify.newCategory('DistributedBattleFinal') def __init__(self, cr): townBattle = cr.playGame.hood.loader.townBattle DistributedBattleBase.DistributedBattleBase.__init__(self, cr, townBattle) self.setupCollisions(self.uniqueBattleName('battle-collide')) self.bossCog = None self.bossCogRequest = None self.streetBattle = 0 self.joiningSuitsName = self.uniqueBattleName('joiningSuits') self.fsm.addState(State.State('ReservesJoining', self.enterReservesJoining, self.exitReservesJoining, ['WaitForJoin'])) offState = self.fsm.getStateNamed('Off') offState.addTransition('ReservesJoining') waitForJoinState = self.fsm.getStateNamed('WaitForJoin') waitForJoinState.addTransition('ReservesJoining') playMovieState = self.fsm.getStateNamed('PlayMovie') playMovieState.addTransition('ReservesJoining') return def generate(self): DistributedBattleBase.DistributedBattleBase.generate(self) def disable(self): DistributedBattleBase.DistributedBattleBase.disable(self) base.cr.relatedObjectMgr.abortRequest(self.bossCogRequest) self.bossCogRequest = None self.bossCog = None return def delete(self): DistributedBattleBase.DistributedBattleBase.delete(self) self.removeCollisionData() def setBossCogId(self, bossCogId): self.bossCogId = bossCogId if bossCogId in base.cr.doId2do: tempBossCog = base.cr.doId2do[bossCogId] self.__gotBossCog([tempBossCog]) else: self.notify.debug('doing relatedObjectMgr.request for bossCog') self.bossCogRequest = base.cr.relatedObjectMgr.requestObjects([bossCogId], allCallback=self.__gotBossCog) def __gotBossCog(self, bossCogList): self.bossCogRequest = None self.bossCog = bossCogList[0] currStateName = self.localToonFsm.getCurrentState().getName() if currStateName == 'NoLocalToon' and self.bossCog.hasLocalToon(): self.enableCollision() return def setBattleNumber(self, battleNumber): self.battleNumber = battleNumber def setBattleSide(self, battleSide): self.battleSide = battleSide 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 makeSuitJoin(self, suit, ts): self.notify.debug('makeSuitJoin(%d)' % suit.doId) self.joiningSuits.append(suit) if self.hasLocalToon(): self.d_joinDone(base.localAvatar.doId, suit.doId) def showSuitsJoining(self, suits, ts, name, callback): if self.bossCog == None: return if self.battleSide: openDoor = Func(self.bossCog.doorB.request, 'open') closeDoor = Func(self.bossCog.doorB.request, 'close') else: openDoor = Func(self.bossCog.doorA.request, 'open') closeDoor = Func(self.bossCog.doorA.request, 'close') suitTrack = Parallel() delay = 0 for suit in suits: suit.setState('Battle') if suit.dna.dept == 'l': suit.reparentTo(self.bossCog) suit.setPos(0, 0, 0) suit.setPos(self.bossCog, 0, 0, 0) suit.headsUp(self) suit.setScale(3.8 / suit.height) if suit in self.joiningSuits: i = len(self.pendingSuits) + self.joiningSuits.index(suit) destPos, h = self.suitPendingPoints[i] destHpr = VBase3(h, 0, 0) else: destPos, destHpr = self.getActorPosHpr(suit, self.suits) suitTrack.append(Track((delay, self.createAdjustInterval(suit, destPos, destHpr)), (delay + 1.5, suit.scaleInterval(1.5, 1)))) delay += 1 if self.hasLocalToon() and hasattr(base, 'camera') and base.camera is not None: base.camera.reparentTo(self) if random.choice([0, 1]): base.camera.setPosHpr(20, -4, 7, 60, 0, 0) else: base.camera.setPosHpr(-20, -4, 7, -60, 0, 0) done = Func(callback) track = Sequence(openDoor, suitTrack, closeDoor, done, name=name) track.start(ts) self.storeInterval(track, name) return def __playReward(self, ts, callback): toonTracks = Parallel() for toon in self.toons: toonTracks.append(Sequence(Func(toon.loop, 'victory'), Wait(FLOOR_REWARD_TIMEOUT), Func(toon.loop, 'neutral'))) name = self.uniqueName('floorReward') track = Sequence(toonTracks, name=name) if self.hasLocalToon(): base.camera.setPos(0, 0, 1) base.camera.setHpr(180, 10, 0) track += [self.bossCog.makeEndOfBattleMovie(self.hasLocalToon()), Func(callback)] self.storeInterval(track, name) track.start(ts) def enterReward(self, ts): self.notify.debug('enterReward()') self.disableCollision() self.delayDeleteMembers() self.__playReward(ts, self.__handleFloorRewardDone) return None def __handleFloorRewardDone(self): return None def exitReward(self): self.notify.debug('exitReward()') self.clearInterval(self.uniqueName('floorReward'), finish=1) self._removeMembersKeep() NametagGlobals.setWant2dNametags(True) for toon in self.toons: toon.startSmooth() def enterResume(self, ts = 0): if self.hasLocalToon(): self.removeLocalToon() self.fsm.requestFinalState() def exitResume(self): return None def enterReservesJoining(self, ts = 0): self.delayDeleteMembers() self.showSuitsJoining(self.joiningSuits, ts, self.joiningSuitsName, self.__reservesJoiningDone) def __reservesJoiningDone(self): self._removeMembersKeep() self.doneBarrier() def exitReservesJoining(self): self.clearInterval(self.joiningSuitsName) def enterNoLocalToon(self): self.notify.debug('enterNoLocalToon()') if self.bossCog != None and self.bossCog.hasLocalToon(): self.enableCollision() else: self.disableCollision() return def exitNoLocalToon(self): self.disableCollision() return None def enterWaitForServer(self): self.notify.debug('enterWaitForServer()') return None def exitWaitForServer(self): return None