mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-23 03:35:12 -06:00
217 lines
8.1 KiB
Python
217 lines
8.1 KiB
Python
from panda3d.core import *
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from direct.showbase import DirectObject
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from toontown.suit import SuitDNA
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from direct.directnotify import DirectNotifyGlobal
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import LevelBattleManagerAI
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import types
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import random
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class LevelSuitPlannerAI(DirectObject.DirectObject):
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notify = DirectNotifyGlobal.directNotify.newCategory('LevelSuitPlannerAI')
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def __init__(self, air, level, cogCtor, battleCtor, cogSpecs, reserveCogSpecs, battleCellSpecs, battleExpAggreg = None):
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self.air = air
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self.level = level
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self.cogCtor = cogCtor
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self.cogSpecs = cogSpecs
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if simbase.config.GetBool('level-reserve-suits', 0):
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self.reserveCogSpecs = reserveCogSpecs
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else:
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self.reserveCogSpecs = []
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self.battleCellSpecs = battleCellSpecs
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self.__genSuitInfos(self.level.getCogLevel(), self.level.getCogTrack())
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self.battleMgr = LevelBattleManagerAI.LevelBattleManagerAI(self.air, self.level, battleCtor, battleExpAggreg)
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self.battleCellId2suits = {}
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for id in self.battleCellSpecs.keys():
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self.battleCellId2suits[id] = []
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def destroy(self):
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self.battleMgr.destroyBattleMgr()
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del self.battleMgr
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self.battleCellId2suits = {}
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self.ignoreAll()
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del self.cogSpecs
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del self.cogCtor
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del self.level
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del self.air
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def __genJoinChances(self, num):
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joinChances = []
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for currChance in xrange(num):
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joinChances.append(random.randint(1, 100))
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joinChances.sort(cmp)
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return joinChances
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def __genSuitInfos(self, level, track):
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def getSuitDict(spec, cogId, level = level, track = track):
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suitDict = {}
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suitDict['track'] = track
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suitDict.update(spec)
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suitDict['zoneId'] = self.level.getEntityZoneId(spec['parentEntId'])
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suitDict['level'] += level
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suitDict['cogId'] = cogId
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return suitDict
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self.suitInfos = {}
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self.suitInfos['activeSuits'] = []
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for i in xrange(len(self.cogSpecs)):
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spec = self.cogSpecs[i]
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self.suitInfos['activeSuits'].append(getSuitDict(spec, i))
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numReserve = len(self.reserveCogSpecs)
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joinChances = self.__genJoinChances(numReserve)
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self.suitInfos['reserveSuits'] = []
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for i in xrange(len(self.reserveCogSpecs)):
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spec = self.reserveCogSpecs[i]
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suitDict = getSuitDict(spec, i)
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suitDict['joinChance'] = joinChances[i]
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self.suitInfos['reserveSuits'].append(suitDict)
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def __genSuitObject(self, suitDict, reserve):
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suit = self.cogCtor(simbase.air, self)
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dna = SuitDNA.SuitDNA()
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dna.newSuitRandom(level=SuitDNA.getRandomSuitType(suitDict['level']), dept=suitDict['track'])
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suit.dna = dna
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suit.setLevel(suitDict['level'])
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suit.setSkeleRevives(suitDict.get('revives'))
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suit.setLevelDoId(self.level.doId)
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suit.setCogId(suitDict['cogId'])
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suit.setReserve(reserve)
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if suitDict['skeleton']:
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suit.setSkelecog(1)
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suit.generateWithRequired(suitDict['zoneId'])
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suit.boss = suitDict['boss']
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return suit
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def genSuits(self):
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suitHandles = {}
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activeSuits = []
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for activeSuitInfo in self.suitInfos['activeSuits']:
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suit = self.__genSuitObject(activeSuitInfo, 0)
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suit.setBattleCellIndex(activeSuitInfo['battleCell'])
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activeSuits.append(suit)
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suitHandles['activeSuits'] = activeSuits
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reserveSuits = []
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for reserveSuitInfo in self.suitInfos['reserveSuits']:
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suit = self.__genSuitObject(reserveSuitInfo, 1)
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reserveSuits.append([suit, reserveSuitInfo['joinChance'], reserveSuitInfo['battleCell']])
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suitHandles['reserveSuits'] = reserveSuits
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return suitHandles
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def __suitCanJoinBattle(self, cellId):
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battle = self.battleMgr.getBattle(cellId)
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if not battle.suitCanJoin():
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return 0
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return 1
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def requestBattle(self, suit, toonId):
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cellIndex = suit.getBattleCellIndex()
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cellSpec = self.battleCellSpecs[cellIndex]
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pos = cellSpec['pos']
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zone = self.level.getZoneId(self.level.getEntityZoneEntId(cellSpec['parentEntId']))
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maxSuits = 4
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self.battleMgr.newBattle(cellIndex, zone, pos, suit, toonId, self.__handleRoundFinished, self.__handleBattleFinished, maxSuits)
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for otherSuit in self.battleCellId2suits[cellIndex]:
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if otherSuit is not suit:
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if self.__suitCanJoinBattle(cellIndex):
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self.battleMgr.requestBattleAddSuit(cellIndex, otherSuit)
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else:
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battle = self.battleMgr.getBattle(cellIndex)
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if battle:
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self.notify.warning('battle not joinable: numSuits=%s, joinable=%s, fsm=%s, toonId=%s' % (len(battle.suits),
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battle.isJoinable(),
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battle.fsm.getCurrentState().getName(),
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toonId))
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else:
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self.notify.warning('battle not joinable: no battle for cell %s, toonId=%s' % (cellIndex, toonId))
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return 0
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return 1
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def __handleRoundFinished(self, cellId, toonIds, totalHp, deadSuits):
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totalMaxHp = 0
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level = self.level
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battle = self.battleMgr.cellId2battle[cellId]
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for suit in battle.suits:
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totalMaxHp += suit.maxHP
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for suit in deadSuits:
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level.suits.remove(suit)
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cellReserves = []
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for info in level.reserveSuits:
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if info[2] == cellId:
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cellReserves.append(info)
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numSpotsAvailable = 4 - len(battle.suits)
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if len(cellReserves) > 0 and numSpotsAvailable > 0:
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self.joinedReserves = []
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if len(battle.suits) == 0:
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hpPercent = 100
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else:
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hpPercent = 100 - totalHp / totalMaxHp * 100.0
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for info in cellReserves:
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if info[1] <= hpPercent and len(self.joinedReserves) < numSpotsAvailable:
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level.suits.append(info[0])
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self.joinedReserves.append(info)
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info[0].setBattleCellIndex(cellId)
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for info in self.joinedReserves:
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level.reserveSuits.remove(info)
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if len(self.joinedReserves) > 0:
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self.reservesJoining(battle)
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level.d_setSuits()
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return
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if len(battle.suits) == 0:
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if battle:
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battle.resume()
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else:
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battle = self.battleMgr.cellId2battle.get(cellId)
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if battle:
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battle.resume()
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def __handleBattleFinished(self, zoneId):
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pass
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def reservesJoining(self, battle):
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for info in self.joinedReserves:
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battle.suitRequestJoin(info[0])
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battle.resume()
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self.joinedReserves = []
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def getDoId(self):
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return 0
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def removeSuit(self, suit):
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suit.requestDelete()
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def suitBattleCellChange(self, suit, oldCell, newCell):
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if oldCell is not None:
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if oldCell in self.battleCellId2suits:
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self.battleCellId2suits[oldCell].remove(suit)
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else:
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self.notify.warning('FIXME crash bandaid suitBattleCellChange suit.doId =%s, oldCell=%s not in battleCellId2Suits.keys %s' % (suit.doId, oldCell, self.battleCellId2suits.keys()))
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blocker = self.battleMgr.battleBlockers.get(oldCell)
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if blocker:
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blocker.removeSuit(suit)
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if newCell is not None:
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self.battleCellId2suits[newCell].append(suit)
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def addSuitToBlocker(self = self):
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blocker = self.battleMgr.battleBlockers.get(newCell)
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if blocker:
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blocker.addSuit(suit)
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return 1
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return 0
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if not addSuitToBlocker():
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self.accept(self.getBattleBlockerEvent(newCell), addSuitToBlocker)
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return
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def getBattleBlockerEvent(self, cellId):
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return 'battleBlockerAdded-' + str(self.level.doId) + '-' + str(cellId)
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