from panda3d.core import * from direct.interval.IntervalGlobal import * from direct.distributed.ClockDelta import * from toontown.toonbase import ToontownGlobals from direct.directnotify import DirectNotifyGlobal import DistributedDoorEntityBase from direct.fsm import FourState from direct.fsm import ClassicFSM from otp.level import DistributedEntity from toontown.toonbase import TTLocalizer from otp.level import BasicEntities from direct.fsm import State from otp.level import VisibilityBlocker class DistributedDoorEntityLock(DistributedDoorEntityBase.LockBase, FourState.FourState): slideLeft = Vec3(-7.5, 0.0, 0.0) slideRight = Vec3(7.5, 0.0, 0.0) def __init__(self, door, lockIndex, lockedNodePath, leftNodePath, rightNodePath, stateIndex): self.door = door self.lockIndex = lockIndex self.lockedNodePath = lockedNodePath self.leftNodePath = leftNodePath self.rightNodePath = rightNodePath self.initialStateIndex = stateIndex FourState.FourState.__init__(self, self.stateNames, self.stateDurations) def delete(self): self.takedown() del self.door def setup(self): self.setLockState(self.initialStateIndex) del self.initialStateIndex def takedown(self): if self.track is not None: self.track.pause() self.track = None for i in self.states.keys(): del self.states[i] self.states = [] self.fsm = None return def setLockState(self, stateIndex): if self.stateIndex != stateIndex: state = self.states.get(stateIndex) if state is not None: self.fsm.request(state) return def isUnlocked(self): return self.isOn() def enterState1(self): FourState.FourState.enterState1(self) beat = self.duration * 0.05 slideSfx = base.loadSfx('phase_9/audio/sfx/CHQ_FACT_arms_retracting.ogg') self.setTrack(Sequence(Wait(beat * 2.0), Parallel(SoundInterval(slideSfx, node=self.door.node, volume=0.8), Sequence(ShowInterval(self.leftNodePath), ShowInterval(self.rightNodePath), Parallel(LerpPosInterval(nodePath=self.leftNodePath, other=self.lockedNodePath, duration=beat * 16.0, pos=Vec3(0.0), blendType='easeIn'), LerpPosInterval(nodePath=self.rightNodePath, other=self.lockedNodePath, duration=beat * 16.0, pos=Vec3(0.0), blendType='easeIn')), HideInterval(self.leftNodePath), HideInterval(self.rightNodePath), ShowInterval(self.lockedNodePath))))) def enterState2(self): FourState.FourState.enterState2(self) self.setTrack(None) self.leftNodePath.setPos(self.lockedNodePath, Vec3(0.0)) self.rightNodePath.setPos(self.lockedNodePath, Vec3(0.0)) self.leftNodePath.hide() self.rightNodePath.hide() self.lockedNodePath.show() return def enterState3(self): FourState.FourState.enterState3(self) unlockSfx = base.loadSfx('phase_9/audio/sfx/CHQ_FACT_door_unlock.ogg') slideSfx = base.loadSfx('phase_9/audio/sfx/CHQ_FACT_arms_retracting.ogg') beat = self.duration * 0.05 self.setTrack(Sequence(Wait(beat * 2), Parallel(SoundInterval(unlockSfx, node=self.door.node, volume=0.8), SoundInterval(slideSfx, node=self.door.node, volume=0.8), Sequence(HideInterval(self.lockedNodePath), ShowInterval(self.leftNodePath), ShowInterval(self.rightNodePath), Parallel(LerpPosInterval(nodePath=self.leftNodePath, other=self.lockedNodePath, duration=beat * 16, pos=self.slideLeft, blendType='easeOut'), LerpPosInterval(nodePath=self.rightNodePath, other=self.lockedNodePath, duration=beat * 16, pos=self.slideRight, blendType='easeOut')), HideInterval(self.leftNodePath), HideInterval(self.rightNodePath))))) def enterState4(self): FourState.FourState.enterState4(self) self.setTrack(None) self.leftNodePath.setPos(self.lockedNodePath, self.slideLeft) self.rightNodePath.setPos(self.lockedNodePath, self.slideRight) self.leftNodePath.hide() self.rightNodePath.hide() self.lockedNodePath.hide() return class DistributedDoorEntity(DistributedDoorEntityBase.DistributedDoorEntityBase, DistributedEntity.DistributedEntity, BasicEntities.NodePathAttribsProxy, FourState.FourState, VisibilityBlocker.VisibilityBlocker): def __init__(self, cr): self.innerDoorsTrack = None self.isVisReady = 0 self.isOuterDoorOpen = 0 DistributedEntity.DistributedEntity.__init__(self, cr) FourState.FourState.__init__(self, self.stateNames, self.stateDurations) VisibilityBlocker.VisibilityBlocker.__init__(self) self.locks = [] return def generate(self): DistributedEntity.DistributedEntity.generate(self) def announceGenerate(self): self.doorNode = hidden.attachNewNode('door-%s' % self.entId) DistributedEntity.DistributedEntity.announceGenerate(self) BasicEntities.NodePathAttribsProxy.initNodePathAttribs(self) self.setup() def disable(self): self.takedown() self.doorNode.removeNode() del self.doorNode DistributedEntity.DistributedEntity.disable(self) def delete(self): DistributedEntity.DistributedEntity.delete(self) def setup(self): self.setupDoor() for i in self.locks: i.setup() self.accept('exit%s' % (self.getName(),), self.exitTrigger) self.acceptAvatar() def takedown(self): self.ignoreAll() if self.track is not None: self.track.finish() self.track = None if self.innerDoorsTrack is not None: self.innerDoorsTrack.finish() self.innerDoorsTrack = None for i in self.locks: i.takedown() self.locks = [] self.fsm = None for i in self.states.keys(): del self.states[i] self.states = [] return setUnlock0Event = DistributedDoorEntityBase.stubFunction setUnlock1Event = DistributedDoorEntityBase.stubFunction setUnlock2Event = DistributedDoorEntityBase.stubFunction setUnlock3Event = DistributedDoorEntityBase.stubFunction setIsOpenEvent = DistributedDoorEntityBase.stubFunction setIsLock0Unlocked = DistributedDoorEntityBase.stubFunction setIsLock1Unlocked = DistributedDoorEntityBase.stubFunction setIsLock2Unlocked = DistributedDoorEntityBase.stubFunction setIsLock3Unlocked = DistributedDoorEntityBase.stubFunction setIsOpen = DistributedDoorEntityBase.stubFunction setSecondsOpen = DistributedDoorEntityBase.stubFunction def acceptAvatar(self): self.accept('enter%s' % (self.getName(),), self.enterTrigger) def rejectInteract(self): DistributedEntity.DistributedEntity.rejectInteract(self) self.acceptAvatar() def avatarExit(self, avatarId): DistributedEntity.DistributedEntity.avatarExit(self, avatarId) self.acceptAvatar() def enterTrigger(self, args = None): messenger.send('DistributedInteractiveEntity_enterTrigger') self.sendUpdate('requestOpen') def exitTrigger(self, args = None): messenger.send('DistributedInteractiveEntity_exitTrigger') def okToUnblockVis(self): VisibilityBlocker.VisibilityBlocker.okToUnblockVis(self) self.isVisReady = 1 self.openInnerDoors() def changedOnState(self, isOn): messenger.send(self.getOutputEventName(), [not isOn]) def setLocksState(self, stateBits): lock0 = stateBits & 15 lock1 = (stateBits & 240) >> 4 lock2 = (stateBits & 3840) >> 8 if self.isGenerated(): self.locks[0].setLockState(lock0) self.locks[1].setLockState(lock1) self.locks[2].setLockState(lock2) else: self.initialLock0StateIndex = lock0 self.initialLock1StateIndex = lock1 self.initialLock2StateIndex = lock2 def setDoorState(self, stateIndex, timeStamp): self.stateTime = globalClockDelta.localElapsedTime(timeStamp) if self.isGenerated(): if self.stateIndex != stateIndex: state = self.states.get(stateIndex) if state is not None: self.fsm.request(state) else: self.initialState = stateIndex self.initialStateTimestamp = timeStamp return def getName(self): return 'switch-%s' % str(self.entId) def getNodePath(self): if hasattr(self, 'doorNode'): return self.doorNode return None def setupDoor(self): model = loader.loadModel('phase_9/models/cogHQ/CogDoorHandShake') if model: doorway = model.find('**/Doorway1') rootNode = self.doorNode.attachNewNode(self.getName() + '-root') rootNode.setPos(self.pos) rootNode.setHpr(self.hpr) rootNode.setScale(self.scale) rootNode.setColor(self.color) change = rootNode.attachNewNode('changePos') doorway.reparentTo(change) self.node = rootNode self.node.show() self.locks.append(DistributedDoorEntityLock(self, 0, doorway.find('**/Slide_One_Closed'), doorway.find('**/Slide_One_Left_Open'), doorway.find('**/Slide_One_Right_Open'), self.initialLock0StateIndex)) self.locks.append(DistributedDoorEntityLock(self, 1, doorway.find('**/Slide_Two_Closed'), doorway.find('**/Slide_Two_Left_Open'), doorway.find('**/Slide_Two_Right_Open'), self.initialLock1StateIndex)) self.locks.append(DistributedDoorEntityLock(self, 2, doorway.find('**/Slide_Three_Closed'), doorway.find('**/Slide_Three_Left_Open'), doorway.find('**/Slide_Three_Right_Open'), self.initialLock2StateIndex)) del self.initialLock0StateIndex del self.initialLock1StateIndex del self.initialLock2StateIndex door = doorway.find('doortop') if door.isEmpty(): print 'doortop hack' door = doorway.attachNewNode('doortop') doorway.find('doortop1').reparentTo(door) doorway.find('doortop2').reparentTo(door) rootNode = self.doorNode.attachNewNode(self.getName() + '-topDoor') rootNode.setPos(self.pos) rootNode.setHpr(self.hpr) rootNode.setScale(self.scale) rootNode.setColor(self.color) change = rootNode.attachNewNode('changePos') door.reparentTo(change) self.doorTop = rootNode self.doorTop.show() rootNode = self.doorTop.getParent().attachNewNode(self.getName() + '-leftDoor') change = rootNode.attachNewNode('change') door = doorway.find('**/doorLeft') door = door.reparentTo(change) self.doorLeft = rootNode self.doorLeft.show() change.setPos(self.pos) change.setHpr(self.hpr) change.setScale(self.scale) change.setColor(self.color) door = doorway.find('doorbottom') if door.isEmpty(): print 'doorbottom hack' door = doorway.attachNewNode('doorbottom') doorway.find('doorbottom1').reparentTo(door) doorway.find('doorbottom2').reparentTo(door) change = render.attachNewNode('changePos') door.reparentTo(change) rootNode = self.doorNode.attachNewNode(self.getName() + '-bottomDoor') rootNode.setPos(self.pos) rootNode.setHpr(self.hpr) rootNode.setScale(self.scale) rootNode.setColor(self.color) change.reparentTo(rootNode) self.doorBottom = rootNode self.doorBottom.show() rootNode = self.doorTop.getParent().attachNewNode(self.getName() + '-rightDoor') change = rootNode.attachNewNode('change') door = doorway.find('**/doorRight') door = door.reparentTo(change) self.doorRight = rootNode self.doorRight.show() change.setPos(self.pos) change.setHpr(self.hpr) change.setScale(self.scale) change.setColor(self.color) collision = self.doorLeft.find('**/doorLeft_collision1') collision.setName(self.getName()) collision = self.doorLeft.find('**/doorLeft_collision2') collision.setName(self.getName()) collision = self.doorRight.find('**/doorRight_collision1') collision.setName(self.getName()) collision = self.doorRight.find('**/doorRight_collision2') collision.setName(self.getName()) collision = self.doorLeft.find('**/doorLeft_innerCollision') collision.setName(self.getName()) self.leftInnerCollision = collision collision = self.doorRight.find('**/doorRight_innerCollision') collision.setName(self.getName()) self.rightInnerCollision = collision if 1: pass else: radius = 8.0 cSphere = CollisionSphere(0.0, 0.0, 0.0, radius) cSphere.setTangible(0) cSphereNode = CollisionNode(self.getName()) cSphereNode.addSolid(cSphere) cSphereNode.setFromCollideMask(BitMask32.allOff()) cSphereNode.setIntoCollideMask(ToontownGlobals.WallBitmask) self.cSphereNodePath = self.node.attachNewNode(cSphereNode) if 1: self.node.flattenMedium() self.doorTop.flattenMedium() self.doorBottom.flattenMedium() self.doorLeft.flattenMedium() self.doorRight.flattenMedium() self.setDoorState(self.initialState, self.initialStateTimestamp) del self.initialState del self.initialStateTimestamp def setInnerDoorsTrack(self, track): if self.innerDoorsTrack is not None: self.innerDoorsTrack.pause() self.innerDoorsTrack = None if track is not None: track.start(0.0) self.innerDoorsTrack = track return def openInnerDoors(self): if not self.level.complexVis() or self.isOuterDoorOpen and (not self.isVisBlocker or self.isVisReady): duration = self.duration slideSfx = base.loadSfx('phase_9/audio/sfx/CHQ_FACT_door_open_sliding.ogg') finalSfx = base.loadSfx('phase_9/audio/sfx/CHQ_FACT_door_open_final.ogg') moveDistance = 8.0 self.setInnerDoorsTrack(Sequence(Func(self.leftInnerCollision.unstash), Func(self.rightInnerCollision.unstash), Parallel(SoundInterval(slideSfx, node=self.node, duration=duration * 0.4, volume=0.8), LerpPosInterval(nodePath=self.doorLeft, duration=duration * 0.4, pos=Vec3(-moveDistance, 0.0, 0.0), blendType='easeOut'), LerpPosInterval(nodePath=self.doorRight, duration=duration * 0.4, pos=Vec3(moveDistance, 0.0, 0.0), blendType='easeOut'), Sequence(Wait(duration * 0.375), SoundInterval(finalSfx, node=self.node, duration=1.0, volume=0.8))), Func(self.doorLeft.stash), Func(self.doorRight.stash))) def closeInnerDoors(self): duration = self.duration slideSfx = base.loadSfx('phase_9/audio/sfx/CHQ_FACT_door_open_sliding.ogg') finalSfx = base.loadSfx('phase_9/audio/sfx/CHQ_FACT_door_open_final.ogg') moveDistance = 8.0 self.setInnerDoorsTrack(Sequence(Func(self.doorLeft.unstash), Func(self.doorRight.unstash), Parallel(SoundInterval(slideSfx, node=self.node, duration=duration * 0.4, volume=0.8), LerpPosInterval(nodePath=self.doorLeft, duration=duration * 0.4, pos=Vec3(0.0), blendType='easeIn'), LerpPosInterval(nodePath=self.doorRight, duration=duration * 0.4, pos=Vec3(0.0), blendType='easeIn'), Sequence(Wait(duration * 0.375), SoundInterval(finalSfx, node=self.node, duration=1.0, volume=0.8))), Func(self.leftInnerCollision.stash), Func(self.rightInnerCollision.stash))) def setisOuterDoorOpen(self, isOpen): self.isOuterDoorOpen = isOpen def enterState1(self): FourState.FourState.enterState1(self) self.isOuterDoorOpen = 0 if self.isVisBlocker: if not self.isVisReady: self.requestUnblockVis() else: self.okToUnblockVis() duration = self.duration slideSfx = base.loadSfx('phase_9/audio/sfx/CHQ_FACT_door_open_sliding.ogg') finalSfx = base.loadSfx('phase_9/audio/sfx/CHQ_FACT_door_open_final.ogg') moveDistance = 8.0 self.setTrack(Sequence(Wait(duration * 0.1), Parallel(SoundInterval(slideSfx, node=self.node, duration=duration * 0.4, volume=0.8), LerpPosInterval(nodePath=self.doorTop, duration=duration * 0.4, pos=Vec3(0.0, 0.0, moveDistance), blendType='easeOut'), LerpPosInterval(nodePath=self.doorBottom, duration=duration * 0.4, pos=Vec3(0.0, 0.0, -moveDistance), blendType='easeOut'), Sequence(Wait(duration * 0.375), SoundInterval(finalSfx, node=self.node, duration=1.0, volume=0.8))), Func(self.doorTop.stash), Func(self.doorBottom.stash), Func(self.setisOuterDoorOpen, 1), Func(self.openInnerDoors))) def enterState2(self): FourState.FourState.enterState2(self) self.isOuterDoorOpen = 1 self.setTrack(None) moveDistance = 7.5 (self.doorTop.setPos(Vec3(0.0, 0.0, moveDistance)),) (self.doorBottom.setPos(Vec3(0.0, 0.0, -moveDistance)),) self.doorTop.stash() self.doorBottom.stash() if not self.isVisBlocker or not self.isWaitingForUnblockVis(): self.setInnerDoorsTrack(None) self.doorLeft.setPos(Vec3(-moveDistance, 0.0, 0.0)) self.doorRight.setPos(Vec3(moveDistance, 0.0, 0.0)) self.doorLeft.stash() self.doorRight.stash() return def exitState2(self): FourState.FourState.exitState2(self) self.cancelUnblockVis() def enterState3(self): FourState.FourState.enterState3(self) duration = self.duration slideSfx = base.loadSfx('phase_9/audio/sfx/CHQ_FACT_door_open_sliding.ogg') finalSfx = base.loadSfx('phase_9/audio/sfx/CHQ_FACT_door_open_final.ogg') self.setTrack(Sequence(Wait(duration * 0.1), Func(self.closeInnerDoors), Wait(duration * 0.4), Func(self.doorTop.unstash), Func(self.doorBottom.unstash), Parallel(SoundInterval(slideSfx, node=self.node, duration=duration*0.4, volume=0.8), LerpPosInterval(nodePath=self.doorTop, duration=duration*0.4, pos=Vec3(0.0), blendType='easeIn'), LerpPosInterval(nodePath=self.doorBottom, duration=duration*0.4, pos=Vec3(0.0), blendType='easeIn'), Sequence(Wait(duration*0.375), SoundInterval(finalSfx, node=self.node, duration=duration*0.4, volume=0.8))), Func(self.setisOuterDoorOpen, 0))) def enterState4(self): FourState.FourState.enterState4(self) self.setisOuterDoorOpen(0) self.isVisReady = 0 self.setTrack(None) self.doorTop.unstash() self.doorBottom.unstash() self.doorTop.setPos(Vec3(0.0)) self.doorBottom.setPos(Vec3(0.0)) self.setInnerDoorsTrack(None) self.leftInnerCollision.stash() self.rightInnerCollision.stash() self.doorLeft.unstash() self.doorRight.unstash() self.doorLeft.setPos(Vec3(0.0)) self.doorRight.setPos(Vec3(0.0))