mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-23 03:35:12 -06:00
414 lines
15 KiB
Python
414 lines
15 KiB
Python
from panda3d.core import *
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from direct.interval.IntervalGlobal import *
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from direct.fsm import ClassicFSM, State
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from direct.fsm import State
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from direct.directnotify import DirectNotifyGlobal
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import DistributedSuitBase
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from direct.task.Task import Task
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import random
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from toontown.toonbase import ToontownGlobals
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from otp.level import LevelConstants
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from toontown.distributed.DelayDeletable import DelayDeletable
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class DistributedFactorySuit(DistributedSuitBase.DistributedSuitBase, DelayDeletable):
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notify = DirectNotifyGlobal.directNotify.newCategory('DistributedFactorySuit')
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def __init__(self, cr):
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try:
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self.DistributedSuit_initialized
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except:
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self.DistributedSuit_initialized = 1
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DistributedSuitBase.DistributedSuitBase.__init__(self, cr)
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self.fsm = ClassicFSM.ClassicFSM('DistributedSuit', [State.State('Off', self.enterOff, self.exitOff, ['Walk', 'Battle']),
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State.State('Walk', self.enterWalk, self.exitWalk, ['WaitForBattle', 'Battle', 'Chase']),
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State.State('Chase', self.enterChase, self.exitChase, ['WaitForBattle', 'Battle', 'Return']),
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State.State('Return', self.enterReturn, self.exitReturn, ['WaitForBattle', 'Battle', 'Walk']),
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State.State('Battle', self.enterBattle, self.exitBattle, ['Walk', 'Chase', 'Return']),
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State.State('WaitForBattle', self.enterWaitForBattle, self.exitWaitForBattle, ['Battle'])], 'Off', 'Off')
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self.path = None
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self.walkTrack = None
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self.chaseTrack = None
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self.returnTrack = None
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self.fsm.enterInitialState()
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self.chasing = 0
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self.paused = 0
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self.pauseTime = 0
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self.velocity = 3
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self.factoryRequest = None
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return
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def generate(self):
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DistributedSuitBase.DistributedSuitBase.generate(self)
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def setLevelDoId(self, levelDoId):
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self.notify.debug('setLevelDoId(%s)' % levelDoId)
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self.levelDoId = levelDoId
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def setCogId(self, cogId):
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self.cogId = cogId
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def setReserve(self, reserve):
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self.reserve = reserve
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def denyBattle(self):
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self.notify.warning('denyBattle()')
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place = self.cr.playGame.getPlace()
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if place.fsm.getCurrentState().getName() == 'WaitForBattle':
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place.setState('walk')
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def doReparent(self):
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self.notify.debug('Suit requesting reparenting')
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if not hasattr(self, 'factory'):
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self.notify.warning('no factory, get Redmond to look at DistributedFactorySuit.announceGenerate()')
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self.factory.requestReparent(self, self.spec['parentEntId'])
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if self.pathEntId:
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self.factory.setEntityCreateCallback(self.pathEntId, self.setPath)
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else:
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self.setPath()
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def setCogSpec(self, spec):
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self.spec = spec
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self.setPos(spec['pos'])
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self.setH(spec['h'])
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self.originalPos = spec['pos']
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self.escapePos = spec['pos']
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self.pathEntId = spec['path']
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self.behavior = spec['behavior']
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self.skeleton = spec['skeleton']
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self.revives = spec.get('revives')
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self.boss = spec['boss']
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if self.reserve:
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self.reparentTo(hidden)
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else:
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self.doReparent()
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def comeOutOfReserve(self):
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self.doReparent()
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def getCogSpec(self, cogId):
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if self.reserve:
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return self.factory.getReserveCogSpec(cogId)
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else:
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return self.factory.getCogSpec(cogId)
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def announceGenerate(self):
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self.notify.debug('announceGenerate %s' % self.doId)
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def onFactoryGenerate(factoryList, self = self):
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self.factory = factoryList[0]
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def onFactoryReady(self = self):
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self.notify.debug('factory ready, read spec')
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spec = self.getCogSpec(self.cogId)
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self.setCogSpec(spec)
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self.factoryRequest = None
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return
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self.factory.setEntityCreateCallback(LevelConstants.LevelMgrEntId, onFactoryReady)
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self.factoryRequest = self.cr.relatedObjectMgr.requestObjects([self.levelDoId], onFactoryGenerate)
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DistributedSuitBase.DistributedSuitBase.announceGenerate(self)
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def disable(self):
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self.ignoreAll()
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if self.factoryRequest is not None:
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self.cr.relatedObjectMgr.abortRequest(self.factoryRequest)
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self.factoryRequest = None
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self.notify.debug('DistributedSuit %d: disabling' % self.getDoId())
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self.setState('Off')
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if self.walkTrack:
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del self.walkTrack
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self.walkTrack = None
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DistributedSuitBase.DistributedSuitBase.disable(self)
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taskMgr.remove(self.taskName('returnTask'))
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taskMgr.remove(self.taskName('checkStray'))
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taskMgr.remove(self.taskName('chaseTask'))
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return
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def delete(self):
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try:
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self.DistributedSuit_deleted
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except:
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self.DistributedSuit_deleted = 1
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self.notify.debug('DistributedSuit %d: deleting' % self.getDoId())
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del self.fsm
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DistributedSuitBase.DistributedSuitBase.delete(self)
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def d_requestBattle(self, pos, hpr):
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self.cr.playGame.getPlace().setState('WaitForBattle')
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self.factory.lockVisibility(zoneNum=self.factory.getEntityZoneEntId(self.spec['parentEntId']))
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self.sendUpdate('requestBattle', [pos[0],
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pos[1],
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pos[2],
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hpr[0],
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hpr[1],
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hpr[2]])
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def handleBattleBlockerCollision(self):
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self.__handleToonCollision(None)
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return
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def __handleToonCollision(self, collEntry):
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if collEntry:
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if collEntry.getFromNodePath().getParent().getKey() != localAvatar.getKey():
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return
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if hasattr(self, 'factory') and hasattr(self.factory, 'lastToonZone'):
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factoryZone = self.factory.lastToonZone
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unitsBelow = self.getPos(render)[2] - base.localAvatar.getPos(render)[2]
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if factoryZone == 24 and unitsBelow > 10.0:
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self.notify.warning('Ignoring toon collision in %d from %f below.' % (factoryZone, unitsBelow))
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return
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if not base.localAvatar.wantBattles:
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return
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toonId = base.localAvatar.getDoId()
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self.notify.debug('Distributed suit %d: requesting a Battle with toon: %d' % (self.doId, toonId))
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self.d_requestBattle(self.getPos(), self.getHpr())
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self.setState('WaitForBattle')
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return None
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def setPath(self):
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self.notify.debug('setPath %s' % self.doId)
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if self.pathEntId != None:
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parent = self.factory.entities.get(self.spec['parentEntId'])
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self.path = self.factory.entities.get(self.pathEntId)
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self.idealPathNode = self.path.attachNewNode('idealPath')
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self.reparentTo(self.idealPathNode)
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self.setPos(0, 0, 0)
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self.path.reparentTo(parent)
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self.walkTrack = self.path.makePathTrack(self.idealPathNode, self.velocity, self.uniqueName('suitWalk'))
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self.setState('Walk')
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return
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def initializeBodyCollisions(self, collIdStr):
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DistributedSuitBase.DistributedSuitBase.initializeBodyCollisions(self, collIdStr)
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self.sSphere = CollisionSphere(0.0, 0.0, 0.0, 15)
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name = self.uniqueName('toonSphere')
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self.sSphereNode = CollisionNode(name)
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self.sSphereNode.addSolid(self.sSphere)
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self.sSphereNodePath = self.attachNewNode(self.sSphereNode)
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self.sSphereNodePath.hide()
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self.sSphereBitMask = ToontownGlobals.WallBitmask
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self.sSphereNode.setCollideMask(self.sSphereBitMask)
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self.sSphere.setTangible(0)
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self.accept('enter' + name, self.__handleToonCollision)
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def enableBattleDetect(self, name, handler):
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DistributedSuitBase.DistributedSuitBase.enableBattleDetect(self, name, handler)
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self.lookForToon(1)
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def disableBattleDetect(self):
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DistributedSuitBase.DistributedSuitBase.disableBattleDetect(self)
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self.lookForToon(0)
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def subclassManagesParent(self):
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return 1
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def enterWalk(self, ts = 0):
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self.enableBattleDetect('walk', self.__handleToonCollision)
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if self.path:
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if self.walkTrack:
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self.walkTrack.loop()
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self.walkTrack.pause()
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if self.paused:
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self.walkTrack.setT(self.pauseTime)
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else:
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self.walkTrack.setT(ts)
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self.walkTrack.resume()
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self.loop('walk', 0)
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self.paused = 0
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else:
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self.loop('neutral', 0)
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def exitWalk(self):
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self.disableBattleDetect()
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if self.walkTrack:
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self.pauseTime = self.walkTrack.pause()
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self.paused = 1
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def lookForToon(self, on = 1):
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if self.behavior in ['chase']:
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if on:
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self.accept(self.uniqueName('entertoonSphere'), self.__handleToonAlert)
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else:
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self.ignore(self.uniqueName('entertoonSphere'))
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def __handleToonAlert(self, collEntry):
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self.notify.debug('%s: ahah! i saw you' % self.doId)
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toonZ = base.localAvatar.getZ(render)
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suitZ = self.getZ(render)
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dZ = abs(toonZ - suitZ)
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if dZ < 8.0:
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self.sendUpdate('setAlert', [base.localAvatar.doId])
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def resumePath(self, state):
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self.setState('Walk')
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def enterChase(self):
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self.enableBattleDetect('walk', self.__handleToonCollision)
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self.startChaseTime = globalClock.getFrameTime()
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self.startCheckStrayTask(1)
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self.startChaseTask()
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def exitChase(self):
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self.disableBattleDetect()
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taskMgr.remove(self.taskName('chaseTask'))
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if self.chaseTrack:
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self.chaseTrack.pause()
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del self.chaseTrack
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self.chaseTrack = None
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self.chasing = 0
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self.startCheckStrayTask(0)
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return
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def setConfrontToon(self, avId):
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self.notify.debug('DistributedFactorySuit.setConfrontToon %d' % avId)
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self.chasing = avId
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self.setState('Chase')
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def startChaseTask(self, delay = 0):
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self.notify.debug('DistributedFactorySuit.startChaseTask delay=%s' % delay)
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taskMgr.remove(self.taskName('chaseTask'))
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taskMgr.doMethodLater(delay, self.chaseTask, self.taskName('chaseTask'))
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def chaseTask(self, task):
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if not self.chasing:
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return Task.done
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av = base.cr.doId2do.get(self.chasing, None)
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if not av:
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self.notify.warning("avatar %s isn't here to chase" % self.chasing)
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return Task.done
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if globalClock.getFrameTime() - self.startChaseTime > 3.0:
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self.setReturn()
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return Task.done
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toonPos = av.getPos(self.getParent())
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suitPos = self.getPos()
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distance = Vec3(suitPos - toonPos).length()
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if self.chaseTrack:
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self.chaseTrack.pause()
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del self.chaseTrack
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self.chaseTrack = None
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import random
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rand1 = 0.5
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rand2 = 0.5
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rand3 = 0.5
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targetPos = Vec3(toonPos[0] + 4.0 * (rand1 - 0.5), toonPos[1] + 4.0 * (rand2 - 0.5), suitPos[2])
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track = Sequence(Func(self.headsUp, targetPos[0], targetPos[1], targetPos[2]), Func(self.loop, 'walk', 0))
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chaseSpeed = 4.0
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duration = distance / chaseSpeed
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track.extend([LerpPosInterval(self, duration=duration, pos=Point3(targetPos), startPos=Point3(suitPos))])
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self.chaseTrack = track
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self.chaseTrack.start()
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self.startChaseTask(1.0)
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return
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def startCheckStrayTask(self, on = 1):
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taskMgr.remove(self.taskName('checkStray'))
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if on:
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taskMgr.add(self.checkStrayTask, self.taskName('checkStray'))
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def checkStrayTask(self, task):
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curPos = self.getPos()
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distance = Vec3(curPos - self.originalPos).length()
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if distance > 10.0:
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self.sendUpdate('setStrayed', [])
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def enterReturn(self):
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self.enableBattleDetect('walk', self.__handleToonCollision)
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self.lookForToon(0)
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self.startReturnTask()
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def exitReturn(self):
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self.disableBattleDetect()
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taskMgr.remove(self.taskName('checkStray'))
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taskMgr.remove(self.taskName('returnTask'))
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if self.returnTrack:
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self.returnTrack.pause()
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self.returnTrack = None
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return
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def setReturn(self):
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self.notify.debug('DistributedFactorySuit.setReturn')
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self.setState('Return')
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def startReturnTask(self, delay = 0):
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taskMgr.remove(self.taskName('returnTask'))
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taskMgr.doMethodLater(delay, self.returnTask, self.taskName('returnTask'))
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def returnTask(self, task):
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self.factory.requestReparent(self, self.spec['parentEntId'])
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if self.returnTrack:
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self.returnTrack.pause()
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self.returnTrack = None
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if self.path:
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targetPos = VBase3(0, 0, 0)
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else:
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targetPos = self.originalPos
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track = Sequence(Func(self.headsUp, targetPos[0], targetPos[1], targetPos[2]), Func(self.loop, 'walk', 0))
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curPos = self.getPos()
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distance = Vec3(curPos - targetPos).length()
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duration = distance / 3.0
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track.append(LerpPosInterval(self, duration=duration, pos=Point3(targetPos), startPos=Point3(curPos)))
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track.append(Func(self.returnDone))
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self.returnTrack = track
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self.returnTrack.start()
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return
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def returnDone(self):
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self.setHpr(self.spec['h'], 0, 0)
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self.setState('Walk')
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if not self.path:
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self.loop('neutral')
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def setActive(self, active):
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if active:
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self.setState('Walk')
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else:
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self.setState('Off')
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def disableBattleDetect(self):
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if self.battleDetectName:
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self.ignore('enter' + self.battleDetectName)
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self.battleDetectName = None
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if self.collNodePath:
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self.collNodePath.removeNode()
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self.collNodePath = None
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return
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def disableBodyCollisions(self):
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self.disableBattleDetect()
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self.enableRaycast(0)
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if self.cRayNodePath:
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self.cRayNodePath.removeNode()
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if hasattr(self, 'cRayNode'):
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del self.cRayNode
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if hasattr(self, 'cRay'):
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del self.cRay
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if hasattr(self, 'lifter'):
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del self.lifter
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def removeCollisions(self):
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self.enableRaycast(0)
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self.cRay = None
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self.cRayNode = None
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self.cRayNodePath = None
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self.lifter = None
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self.cTrav = None
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return
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def setVirtual(self, isVirtual = 1):
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self.virtual = isVirtual
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if self.virtual:
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actorNode = self.find('**/__Actor_modelRoot')
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actorCollection = actorNode.findAllMatches('*')
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parts = ()
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for thingIndex in xrange(0, actorCollection.getNumPaths()):
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thing = actorCollection[thingIndex]
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if thing.getName() not in ('joint_attachMeter', 'joint_nameTag', 'def_nameTag'):
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thing.setColorScale(1.0, 0.0, 0.0, 1.0)
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thing.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd))
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thing.setDepthWrite(False)
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thing.setBin('fixed', 1)
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def getVirtual(self):
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return self.virtual
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