from pandac.PandaModules import * from direct.interval.IntervalGlobal import * from direct.distributed.ClockDelta import * from direct.directnotify import DirectNotifyGlobal from otp.avatar import DistributedAvatar from toontown.toonbase import ToontownGlobals from toontown.toonbase import ToontownBattleGlobals from toontown.battle import BattleExperience from toontown.battle import BattleBase import BossCog import SuitDNA from toontown.coghq import CogDisguiseGlobals from direct.showbase import Transitions from toontown.hood import ZoneUtil from toontown.building import ElevatorUtils from toontown.building import ElevatorConstants from toontown.distributed import DelayDelete from toontown.effects import DustCloud from toontown.toonbase import TTLocalizer from toontown.friends import FriendsListManager from direct.controls.ControlManager import CollisionHandlerRayStart from direct.showbase import PythonUtil import random from toontown.nametag import NametagGlobals class DistributedBossCog(DistributedAvatar.DistributedAvatar, BossCog.BossCog): notify = DirectNotifyGlobal.directNotify.newCategory('DistributedBossCog') allowClickedNameTag = True def __init__(self, cr): DistributedAvatar.DistributedAvatar.__init__(self, cr) BossCog.BossCog.__init__(self) self.gotAllToons = 0 self.toonsA = [] self.toonsB = [] self.involvedToons = [] self.toonRequest = None self.battleNumber = 0 self.battleAId = None self.battleBId = None self.battleA = None self.battleB = None self.battleRequest = None self.arenaSide = 0 self.toonSphere = None self.localToonIsSafe = 0 self.__toonsStuckToFloor = [] self.cqueue = None self.rays = None self.ray1 = None self.ray2 = None self.ray3 = None self.e1 = None self.e2 = None self.e3 = None self.battleANode = self.attachNewNode('battleA') self.battleBNode = self.attachNewNode('battleB') self.battleANode.setPosHpr(*ToontownGlobals.BossCogBattleAPosHpr) self.battleBNode.setPosHpr(*ToontownGlobals.BossCogBattleBPosHpr) self.activeIntervals = {} self.flashInterval = None self.elevatorType = ElevatorConstants.ELEVATOR_VP return def announceGenerate(self): DistributedAvatar.DistributedAvatar.announceGenerate(self) self.prevCogSuitLevel = localAvatar.getCogLevels()[CogDisguiseGlobals.dept2deptIndex(self.style.dept)] nearBubble = CollisionSphere(0, 0, 0, 50) nearBubble.setTangible(0) nearBubbleNode = CollisionNode('NearBoss') nearBubbleNode.setCollideMask(ToontownGlobals.WallBitmask) nearBubbleNode.addSolid(nearBubble) self.attachNewNode(nearBubbleNode) self.accept('enterNearBoss', self.avatarNearEnter) self.accept('exitNearBoss', self.avatarNearExit) self.collNode.removeSolid(0) tube1 = CollisionTube(6.5, -7.5, 2, 6.5, 7.5, 2, 2.5) tube2 = CollisionTube(-6.5, -7.5, 2, -6.5, 7.5, 2, 2.5) roof = CollisionPolygon(Point3(-4.4, 7.1, 5.5), Point3(-4.4, -7.1, 5.5), Point3(4.4, -7.1, 5.5), Point3(4.4, 7.1, 5.5)) side1 = CollisionPolygon(Point3(-4.4, -7.1, 5.5), Point3(-4.4, 7.1, 5.5), Point3(-4.4, 7.1, 0), Point3(-4.4, -7.1, 0)) side2 = CollisionPolygon(Point3(4.4, 7.1, 5.5), Point3(4.4, -7.1, 5.5), Point3(4.4, -7.1, 0), Point3(4.4, 7.1, 0)) front1 = CollisionPolygon(Point3(4.4, -7.1, 5.5), Point3(-4.4, -7.1, 5.5), Point3(-4.4, -7.1, 5.2), Point3(4.4, -7.1, 5.2)) back1 = CollisionPolygon(Point3(-4.4, 7.1, 5.5), Point3(4.4, 7.1, 5.5), Point3(4.4, 7.1, 5.2), Point3(-4.4, 7.1, 5.2)) self.collNode.addSolid(tube1) self.collNode.addSolid(tube2) self.collNode.addSolid(roof) self.collNode.addSolid(side1) self.collNode.addSolid(side2) self.collNode.addSolid(front1) self.collNode.addSolid(back1) self.collNodePath.reparentTo(self.axle) self.collNode.setCollideMask(ToontownGlobals.PieBitmask | ToontownGlobals.WallBitmask | ToontownGlobals.CameraBitmask) self.collNode.setName('BossZap') self.setTag('attackCode', str(ToontownGlobals.BossCogElectricFence)) self.accept('enterBossZap', self.__touchedBoss) bubbleL = CollisionSphere(10, -5, 0, 10) bubbleL.setTangible(0) bubbleLNode = CollisionNode('BossZap') bubbleLNode.setCollideMask(ToontownGlobals.WallBitmask) bubbleLNode.addSolid(bubbleL) self.bubbleL = self.axle.attachNewNode(bubbleLNode) self.bubbleL.setTag('attackCode', str(ToontownGlobals.BossCogSwatLeft)) self.bubbleL.stash() bubbleR = CollisionSphere(-10, -5, 0, 10) bubbleR.setTangible(0) bubbleRNode = CollisionNode('BossZap') bubbleRNode.setCollideMask(ToontownGlobals.WallBitmask) bubbleRNode.addSolid(bubbleR) self.bubbleR = self.axle.attachNewNode(bubbleRNode) self.bubbleR.setTag('attackCode', str(ToontownGlobals.BossCogSwatRight)) self.bubbleR.stash() bubbleF = CollisionSphere(0, -25, 0, 12) bubbleF.setTangible(0) bubbleFNode = CollisionNode('BossZap') bubbleFNode.setCollideMask(ToontownGlobals.WallBitmask) bubbleFNode.addSolid(bubbleF) self.bubbleF = self.rotateNode.attachNewNode(bubbleFNode) self.bubbleF.setTag('attackCode', str(ToontownGlobals.BossCogFrontAttack)) self.bubbleF.stash() def disable(self): DistributedAvatar.DistributedAvatar.disable(self) self.battleAId = None self.battleBId = None self.battleA = None self.battleB = None self.cr.relatedObjectMgr.abortRequest(self.toonRequest) self.toonRequest = None self.cr.relatedObjectMgr.abortRequest(self.battleRequest) self.battleRequest = None self.stopAnimate() self.cleanupIntervals() self.cleanupFlash() self.disableLocalToonSimpleCollisions() self.ignoreAll() return def delete(self): try: self.DistributedBossCog_deleted except: self.DistributedBossCog_deleted = 1 self.ignoreAll() DistributedAvatar.DistributedAvatar.delete(self) BossCog.BossCog.delete(self) def setDNAString(self, dnaString): BossCog.BossCog.setDNAString(self, dnaString) def getDNAString(self): return self.dna.makeNetString() def setDNA(self, dna): BossCog.BossCog.setDNA(self, dna) def setToonIds(self, involvedToons, toonsA, toonsB): self.involvedToons = involvedToons self.toonsA = toonsA self.toonsB = toonsB self.cr.relatedObjectMgr.abortRequest(self.toonRequest) self.gotAllToons = 0 self.toonRequest = self.cr.relatedObjectMgr.requestObjects(self.involvedToons, allCallback=self.__gotAllToons, eachCallback=self.gotToon) def getDialogueArray(self, *args): return BossCog.BossCog.getDialogueArray(self, *args) def storeInterval(self, interval, name): if name in self.activeIntervals: ival = self.activeIntervals[name] if hasattr(ival, 'delayDelete') or hasattr(ival, 'delayDeletes'): self.clearInterval(name, finish=1) self.activeIntervals[name] = interval def cleanupIntervals(self): for interval in self.activeIntervals.values(): interval.finish() DelayDelete.cleanupDelayDeletes(interval) self.activeIntervals = {} def clearInterval(self, name, finish = 1): if name in self.activeIntervals: ival = self.activeIntervals[name] if finish: ival.finish() else: ival.pause() if name in self.activeIntervals: DelayDelete.cleanupDelayDeletes(ival) del self.activeIntervals[name] else: self.notify.debug('interval: %s already cleared' % name) def finishInterval(self, name): if name in self.activeIntervals: interval = self.activeIntervals[name] interval.finish() def d_avatarEnter(self): self.sendUpdate('avatarEnter', []) def d_avatarExit(self): self.sendUpdate('avatarExit', []) def avatarNearEnter(self, entry): self.sendUpdate('avatarNearEnter', []) def avatarNearExit(self, entry): self.sendUpdate('avatarNearExit', []) def hasLocalToon(self): doId = localAvatar.doId return doId in self.toonsA or doId in self.toonsB def setBattleExperience(self, id0, origExp0, earnedExp0, origQuests0, items0, missedItems0, origMerits0, merits0, parts0, id1, origExp1, earnedExp1, origQuests1, items1, missedItems1, origMerits1, merits1, parts1, id2, origExp2, earnedExp2, origQuests2, items2, missedItems2, origMerits2, merits2, parts2, id3, origExp3, earnedExp3, origQuests3, items3, missedItems3, origMerits3, merits3, parts3, id4, origExp4, earnedExp4, origQuests4, items4, missedItems4, origMerits4, merits4, parts4, id5, origExp5, earnedExp5, origQuests5, items5, missedItems5, origMerits5, merits5, parts5, id6, origExp6, earnedExp6, origQuests6, items6, missedItems6, origMerits6, merits6, parts6, id7, origExp7, earnedExp7, origQuests7, items7, missedItems7, origMerits7, merits7, parts7, deathList, uberList, helpfulToons): self.deathList = deathList self.uberList = uberList self.helpfulToons = helpfulToons entries = ((id0, origExp0, earnedExp0, origQuests0, items0, missedItems0, origMerits0, merits0, parts0), (id1, origExp1, earnedExp1, origQuests1, items1, missedItems1, origMerits1, merits1, parts1), (id2, origExp2, earnedExp2, origQuests2, items2, missedItems2, origMerits2, merits2, parts2), (id3, origExp3, earnedExp3, origQuests3, items3, missedItems3, origMerits3, merits3, parts3), (id4, origExp4, earnedExp4, origQuests4, items4, missedItems4, origMerits4, merits4, parts4), (id5, origExp5, earnedExp5, origQuests5, items5, missedItems5, origMerits5, merits5, parts5), (id6, origExp6, earnedExp6, origQuests6, items6, missedItems6, origMerits6, merits6, parts6), (id7, origExp7, earnedExp7, origQuests7, items7, missedItems7, origMerits7, merits7, parts7)) self.toonRewardDicts = BattleExperience.genRewardDicts(entries) self.toonRewardIds = [id0, id1, id2, id3, id4, id5, id6, id7] def setArenaSide(self, arenaSide): self.arenaSide = arenaSide def setState(self, state): self.request(state) def gotToon(self, toon): stateName = self.state def __gotAllToons(self, toons): self.gotAllToons = 1 messenger.send('gotAllToons') def setBattleIds(self, battleNumber, battleAId, battleBId): self.battleNumber = battleNumber self.battleAId = battleAId self.battleBId = battleBId self.cr.relatedObjectMgr.abortRequest(self.battleRequest) self.battleRequest = self.cr.relatedObjectMgr.requestObjects([self.battleAId, self.battleBId], allCallback=self.__gotBattles) def __gotBattles(self, battles): self.battleRequest = None if self.battleA and self.battleA != battles[0]: self.battleA.cleanupBattle() if self.battleB and self.battleB != battles[1]: self.battleB.cleanupBattle() self.battleA = battles[0] self.battleB = battles[1] return def cleanupBattles(self): if self.battleA: self.battleA.cleanupBattle() if self.battleB: self.battleB.cleanupBattle() def makeEndOfBattleMovie(self, hasLocalToon): return Sequence() def controlToons(self): for panel in self.cr.openAvatarPanels: if panel: panel.cleanupDialog() for toonId in self.involvedToons: toon = self.cr.doId2do.get(toonId) if toon: toon.stopLookAround() toon.stopSmooth() if self.hasLocalToon(): self.toMovieMode() def enableLocalToonSimpleCollisions(self): if not self.toonSphere: sphere = CollisionSphere(0, 0, 1, 1) sphere.setRespectEffectiveNormal(0) sphereNode = CollisionNode('SimpleCollisions') sphereNode.setFromCollideMask(ToontownGlobals.WallBitmask | ToontownGlobals.FloorBitmask) sphereNode.setIntoCollideMask(BitMask32.allOff()) sphereNode.addSolid(sphere) self.toonSphere = NodePath(sphereNode) self.toonSphereHandler = CollisionHandlerPusher() self.toonSphereHandler.addCollider(self.toonSphere, localAvatar) self.toonSphere.reparentTo(localAvatar) base.cTrav.addCollider(self.toonSphere, self.toonSphereHandler) def disableLocalToonSimpleCollisions(self): if self.toonSphere: base.cTrav.removeCollider(self.toonSphere) self.toonSphere.detachNode() def toOuchMode(self): if self.cr: place = self.cr.playGame.getPlace() if place and hasattr(place, 'fsm'): place.setState('ouch') def toCraneMode(self): if self.cr: place = self.cr.playGame.getPlace() if place and hasattr(place, 'fsm'): place.setState('crane') def toMovieMode(self): if self.cr: place = self.cr.playGame.getPlace() if place and hasattr(place, 'fsm'): place.setState('movie') def toWalkMode(self): if self.cr: place = self.cr.playGame.getPlace() if place and hasattr(place, 'fsm'): place.setState('walk') def toFinalBattleMode(self): if self.cr: place = self.cr.playGame.getPlace() if place and hasattr(place, 'fsm'): place.setState('finalBattle') def releaseToons(self, finalBattle = 0): for toonId in self.involvedToons: toon = self.cr.doId2do.get(toonId) if toon: if self.battleA and toon in self.battleA.toons: pass elif self.battleB and toon in self.battleB.toons: pass else: toon.startLookAround() toon.startSmooth() toon.wrtReparentTo(render) if toon == localAvatar: if finalBattle: self.toFinalBattleMode() else: self.toWalkMode() def stickToonsToFloor(self): self.unstickToons() rayNode = CollisionNode('stickToonsToFloor') rayNode.addSolid(CollisionRay(0.0, 0.0, CollisionHandlerRayStart, 0.0, 0.0, -1.0)) rayNode.setFromCollideMask(ToontownGlobals.FloorBitmask) rayNode.setIntoCollideMask(BitMask32.allOff()) ray = NodePath(rayNode) lifter = CollisionHandlerFloor() lifter.setOffset(ToontownGlobals.FloorOffset) lifter.setReach(10.0) for toonId in self.involvedToons: toon = base.cr.doId2do.get(toonId) if toon: toonRay = ray.instanceTo(toon) lifter.addCollider(toonRay, toon) base.cTrav.addCollider(toonRay, lifter) self.__toonsStuckToFloor.append(toonRay) def unstickToons(self): for toonRay in self.__toonsStuckToFloor: base.cTrav.removeCollider(toonRay) toonRay.removeNode() self.__toonsStuckToFloor = [] def stickBossToFloor(self): self.unstickBoss() self.ray1 = CollisionRay(0.0, 10.0, 20.0, 0.0, 0.0, -1.0) self.ray2 = CollisionRay(0.0, 0.0, 20.0, 0.0, 0.0, -1.0) self.ray3 = CollisionRay(0.0, -10.0, 20.0, 0.0, 0.0, -1.0) rayNode = CollisionNode('stickBossToFloor') rayNode.addSolid(self.ray1) rayNode.addSolid(self.ray2) rayNode.addSolid(self.ray3) rayNode.setFromCollideMask(ToontownGlobals.FloorBitmask) rayNode.setIntoCollideMask(BitMask32.allOff()) self.rays = self.attachNewNode(rayNode) self.cqueue = CollisionHandlerQueue() base.cTrav.addCollider(self.rays, self.cqueue) def rollBoss(self, t, fromPos, deltaPos): self.setPos(fromPos + deltaPos * t) if not self.cqueue: return self.cqueue.sortEntries() numEntries = self.cqueue.getNumEntries() if numEntries != 0: for i in xrange(self.cqueue.getNumEntries() - 1, -1, -1): entry = self.cqueue.getEntry(i) solid = entry.getFrom() if solid == self.ray1: self.e1 = entry elif solid == self.ray2: self.e2 = entry elif solid == self.ray3: self.e3 = entry else: self.notify.warning('Unexpected ray in __liftBoss') return self.cqueue.clearEntries() if not (self.e1 and self.e2 and self.e3): self.notify.debug('Some points missed in __liftBoss') return p1 = self.e1.getSurfacePoint(self) p2 = self.e2.getSurfacePoint(self) p3 = self.e3.getSurfacePoint(self) p2a = (p1 + p3) / 2 if p2a[2] > p2[2]: center = p2a else: center = p2 self.setZ(self, center[2]) if p1[2] > p2[2] + 0.01 or p3[2] > p2[2] + 0.01: mat = Mat4(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0) if abs(p3[2] - center[2]) < abs(p1[2] - center[2]): lookAt(mat, Vec3(p1 - center), CSDefault) else: lookAt(mat, Vec3(center - p3), CSDefault) self.rotateNode.setMat(mat) else: self.rotateNode.clearTransform() def unstickBoss(self): if self.rays: base.cTrav.removeCollider(self.rays) self.rays.removeNode() self.rays = None self.ray1 = None self.ray2 = None self.ray3 = None self.e1 = None self.e2 = None self.e3 = None self.rotateNode.clearTransform() self.cqueue = None return def rollBossToPoint(self, fromPos, fromHpr, toPos, toHpr, reverse): vector = Vec3(toPos - fromPos) distance = vector.length() if toHpr == None: mat = Mat3(0, 0, 0, 0, 0, 0, 0, 0, 0) headsUp(mat, vector, CSDefault) scale = VBase3(0, 0, 0) shear = VBase3(0, 0, 0) toHpr = VBase3(0, 0, 0) decomposeMatrix(mat, scale, shear, toHpr, CSDefault) if fromHpr: newH = PythonUtil.fitDestAngle2Src(fromHpr[0], toHpr[0]) toHpr = VBase3(newH, 0, 0) else: fromHpr = toHpr turnTime = abs(toHpr[0] - fromHpr[0]) / ToontownGlobals.BossCogTurnSpeed if toHpr[0] < fromHpr[0]: leftRate = ToontownGlobals.BossCogTreadSpeed else: leftRate = -ToontownGlobals.BossCogTreadSpeed if reverse: rollTreadRate = -ToontownGlobals.BossCogTreadSpeed else: rollTreadRate = ToontownGlobals.BossCogTreadSpeed rollTime = distance / ToontownGlobals.BossCogRollSpeed deltaPos = toPos - fromPos track = Sequence(Func(self.setPos, fromPos), Func(self.headsUp, toPos), Parallel(self.hprInterval(turnTime, toHpr, fromHpr), self.rollLeftTreads(turnTime, leftRate), self.rollRightTreads(turnTime, -leftRate)), Parallel(LerpFunctionInterval(self.rollBoss, duration=rollTime, extraArgs=[fromPos, deltaPos]), self.rollLeftTreads(rollTime, rollTreadRate), self.rollRightTreads(rollTime, rollTreadRate))) return (track, toHpr) def setupElevator(self, elevatorModel): self.elevatorModel = elevatorModel self.leftDoor = self.elevatorModel.find('**/left-door') if self.leftDoor.isEmpty(): self.leftDoor = self.elevatorModel.find('**/left_door') self.rightDoor = self.elevatorModel.find('**/right-door') if self.rightDoor.isEmpty(): self.rightDoor = self.elevatorModel.find('**/right_door') self.openSfx = base.loadSfx('phase_9/audio/sfx/CHQ_FACT_door_open_sliding.ogg') self.finalOpenSfx = base.loadSfx('phase_9/audio/sfx/CHQ_FACT_door_open_final.ogg') self.closeSfx = base.loadSfx('phase_9/audio/sfx/CHQ_FACT_door_open_sliding.ogg') self.finalCloseSfx = base.loadSfx('phase_9/audio/sfx/CHQ_FACT_door_open_final.ogg') self.openDoors = ElevatorUtils.getOpenInterval(self, self.leftDoor, self.rightDoor, self.openSfx, self.finalOpenSfx, self.elevatorType) self.closeDoors = ElevatorUtils.getCloseInterval(self, self.leftDoor, self.rightDoor, self.closeSfx, self.finalCloseSfx, self.elevatorType) self.closeDoors.start() self.closeDoors.finish() def putToonInCogSuit(self, toon): if not toon.isDisguised: deptIndex = SuitDNA.suitDepts.index(self.style.dept) toon.setCogIndex(deptIndex) toon.getGeomNode().hide() def placeToonInElevator(self, toon): self.putToonInCogSuit(toon) toonIndex = self.involvedToons.index(toon.doId) toon.reparentTo(self.elevatorModel) toon.setPos(*ElevatorConstants.BigElevatorPoints[toonIndex]) toon.setHpr(180, 0, 0) toon.suit.loop('neutral') def toonNormalEyes(self, toons, bArrayOfObjs = False): if bArrayOfObjs: toonObjs = toons else: toonObjs = [] for toonId in toons: toon = base.cr.doId2do.get(toonId) if toon: toonObjs.append(toon) seq = Sequence() for toon in toonObjs: seq.append(Func(toon.normalEyes)) seq.append(Func(toon.blinkEyes)) return seq def toonDied(self, avId): if avId == localAvatar.doId: self.localToonDied() def localToonToSafeZone(self): target_sz = ZoneUtil.getSafeZoneId(localAvatar.defaultZone) place = self.cr.playGame.getPlace() place.fsm.request('teleportOut', [{'loader': ZoneUtil.getLoaderName(target_sz), 'where': ZoneUtil.getWhereName(target_sz, 1), 'how': 'teleportIn', 'hoodId': target_sz, 'zoneId': target_sz, 'shardId': None, 'avId': -1, 'battle': 1}]) return def localToonDied(self): target_sz = ZoneUtil.getSafeZoneId(localAvatar.defaultZone) place = self.cr.playGame.getPlace() place.fsm.request('died', [{'loader': ZoneUtil.getLoaderName(target_sz), 'where': ZoneUtil.getWhereName(target_sz, 1), 'how': 'teleportIn', 'hoodId': target_sz, 'zoneId': target_sz, 'shardId': None, 'avId': -1, 'battle': 1}]) return def toonsToBattlePosition(self, toonIds, battleNode): points = BattleBase.BattleBase.toonPoints[len(toonIds) - 1] self.notify.debug('toonsToBattlePosition: points = %s' % points[0][0]) for i in xrange(len(toonIds)): toon = base.cr.doId2do.get(toonIds[i]) if toon: toon.reparentTo(render) pos, h = points[i] self.notify.debug('toonsToBattlePosition: battleNode=%s %.2f %.2f %.2f %.2f %.2f %.2f' % (battleNode, pos[0], pos[1], pos[2], h, 0, 0)) self.notify.debug('old toon pos %s' % toon.getPos()) self.notify.debug('pos=%.2f %.2f %.2f h=%.2f' % (pos[0], pos[1], pos[2], h)) self.notify.debug('battleNode.pos = %s' % battleNode.getPos()) self.notify.debug('battleNode.hpr = %s' % battleNode.getHpr()) toon.setPosHpr(battleNode, pos[0], pos[1], pos[2], h, 0, 0) self.notify.debug('new toon pos %s ' % toon.getPos()) def __touchedBoss(self, entry): self.notify.debug('%s' % entry) self.notify.debug('fromPos = %s' % entry.getFromNodePath().getPos(render)) self.notify.debug('intoPos = %s' % entry.getIntoNodePath().getPos(render)) attackCodeStr = entry.getIntoNodePath().getNetTag('attackCode') if attackCodeStr == '': self.notify.warning('Node %s has no attackCode tag.' % repr(entry.getIntoNodePath())) return attackCode = int(attackCodeStr) if attackCode == ToontownGlobals.BossCogLawyerAttack and self.dna.dept != 'l': self.notify.warning('got lawyer attack but not in CJ boss battle') return self.zapLocalToon(attackCode) def zapLocalToon(self, attackCode, origin = None): if self.localToonIsSafe or localAvatar.ghostMode or localAvatar.isStunned: return messenger.send('interrupt-pie') place = self.cr.playGame.getPlace() currentState = None if place: currentState = place.fsm.getCurrentState().getName() if currentState != 'walk' and currentState != 'finalBattle' and currentState != 'crane': return toon = localAvatar fling = 1 shake = 0 if attackCode == ToontownGlobals.BossCogAreaAttack: fling = 0 shake = 1 if fling: if origin == None: origin = self camera.wrtReparentTo(render) toon.headsUp(origin) camera.wrtReparentTo(toon) bossRelativePos = toon.getPos(self.getGeomNode()) bp2d = Vec2(bossRelativePos[0], bossRelativePos[1]) bp2d.normalize() pos = toon.getPos() hpr = toon.getHpr() timestamp = globalClockDelta.getFrameNetworkTime() self.sendUpdate('zapToon', [pos[0], pos[1], pos[2], hpr[0] % 360.0, hpr[1], hpr[2], bp2d[0], bp2d[1], attackCode, timestamp]) self.doZapToon(toon, fling=fling, shake=shake) return def showZapToon(self, toonId, x, y, z, h, p, r, attackCode, timestamp): if toonId == localAvatar.doId: return ts = globalClockDelta.localElapsedTime(timestamp) pos = Point3(x, y, z) hpr = VBase3(h, p, r) fling = 1 toon = self.cr.doId2do.get(toonId) if toon: if attackCode == ToontownGlobals.BossCogAreaAttack: pos = None hpr = None fling = 0 else: ts -= toon.smoother.getDelay() self.doZapToon(toon, pos=pos, hpr=hpr, ts=ts, fling=fling) return def doZapToon(self, toon, pos = None, hpr = None, ts = 0, fling = 1, shake = 1): zapName = toon.uniqueName('zap') self.clearInterval(zapName) zapTrack = Sequence(name=zapName) if toon == localAvatar: self.toOuchMode() messenger.send('interrupt-pie') self.enableLocalToonSimpleCollisions() else: zapTrack.append(Func(toon.stopSmooth)) def getSlideToPos(toon = toon): return render.getRelativePoint(toon, Point3(0, -5, 0)) if pos != None and hpr != None: (zapTrack.append(Func(toon.setPosHpr, pos, hpr)),) toonTrack = Parallel() if shake and toon == localAvatar: toonTrack.append(Sequence(Func(camera.setZ, camera, 1), Wait(0.15), Func(camera.setZ, camera, -2), Wait(0.15), Func(camera.setZ, camera, 1))) if fling: toonTrack += [ActorInterval(toon, 'slip-backward'), toon.posInterval(0.5, getSlideToPos, fluid=1)] else: toonTrack += [ActorInterval(toon, 'slip-forward')] zapTrack.append(toonTrack) if toon == localAvatar: zapTrack.append(Func(self.disableLocalToonSimpleCollisions)) currentState = self.state if currentState == 'BattleThree': zapTrack.append(Func(self.toFinalBattleMode)) elif hasattr(self, 'chairs'): zapTrack.append(Func(self.toFinalBattleMode)) else: zapTrack.append(Func(self.toWalkMode)) else: zapTrack.append(Func(toon.startSmooth)) if ts > 0: startTime = ts else: zapTrack = Sequence(Wait(-ts), zapTrack) startTime = 0 zapTrack.append(Func(self.clearInterval, zapName)) zapTrack.delayDelete = DelayDelete.DelayDelete(toon, 'BossCog.doZapToon') zapTrack.start(startTime) self.storeInterval(zapTrack, zapName) return def setAttackCode(self, attackCode, avId = 0): self.attackCode = attackCode self.attackAvId = avId if attackCode == ToontownGlobals.BossCogDizzy: self.setDizzy(1) self.cleanupAttacks() self.doAnimate(None, raised=0, happy=1) elif attackCode == ToontownGlobals.BossCogDizzyNow: self.setDizzy(1) self.cleanupAttacks() self.doAnimate('hit', happy=1, now=1) elif attackCode == ToontownGlobals.BossCogSwatLeft: self.setDizzy(0) self.doAnimate('ltSwing', now=1) elif attackCode == ToontownGlobals.BossCogSwatRight: self.setDizzy(0) self.doAnimate('rtSwing', now=1) elif attackCode == ToontownGlobals.BossCogAreaAttack: self.setDizzy(0) self.doAnimate('areaAttack', now=1) elif attackCode == ToontownGlobals.BossCogFrontAttack: self.setDizzy(0) self.doAnimate('frontAttack', now=1) elif attackCode == ToontownGlobals.BossCogRecoverDizzyAttack: self.setDizzy(0) self.doAnimate('frontAttack', now=1) elif attackCode == ToontownGlobals.BossCogDirectedAttack or attackCode == ToontownGlobals.BossCogSlowDirectedAttack: self.setDizzy(0) self.doDirectedAttack(avId, attackCode) elif attackCode == ToontownGlobals.BossCogNoAttack: self.setDizzy(0) self.doAnimate(None, raised=1) return def cleanupAttacks(self): pass def cleanupFlash(self): if self.flashInterval: self.flashInterval.finish() self.flashInterval = None return def flashRed(self): self.cleanupFlash() self.setColorScale(1, 1, 1, 1) i = Sequence(self.colorScaleInterval(0.1, colorScale=VBase4(1, 0, 0, 1)), self.colorScaleInterval(0.3, colorScale=VBase4(1, 1, 1, 1))) self.flashInterval = i i.start() def flashGreen(self): self.cleanupFlash() if not self.isEmpty(): self.setColorScale(1, 1, 1, 1) i = Sequence(self.colorScaleInterval(0.1, colorScale=VBase4(0, 1, 0, 1)), self.colorScaleInterval(0.3, colorScale=VBase4(1, 1, 1, 1))) self.flashInterval = i i.start() def getGearFrisbee(self): return loader.loadModel('phase_9/models/char/gearProp') def backupToonsToBattlePosition(self, toonIds, battleNode): self.notify.debug('backupToonsToBattlePosition:') ival = Parallel() points = BattleBase.BattleBase.toonPoints[len(toonIds) - 1] for i in xrange(len(toonIds)): toon = base.cr.doId2do.get(toonIds[i]) if toon: pos, h = points[i] pos = render.getRelativePoint(battleNode, pos) ival.append(Sequence(Func(toon.setPlayRate, -0.8, 'walk'), Func(toon.loop, 'walk'), toon.posInterval(3, pos), Func(toon.setPlayRate, 1, 'walk'), Func(toon.loop, 'neutral'))) return ival def loseCogSuits(self, toons, battleNode, camLoc, arrayOfObjs = False): seq = Sequence() if not toons: return seq self.notify.debug('battleNode=%s camLoc=%s' % (battleNode, camLoc)) seq.append(Func(camera.setPosHpr, battleNode, *camLoc)) suitsOff = Parallel() if arrayOfObjs: toonArray = toons else: toonArray = [] for toonId in toons: toon = base.cr.doId2do.get(toonId) if toon: toonArray.append(toon) for toon in toonArray: dustCloud = DustCloud.DustCloud() dustCloud.setPos(0, 2, 3) dustCloud.setScale(0.5) dustCloud.setDepthWrite(0) dustCloud.setBin('fixed', 0) dustCloud.createTrack() suitsOff.append(Sequence(Func(dustCloud.reparentTo, toon), Parallel(dustCloud.track, Sequence(Wait(0.3), Func(toon.takeOffSuit), Func(toon.sadEyes), Func(toon.blinkEyes), Func(toon.play, 'slip-backward'), Wait(0.7))), Func(dustCloud.detachNode), Func(dustCloud.destroy))) seq.append(suitsOff) return seq def doDirectedAttack(self, avId, attackCode): toon = base.cr.doId2do.get(avId) if toon: gearRoot = self.rotateNode.attachNewNode('gearRoot') gearRoot.setZ(10) gearRoot.setTag('attackCode', str(attackCode)) gearModel = self.getGearFrisbee() gearModel.setScale(0.2) gearRoot.headsUp(toon) toToonH = PythonUtil.fitDestAngle2Src(0, gearRoot.getH() + 180) gearRoot.lookAt(toon) neutral = 'Fb_neutral' if not self.twoFaced: neutral = 'Ff_neutral' gearTrack = Parallel() for i in xrange(4): node = gearRoot.attachNewNode(str(i)) node.hide() node.setPos(0, 5.85, 4.0) gear = gearModel.instanceTo(node) x = random.uniform(-5, 5) z = random.uniform(-3, 3) h = random.uniform(-720, 720) gearTrack.append(Sequence(Wait(i * 0.15), Func(node.show), Parallel(node.posInterval(1, Point3(x, 50, z), fluid=1), node.hprInterval(1, VBase3(h, 0, 0), fluid=1)), Func(node.detachNode))) if not self.raised: neutral1Anim = self.getAnim('down2Up') self.raised = 1 else: neutral1Anim = ActorInterval(self, neutral, startFrame=48) throwAnim = self.getAnim('throw') neutral2Anim = ActorInterval(self, neutral) extraAnim = Sequence() if attackCode == ToontownGlobals.BossCogSlowDirectedAttack: extraAnim = ActorInterval(self, neutral) seq = Sequence(ParallelEndTogether(self.pelvis.hprInterval(1, VBase3(toToonH, 0, 0)), neutral1Anim), extraAnim, Parallel(Sequence(Wait(0.19), gearTrack, Func(gearRoot.detachNode), self.pelvis.hprInterval(0.2, VBase3(0, 0, 0))), Sequence(throwAnim, neutral2Anim))) self.doAnimate(seq, now=1, raised=1) def announceAreaAttack(self): if not getattr(localAvatar.controlManager.currentControls, 'isAirborne', 0): self.zapLocalToon(ToontownGlobals.BossCogAreaAttack) def loadEnvironment(self): self.elevatorMusic = base.loadMusic('phase_7/audio/bgm/tt_elevator.ogg') self.stingMusic = base.loadMusic('phase_7/audio/bgm/encntr_suit_winning_indoor.ogg') self.battleOneMusic = base.loadMusic('phase_3.5/audio/bgm/encntr_general_bg.ogg') self.battleThreeMusic = base.loadMusic('phase_7/audio/bgm/encntr_suit_winning_indoor.ogg') self.epilogueMusic = base.loadMusic('phase_9/audio/bgm/encntr_hall_of_fame.ogg') def unloadEnvironment(self): pass def enterOff(self): self.cleanupIntervals() self.hide() self.clearChat() self.toWalkMode() def exitOff(self): self.show() def enterWaitForToons(self): self.cleanupIntervals() self.hide() if self.gotAllToons: self.__doneWaitForToons() else: self.accept('gotAllToons', self.__doneWaitForToons) self.transitions = Transitions.Transitions(loader) self.transitions.IrisModelName = 'phase_3/models/misc/iris' self.transitions.FadeModelName = 'phase_3/models/misc/fade' self.transitions.fadeScreen(alpha=1) NametagGlobals.setWant2dNametags(False) def __doneWaitForToons(self): self.doneBarrier('WaitForToons') def exitWaitForToons(self): self.show() self.transitions.noFade() del self.transitions NametagGlobals.setWant2dNametags(True) def enterElevator(self): for toonId in self.involvedToons: toon = self.cr.doId2do.get(toonId) if toon: toon.stopLookAround() toon.stopSmooth() self.placeToonInElevator(toon) self.toMovieMode() camera.reparentTo(self.elevatorModel) camera.setPosHpr(0, 30, 8, 180, 0, 0) base.playMusic(self.elevatorMusic, looping=1, volume=1.0) ival = Sequence(ElevatorUtils.getRideElevatorInterval(self.elevatorType), ElevatorUtils.getRideElevatorInterval(self.elevatorType), self.openDoors, Func(camera.wrtReparentTo, render), Func(self.__doneElevator)) intervalName = 'ElevatorMovie' ival.start() self.storeInterval(ival, intervalName) def __doneElevator(self): self.doneBarrier('Elevator') def exitElevator(self): intervalName = 'ElevatorMovie' self.clearInterval(intervalName) self.elevatorMusic.stop() ElevatorUtils.closeDoors(self.leftDoor, self.rightDoor, self.elevatorType) def enterIntroduction(self): self.controlToons() ElevatorUtils.openDoors(self.leftDoor, self.rightDoor, self.elevatorType) NametagGlobals.setWant2dNametags(False) intervalName = 'IntroductionMovie' delayDeletes = [] seq = Sequence(self.makeIntroductionMovie(delayDeletes), Func(self.__beginBattleOne), name=intervalName) seq.delayDeletes = delayDeletes seq.start() self.storeInterval(seq, intervalName) def __beginBattleOne(self): intervalName = 'IntroductionMovie' self.clearInterval(intervalName) self.doneBarrier('Introduction') def exitIntroduction(self): self.notify.debug('DistributedBossCog.exitIntroduction:') intervalName = 'IntroductionMovie' self.clearInterval(intervalName) self.unstickToons() self.releaseToons() NametagGlobals.setWant2dNametags(True) ElevatorUtils.closeDoors(self.leftDoor, self.rightDoor, self.elevatorType) def enterBattleOne(self): self.cleanupIntervals() mult = ToontownBattleGlobals.getBossBattleCreditMultiplier(1) localAvatar.inventory.setBattleCreditMultiplier(mult) self.toonsToBattlePosition(self.toonsA, self.battleANode) self.toonsToBattlePosition(self.toonsB, self.battleBNode) self.releaseToons() base.playMusic(self.battleOneMusic, looping=1, volume=0.9) def exitBattleOne(self): self.cleanupBattles() self.battleOneMusic.stop() localAvatar.inventory.setBattleCreditMultiplier(1) def enterBattleThree(self): self.cleanupIntervals() self.releaseToons(finalBattle=1) self.accept('clickedNametag', self.__clickedNameTag) self.accept('friendAvatar', self.__handleFriendAvatar) self.accept('avatarDetails', self.__handleAvatarDetails) NametagGlobals.setWant2dNametags(False) NametagGlobals.setWantActiveNametags(True) def exitBattleThree(self): self.ignore('clickedNameTag') self.ignore('friendAvatar') self.ignore('avatarDetails') self.cleanupIntervals() def __clickedNameTag(self, avatar): self.notify.debug('__clickedNameTag') if not (self.state == 'BattleThree' or self.state == 'BattleFour'): return if not self.allowClickedNameTag: return FriendsListManager.FriendsListManager._FriendsListManager__handleClickedNametag(avatar) def __handleFriendAvatar(self, avId, avName, avDisableName): self.notify.debug('__handleFriendAvatar') if not (self.state == 'BattleThree' or self.state == 'BattleFour'): return if not self.allowClickedNameTag: return if self.cr: place = self.cr.playGame.getPlace() if place and hasattr(place, 'fsm'): FriendsListManager.FriendsListManager._FriendsListManager__handleFriendAvatar(place, avId, avName, avDisableName) def __handleAvatarDetails(self, avId, avName): self.notify.debug('__handleAvatarDetails') if not (self.state == 'BattleThree' or self.state == 'BattleFour'): return if not self.allowClickedNameTag: return if self.cr: place = self.cr.playGame.getPlace() if place and hasattr(place, 'fsm'): FriendsListManager.FriendsListManager._FriendsListManager__handleAvatarDetails(place, avId, avName) def enterBattleFour(self): self.cleanupIntervals() self.releaseToons(finalBattle=1) self.accept('clickedNametag', self.__clickedNameTag) self.accept('friendAvatar', self.__handleFriendAvatar) self.accept('avatarDetails', self.__handleAvatarDetails) NametagGlobals.setWant2dNametags(False) NametagGlobals.setWantActiveNametags(True) def exitBattleFour(self): self.ignore('clickedNameTag') self.ignore('friendAvatar') self.ignore('avatarDetails') self.cleanupIntervals() def enterFrolic(self): self.cleanupIntervals() self.clearChat() self.reparentTo(render) self.stopAnimate() self.pose('Ff_neutral', 0) self.releaseToons() def exitFrolic(self): pass def setToonsToNeutral(self, toonIds): for i in xrange(len(toonIds)): toon = base.cr.doId2do.get(toonIds[i]) if toon: if toon.isDisguised: toon.suit.loop('neutral') toon.loop('neutral') def wearCogSuits(self, toons, battleNode, camLoc, arrayOfObjs = False, waiter = False): seq = Sequence() if not toons: return seq self.notify.debug('battleNode=%s camLoc=%s' % (battleNode, camLoc)) if camLoc: seq.append(Func(camera.setPosHpr, battleNode, *camLoc)) suitsOff = Parallel() if arrayOfObjs: toonArray = toons else: toonArray = [] for toonId in toons: toon = base.cr.doId2do.get(toonId) if toon: toonArray.append(toon) for toon in toonArray: dustCloud = DustCloud.DustCloud() dustCloud.setPos(0, 2, 3) dustCloud.setScale(0.5) dustCloud.setDepthWrite(0) dustCloud.setBin('fixed', 0) dustCloud.createTrack() makeWaiter = Sequence() if waiter: makeWaiter = Func(toon.makeWaiter) suitsOff.append(Sequence(Func(dustCloud.reparentTo, toon), Parallel(dustCloud.track, Sequence(Wait(0.3), Func(self.putToonInCogSuit, toon), makeWaiter, Wait(0.7))), Func(dustCloud.detachNode))) seq.append(suitsOff) return seq