mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-11-01 01:07:54 +00:00
180 lines
7.3 KiB
Python
Executable file
180 lines
7.3 KiB
Python
Executable file
import random
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from pandac.PandaModules import *
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from direct.interval.IntervalGlobal import *
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from direct.directnotify import DirectNotifyGlobal
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from toontown.toonbase import ToontownGlobals, ToontownTimer
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from toontown.cogdominium import CogdoBarrelRoomConsts, CogdoBarrelRoomRewardPanel
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from toontown.distributed import DelayDelete
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class CogdoBarrelRoom:
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notify = DirectNotifyGlobal.directNotify.newCategory('DistributedCogdoBarrelRoom')
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def __init__(self):
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self.timer = None
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self.model = None
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self._isLoaded = False
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self.dummyElevInNode = None
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self.cogdoBarrelsNode = None
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self.entranceNode = None
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self.nearBattleNode = None
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self.rewardUi = None
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self.rewardUiTaskName = 'CogdoBarrelRoom-RewardUI'
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self.rewardCameraTaskName = 'CogdoBarrelRoom-RewardCamera'
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self.fog = None
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self.defaultFar = None
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self.stomperSfx = None
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return
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def destroy(self):
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self.unload()
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def load(self):
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if self._isLoaded:
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return
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self.timer = ToontownTimer.ToontownTimer()
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self.timer.stash()
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self.model = loader.loadModel(CogdoBarrelRoomConsts.BarrelRoomModel)
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self.model.setPos(*CogdoBarrelRoomConsts.BarrelRoomModelPos)
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self.model.reparentTo(render)
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self.model.stash()
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self.entranceNode = self.model.attachNewNode('door-entrance')
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self.entranceNode.setPos(0, -65, 0)
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self.nearBattleNode = self.model.attachNewNode('near-battle')
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self.nearBattleNode.setPos(0, -25, 0)
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self.rewardUi = CogdoBarrelRoomRewardPanel.CogdoBarrelRoomRewardPanel()
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self.hideRewardUi()
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self.stomperSfx = base.loadSfx(CogdoBarrelRoomConsts.StomperSound)
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self.fog = Fog('barrel-room-fog')
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self.fog.setColor(CogdoBarrelRoomConsts.BarrelRoomFogColor)
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self.fog.setLinearRange(*CogdoBarrelRoomConsts.BarrelRoomFogLinearRange)
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self.brBarrel = render.attachNewNode('@@CogdoBarrels')
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for i in range(len(CogdoBarrelRoomConsts.BarrelProps)):
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self.bPath = self.brBarrel.attachNewNode('%s%s'% (CogdoBarrelRoomConsts.BarrelPathName, i))
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self.bPath.setPos(CogdoBarrelRoomConsts.BarrelProps[i]['pos'])
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self.bPath.setH(CogdoBarrelRoomConsts.BarrelProps[i]['heading'])
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self._isLoaded = True
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def unload(self):
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if self.model:
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self.model.removeNode()
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self.model = None
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if self.timer:
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self.timer.destroy()
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self.timer = None
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if self.rewardUi:
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self.rewardUi.destroy()
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self.rewardUi = None
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if hasattr(self, 'fog'):
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if self.fog:
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render.setFogOff()
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del self.fog
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taskMgr.remove(self.rewardUiTaskName)
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taskMgr.remove(self.rewardCameraTaskName)
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self._isLoaded = False
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return
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def isLoaded(self):
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return self._isLoaded
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def show(self):
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if not self.cogdoBarrelsNode:
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self.cogdoBarrelsNode = render.find('**/@@CogdoBarrels')
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if not self.cogdoBarrelsNode.isEmpty():
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self.cogdoBarrelsNode.reparentTo(self.model)
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self.cogdoBarrelsNode.unstash()
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base.localAvatar.b_setAnimState('neutral')
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self.defaultFar = base.camLens.getFar()
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base.camLens.setFar(CogdoBarrelRoomConsts.BarrelRoomCameraFar)
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base.camLens.setMinFov(ToontownGlobals.DefaultCameraFov/(4./3.))
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self.showBattleAreaLight(True)
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render.setFog(self.fog)
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self.model.unstash()
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def hide(self):
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self.model.stash()
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if self.defaultFar is not None:
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base.camLens.setFar(self.defaultFar)
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return
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def activate(self):
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self.notify.info('Activating barrel room: %d sec timer.' % CogdoBarrelRoomConsts.CollectionTime)
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self.timer.unstash()
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self.timer.posAboveShtikerBook()
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self.timer.countdown(CogdoBarrelRoomConsts.CollectionTime)
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base.cr.playGame.getPlace().fsm.request('walk')
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def deactivate(self):
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self.notify.info('Deactivating barrel room.')
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self.timer.stop()
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self.timer.stash()
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def placeToonsAtEntrance(self, toons):
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for i in range(len(toons)):
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toons[i].setPosHpr(self.entranceNode, *CogdoBarrelRoomConsts.BarrelRoomPlayerSpawnPoints[i])
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def placeToonsNearBattle(self, toons):
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for i in range(len(toons)):
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toons[i].setPosHpr(self.nearBattleNode, *CogdoBarrelRoomConsts.BarrelRoomPlayerSpawnPoints[i])
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def showBattleAreaLight(self, visible = True):
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lightConeNode = self.model.find('**/battleCone')
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if lightConeNode != None and not lightConeNode.isEmpty():
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if visible:
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lightConeNode.show()
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else:
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lightConeNode.hide()
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return
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def getIntroInterval(self):
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avatar = base.localAvatar
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trackName = '__introBarrelRoom-%d' % avatar.doId
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track = Parallel(name=trackName)
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track.append(self.__stomperIntervals())
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track.append(Sequence(Func(camera.reparentTo, render), Func(camera.setPosHpr, self.model, -20.0, -87.9, 12.0, -30, 0, 0), Func(base.transitions.irisIn, 0.5), Wait(1.0), LerpHprInterval(camera, duration=2.0, startHpr=Vec3(-30, 0, 0), hpr=Vec3(0, 0, 0), blendType='easeInOut'), Wait(2.5), LerpHprInterval(camera, duration=3.0, startHpr=Vec3(0, 0, 0), hpr=Vec3(-45, 0, 0), blendType='easeInOut'), Wait(2.5)))
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track.delayDelete = DelayDelete.DelayDelete(avatar, 'introBarrelRoomTrack')
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track.setDoneEvent(trackName)
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return (track, trackName)
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def __stomperIntervals(self):
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ivals = [SoundInterval(self.stomperSfx)]
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i = 0
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for stomperDef in CogdoBarrelRoomConsts.StomperProps:
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stomperNode = render.find(stomperDef['path'])
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if stomperNode:
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maxZ = random.uniform(10, 20)
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minZ = maxZ - 10
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if stomperDef['motion'] == 'up':
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startZ, destZ = minZ, maxZ
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else:
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startZ, destZ = maxZ, minZ
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stomperNode.setPos(Point3(0, 0, startZ))
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ivals.append(LerpPosInterval(stomperNode, CogdoBarrelRoomConsts.StomperHaltTime, Point3(0, 0, destZ), blendType='easeOut'))
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i += 1
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return Parallel(*tuple(ivals))
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def __rewardUiTimeout(self, callback):
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self.hideRewardUi()
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if callback is not None:
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callback()
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return
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def __rewardCamera(self):
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trackName = 'cogdoBarrelRoom-RewardCamera'
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track = Sequence(Func(camera.reparentTo, render), Func(camera.setPosHpr, self.model, 0, 0, 11.0, 0, -14, 0), Func(self.showBattleAreaLight, False), name=trackName)
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return (track, trackName)
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def showRewardUi(self, callback = None):
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track, trackName = self.__rewardCamera()
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if CogdoBarrelRoomConsts.ShowRewardUI:
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self.rewardUi.setRewards()
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self.rewardUi.unstash()
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taskMgr.doMethodLater(CogdoBarrelRoomConsts.RewardUiTime, self.__rewardUiTimeout, self.rewardUiTaskName, extraArgs=[callback])
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return (track, trackName)
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def setRewardResults(self, results):
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self.rewardUi.setRewards(results)
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def hideRewardUi(self):
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self.rewardUi.stash()
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taskMgr.remove(self.rewardUiTaskName)
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