mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-23 03:35:12 -06:00
88 lines
3.1 KiB
Python
88 lines
3.1 KiB
Python
from panda3d.core import *
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from direct.interval.IntervalGlobal import *
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from otp.level import BasicEntities
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from toontown.toonbase import ToontownGlobals
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from direct.directnotify import DirectNotifyGlobal
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class BattleBlocker(BasicEntities.DistributedNodePathEntity):
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notify = DirectNotifyGlobal.directNotify.newCategory('BattleBlocker')
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def __init__(self, cr):
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BasicEntities.DistributedNodePathEntity.__init__(self, cr)
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self.suitIds = []
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self.battleId = None
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return
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def setActive(self, active):
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self.active = active
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def announceGenerate(self):
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BasicEntities.DistributedNodePathEntity.announceGenerate(self)
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self.initCollisionGeom()
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def disable(self):
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self.ignoreAll()
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self.unloadCollisionGeom()
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BasicEntities.DistributedNodePathEntity.disable(self)
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def destroy(self):
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BasicEntities.DistributedNodePathEntity.destroy(self)
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def setSuits(self, suitIds):
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self.suitIds = suitIds
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def setBattle(self, battleId):
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self.battleId = battleId
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def setBattleFinished(self):
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self.ignoreAll()
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def initCollisionGeom(self):
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self.cSphere = CollisionSphere(0, 0, 0, self.radius)
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self.cSphereNode = CollisionNode('battleBlocker-%s-%s' % (self.level.getLevelId(), self.entId))
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self.cSphereNode.addSolid(self.cSphere)
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self.cSphereNodePath = self.attachNewNode(self.cSphereNode)
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self.cSphereNode.setCollideMask(ToontownGlobals.WallBitmask)
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self.cSphere.setTangible(0)
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self.enterEvent = 'enter' + self.cSphereNode.getName()
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self.accept(self.enterEvent, self.__handleToonEnter)
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def unloadCollisionGeom(self):
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if hasattr(self, 'cSphereNodePath'):
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self.ignore(self.enterEvent)
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del self.cSphere
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del self.cSphereNode
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self.cSphereNodePath.removeNode()
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del self.cSphereNodePath
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def __handleToonEnter(self, collEntry):
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self.notify.debug('__handleToonEnter, %s' % self.entId)
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self.startBattle()
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def startBattle(self):
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if not self.active:
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return
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callback = None
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if self.battleId != None and self.battleId in base.cr.doId2do:
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battle = base.cr.doId2do.get(self.battleId)
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if battle:
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self.notify.debug('act like we collided with battle %d' % self.battleId)
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callback = battle.handleBattleBlockerCollision
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elif len(self.suitIds) > 0:
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for suitId in self.suitIds:
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suit = base.cr.doId2do.get(suitId)
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if suit:
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self.notify.debug('act like we collided with Suit %d ( in state %s )' % (suitId, suit.fsm.getCurrentState().getName()))
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callback = suit.handleBattleBlockerCollision
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break
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self.showReaction(callback)
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return
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def showReaction(self, callback = None):
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if not base.localAvatar.wantBattles:
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return
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track = Sequence()
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if callback:
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track.append(Func(callback))
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track.start()
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