from direct.distributed.ClockDelta import * from direct.distributed.DistributedObject import DistributedObject from direct.fsm import ClassicFSM, State from direct.interval.IntervalGlobal import * from pandac.PandaModules import * import random import ToonInteriorColors from toontown.dna.DNAParser import * from toontown.hood import ZoneUtil from toontown.toon.DistributedNPCToonBase import DistributedNPCToonBase from toontown.toonbase.ToonBaseGlobal import * from toontown.toonbase.ToontownGlobals import * class DistributedBankInterior(DistributedObject): def __init__(self, cr): DistributedObject.__init__(self, cr) self.dnaStore = cr.playGame.dnaStore self.inVault = False self.vaultCollNodePath = None self.fsm = ClassicFSM.ClassicFSM( 'DistributedBankInterior', [ State.State('off', self.enterOff, self.exitOff, ['vaultClosed', 'vaultOpening', 'vaultOpen', 'vaultClosing']), State.State('vaultClosed', self.enterVaultClosed, self.exitVaultClosed, ['vaultOpening']), State.State('vaultOpening', self.enterVaultOpening, self.exitVaultOpening, ['vaultOpen']), State.State('vaultOpen', self.enterVaultOpen, self.exitVaultOpen, ['vaultClosing']), State.State('vaultClosing', self.enterVaultClosing, self.exitVaultClosing, ['vaultClosed']) ], 'off', 'off') self.fsm.enterInitialState() def announceGenerate(self): DistributedObject.announceGenerate(self) self.setup() def disable(self): self.ignoreAll() self.interior.removeNode() del self.interior if self.collNodePath is not None: self.collNodePath.removeNode() self.collNodePath = None del self.vaultOpenSfx del self.vaultCloseSfx DistributedObject.disable(self) def setZoneIdAndBlock(self, zoneId, block): self.zoneId = zoneId self.block = block def setState(self, name, timestamp): self.fsm.request(name, [globalClockDelta.localElapsedTime(timestamp)]) def enterOff(self): pass def exitOff(self): pass def enterVaultClosed(self, timestamp): vaultDoor = render.find('**/vault_door') vaultDoor.setH(0) if self.inVault: self.clearVault() def exitVaultClosed(self): pass def enterVaultOpening(self, timestamp): vaultDoor = render.find('**/vault_door') doorTrack = Sequence() # First, spin the vault lock dial: dial = vaultDoor.find('**/vault_door_front_dial') doorTrack.append(LerpHprInterval(dial, 2, Vec3(0, 0, -2160), startHpr=(0, 0, 0), blendType='easeOut', fluid=1)) # Then, open the vault door: doorTrack.append(LerpHprInterval(vaultDoor, 3, Vec3(-120, 0, 0), startHpr=Vec3(0, 0, 0), blendType='easeOut')) # We need the sound effect to play in parallel: track = Parallel(SoundInterval(self.vaultOpenSfx, node=vaultDoor), doorTrack) track.start(timestamp) def exitVaultOpening(self): pass def enterVaultOpen(self, timestamp): vaultDoor = render.find('**/vault_door') vaultDoor.setH(-120) def exitVaultOpen(self): pass def enterVaultClosing(self, timestamp): vaultDoor = render.find('**/vault_door') doorTrack = Sequence() # First, close the vault door: doorTrack.append(LerpHprInterval(vaultDoor, 3, Vec3(0, 0, 0), startHpr=Vec3(-120, 0, 0), blendType='easeOut')) # Then, spin the vault lock dial: dial = vaultDoor.find('**/vault_door_front_dial') doorTrack.append(LerpHprInterval(dial, 2, Vec3(0, 0, 2160), startHpr=(0, 0, 0), blendType='easeOut', fluid=1)) # We need the sound effect to play in parallel: track = Parallel(SoundInterval(self.vaultCloseSfx, node=vaultDoor), doorTrack) track.start(timestamp) def exitVaultClosing(self): pass def __handleEnterVaultBox(self, collEntry=None): self.inVault = True if self.fsm.getCurrentState().getName() == 'vaultClosed': self.clearVault() def __handleExitVaultBox(self, collEntry=None): self.inVault = False def clearVault(self): place = base.cr.playGame.getPlace() place.setState('stopped') self.teleportTrack = Sequence() self.teleportTrack.append(Func(base.localAvatar.b_setAnimState, 'TeleportOut')) self.teleportTrack.append(Wait(3.5)) self.teleportTrack.append(Func(base.localAvatar.setPos, Point3(0, 0, 0))) self.teleportTrack.append(Func(base.localAvatar.b_setAnimState, 'TeleportIn')) self.teleportTrack.append(Wait(2.25)) self.teleportTrack.append(Func(place.setState, 'walk')) self.teleportTrack.start() def randomDNAItem(self, category, findFunc): codeCount = self.dnaStore.getNumCatalogCodes(category) index = self.randomGenerator.randint(0, codeCount - 1) code = self.dnaStore.getCatalogCode(category, index) return findFunc(code) def replaceRandomInModel(self, model): baseTag = 'random_' npc = model.findAllMatches('**/' + baseTag + '???_*') for i in xrange(npc.getNumPaths()): np = npc.getPath(i) name = np.getName() b = len(baseTag) category = name[b + 4:] key1 = name[b] key2 = name[b + 1] if key1 == 'm': model = self.randomDNAItem(category, self.dnaStore.findNode) newNP = model.copyTo(np) if key2 == 'r': self.replaceRandomInModel(newNP) elif key1 == 't': texture = self.randomDNAItem(category, self.dnaStore.findTexture) np.setTexture(texture, 100) newNP = np if key2 == 'c': if category == 'TI_wallpaper' or category == 'TI_wallpaper_border': self.randomGenerator.seed(self.zoneId) newNP.setColorScale(self.randomGenerator.choice(self.colors[category])) else: newNP.setColorScale(self.randomGenerator.choice(self.colors[category])) def chooseDoor(self): doorModelName = 'door_double_round_ul' if doorModelName[-1:] == 'r': doorModelName = doorModelName[:-1] + 'l' else: doorModelName = doorModelName[:-1] + 'r' door = self.dnaStore.findNode(doorModelName) return door def setup(self): self.dnaStore = base.cr.playGame.dnaStore self.randomGenerator = random.Random() self.randomGenerator.seed(self.zoneId) self.interior = loader.loadModel('phase_4/models/modules/ttc_bank_interior.bam') self.interior.reparentTo(render) self.vaultOpenSfx = loader.loadSfx('phase_4/audio/sfx/vault_door_open.ogg') self.vaultCloseSfx = loader.loadSfx('phase_4/audio/sfx/vault_door_close.ogg') hoodId = ZoneUtil.getCanonicalHoodId(self.zoneId) self.colors = ToonInteriorColors.colors[hoodId] self.replaceRandomInModel(self.interior) door = self.chooseDoor() doorOrigin = render.find('**/door_origin;+s') doorNP = door.copyTo(doorOrigin) doorOrigin.setScale(0.8, 0.8, 0.8) doorOrigin.setPos(doorOrigin, 0, -0.025, 0) doorColor = self.randomGenerator.choice(self.colors['TI_door']) setupDoor(doorNP, self.interior, doorOrigin, self.dnaStore, str(self.block), doorColor) doorFrame = doorNP.find('door_*_flat') doorFrame.wrtReparentTo(self.interior) doorFrame.setColor(doorColor) del self.colors del self.dnaStore del self.randomGenerator room = render.find('**/vault_walls') minPoint, maxPoint = room.getTightBounds() offset = 1 # We want a slight offset maxPoint -= offset collBox = CollisionBox(minPoint, maxPoint) collBox.setTangible(0) collNode = CollisionNode(self.uniqueName('vaultBox')) collNode.setIntoCollideMask(BitMask32(1)) collNode.addSolid(collBox) self.collNodePath = render.attachNewNode(collNode) radius = ((maxPoint-minPoint) / 2).getZ() self.collNodePath.setPos(-11.2 + (offset/2), 14 + radius + offset, 0) for npcToon in self.cr.doFindAllInstances(DistributedNPCToonBase): npcToon.initToonState() self.accept(self.uniqueName('entervaultBox'), self.__handleEnterVaultBox) self.accept(self.uniqueName('exitvaultBox'), self.__handleExitVaultBox)