mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-23 03:35:12 -06:00
370 lines
14 KiB
Python
370 lines
14 KiB
Python
from otp.ai.AIBaseGlobal import *
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from panda3d.core import *
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from direct.distributed.ClockDelta import *
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from otp.avatar import DistributedAvatarAI
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import SuitTimings
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from direct.task import Task
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import SuitPlannerBase
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import SuitBase
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import SuitDialog
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import SuitDNA
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from libpandadna import *
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from direct.directnotify import DirectNotifyGlobal
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from toontown.battle import SuitBattleGlobals
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from toontown.building import FADoorCodes
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import DistributedSuitBaseAI
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from toontown.hood import ZoneUtil
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from toontown.toon import NPCToons
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import random
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class DistributedSuitAI(DistributedSuitBaseAI.DistributedSuitBaseAI):
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SUIT_BUILDINGS = simbase.config.GetBool('want-suit-buildings', 1)
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DEBUG_SUIT_POSITIONS = simbase.config.GetBool('debug-suit-positions', 0)
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UPDATE_TIMESTAMP_INTERVAL = 180.0
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myId = 0
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notify = DirectNotifyGlobal.directNotify.newCategory('DistributedSuitAI')
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def __init__(self, air, suitPlanner):
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DistributedSuitBaseAI.DistributedSuitBaseAI.__init__(self, air, suitPlanner)
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self.bldgTrack = None
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self.branchId = None
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if suitPlanner:
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self.branchId = suitPlanner.zoneId
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self.pathEndpointStart = 0
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self.pathEndpointEnd = 0
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self.minPathLen = 0
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self.maxPathLen = 0
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self.pathPositionIndex = 0
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self.pathPositionTimestamp = 0.0
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self.pathState = 0
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self.currentLeg = 0
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self.legType = SuitLeg.TOff
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self.flyInSuit = 0
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self.buildingSuit = 0
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self.attemptingTakeover = 0
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self.buildingDestination = None
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self.buildingDestinationIsCogdo = False
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def delete(self):
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del self.bldgTrack
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del self.branchId
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del self.buildingDestination
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del self.buildingDestinationIsCogdo
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DistributedSuitBaseAI.DistributedSuitBaseAI.delete(self)
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def stopTasks(self):
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taskMgr.remove(self.taskName('flyAwayNow'))
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taskMgr.remove(self.taskName('danceNowFlyAwayLater'))
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taskMgr.remove(self.taskName('move'))
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def pointInMyPath(self, point, elapsedTime):
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if self.pathState != 1:
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return 0
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then = globalClock.getFrameTime() + elapsedTime
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elapsed = then - self.pathStartTime
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if not self.sp:
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pass
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return self.legList.isPointInRange(point, elapsed - self.sp.PATH_COLLISION_BUFFER, elapsed + self.sp.PATH_COLLISION_BUFFER)
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def requestBattle(self, x, y, z, h, p, r):
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toonId = self.air.getAvatarIdFromSender()
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if self.air.doId2do.get(toonId) == None:
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return
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if self.pathState == 3:
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pass
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elif self.pathState != 1:
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if self.notify.getDebug():
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self.notify.debug('requestBattle() - suit %s not on path' % self.getDoId())
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if self.pathState == 2 or self.pathState == 4:
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self.b_setBrushOff(SuitDialog.getBrushOffIndex(self.getStyleName()))
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self.d_denyBattle(toonId)
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return
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elif self.legType != SuitLeg.TWalk:
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if self.notify.getDebug():
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self.notify.debug('requestBattle() - suit %s not in Bellicose' % self.getDoId())
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self.b_setBrushOff(SuitDialog.getBrushOffIndex(self.getStyleName()))
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self.d_denyBattle(toonId)
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return
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self.confrontPos = Point3(x, y, z)
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self.confrontHpr = Vec3(h, p, r)
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if self.sp.requestBattle(self.zoneId, self, toonId):
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if self.notify.getDebug():
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self.notify.debug('Suit %s requesting battle in zone %s' % (self.getDoId(), self.zoneId))
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else:
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if self.notify.getDebug():
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self.notify.debug('requestBattle from suit %s - denied by battle manager' % self.getDoId())
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self.b_setBrushOff(SuitDialog.getBrushOffIndex(self.getStyleName()))
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self.d_denyBattle(toonId)
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return
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def getConfrontPosHpr(self):
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return (self.confrontPos, self.confrontHpr)
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def flyAwayNow(self):
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self.b_setPathState(2)
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self.stopPathNow()
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name = self.taskName('flyAwayNow')
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taskMgr.remove(name)
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taskMgr.doMethodLater(SuitTimings.toSky, self.finishFlyAwayNow, name)
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def danceNowFlyAwayLater(self):
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self.b_setPathState(4)
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self.stopPathNow()
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name = self.taskName('danceNowFlyAwayLater')
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taskMgr.remove(name)
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taskMgr.doMethodLater(SuitTimings.victoryDance + SuitTimings.toSky, self.finishFlyAwayNow, name)
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def finishFlyAwayNow(self, task):
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self.notify.debug('Suit %s finishFlyAwayNow' % self.doId)
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self.requestRemoval()
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return Task.done
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def d_setSPDoId(self, doId):
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self.sendUpdate('setSPDoId', [doId])
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def getSPDoId(self):
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if self.sp:
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return self.sp.getDoId()
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else:
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return 0
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def releaseControl(self):
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self.b_setPathState(0)
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def b_setPathEndpoints(self, start, end, minPathLen, maxPathLen):
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self.setPathEndpoints(start, end, minPathLen, maxPathLen)
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self.d_setPathEndpoints(start, end, minPathLen, maxPathLen)
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def d_setPathEndpoints(self, start, end, minPathLen, maxPathLen):
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self.sendUpdate('setPathEndpoints', [start,
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end,
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minPathLen,
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maxPathLen])
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def setPathEndpoints(self, start, end, minPathLen, maxPathLen):
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self.pathEndpointStart = start
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self.pathEndpointEnd = end
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self.minPathLen = minPathLen
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self.maxPathLen = maxPathLen
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def getPathEndpoints(self):
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return (self.pathEndpointStart,
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self.pathEndpointEnd,
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self.minPathLen,
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self.maxPathLen)
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def b_setPathPosition(self, index, timestamp):
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self.setPathPosition(index, timestamp)
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self.d_setPathPosition(index, timestamp)
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def d_setPathPosition(self, index, timestamp):
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self.notify.debug('Suit %s reaches point %s at time %0.2f' % (self.getDoId(), index, timestamp))
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self.sendUpdate('setPathPosition', [index, globalClockDelta.localToNetworkTime(timestamp)])
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def setPathPosition(self, index, timestamp):
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self.pathPositionIndex = index
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self.pathPositionTimestamp = timestamp
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def getPathPosition(self):
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return (self.pathPositionIndex, globalClockDelta.localToNetworkTime(self.pathPositionTimestamp))
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def b_setPathState(self, state):
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self.setPathState(state)
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self.d_setPathState(state)
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def d_setPathState(self, state):
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self.sendUpdate('setPathState', [state])
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def setPathState(self, state):
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if self.pathState != state:
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self.pathState = state
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if state == 0:
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self.stopPathNow()
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elif state == 1:
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self.moveToNextLeg(None)
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elif state == 2:
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self.stopPathNow()
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elif state == 3:
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pass
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elif state == 4:
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self.stopPathNow()
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else:
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self.notify.error('Invalid state: ' + str(state))
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return
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def getPathState(self):
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return self.pathState
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def d_debugSuitPosition(self, elapsed, currentLeg, x, y, timestamp):
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timestamp = globalClockDelta.localToNetworkTime(timestamp)
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self.sendUpdate('debugSuitPosition', [elapsed,
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currentLeg,
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x,
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y,
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timestamp])
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def initializePath(self):
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self.makeLegList()
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if self.notify.getDebug():
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self.notify.debug('Leg list:')
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print self.legList
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idx1 = self.startPoint.getIndex()
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idx2 = self.endPoint.getIndex()
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self.pathStartTime = globalClock.getFrameTime()
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self.setPathEndpoints(idx1, idx2, self.minPathLen, self.maxPathLen)
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self.setPathPosition(0, self.pathStartTime)
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self.pathState = 1
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self.currentLeg = 0
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self.zoneId = self.legList.getZoneId(0)
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self.legType = self.legList.getType(0)
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if self.notify.getDebug():
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self.notify.debug('creating suit in zone %s' % self.zoneId)
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def resync(self):
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self.b_setPathPosition(self.currentLeg, self.pathStartTime + self.legList.getStartTime(self.currentLeg))
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def moveToNextLeg(self, task):
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now = globalClock.getFrameTime()
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elapsed = now - self.pathStartTime
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nextLeg = self.legList.getLegIndexAtTime(elapsed, self.currentLeg)
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numLegs = self.legList.getNumLegs()
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if self.currentLeg != nextLeg:
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if nextLeg >= numLegs:
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self.flyAwayNow()
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return Task.done
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self.currentLeg = nextLeg
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self.__beginLegType(self.legList.getType(nextLeg))
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zoneId = self.legList.getZoneId(nextLeg)
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if zoneId:
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self.__enterZone(zoneId)
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self.notify.debug('Suit %s reached leg %s of %s in zone %s.' % (self.getDoId(),
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nextLeg,
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numLegs - 1,
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self.zoneId))
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if self.DEBUG_SUIT_POSITIONS:
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leg = self.legList.getLeg(nextLeg)
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pos = leg.getPosAtTime(elapsed - leg.getStartTime())
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self.d_debugSuitPosition(elapsed, nextLeg, pos[0], pos[1], now)
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if now - self.pathPositionTimestamp > self.UPDATE_TIMESTAMP_INTERVAL:
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self.resync()
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if self.pathState != 1:
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return Task.done
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nextLeg += 1
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while nextLeg + 1 < numLegs and self.legList.getZoneId(nextLeg) == ZoneUtil.getCanonicalZoneId(self.zoneId) and self.legList.getType(nextLeg) == self.legType:
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nextLeg += 1
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if nextLeg < numLegs:
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nextTime = self.legList.getStartTime(nextLeg)
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delay = nextTime - elapsed
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taskMgr.remove(self.taskName('move'))
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taskMgr.doMethodLater(delay, self.moveToNextLeg, self.taskName('move'))
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else:
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if simbase.config.GetBool('want-cogbuildings', True):
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self.startTakeOver()
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self.requestRemoval()
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return Task.done
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def stopPathNow(self):
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taskMgr.remove(self.taskName('move'))
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def __enterZone(self, zoneId):
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if zoneId != self.zoneId:
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self.sp.zoneChange(self, self.zoneId, zoneId)
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# Originally, we would call self.air.sendSetZoneMsg(). I think the
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# following is a worthy replacement, however:
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self.b_setLocation(simbase.air.districtId, zoneId)
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self.zoneId = zoneId
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if self.pathState == 1:
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self.sp.checkForBattle(zoneId, self)
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def __beginLegType(self, legType):
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self.legType = legType
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if legType == SuitLeg.TWalkFromStreet:
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self.checkBuildingState()
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elif legType == SuitLeg.TToToonBuilding:
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self.openToonDoor()
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elif legType == SuitLeg.TToSuitBuilding:
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self.openSuitDoor()
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elif legType == SuitLeg.TToCogHQ:
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self.openCogHQDoor(1)
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elif legType == SuitLeg.TFromCogHQ:
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self.openCogHQDoor(0)
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def resume(self):
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self.notify.debug('Suit %s resume' % self.doId)
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if self.currHP <= 0:
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self.notify.debug('Suit %s dead after resume' % self.doId)
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self.requestRemoval()
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else:
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self.danceNowFlyAwayLater()
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def prepareToJoinBattle(self):
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self.b_setPathState(0)
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def interruptMove(self):
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SuitBase.SuitBase.interruptMove(self)
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def checkBuildingState(self):
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blockNumber = self.buildingDestination
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if blockNumber == None:
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return
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building = self.sp.buildingMgr.getBuilding(blockNumber)
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if self.attemptingTakeover:
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if not building.isToonBlock():
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self.flyAwayNow()
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return
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if not hasattr(building, 'door'):
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self.flyAwayNow()
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return
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building.door.setDoorLock(FADoorCodes.SUIT_APPROACHING)
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elif not building.isSuitBlock():
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self.flyAwayNow()
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return
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def openToonDoor(self):
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blockNumber = self.buildingDestination
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building = self.sp.buildingMgr.getBuilding(blockNumber)
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if not building.isToonBlock():
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self.flyAwayNow()
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return
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if not hasattr(building, 'door'):
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self.flyAwayNow()
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return
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building.door.requestSuitEnter(self.getDoId())
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def openSuitDoor(self):
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blockNumber = self.buildingDestination
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building = self.sp.buildingMgr.getBuilding(blockNumber)
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if not building.isSuitBlock():
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self.flyAwayNow()
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return
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def openCogHQDoor(self, enter):
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blockNumber = self.legList.getBlockNumber(self.currentLeg)
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try:
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door = self.sp.cogHQDoors[blockNumber]
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except:
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self.notify.error('No CogHQ door %s in zone %s' % (blockNumber, self.sp.zoneId))
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return
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if enter:
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door.requestSuitEnter(self.getDoId())
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else:
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door.requestSuitExit(self.getDoId())
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def startTakeOver(self):
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if not self.SUIT_BUILDINGS:
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return
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blockNumber = self.buildingDestination
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if self.sp.buildingMgr is None:
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return
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if not self.sp.buildingMgr.isSuitBlock(blockNumber):
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self.notify.debug('Suit %s taking over building %s in %s' % (self.getDoId(), blockNumber, self.zoneId))
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difficulty = self.getActualLevel() - 1
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dept = SuitDNA.getSuitDept(self.dna.name)
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if self.buildingDestinationIsCogdo:
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self.sp.cogdoTakeOver(blockNumber, difficulty, self.buildingHeight, dept)
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else:
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self.sp.suitTakeOver(blockNumber, dept, difficulty, self.buildingHeight)
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