mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-10-31 00:37:54 +00:00
237 lines
9.7 KiB
Python
Executable file
237 lines
9.7 KiB
Python
Executable file
from direct.directnotify.DirectNotifyGlobal import *
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import cPickle
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from otp.ai.AIBaseGlobal import *
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from toontown.building import DistributedBuildingAI
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from toontown.building import GagshopBuildingAI
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from toontown.building import HQBuildingAI
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from toontown.building import KartShopBuildingAI
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from toontown.building import PetshopBuildingAI
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from toontown.hood import ZoneUtil
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class DistributedBuildingMgrAI:
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notify = directNotify.newCategory('DistributedBuildingMgrAI')
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def __init__(self, air, branchId, dnaStore, trophyMgr):
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self.air = air
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self.branchId = branchId
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self.canonicalBranchId = ZoneUtil.getCanonicalZoneId(self.branchId)
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self.dnaStore = dnaStore
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self.trophyMgr = trophyMgr
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self.__buildings = {}
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self.tableName = 'buildings_%s' % self.branchId
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self.findAllLandmarkBuildings()
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def cleanup(self):
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for building in self.__buildings.values():
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building.cleanup()
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self.__buildings = {}
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def isValidBlockNumber(self, blockNumber):
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return blockNumber in self.__buildings
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def isSuitBlock(self, blockNumber):
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if not self.isValidBlockNumber(blockNumber):
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return False
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return self.__buildings[blockNumber].isSuitBlock()
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def getSuitBlocks(self):
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blocks = []
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for blockNumber, building in self.__buildings.items():
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if building.isSuitBlock():
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blocks.append(blockNumber)
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return blocks
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def getEstablishedSuitBlocks(self):
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blocks = []
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for blockNumber, building in self.__buildings.items():
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if building.isEstablishedSuitBlock():
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blocks.append(blockNumber)
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return blocks
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def getToonBlocks(self):
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blocks = []
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for blockNumber, building in self.__buildings.items():
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if isinstance(building, HQBuildingAI.HQBuildingAI):
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continue
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if isinstance(building, GagshopBuildingAI.GagshopBuildingAI):
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continue
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if isinstance(building, PetshopBuildingAI.PetshopBuildingAI):
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continue
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if isinstance(building, KartShopBuildingAI.KartShopBuildingAI):
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continue
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if not building.isSuitBlock():
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blocks.append(blockNumber)
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return blocks
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def getBuildings(self):
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return self.__buildings.values()
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def getFrontDoorPoint(self, blockNumber):
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if self.isValidBlockNumber(blockNumber):
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return self.__buildings[blockNumber].getFrontDoorPoint()
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def getBuildingTrack(self, blockNumber):
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if self.isValidBlockNumber(blockNumber):
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return self.__buildings[blockNumber].track
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def getBuilding(self, blockNumber):
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if self.isValidBlockNumber(blockNumber):
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return self.__buildings[blockNumber]
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def setFrontDoorPoint(self, blockNumber, point):
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if self.isValidBlockNumber(blockNumber):
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return self.__buildings[blockNumber].setFrontDoorPoint(point)
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def getDNABlockLists(self):
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blocks = []
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hqBlocks = []
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gagshopBlocks = []
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petshopBlocks = []
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kartshopBlocks = []
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for i in xrange(self.dnaStore.getNumBlockNumbers()):
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blockNumber = self.dnaStore.getBlockNumberAt(i)
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buildingType = self.dnaStore.getBlockBuildingType(blockNumber)
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if buildingType == 'hq':
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hqBlocks.append(blockNumber)
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elif buildingType == 'gagshop':
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gagshopBlocks.append(blockNumber)
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elif buildingType == 'petshop':
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if self.air.wantPets:
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petshopBlocks.append(blockNumber)
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elif buildingType == 'kartshop':
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kartshopBlocks.append(blockNumber)
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else:
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blocks.append(blockNumber)
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return (blocks, hqBlocks, gagshopBlocks, petshopBlocks, kartshopBlocks)
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def findAllLandmarkBuildings(self):
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buildings = self.load()
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(blocks, hqBlocks, gagshopBlocks, petshopBlocks, kartshopBlocks) = self.getDNABlockLists()
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for blockNumber in blocks:
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self.newBuilding(blockNumber, buildings.get(blockNumber, None))
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for blockNumber in hqBlocks:
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self.newHQBuilding(blockNumber)
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for blockNumber in gagshopBlocks:
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self.newGagshopBuilding(blockNumber)
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for block in petshopBlocks:
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self.newPetshopBuilding(block)
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for block in kartshopBlocks:
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self.newKartShopBuilding(block)
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def newBuilding(self, blockNumber, blockData = None):
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building = DistributedBuildingAI.DistributedBuildingAI(self.air, blockNumber, self.branchId, self.trophyMgr)
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building.generateWithRequired(self.branchId)
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if blockData:
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building.track = blockData.get('track', 'c')
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building.realTrack = blockData.get('track', 'c')
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building.difficulty = int(blockData.get('difficulty', 1))
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building.numFloors = int(blockData.get('numFloors', 1))
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building.numFloors = max(1, min(5, building.numFloors))
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building.becameSuitTime = blockData.get('becameSuitTime', time.time())
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if blockData['state'] == 'suit':
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building.setState('suit')
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elif blockData['state'] == 'cogdo':
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if simbase.air.wantCogdominiums:
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building.setState('cogdo')
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else:
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building.setState('toon')
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else:
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building.setState('toon')
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self.__buildings[blockNumber] = building
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return building
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def newHQBuilding(self, blockNumber):
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dnaStore = self.air.dnaStoreMap[self.canonicalBranchId]
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exteriorZoneId = dnaStore.getZoneFromBlockNumber(blockNumber)
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interiorZoneId = (self.branchId - (self.branchId%100)) + 500 + blockNumber
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building = HQBuildingAI.HQBuildingAI(
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self.air, exteriorZoneId, interiorZoneId, blockNumber)
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self.__buildings[blockNumber] = building
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return building
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def newGagshopBuilding(self, blockNumber):
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dnaStore = self.air.dnaStoreMap[self.canonicalBranchId]
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exteriorZoneId = dnaStore.getZoneFromBlockNumber(blockNumber)
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interiorZoneId = (self.branchId - (self.branchId%100)) + 500 + blockNumber
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building = GagshopBuildingAI.GagshopBuildingAI(
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self.air, exteriorZoneId, interiorZoneId, blockNumber)
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self.__buildings[blockNumber] = building
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return building
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def newPetshopBuilding(self, blockNumber):
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dnaStore = self.air.dnaStoreMap[self.canonicalBranchId]
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exteriorZoneId = dnaStore.getZoneFromBlockNumber(blockNumber)
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interiorZoneId = (self.branchId - (self.branchId%100)) + 500 + blockNumber
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building = PetshopBuildingAI.PetshopBuildingAI(
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self.air, exteriorZoneId, interiorZoneId, blockNumber)
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self.__buildings[blockNumber] = building
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return building
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def newKartShopBuilding(self, blockNumber):
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dnaStore = self.air.dnaStoreMap[self.canonicalBranchId]
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exteriorZoneId = dnaStore.getZoneFromBlockNumber(blockNumber)
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interiorZoneId = (self.branchId - (self.branchId%100)) + 500 + blockNumber
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building = KartShopBuildingAI.KartShopBuildingAI(
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self.air, exteriorZoneId, interiorZoneId, blockNumber)
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self.__buildings[blockNumber] = building
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return building
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def save(self):
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if self.air.dbConn:
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buildings = []
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for i in self.__buildings.values():
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if isinstance(i, HQBuildingAI.HQBuildingAI):
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continue
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buildings.append(i.getPickleData())
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street = {'ai': self.air.districtId, 'branch': self.branchId}
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try:
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self.air.dbGlobalCursor.streets.update(street,
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{'$setOnInsert': street,
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'$set': {'buildings': buildings}},
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upsert=True)
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except: # Something happened to our DB, but we can reconnect and retry.
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taskMgr.doMethodLater(config.GetInt('mongodb-retry-time', 2), self.save, 'retrySave', extraArgs=[])
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else:
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self.saveDev()
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def saveDev(self):
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backups = {}
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for blockNumber in self.getSuitBlocks():
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building = self.getBuilding(blockNumber)
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backups[blockNumber] = building.getPickleData()
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simbase.backups.save('block-info', (self.air.districtId, self.branchId), backups)
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def load(self):
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if self.air.dbConn:
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blocks = {}
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# Ensure that toontown.streets is indexed. Doing this at loading time
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# is a fine way to make sure that we won't upset players with a
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# lagspike while we wait for the backend to handle the index request.
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self.air.dbGlobalCursor.streets.ensure_index([('ai', 1),
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('branch', 1)])
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street = {'ai': self.air.districtId, 'branch': self.branchId}
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try:
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doc = self.air.dbGlobalCursor.streets.find_one(street)
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except: # We're failing over - normally we'd wait to retry, but this is on AI startup so we might want to retry (or refactor the bldgMgr so we can sanely retry).
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return blocks
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if not doc:
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return blocks
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for building in doc.get('buildings', []):
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blocks[int(building['block'])] = building
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return blocks
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else:
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blocks = simbase.backups.load('block-info', (self.air.districtId, self.branchId), default={})
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return blocks
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