from direct.directnotify.DirectNotifyGlobal import * from direct.distributed.DistributedObjectAI import DistributedObjectAI from direct.fsm.FSM import FSM from toontown.building import FADoorCodes from toontown.building.HQBuildingAI import HQBuildingAI from toontown.building.TutorialBuildingAI import TutorialBuildingAI from toontown.quest import Quests from toontown.suit.DistributedTutorialSuitAI import DistributedTutorialSuitAI from toontown.toon import NPCToons from toontown.toonbase import ToontownBattleGlobals from toontown.toonbase import ToontownGlobals class TutorialFSM(FSM): def __init__(self, air, zones, avId): FSM.__init__(self, 'TutorialFSM') self.air = air self.zones = zones self.avId = avId npcDesc = NPCToons.NPCToonDict.get(20000) self.tutorialTom = NPCToons.createNPC(self.air, 20000, npcDesc, self.zones['building']) self.tutorialTom.setTutorial(1) npcDesc = NPCToons.NPCToonDict.get(20002) self.hqHarry = NPCToons.createNPC(self.air, 20002, npcDesc, self.zones['hq']) self.hqHarry.setTutorial(1) self.hqHarry.setHq(1) self.building = TutorialBuildingAI( self.air, self.zones['street'], self.zones['building'], 2, self.tutorialTom.getDoId()) self.hq = HQBuildingAI(self.air, self.zones['street'], self.zones['hq'], 1) self.forceTransition('Introduction') def enterIntroduction(self): self.building.insideDoor.setDoorLock(FADoorCodes.TALK_TO_TOM) def exitIntroduction(self): self.building.insideDoor.setDoorLock(FADoorCodes.UNLOCKED) def enterBattle(self): self.suit = DistributedTutorialSuitAI(self.air) self.suit.generateWithRequired(self.zones['street']) self.building.door.setDoorLock(FADoorCodes.DEFEAT_FLUNKY_TOM) self.hq.door0.setDoorLock(FADoorCodes.DEFEAT_FLUNKY_HQ) self.hq.door1.setDoorLock(FADoorCodes.DEFEAT_FLUNKY_HQ) def exitBattle(self): if self.suit: self.suit.requestDelete() def enterHQ(self): self.building.door.setDoorLock(FADoorCodes.TALK_TO_HQ) self.hq.door0.setDoorLock(FADoorCodes.UNLOCKED) self.hq.door1.setDoorLock(FADoorCodes.UNLOCKED) self.hq.insideDoor0.setDoorLock(FADoorCodes.TALK_TO_HQ) self.hq.insideDoor1.setDoorLock(FADoorCodes.TALK_TO_HQ) def enterTunnel(self): npcDesc = NPCToons.NPCToonDict.get(20001) self.flippy = NPCToons.createNPC(self.air, 20001, npcDesc, self.zones['street'], 0) self.hq.insideDoor0.setDoorLock(FADoorCodes.WRONG_DOOR_HQ) self.hq.insideDoor1.setDoorLock(FADoorCodes.UNLOCKED) self.hq.door0.setDoorLock(FADoorCodes.GO_TO_PLAYGROUND) self.hq.door1.setDoorLock(FADoorCodes.GO_TO_PLAYGROUND) self.building.door.setDoorLock(FADoorCodes.GO_TO_PLAYGROUND) def exitTunnel(self): self.flippy.requestDelete() def enterCleanup(self): self.building.cleanup() self.hq.cleanup() self.tutorialTom.requestDelete() self.hqHarry.requestDelete() self.air.deallocateZone(self.zones['street']) self.air.deallocateZone(self.zones['building']) self.air.deallocateZone(self.zones['hq']) del self.air.tutorialManager.avId2fsm[self.avId] class TutorialManagerAI(DistributedObjectAI): notify = directNotify.newCategory('TutorialManagerAI') def __init__(self, air): DistributedObjectAI.__init__(self, air) self.avId2fsm = {} def requestTutorial(self): avId = self.air.getAvatarIdFromSender() zones = {} zones['street'] = self.air.allocateZone() zones['building'] = self.air.allocateZone() zones['hq'] = self.air.allocateZone() self.avId2fsm[avId] = TutorialFSM(self.air, zones, avId) self.acceptOnce(self.air.getAvatarExitEvent(avId), self.__handleUnexpectedExit, extraArgs=[avId]) self.d_enterTutorial(avId, ToontownGlobals.Tutorial, zones['street'], zones['building'], zones['hq']) def rejectTutorial(self): pass def requestSkipTutorial(self): avId = self.air.getAvatarIdFromSender() self.d_skipTutorialResponse(avId, 1) def handleTutorialSkipped(av): av.b_setTutorialAck(1) av.b_setQuests([[110, 1, 1000, 100, 1]]) av.b_setQuestHistory([101]) av.b_setRewardHistory(1, []) # We must wait for the avatar to be generated: self.acceptOnce('generate-%d' % avId, handleTutorialSkipped) def d_skipTutorialResponse(self, avId, allOk): self.sendUpdateToAvatarId(avId, 'skipTutorialResponse', [allOk]) def d_enterTutorial(self, avId, branchZone, streetZone, shopZone, hqZone): self.sendUpdateToAvatarId(avId, 'enterTutorial', [branchZone, streetZone, shopZone, hqZone]) def allDone(self): avId = self.air.getAvatarIdFromSender() av = self.air.doId2do.get(avId) if av is not None: av.b_setTutorialAck(1) self.ignore(self.air.getAvatarExitEvent(avId)) fsm = self.avId2fsm.get(avId) if fsm is not None: fsm.demand('Cleanup') else: self.air.writeServerEvent('suspicious', avId, issue='Attempted to exit a non-existent tutorial.') def toonArrived(self): avId = self.air.getAvatarIdFromSender() av = self.air.doId2do.get(avId) if av is None: return if av.getTutorialAck(): self.avId2fsm[avId].demand('Cleanup') self.air.writeServerEvent('suspicious', avId, issue='Attempted to enter a tutorial when it should be impossible.') return # Prepare the player for the tutorial: av.b_setQuests([]) av.b_setQuestHistory([]) av.b_setRewardHistory(0, []) av.b_setHp(15) av.b_setMaxHp(15) av.inventory.zeroInv(killUber=True) access = av.getTrackAccess() for i in xrange(len(access)): if access[i] == 1: av.inventory.addItem(i, 0) av.d_setInventory(av.inventory.makeNetString()) av.experience.zeroOutExp() av.d_setExperience(av.experience.makeNetString()) def __handleUnexpectedExit(self, avId): fsm = self.avId2fsm.get(avId) if fsm is not None: fsm.demand('Cleanup')