Poodletooth-iLand/toontown/minigame/DistributedTwoDGame.py
Master Jumblespeed d882959bfa switch to remote
2015-05-18 22:11:33 -04:00

548 lines
22 KiB
Python
Executable file

from pandac.PandaModules import *
from direct.interval.IntervalGlobal import *
from toontown.toonbase.ToonBaseGlobal import *
from toontown.toonbase import TTLocalizer
from direct.gui.DirectFrame import DirectFrame
from direct.gui.DirectGui import DGG
from direct.task.Task import Task
from direct.fsm import ClassicFSM, State
from direct.directnotify import DirectNotifyGlobal
from DistributedMinigame import *
import MinigameAvatarScorePanel, ArrowKeys, ToonBlitzAssetMgr, TwoDCamera
import TwoDSectionMgr, ToonBlitzGlobals, TwoDGameToonSD
from toontown.toonbase import ToontownTimer
from TwoDWalk import *
from TwoDDrive import *
COLOR_RED = VBase4(1, 0, 0, 0.3)
class DistributedTwoDGame(DistributedMinigame):
notify = DirectNotifyGlobal.directNotify.newCategory('DistributedTwoDGame')
UpdateLocalToonTask = 'ToonBlitzUpdateLocalToonTask'
EndGameTaskName = 'endTwoDGame'
def __init__(self, cr):
DistributedMinigame.__init__(self, cr)
self.gameFSM = ClassicFSM.ClassicFSM('DistributedTwoDGame', [State.State('off', self.enterOff, self.exitOff, ['play']),
State.State('play', self.enterPlay, self.exitPlay, ['cleanup', 'pause', 'showScores']),
State.State('pause', self.enterPause, self.exitPause, ['cleanup', 'play', 'showScores']),
State.State('showScores', self.enterShowScores, self.exitShowScores, ['cleanup']),
State.State('cleanup', self.enterCleanup, self.exitCleanup, [])], 'off', 'cleanup')
self.addChildGameFSM(self.gameFSM)
self.reportedDone = False
self.showCollSpheres = False
def getTitle(self):
return TTLocalizer.TwoDGameTitle
def getInstructions(self):
return TTLocalizer.TwoDGameInstructions
def getMaxDuration(self):
return 200
def __defineConstants(self):
self.TOON_SPEED = 12.0
self.MAX_FRAME_MOVE = 1
self.isHeadInFloor = False
self.timeToRunToElevator = 1.5
def setSectionsSelected(self, sectionsSelected):
self.sectionsSelected = sectionsSelected
def load(self):
self.notify.debug('load')
DistributedMinigame.load(self)
self.__defineConstants()
self.assetMgr = ToonBlitzAssetMgr.ToonBlitzAssetMgr(self)
self.cameraMgr = TwoDCamera.TwoDCamera(camera)
self.sectionMgr = TwoDSectionMgr.TwoDSectionMgr(self, self.sectionsSelected)
self.gameStartX = -40.0
endSection = self.sectionMgr.sections[-1]
self.gameEndX = endSection.spawnPointMgr.gameEndX
self.gameLength = self.gameEndX - self.gameStartX
self.toonSDs = {}
avId = self.localAvId
toonSD = TwoDGameToonSD.TwoDGameToonSD(avId, self)
self.toonSDs[avId] = toonSD
self.toonSDs[avId].createHeadFrame(0)
def unload(self):
self.notify.debug('unload')
DistributedMinigame.unload(self)
taskMgr.remove(self.UpdateLocalToonTask)
for avId in self.toonSDs.keys():
toonSD = self.toonSDs[avId]
toonSD.destroy()
del self.toonSDs
self.cameraMgr.destroy()
del self.cameraMgr
self.sectionMgr.destroy()
del self.sectionMgr
for panel in self.scorePanels:
panel.cleanup()
del self.scorePanels
self.assetMgr.destroy()
del self.assetMgr
self.removeChildGameFSM(self.gameFSM)
del self.gameFSM
def onstage(self):
self.notify.debug('onstage')
DistributedMinigame.onstage(self)
self.scorePanels = []
self.assetMgr.onstage()
lt = base.localAvatar
lt.reparentTo(render)
lt.hideName()
self.__placeToon(self.localAvId)
lt.setAnimState('Happy', 1.0)
lt.setSpeed(0, 0)
base.localAvatar.collisionsOn()
base.localAvatar.setTransparency(1)
self.setupHeadCollision()
self.cameraMgr.onstage()
toonSD = self.toonSDs[self.localAvId]
toonSD.enter()
toonSD.fsm.request('normal')
self.twoDDrive = TwoDDrive(self, self.TOON_SPEED, maxFrameMove=self.MAX_FRAME_MOVE)
def offstage(self):
self.notify.debug('offstage')
self.assetMgr.offstage()
for avId in self.toonSDs.keys():
self.toonSDs[avId].exit()
base.localAvatar.setTransparency(0)
self.ignore('enterheadCollSphere-into-floor1')
base.localAvatar.controlManager.currentControls.cTrav.removeCollider(self.headCollNP)
self.headCollNP.removeNode()
del self.headCollNP
base.localAvatar.laffMeter.start()
DistributedMinigame.offstage(self)
def setGameReady(self):
if not self.hasLocalToon:
return
self.notify.debug('setGameReady')
if DistributedMinigame.setGameReady(self):
return
drawNum = 0
for avId in self.remoteAvIdList:
toon = self.getAvatar(avId)
if toon:
drawNum += 1
toon.reparentTo(render)
toon.setAnimState('Happy', 1.0)
toon.hideName()
toon.startSmooth()
toon.startLookAround()
distCNP = toon.find('**/distAvatarCollNode*')
distCNP.node().setIntoCollideMask(BitMask32.allOff())
toonSD = TwoDGameToonSD.TwoDGameToonSD(avId, self)
self.toonSDs[avId] = toonSD
toonSD.enter()
toonSD.fsm.request('normal')
self.toonSDs[avId].createHeadFrame(drawNum)
def setGameStart(self, timestamp):
if not self.hasLocalToon:
return
self.notify.debug('setGameStart')
DistributedMinigame.setGameStart(self, timestamp)
self.twoDWalk = TwoDWalk(self.twoDDrive, broadcast=not self.isSinglePlayer())
self.scores = [0] * self.numPlayers
spacing = 0.4
for i in xrange(self.numPlayers):
avId = self.avIdList[i]
avName = self.getAvatarName(avId)
scorePanel = MinigameAvatarScorePanel.MinigameAvatarScorePanel(avId, avName)
scorePanel.setScale(0.9)
scorePanel.setPos(-0.583 - spacing * (self.numPlayers - 1 - i), 0.0, -0.15)
scorePanel.reparentTo(base.a2dTopRight)
scorePanel.makeTransparent(0.75)
self.scorePanels.append(scorePanel)
self.gameFSM.request('play', [timestamp])
def enterOff(self):
self.notify.debug('enterOff')
def exitOff(self):
pass
def enterPlay(self, timestamp):
self.notify.debug('enterPlay')
elapsedTime = globalClockDelta.localElapsedTime(timestamp)
self.sectionMgr.enterPlay(elapsedTime)
handlers = [None,
None,
None,
None,
self.shootKeyHandler]
self.twoDDrive.arrowKeys.setPressHandlers(handlers)
self.twoDWalk.start()
self.accept('jumpStart', self.startJump)
self.accept('enemyHit', self.localToonHitByEnemy)
self.accept('twoDTreasureGrabbed', self.__treasureGrabbed)
self.accept('enemyShot', self.__enemyShot)
taskMgr.remove(self.UpdateLocalToonTask)
taskMgr.add(self.__updateLocalToonTask, self.UpdateLocalToonTask, priority=1)
base.localAvatar.laffMeter.stop()
self.timer = ToontownTimer.ToontownTimer()
self.timer.posInTopRightCorner()
self.timer.setTime(ToonBlitzGlobals.GameDuration[self.getSafezoneId()])
self.timer.countdown(ToonBlitzGlobals.GameDuration[self.getSafezoneId()], self.timerExpired)
return
def exitPlay(self):
handlers = [None,
None,
None,
None,
None]
self.twoDDrive.arrowKeys.setPressHandlers(handlers)
if self.toonSDs[self.localAvId].fsm.getCurrentState().getName() != 'victory':
base.localAvatar.b_setAnimState('Happy', 1.0)
self.ignore('jumpStart')
self.ignore('enemyHit')
self.ignore('twoDTreasureGrabbed')
return
def enterPause(self):
self.notify.debug('enterPause')
def exitPause(self):
pass
def enterShowScores(self):
self.notify.debug('enterShowScores')
lerpTrack = Parallel()
lerpDur = 0.5
tY = 0.6
bY = -.6
lX = -.7
cX = 0
rX = 0.7
scorePanelLocs = (((cX, bY),),
((lX, bY), (rX, bY)),
((cX, bY), (lX, bY), (rX, bY)),
((lX, tY),
(rX, tY),
(lX, bY),
(rX, bY)))
scorePanelLocs = scorePanelLocs[self.numPlayers - 1]
for i in xrange(self.numPlayers):
panel = self.scorePanels[i]
pos = scorePanelLocs[i]
panel.wrtReparentTo(aspect2d)
lerpTrack.append(Parallel(LerpPosInterval(panel, lerpDur, Point3(pos[0], 0, pos[1]), blendType='easeInOut'), LerpScaleInterval(panel, lerpDur, Vec3(panel.getScale()) * 1.5, blendType='easeInOut')))
self.showScoreTrack = Parallel(lerpTrack, self.getElevatorCloseTrack(), Sequence(Wait(ToonBlitzGlobals.ShowScoresDuration), Func(self.gameOver)))
self.showScoreTrack.start()
def exitShowScores(self):
self.showScoreTrack.pause()
del self.showScoreTrack
def enterCleanup(self):
self.notify.debug('enterCleanup')
self.timer.stop()
self.timer.destroy()
del self.timer
taskMgr.remove(self.EndGameTaskName)
self.twoDWalk.stop()
self.twoDWalk.destroy()
del self.twoDWalk
self.twoDDrive = None
del self.twoDDrive
return
def exitCleanup(self):
pass
def acceptInputs(self):
if hasattr(self, 'twoDDrive'):
handlers = [None,
None,
None,
None,
self.shootKeyHandler]
self.twoDDrive.arrowKeys.setPressHandlers(handlers)
self.twoDDrive.start()
return
def ignoreInputs(self):
if hasattr(self, 'twoDDrive'):
handlers = [None,
None,
None,
None,
None]
self.twoDDrive.arrowKeys.setPressHandlers(handlers)
self.twoDDrive.lastAction = None
self.twoDDrive.stop()
return
def __updateLocalToonTask(self, task):
dt = globalClock.getDt()
self.cameraMgr.update()
if self.gameFSM.getCurrentState().getName() == 'play':
if not self.toonSDs[self.localAvId].fsm.getCurrentState().getName() == 'victory':
if not base.localAvatar.getY() == 0:
base.localAvatar.setY(0)
if base.localAvatar.getZ() < -2.0:
self.localToonFellDown()
for avId in self.toonSDs.keys():
self.toonSDs[avId].update()
return task.cont
def handleDisabledAvatar(self, avId):
self.notify.debug('handleDisabledAvatar')
self.notify.debug('avatar ' + str(avId) + ' disabled')
self.toonSDs[avId].exit(unexpectedExit=True)
del self.toonSDs[avId]
DistributedMinigame.handleDisabledAvatar(self, avId)
def setupHeadCollision(self):
collSphere = CollisionSphere(0, 0, 0, 1)
collSphere.setTangible(1)
collNode = CollisionNode('headCollSphere')
collNode.setFromCollideMask(ToontownGlobals.WallBitmask)
collNode.setIntoCollideMask(BitMask32.allOff())
collNode.addSolid(collSphere)
head = base.localAvatar.getPart('head', '1000')
self.headCollNP = head.attachNewNode(collNode)
self.headCollNP.setPos(0, 0, 0.0)
animal = base.localAvatar.style.getAnimal()
if animal == 'dog' or animal == 'bear' or animal == 'horse':
torso = base.localAvatar.style.torso
legs = base.localAvatar.style.legs
if (torso == 'ls' or torso == 'ld') and legs == 'l':
self.headCollNP.setZ(-1.3)
else:
self.headCollNP.setZ(-0.7)
elif animal == 'mouse' or animal == 'duck':
self.headCollNP.setZ(0.5)
elif animal == 'cat':
self.headCollNP.setZ(-0.3)
elif animal == 'rabbit':
self.headCollNP.setZ(-0.5)
elif animal == 'monkey':
self.headCollNP.setZ(0.3)
elif animal == 'pig':
self.headCollNP.setZ(-0.7)
self.headCollNP.hide()
if self.showCollSpheres:
self.headCollNP.show()
headCollisionEvent = CollisionHandlerEvent()
headCollisionEvent.addInPattern('enter%fn-into-%in')
headCollisionEvent.addOutPattern('%fn-exit-%in')
cTrav = base.localAvatar.controlManager.currentControls.cTrav
cTrav.addCollider(self.headCollNP, headCollisionEvent)
self.accept('enterheadCollSphere-into-floor1', self.__handleHeadCollisionIntoFloor)
self.accept('headCollSphere-exit-floor1', self.__handleHeadCollisionExitFloor)
def __handleHeadCollisionIntoFloor(self, cevent):
self.isHeadInFloor = True
if base.localAvatar.controlManager.currentControls.lifter.getVelocity() > 0:
base.localAvatar.controlManager.currentControls.lifter.setVelocity(0.0)
self.assetMgr.playHeadCollideSound()
def __handleHeadCollisionExitFloor(self, cevent):
self.isHeadInFloor = False
def __placeToon(self, avId):
toon = self.getAvatar(avId)
i = self.avIdList.index(avId)
pos = Point3(ToonBlitzGlobals.ToonStartingPosition[0] + i, ToonBlitzGlobals.ToonStartingPosition[1], ToonBlitzGlobals.ToonStartingPosition[2])
toon.setPos(pos)
toon.setHpr(-90, 0, 0)
def startJump(self):
self.assetMgr.playJumpSound()
def checkValidity(self, avId):
if not self.hasLocalToon:
return False
if self.gameFSM.getCurrentState() == None or self.gameFSM.getCurrentState().getName() != 'play':
self.notify.warning('ignoring msg: av %s performing some action.' % avId)
return False
toon = self.getAvatar(avId)
if toon == None:
return False
return True
def shootKeyHandler(self):
self.toonSDs[self.localAvId].shootGun()
timestamp = globalClockDelta.localToNetworkTime(globalClock.getFrameTime())
self.sendUpdate('showShootGun', [self.localAvId, timestamp])
def showShootGun(self, avId, timestamp):
if self.checkValidity(avId):
self.notify.debug('avatar %s is shooting water gun' % avId)
if avId != self.localAvId:
self.toonSDs[avId].shootGun()
def localToonFellDown(self):
if self.toonSDs[self.localAvId].fsm.getCurrentState().getName() != 'fallDown':
self.toonSDs[self.localAvId].fsm.request('fallDown')
timestamp = globalClockDelta.localToNetworkTime(globalClock.getFrameTime())
self.updateScore(self.localAvId, ToonBlitzGlobals.ScoreLossPerFallDown[self.getSafezoneId()])
self.sendUpdate('toonFellDown', [self.localAvId, timestamp])
def toonFellDown(self, avId, timestamp):
if self.checkValidity(avId):
self.notify.debug('avatar %s fell down.' % avId)
if avId != self.localAvId:
self.updateScore(avId, ToonBlitzGlobals.ScoreLossPerFallDown[self.getSafezoneId()])
self.toonSDs[avId].fsm.request('fallDown')
def localToonHitByEnemy(self):
currToonState = self.toonSDs[self.localAvId].fsm.getCurrentState().getName()
if not (currToonState == 'fallBack' or currToonState == 'squish'):
self.toonSDs[self.localAvId].fsm.request('fallBack')
timestamp = globalClockDelta.localToNetworkTime(globalClock.getFrameTime())
self.updateScore(self.localAvId, ToonBlitzGlobals.ScoreLossPerEnemyCollision[self.getSafezoneId()])
self.sendUpdate('toonHitByEnemy', [self.localAvId, timestamp])
def toonHitByEnemy(self, avId, timestamp):
if self.checkValidity(avId):
self.notify.debug('avatar %s hit by a suit' % avId)
if avId != self.localAvId:
self.updateScore(avId, ToonBlitzGlobals.ScoreLossPerEnemyCollision[self.getSafezoneId()])
self.toonSDs[avId].fsm.request('fallBack')
def localToonSquished(self):
currToonState = self.toonSDs[self.localAvId].fsm.getCurrentState().getName()
if not (currToonState == 'fallBack' or currToonState == 'squish'):
self.toonSDs[self.localAvId].fsm.request('squish')
timestamp = globalClockDelta.localToNetworkTime(globalClock.getFrameTime())
self.updateScore(self.localAvId, ToonBlitzGlobals.ScoreLossPerStomperSquish[self.getSafezoneId()])
self.sendUpdate('toonSquished', [self.localAvId, timestamp])
def toonSquished(self, avId, timestamp):
if self.checkValidity(avId):
self.notify.debug('avatar %s is squished.' % avId)
if avId != self.localAvId:
self.updateScore(avId, ToonBlitzGlobals.ScoreLossPerStomperSquish[self.getSafezoneId()])
self.toonSDs[avId].fsm.request('squish')
def localToonVictory(self):
if not ToonBlitzGlobals.EndlessGame:
self.ignoreInputs()
if not self.toonSDs[self.localAvId].fsm.getCurrentState().getName() == 'victory':
self.toonSDs[self.localAvId].fsm.request('victory')
timestamp = globalClockDelta.localToNetworkTime(globalClock.getFrameTime())
self.sendUpdate('toonVictory', [self.localAvId, timestamp])
def toonVictory(self, avId, timestamp):
if self.checkValidity(avId):
self.notify.debug('avatar %s achieves victory' % avId)
if avId != self.localAvId:
self.toonSDs[avId].fsm.request('victory')
def addVictoryScore(self, avId, score):
if not self.hasLocalToon:
return
self.updateScore(avId, score)
if avId == self.localAvId:
self.assetMgr.threeSparkles.play()
def __treasureGrabbed(self, sectionIndex, treasureIndex):
self.notify.debug('treasure %s-%s grabbed' % (sectionIndex, treasureIndex))
section = self.sectionMgr.sections[sectionIndex]
section.treasureMgr.treasures[treasureIndex].hideTreasure()
self.assetMgr.treasureGrabSound.play()
self.sendUpdate('claimTreasure', [sectionIndex, treasureIndex])
def setTreasureGrabbed(self, avId, sectionIndex, treasureIndex):
if not self.hasLocalToon:
return
if self.gameFSM.getCurrentState().getName() == 'play':
self.notify.debug('treasure %s-%s grabbed by %s' % (sectionIndex, treasureIndex, avId))
numSections = len(self.sectionMgr.sections)
if sectionIndex < numSections:
section = self.sectionMgr.sections[sectionIndex]
numTreasures = len(section.treasureMgr.treasures)
if treasureIndex < numTreasures:
treasure = section.treasureMgr.treasures[treasureIndex]
if avId != self.localAvId:
treasure.hideTreasure()
self.updateScore(avId, ToonBlitzGlobals.ScoreGainPerTreasure * treasure.value)
else:
self.notify.error('WHOA!! treasureIndex %s is out of range; numTreasures = %s' % (treasureIndex, numTreasures))
base.localAvatar.sendLogMessage('treasureIndex %s is out of range; numTreasures = %s' % (treasureIndex, numTreasures))
else:
self.notify.error('WHOA!! sectionIndex %s is out of range; numSections = %s' % (sectionIndex, numSections))
base.localAvatar.sendLogMessage('sectionIndex %s is out of range; numSections = %s' % (sectionIndex, numSections))
def __enemyShot(self, sectionIndex, enemyIndex):
self.sectionMgr.sections[sectionIndex].enemyMgr.enemies[enemyIndex].doShotTrack()
self.sendUpdate('claimEnemyShot', [sectionIndex, enemyIndex])
def setEnemyShot(self, avId, sectionIndex, enemyIndex, enemyHealth):
if not self.hasLocalToon:
return
if self.gameFSM.getCurrentState().getName() == 'play':
self.notify.debug('enemy %s is shot by %s. Health left %s' % (enemyIndex, avId, enemyHealth))
if enemyHealth > 0:
if not avId == self.localAvId:
self.sectionMgr.sections[sectionIndex].enemyMgr.enemies[enemyIndex].doShotTrack()
else:
enemy = self.sectionMgr.sections[sectionIndex].enemyMgr.enemies[enemyIndex]
treasureSpawnPoint = Point3(enemy.suit.getX(), enemy.suit.getY(), enemy.suit.getZ() + enemy.suit.height / 2.0)
self.spawnTreasure(sectionIndex, enemyIndex, treasureSpawnPoint)
enemy.doDeathTrack()
def updateScore(self, avId, deltaScore):
i = self.avIdList.index(avId)
self.scores[i] += deltaScore
self.scorePanels[i].setScore(self.scores[i])
self.toonSDs[avId].showScoreText(deltaScore)
def spawnTreasure(self, sectionIndex, enemyIndex, pos):
if self.gameFSM.getCurrentState().getName() == 'play':
section = self.sectionMgr.sections[sectionIndex]
treasure = section.treasureMgr.enemyTreasures[enemyIndex]
treasure.setTreasurePos(pos)
treasure.popupEnemyTreasure()
def timerExpired(self):
self.notify.debug('timer expired')
if not self.reportedDone:
if not ToonBlitzGlobals.EndlessGame:
self.ignoreInputs()
self.reportedDone = True
self.sendUpdate('reportDone')
def setEveryoneDone(self):
if not self.hasLocalToon:
return
if self.gameFSM.getCurrentState().getName() != 'play':
self.notify.warning('ignoring setEveryoneDone msg')
return
self.notify.debug('setEveryoneDone')
def endGame(task, self = self):
if not ToonBlitzGlobals.EndlessGame:
self.gameFSM.request('showScores')
return Task.done
self.timer.hide()
taskMgr.doMethodLater(1, endGame, self.EndGameTaskName)
def getElevatorCloseTrack(self):
leftDoor = self.sectionMgr.exitElevator.find('**/doorL')
rightDoor = self.sectionMgr.exitElevator.find('**/doorR')
leftDoorClose = LerpPosInterval(leftDoor, 2, Point3(3.02, 0, 0))
rightDoorClose = LerpPosInterval(rightDoor, 2, Point3(-3.02, 0, 0))
return Sequence(Wait(self.timeToRunToElevator), Parallel(leftDoorClose, rightDoorClose))
def debugStartPause(self):
self.sectionMgr.enterPause()
def debugEndPause(self):
self.sectionMgr.exitPause()