Poodletooth-iLand/toontown/building/DistributedDoor.py
2015-03-03 17:10:12 -05:00

695 lines
28 KiB
Python

import DoorTypes
import FADoorCodes
from direct.directnotify import DirectNotifyGlobal
from direct.distributed import DistributedObject
from direct.distributed.ClockDelta import *
from direct.fsm import ClassicFSM, State
from direct.interval.IntervalGlobal import *
from direct.task.Task import Task
from pandac.PandaModules import *
from toontown.distributed import DelayDelete
from toontown.distributed.DelayDeletable import DelayDeletable
from toontown.hood import ZoneUtil
from toontown.suit import Suit
from toontown.toonbase.ToonBaseGlobal import *
from toontown.toontowngui import TTDialog
from toontown.toontowngui import TeaserPanel
from toontown.nametag.NametagGroup import NametagGroup
from toontown.nametag.Nametag import Nametag
class DistributedDoor(DistributedObject.DistributedObject, DelayDeletable):
def __init__(self, cr):
DistributedObject.DistributedObject.__init__(self, cr)
self.openSfx = base.loadSfx('phase_3.5/audio/sfx/Door_Open_1.ogg')
self.closeSfx = base.loadSfx('phase_3.5/audio/sfx/Door_Close_1.ogg')
self.nametag = None
self.fsm = ClassicFSM.ClassicFSM(
'DistributedDoor_right',
[
State.State('off', self.enterOff, self.exitOff,
['closing', 'closed', 'opening', 'open']),
State.State('closing', self.enterClosing, self.exitClosing,
['closed', 'opening']),
State.State('closed', self.enterClosed, self.exitClosed,
['opening']),
State.State('opening', self.enterOpening, self.exitOpening,
['open']),
State.State('open', self.enterOpen, self.exitOpen,
['closing', 'open'])
], 'off', 'off')
self.fsm.enterInitialState()
self.exitDoorFSM = ClassicFSM.ClassicFSM(
'DistributedDoor_left',
[
State.State('off', self.exitDoorEnterOff, self.exitDoorExitOff,
['closing', 'closed', 'opening', 'open']),
State.State('closing', self.exitDoorEnterClosing, self.exitDoorExitClosing,
['closed', 'opening']),
State.State('closed', self.exitDoorEnterClosed, self.exitDoorExitClosed,
['opening']),
State.State('opening', self.exitDoorEnterOpening, self.exitDoorExitOpening,
['open']),
State.State('open', self.exitDoorEnterOpen, self.exitDoorExitOpen,
['closing', 'open'])
], 'off', 'off')
self.exitDoorFSM.enterInitialState()
self.specialDoorTypes = {
DoorTypes.EXT_HQ: 0,
DoorTypes.EXT_COGHQ: 0,
DoorTypes.INT_COGHQ: 0,
DoorTypes.EXT_KS: 0,
DoorTypes.INT_KS: 0 }
self.doorX = 1.5
def generate(self):
DistributedObject.DistributedObject.generate(self)
self.avatarTracks = []
self.avatarExitTracks = []
self.avatarIDList = []
self.avatarExitIDList = []
self.doorTrack = None
self.doorExitTrack = None
def disable(self):
self.clearNametag()
taskMgr.remove(self.checkIsDoorHitTaskName())
self.ignore(self.getEnterTriggerEvent())
self.ignore(self.getExitTriggerEvent())
self.ignore('clearOutToonInterior')
self.fsm.request('off')
self.exitDoorFSM.request('off')
if hasattr(self, 'building'):
del self.building
self.finishAllTracks()
self.avatarIDList = []
self.avatarExitIDList = []
if hasattr(self, 'tempDoorNodePath'):
self.tempDoorNodePath.removeNode()
del self.tempDoorNodePath
DistributedObject.DistributedObject.disable(self)
def delete(self):
del self.fsm
del self.exitDoorFSM
del self.openSfx
del self.closeSfx
DistributedObject.DistributedObject.delete(self)
def wantsNametag(self):
return not ZoneUtil.isInterior(self.zoneId)
def setupNametag(self):
if not self.wantsNametag():
return
if self.doorIndex != 0:
return
if self.nametag == None:
self.nametag = NametagGroup()
self.nametag.setNametag3d(None)
self.nametag.setFont(ToontownGlobals.getBuildingNametagFont())
if TTLocalizer.BuildingNametagShadow:
self.nametag.setShadow(*TTLocalizer.BuildingNametagShadow)
self.nametag.hideChat()
self.nametag.hideThought()
nametagColor = NametagGlobals.NametagColors[NametagGlobals.CCToonBuilding]
self.nametag.setNametagColor(nametagColor)
self.nametag.setActive(False)
self.nametag.setAvatar(self.getDoorNodePath())
name = self.cr.playGame.dnaStore.getTitleFromBlockNumber(self.block)
self.nametag.setText(name)
self.nametag.manage(base.marginManager)
self.nametag.updateAll()
def clearNametag(self):
if self.nametag is not None:
self.nametag.unmanage(base.marginManager)
self.nametag.setAvatar(NodePath())
self.nametag = None
def getTriggerName(self):
if (self.doorType == DoorTypes.INT_HQ) or (self.doorType in self.specialDoorTypes):
return 'door_trigger_' + str(self.block) + '_' + str(self.doorIndex)
else:
return 'door_trigger_' + str(self.block)
def getTriggerName_wip(self):
name = 'door_trigger_%d' % (self.doId,)
return name
def getEnterTriggerEvent(self):
return 'enter' + self.getTriggerName()
def getExitTriggerEvent(self):
return 'exit' + self.getTriggerName()
def hideDoorParts(self):
if self.doorType in self.specialDoorTypes:
self.hideIfHasFlat(self.findDoorNode('rightDoor'))
self.hideIfHasFlat(self.findDoorNode('leftDoor'))
try:
self.findDoorNode('doorFrameHoleRight').hide()
self.findDoorNode('doorFrameHoleLeft').hide()
except:
pass
def setTriggerName(self):
if self.doorType in self.specialDoorTypes:
building = self.getBuilding()
doorTrigger = building.find('**/door_' + str(self.doorIndex) + '/**/door_trigger*')
try:
doorTrigger.node().setName(self.getTriggerName())
except:
pass
def setTriggerName_wip(self):
building = self.getBuilding()
doorTrigger = building.find('**/door_%d/**/door_trigger_%d' % (self.doorIndex, self.block))
if doorTrigger.isEmpty():
doorTrigger = building.find('**/door_trigger_%d' % (self.block,))
if doorTrigger.isEmpty():
doorTrigger = building.find('**/door_%d/**/door_trigger_*' % (self.doorIndex,))
if doorTrigger.isEmpty():
doorTrigger = building.find('**/door_trigger_*')
doorTrigger.node().setName(self.getTriggerName())
def setZoneIdAndBlock(self, zoneId, block):
self.zoneId = zoneId
self.block = block
def setDoorType(self, doorType):
self.notify.debug('Door type = ' + str(doorType) + ' on door #' + str(self.doId))
self.doorType = doorType
def setDoorIndex(self, doorIndex):
self.doorIndex = doorIndex
def setSwing(self, flags):
self.leftSwing = flags & 1 != 0
self.rightSwing = flags & 2 != 0
def setOtherZoneIdAndDoId(self, zoneId, distributedObjectID):
self.otherZoneId = zoneId
self.otherDoId = distributedObjectID
def setState(self, state, timestamp):
self.fsm.request(state, [globalClockDelta.localElapsedTime(timestamp)])
def setExitDoorState(self, state, timestamp):
self.exitDoorFSM.request(state, [globalClockDelta.localElapsedTime(timestamp)])
def announceGenerate(self):
DistributedObject.DistributedObject.announceGenerate(self)
self.doPostAnnounceGenerate()
def doPostAnnounceGenerate(self):
flatDoorTypes = [DoorTypes.INT_STANDARD, DoorTypes.INT_HQ]
if self.doorType in flatDoorTypes:
self.bHasFlat = True
else:
self.bHasFlat = not self.findDoorNode('door*flat', True).isEmpty()
self.hideDoorParts()
self.setTriggerName()
# Check if we are dealing with a DDL HQ door...
if self.doorType == DoorTypes.EXT_HQ and \
ZoneUtil.getHoodId(self.zoneId) == ToontownGlobals.DonaldsDreamland:
# Get the doorTrigger...
building = self.getBuilding()
doorTrigger = building.find('**/%s' % self.getTriggerName())
# Check if the doorTrigger hasn't been 'fixed' already...
if not doorTrigger.getTag('fixed'):
# Reposition the doorTrigger based on its index...
if self.doorIndex == 0:
doorTrigger.setY(doorTrigger, 0.25)
else:
doorTrigger.setY(doorTrigger, -0.25)
# We are done :) Tag the door as fixed.
doorTrigger.setTag('fixed', 'true')
self.accept(self.getEnterTriggerEvent(), self.doorTrigger)
self.acceptOnce('clearOutToonInterior', self.doorTrigger)
self.setupNametag()
def getBuilding(self):
if not hasattr(self, 'building'):
if self.doorType == DoorTypes.INT_STANDARD:
door = render.find('**/leftDoor;+s')
self.building = door.getParent()
elif self.doorType == DoorTypes.INT_HQ:
door = render.find('**/door_0')
self.building = door.getParent()
elif self.doorType == DoorTypes.INT_KS:
self.building = render.find('**/KartShop_Interior*')
elif self.doorType == DoorTypes.EXT_STANDARD or self.doorType == DoorTypes.EXT_HQ or self.doorType == DoorTypes.EXT_KS:
self.building = self.cr.playGame.hood.loader.geom.find('**/??' + str(self.block) + ':*_landmark_*_DNARoot;+s')
if self.building.isEmpty():
self.building = self.cr.playGame.hood.loader.geom.find('**/??' + str(self.block) + ':animated_building_*_DNARoot;+s')
elif self.doorType == DoorTypes.EXT_COGHQ or self.doorType == DoorTypes.INT_COGHQ:
self.building = self.cr.playGame.hood.loader.geom
else:
self.notify.error('No such door type as ' + str(self.doorType))
return self.building
def getBuilding_wip(self):
if not hasattr(self, 'building'):
if hasattr(self, 'block'):
self.building = self.cr.playGame.hood.loader.geom.find('**/??' + str(self.block) + ':*_landmark_*_DNARoot;+s')
else:
self.building = self.cr.playGame.hood.loader.geom
return self.building
def readyToExit(self):
base.transitions.fadeScreen(1.0)
self.sendUpdate('requestExit')
def avatarEnterDoorTrack(self, avatar, duration):
trackName = 'avatarEnterDoor-%d-%d' % (self.doId, avatar.doId)
track = Parallel(name = trackName)
otherNP = self.getDoorNodePath()
if hasattr(avatar, 'stopSmooth'):
avatar.stopSmooth()
if avatar.doId == base.localAvatar.doId:
track.append(LerpPosHprInterval(nodePath = camera, other = avatar, duration = duration, pos = Point3(0, -8, avatar.getHeight()), hpr = VBase3(0, 0, 0), blendType = 'easeInOut'))
finalPos = avatar.getParent().getRelativePoint(otherNP, Point3(self.doorX, 2, ToontownGlobals.FloorOffset))
moveHere = Sequence(self.getAnimStateInterval(avatar, 'walk'), LerpPosInterval(nodePath = avatar, duration = duration, pos = finalPos, blendType = 'easeIn'))
track.append(moveHere)
if avatar.doId == base.localAvatar.doId:
track.append(Sequence(Wait(duration * 0.5), Func(base.transitions.irisOut, duration * 0.5), Wait(duration * 0.5), Func(avatar.b_setParent, ToontownGlobals.SPHidden)))
track.delayDelete = DelayDelete.DelayDelete(avatar, 'avatarEnterDoorTrack')
return track
def avatarEnqueueTrack(self, avatar, duration):
if hasattr(avatar, 'stopSmooth'):
avatar.stopSmooth()
back = -5.0 - 2.0 * len(self.avatarIDList)
if back < -9.0:
back = -9.0
offset = Point3(self.doorX, back, ToontownGlobals.FloorOffset)
otherNP = self.getDoorNodePath()
walkLike = ActorInterval(avatar, 'walk', startTime = 1, duration = duration, endTime = 0.0001)
standHere = Sequence(LerpPosHprInterval(nodePath = avatar, other = otherNP, duration = duration, pos = offset, hpr = VBase3(0, 0, 0), blendType = 'easeInOut'), self.getAnimStateInterval(avatar, 'neutral'))
trackName = 'avatarEnqueueDoor-%d-%d' % (self.doId, avatar.doId)
track = Parallel(walkLike, standHere, name = trackName)
track.delayDelete = DelayDelete.DelayDelete(avatar, 'avatarEnqueueTrack')
return track
def getAnimStateInterval(self, avatar, animName):
isSuit = isinstance(avatar, Suit.Suit)
if isSuit:
return Func(avatar.loop, animName, 0)
else:
return Func(avatar.setAnimState, animName)
def isDoorHit(self):
vec = base.localAvatar.getRelativeVector(self.currentDoorNp, self.currentDoorVec)
netScale = self.currentDoorNp.getNetTransform().getScale()
yToTest = vec.getY() / netScale[1]
return yToTest
def enterDoor(self):
if self.allowedToEnter():
messenger.send('DistributedDoor_doorTrigger')
self.sendUpdate('requestEnter')
else:
place = base.cr.playGame.getPlace()
if place:
place.fsm.request('stopped')
self.dialog = TeaserPanel.TeaserPanel(pageName = 'otherHoods', doneFunc = self.handleOkTeaser)
def handleOkTeaser(self):
self.accept(self.getEnterTriggerEvent(), self.doorTrigger)
self.dialog.destroy()
del self.dialog
place = base.cr.playGame.getPlace()
if place:
place.fsm.request('walk')
def allowedToEnter(self):
if base.cr.isPaid():
return True
place = base.cr.playGame.getPlace()
myHoodId = ZoneUtil.getCanonicalHoodId(place.zoneId)
if hasattr(place, 'id'):
myHoodId = place.id
if myHoodId in (ToontownGlobals.ToontownCentral, ToontownGlobals.MyEstate, ToontownGlobals.GoofySpeedway, ToontownGlobals.Tutorial):
return True
return False
def checkIsDoorHitTaskName(self):
return 'checkIsDoorHit' + self.getTriggerName()
def checkIsDoorHitTask(self, task):
if self.isDoorHit():
self.ignore(self.checkIsDoorHitTaskName())
self.ignore(self.getExitTriggerEvent())
self.enterDoor()
return Task.done
return Task.cont
def cancelCheckIsDoorHitTask(self, args):
taskMgr.remove(self.checkIsDoorHitTaskName())
del self.currentDoorNp
del self.currentDoorVec
self.ignore(self.getExitTriggerEvent())
self.accept(self.getEnterTriggerEvent(), self.doorTrigger)
def doorTrigger(self, args=None):
self.ignore(self.getEnterTriggerEvent())
if args == None:
self.enterDoor()
else:
self.currentDoorNp = NodePath(args.getIntoNodePath())
self.currentDoorVec = Vec3(args.getSurfaceNormal(self.currentDoorNp))
if self.isDoorHit():
self.enterDoor()
else:
self.accept(self.getExitTriggerEvent(), self.cancelCheckIsDoorHitTask)
taskMgr.add(self.checkIsDoorHitTask, self.checkIsDoorHitTaskName())
def avatarEnter(self, avatarID):
avatar = self.cr.doId2do.get(avatarID, None)
if avatar:
avatar.setAnimState('neutral')
track = self.avatarEnqueueTrack(avatar, 0.5)
track.start()
self.avatarTracks.append(track)
self.avatarIDList.append(avatarID)
def rejectEnter(self, reason):
message = FADoorCodes.reasonDict[reason]
if message:
self.__faRejectEnter(message)
else:
self.__basicRejectEnter()
def __basicRejectEnter(self):
self.accept(self.getEnterTriggerEvent(), self.doorTrigger)
if self.cr.playGame.getPlace():
self.cr.playGame.getPlace().setState('walk')
def __faRejectEnter(self, message):
self.rejectDialog = TTDialog.TTGlobalDialog(message = message, doneEvent = 'doorRejectAck', style = TTDialog.Acknowledge)
self.rejectDialog.show()
self.rejectDialog.delayDelete = DelayDelete.DelayDelete(self, '__faRejectEnter')
event = 'clientCleanup'
self.acceptOnce(event, self.__handleClientCleanup)
base.cr.playGame.getPlace().setState('stopped')
self.acceptOnce('doorRejectAck', self.__handleRejectAck)
self.acceptOnce('stoppedAsleep', self.__handleFallAsleepDoor)
def __handleClientCleanup(self):
if hasattr(self, 'rejectDialog') and self.rejectDialog:
self.rejectDialog.doneStatus = 'ok'
self.__handleRejectAck()
def __handleFallAsleepDoor(self):
self.rejectDialog.doneStatus = 'ok'
self.__handleRejectAck()
def __handleRejectAck(self):
self.ignore('doorRejectAck')
self.ignore('stoppedAsleep')
self.ignore('clientCleanup')
doneStatus = self.rejectDialog.doneStatus
if doneStatus != 'ok':
self.notify.error('Unrecognized doneStatus: ' + str(doneStatus))
self.__basicRejectEnter()
self.rejectDialog.delayDelete.destroy()
self.rejectDialog.cleanup()
del self.rejectDialog
def getDoorNodePath(self):
if self.doorType == DoorTypes.INT_STANDARD:
otherNP = render.find('**/door_origin')
elif self.doorType == DoorTypes.EXT_STANDARD:
otherNP = self.getBuilding().find('**/*door_origin')
elif self.doorType in self.specialDoorTypes:
building = self.getBuilding()
otherNP = building.find('**/door_origin_' + str(self.doorIndex))
elif self.doorType == DoorTypes.INT_HQ:
otherNP = render.find('**/door_origin_' + str(self.doorIndex))
else:
self.notify.error('No such door type as ' + str(self.doorType))
return otherNP
def avatarExitTrack(self, avatar, duration):
if hasattr(avatar, 'stopSmooth'):
avatar.stopSmooth()
otherNP = self.getDoorNodePath()
trackName = 'avatarExitDoor-%d-%d' % (self.doId, avatar.doId)
track = Sequence(name=trackName)
track.append(self.getAnimStateInterval(avatar, 'walk'))
track.append(
PosHprInterval(
avatar, Point3(-self.doorX, 0, ToontownGlobals.FloorOffset),
VBase3(179, 0, 0), other=otherNP
)
)
track.append(Func(avatar.setParent, ToontownGlobals.SPRender))
if avatar.doId == base.localAvatar.doId:
track.append(
PosHprInterval(
camera, VBase3(-self.doorX, 5, avatar.getHeight()),
VBase3(180, 0, 0), other=otherNP
)
)
if avatar.doId == base.localAvatar.doId:
finalPos = render.getRelativePoint(
otherNP, Point3(-self.doorX, -6, ToontownGlobals.FloorOffset)
)
else:
finalPos = render.getRelativePoint(
otherNP, Point3(-self.doorX, -3, ToontownGlobals.FloorOffset)
)
track.append(
LerpPosInterval(
nodePath=avatar, duration=duration, pos=finalPos,
blendType='easeInOut'
)
)
if avatar.doId == base.localAvatar.doId:
track.append(Func(self.exitCompleted))
track.append(Func(base.transitions.irisIn))
if hasattr(avatar, 'startSmooth'):
track.append(Func(avatar.startSmooth))
track.delayDelete = DelayDelete.DelayDelete(avatar, 'DistributedDoor.avatarExitTrack')
return track
def exitCompleted(self):
base.localAvatar.setAnimState('neutral')
place = self.cr.playGame.getPlace()
if place:
place.setState('walk')
base.localAvatar.d_setParent(ToontownGlobals.SPRender)
def avatarExit(self, avatarID):
if avatarID in self.avatarIDList:
self.avatarIDList.remove(avatarID)
if avatarID == base.localAvatar.doId:
self.exitCompleted()
else:
self.avatarExitIDList.append(avatarID)
def finishDoorTrack(self):
if self.doorTrack:
self.doorTrack.finish()
self.doorTrack = None
def finishDoorExitTrack(self):
if self.doorExitTrack:
self.doorExitTrack.finish()
self.doorExitTrack = None
def finishAllTracks(self):
self.finishDoorTrack()
self.finishDoorExitTrack()
for t in self.avatarTracks:
t.finish()
DelayDelete.cleanupDelayDeletes(t)
self.avatarTracks = []
for t in self.avatarExitTracks:
t.finish()
DelayDelete.cleanupDelayDeletes(t)
self.avatarExitTracks = []
def enterOff(self):
pass
def exitOff(self):
pass
def getRequestStatus(self):
zoneId = self.otherZoneId
request = {
'loader': ZoneUtil.getBranchLoaderName(zoneId),
'where': ZoneUtil.getToonWhereName(zoneId),
'how': 'doorIn',
'hoodId': ZoneUtil.getHoodId(zoneId),
'zoneId': zoneId,
'shardId': None,
'avId': -1,
'allowRedirect': 0,
'doorDoId': self.otherDoId
}
return request
def enterClosing(self, ts):
doorFrameHoleRight = self.findDoorNode('doorFrameHoleRight')
if doorFrameHoleRight.isEmpty():
self.notify.warning('enterClosing(): did not find doorFrameHoleRight')
return
rightDoor = self.findDoorNode('rightDoor')
if rightDoor.isEmpty():
self.notify.warning('enterClosing(): did not find rightDoor')
return
otherNP = self.getDoorNodePath()
trackName = 'doorClose-%d' % self.doId
if self.rightSwing:
h = 100
else:
h = -100
self.finishDoorTrack()
self.doorTrack = Sequence(LerpHprInterval(nodePath = rightDoor, duration = 1.0, hpr = VBase3(0, 0, 0), startHpr = VBase3(h, 0, 0), other = otherNP, blendType = 'easeInOut'), Func(doorFrameHoleRight.hide), Func(self.hideIfHasFlat, rightDoor), SoundInterval(self.closeSfx, node = rightDoor), name = trackName)
self.doorTrack.start(ts)
if hasattr(self, 'done'):
request = self.getRequestStatus()
messenger.send('doorDoneEvent', [request])
def exitClosing(self):
pass
def enterClosed(self, ts):
pass
def exitClosed(self):
pass
def enterOpening(self, ts):
doorFrameHoleRight = self.findDoorNode('doorFrameHoleRight')
if doorFrameHoleRight.isEmpty():
self.notify.warning('enterOpening(): did not find doorFrameHoleRight')
return
rightDoor = self.findDoorNode('rightDoor')
if rightDoor.isEmpty():
self.notify.warning('enterOpening(): did not find rightDoor')
return
otherNP = self.getDoorNodePath()
trackName = 'doorOpen-%d' % self.doId
if self.rightSwing:
h = 100
else:
h = -100
self.finishDoorTrack()
self.doorTrack = Parallel(SoundInterval(self.openSfx, node=rightDoor), Sequence(HprInterval(rightDoor, VBase3(0, 0, 0), other=otherNP), Wait(0.4), Func(rightDoor.show), Func(doorFrameHoleRight.show), LerpHprInterval(nodePath=rightDoor, duration=0.6, hpr=VBase3(h, 0, 0), startHpr=VBase3(0, 0, 0), other=otherNP, blendType='easeInOut')), name=trackName)
self.doorTrack.start(ts)
def exitOpening(self):
pass
def enterOpen(self, ts):
for avatarID in self.avatarIDList:
avatar = self.cr.doId2do.get(avatarID)
if avatar:
track = self.avatarEnterDoorTrack(avatar, 1.0)
track.start(ts)
self.avatarTracks.append(track)
if avatarID == base.localAvatar.doId:
self.done = 1
self.avatarIDList = []
def exitOpen(self):
for track in self.avatarTracks:
track.finish()
DelayDelete.cleanupDelayDeletes(track)
self.avatarTracks = []
def exitDoorEnterOff(self):
pass
def exitDoorExitOff(self):
pass
def exitDoorEnterClosing(self, ts):
doorFrameHoleLeft = self.findDoorNode('doorFrameHoleLeft')
if doorFrameHoleLeft.isEmpty():
self.notify.warning('enterOpening(): did not find flatDoors')
return
if self.leftSwing:
h = -100
else:
h = 100
leftDoor = self.findDoorNode('leftDoor')
if not leftDoor.isEmpty():
otherNP = self.getDoorNodePath()
trackName = 'doorExitTrack-%d' % self.doId
self.finishDoorExitTrack()
self.doorExitTrack = Sequence(LerpHprInterval(nodePath = leftDoor, duration = 1.0, hpr = VBase3(0, 0, 0), startHpr = VBase3(h, 0, 0), other = otherNP, blendType = 'easeInOut'), Func(doorFrameHoleLeft.hide), Func(self.hideIfHasFlat, leftDoor), SoundInterval(self.closeSfx, node = leftDoor), name = trackName)
self.doorExitTrack.start(ts)
def exitDoorExitClosing(self):
pass
def exitDoorEnterClosed(self, ts):
pass
def exitDoorExitClosed(self):
pass
def exitDoorEnterOpening(self, ts):
doorFrameHoleLeft = self.findDoorNode('doorFrameHoleLeft')
if doorFrameHoleLeft.isEmpty():
self.notify.warning('enterOpening(): did not find flatDoors')
return
leftDoor = self.findDoorNode('leftDoor')
if self.leftSwing:
h = -100
else:
h = 100
if not leftDoor.isEmpty():
otherNP = self.getDoorNodePath()
trackName = 'doorDoorExitTrack-%d' % self.doId
self.finishDoorExitTrack()
self.doorExitTrack = Parallel(SoundInterval(self.openSfx, node = leftDoor), Sequence(Func(leftDoor.show), Func(doorFrameHoleLeft.show), LerpHprInterval(nodePath = leftDoor, duration = 0.59999999999999998, hpr = VBase3(h, 0, 0), startHpr = VBase3(0, 0, 0), other = otherNP, blendType = 'easeInOut')), name = trackName)
self.doorExitTrack.start(ts)
else:
self.notify.warning('exitDoorEnterOpening(): did not find leftDoor')
def exitDoorExitOpening(self):
pass
def exitDoorEnterOpen(self, ts):
for avatarID in self.avatarExitIDList:
avatar = self.cr.doId2do.get(avatarID)
if avatar:
track = self.avatarExitTrack(avatar, 0.2)
track.start()
self.avatarExitTracks.append(track)
self.avatarExitIDList = []
def exitDoorExitOpen(self):
for track in self.avatarExitTracks:
track.finish()
DelayDelete.cleanupDelayDeletes(track)
self.avatarExitTracks = []
def findDoorNode(self, string, allowEmpty = False):
building = self.getBuilding()
if not building:
self.notify.warning('getBuilding() returned None, avoiding crash, remark 896029')
foundNode = None
else:
foundNode = building.find('**/door_' + str(self.doorIndex) + '/**/' + string + '*;+s+i')
if foundNode.isEmpty():
foundNode = building.find('**/' + string + '*;+s+i')
if allowEmpty:
return foundNode
return foundNode
def hideIfHasFlat(self, node):
if self.bHasFlat:
node.hide()