mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-23 03:35:12 -06:00
119 lines
4.5 KiB
Python
119 lines
4.5 KiB
Python
from direct.directnotify import DirectNotifyGlobal
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from direct.task import Task
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from otp.level import DistributedLevelAI, LevelSpec
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from toontown.suit import DistributedFactorySuitAI
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from toontown.toonbase import ToontownGlobals, ToontownBattleGlobals
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from toontown.coghq import DistributedBattleFactoryAI
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import FactoryBase, FactoryEntityCreatorAI, FactorySpecs, LevelSuitPlannerAI
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class DistributedFactoryAI(DistributedLevelAI.DistributedLevelAI, FactoryBase.FactoryBase):
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notify = DirectNotifyGlobal.directNotify.newCategory('DistributedFactoryAI')
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def __init__(self, air, factoryId, zoneId, entranceId, avIds):
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DistributedLevelAI.DistributedLevelAI.__init__(self, air, zoneId, entranceId, avIds)
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FactoryBase.FactoryBase.__init__(self)
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self.setFactoryId(factoryId)
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def createEntityCreator(self):
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return FactoryEntityCreatorAI.FactoryEntityCreatorAI(level=self)
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def getBattleCreditMultiplier(self):
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return ToontownBattleGlobals.getFactoryCreditMultiplier(self.factoryId)
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def generate(self):
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self.notify.info('generate')
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self.notify.info('start factory %s %s creation, frame=%s' % (self.factoryId, self.doId, globalClock.getFrameCount()))
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self.notify.info('loading spec')
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specModule = FactorySpecs.getFactorySpecModule(self.factoryId)
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factorySpec = LevelSpec.LevelSpec(specModule)
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self.notify.info('creating entities')
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DistributedLevelAI.DistributedLevelAI.generate(self, factorySpec)
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self.notify.info('creating cogs')
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cogSpecModule = FactorySpecs.getCogSpecModule(self.factoryId)
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self.planner = LevelSuitPlannerAI.LevelSuitPlannerAI(self.air, self, DistributedFactorySuitAI.DistributedFactorySuitAI, DistributedBattleFactoryAI.DistributedBattleFactoryAI, cogSpecModule.CogData, cogSpecModule.ReserveCogData, cogSpecModule.BattleCells)
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suitHandles = self.planner.genSuits()
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messenger.send('plannerCreated-' + str(self.doId))
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self.suits = suitHandles['activeSuits']
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self.reserveSuits = suitHandles['reserveSuits']
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self.d_setSuits()
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scenario = 0
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description = '%s|%s|%s|%s' % (self.factoryId,
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self.entranceId,
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scenario,
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self.avIdList)
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for avId in self.avIdList:
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self.air.writeServerEvent('factoryEntered', avId, description)
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self.notify.info('finish factory %s %s creation' % (self.factoryId, self.doId))
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def delete(self):
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self.notify.info('delete: %s' % self.doId)
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suits = self.suits
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for reserve in self.reserveSuits:
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suits.append(reserve[0])
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self.planner.destroy()
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del self.planner
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for suit in suits:
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if not suit.isDeleted():
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suit.factoryIsGoingDown()
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suit.requestDelete()
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DistributedLevelAI.DistributedLevelAI.delete(self)
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def getTaskZoneId(self):
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return self.factoryId
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def getFactoryId(self):
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return self.factoryId
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def d_setForemanConfronted(self, avId):
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if avId in self.avIdList:
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self.sendUpdate('setForemanConfronted', [avId])
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else:
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self.notify.warning('%s: d_setForemanConfronted: av %s not in av list %s' % (self.doId, avId, self.avIdList))
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def setVictors(self, victorIds):
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activeVictors = []
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activeVictorIds = []
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for victorId in victorIds:
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toon = self.air.doId2do.get(victorId)
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if toon is not None:
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activeVictors.append(toon)
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activeVictorIds.append(victorId)
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scenario = 0
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description = '%s|%s|%s|%s' % (self.factoryId, self.entranceId, scenario, activeVictorIds)
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for avId in activeVictorIds:
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self.air.writeServerEvent('factoryDefeated', avId, description)
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for toon in activeVictors:
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simbase.air.questManager.toonDefeatedFactory(toon, self.factoryId)
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def b_setDefeated(self):
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self.d_setDefeated()
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self.setDefeated()
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def d_setDefeated(self):
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self.sendUpdate('setDefeated')
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def setDefeated(self):
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pass
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def getCogLevel(self):
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return self.cogLevel
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def d_setSuits(self):
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self.sendUpdate('setSuits', [self.getSuits(), self.getReserveSuits()])
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def getSuits(self):
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suitIds = []
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for suit in self.suits:
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suitIds.append(suit.doId)
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return suitIds
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def getReserveSuits(self):
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suitIds = []
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for suit in self.reserveSuits:
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suitIds.append(suit[0].doId)
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return suitIds
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