mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-27 21:52:25 -06:00
175 lines
6.3 KiB
Python
175 lines
6.3 KiB
Python
from direct.directnotify.DirectNotifyGlobal import *
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from direct.distributed.DistributedObjectAI import DistributedObjectAI
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from direct.fsm.FSM import FSM
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from toontown.building import FADoorCodes
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from toontown.building.HQBuildingAI import HQBuildingAI
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from toontown.building.TutorialBuildingAI import TutorialBuildingAI
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from toontown.quest import Quests
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from toontown.suit.DistributedTutorialSuitAI import DistributedTutorialSuitAI
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from toontown.toon import NPCToons
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from toontown.toonbase import ToontownBattleGlobals
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from toontown.toonbase import ToontownGlobals
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class TutorialFSM(FSM):
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def __init__(self, air, zones, avId):
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FSM.__init__(self, 'TutorialFSM')
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self.air = air
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self.zones = zones
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self.avId = avId
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npcDesc = NPCToons.NPCToonDict.get(20000)
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self.tutorialTom = NPCToons.createNPC(self.air, 20000, npcDesc, self.zones['building'])
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self.tutorialTom.setTutorial(1)
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npcDesc = NPCToons.NPCToonDict.get(20002)
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self.hqHarry = NPCToons.createNPC(self.air, 20002, npcDesc, self.zones['hq'])
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self.hqHarry.setTutorial(1)
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self.hqHarry.setHq(1)
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self.building = TutorialBuildingAI(
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self.air, self.zones['street'], self.zones['building'], 2, self.tutorialTom.getDoId())
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self.hq = HQBuildingAI(self.air, self.zones['street'], self.zones['hq'], 1)
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self.forceTransition('Introduction')
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def enterIntroduction(self):
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self.building.insideDoor.setDoorLock(FADoorCodes.TALK_TO_TOM)
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def exitIntroduction(self):
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self.building.insideDoor.setDoorLock(FADoorCodes.UNLOCKED)
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def enterBattle(self):
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self.suit = DistributedTutorialSuitAI(self.air)
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self.suit.generateWithRequired(self.zones['street'])
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self.building.door.setDoorLock(FADoorCodes.DEFEAT_FLUNKY_TOM)
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self.hq.door0.setDoorLock(FADoorCodes.DEFEAT_FLUNKY_HQ)
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self.hq.door1.setDoorLock(FADoorCodes.DEFEAT_FLUNKY_HQ)
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def exitBattle(self):
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if self.suit:
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self.suit.requestDelete()
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def enterHQ(self):
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self.building.door.setDoorLock(FADoorCodes.TALK_TO_HQ)
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self.hq.door0.setDoorLock(FADoorCodes.UNLOCKED)
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self.hq.door1.setDoorLock(FADoorCodes.UNLOCKED)
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self.hq.insideDoor0.setDoorLock(FADoorCodes.TALK_TO_HQ)
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self.hq.insideDoor1.setDoorLock(FADoorCodes.TALK_TO_HQ)
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def enterTunnel(self):
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npcDesc = NPCToons.NPCToonDict.get(20001)
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self.flippy = NPCToons.createNPC(self.air, 20001, npcDesc, self.zones['street'], 0)
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self.hq.insideDoor0.setDoorLock(FADoorCodes.WRONG_DOOR_HQ)
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self.hq.insideDoor1.setDoorLock(FADoorCodes.UNLOCKED)
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self.hq.door0.setDoorLock(FADoorCodes.GO_TO_PLAYGROUND)
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self.hq.door1.setDoorLock(FADoorCodes.GO_TO_PLAYGROUND)
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self.building.door.setDoorLock(FADoorCodes.GO_TO_PLAYGROUND)
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def exitTunnel(self):
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self.flippy.requestDelete()
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def enterCleanup(self):
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self.building.cleanup()
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self.hq.cleanup()
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self.tutorialTom.requestDelete()
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self.hqHarry.requestDelete()
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self.air.deallocateZone(self.zones['street'])
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self.air.deallocateZone(self.zones['building'])
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self.air.deallocateZone(self.zones['hq'])
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del self.air.tutorialManager.avId2fsm[self.avId]
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class TutorialManagerAI(DistributedObjectAI):
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notify = directNotify.newCategory('TutorialManagerAI')
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def __init__(self, air):
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DistributedObjectAI.__init__(self, air)
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self.avId2fsm = {}
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def requestTutorial(self):
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avId = self.air.getAvatarIdFromSender()
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zones = {}
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zones['street'] = self.air.allocateZone()
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zones['building'] = self.air.allocateZone()
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zones['hq'] = self.air.allocateZone()
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self.avId2fsm[avId] = TutorialFSM(self.air, zones, avId)
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self.acceptOnce(self.air.getAvatarExitEvent(avId), self.__handleUnexpectedExit, extraArgs=[avId])
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self.d_enterTutorial(avId, ToontownGlobals.Tutorial, zones['street'], zones['building'], zones['hq'])
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def rejectTutorial(self):
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pass
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def requestSkipTutorial(self):
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avId = self.air.getAvatarIdFromSender()
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self.d_skipTutorialResponse(avId, 1)
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def handleTutorialSkipped(av):
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av.b_setTutorialAck(1)
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av.b_setQuests([[110, 1, 1000, 100, 1]])
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av.b_setQuestHistory([101])
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av.b_setRewardHistory(1, [])
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# We must wait for the avatar to be generated:
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self.acceptOnce('generate-%d' % avId, handleTutorialSkipped)
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def d_skipTutorialResponse(self, avId, allOk):
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self.sendUpdateToAvatarId(avId, 'skipTutorialResponse', [allOk])
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def d_enterTutorial(self, avId, branchZone, streetZone, shopZone, hqZone):
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self.sendUpdateToAvatarId(avId, 'enterTutorial', [branchZone, streetZone, shopZone, hqZone])
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def allDone(self):
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avId = self.air.getAvatarIdFromSender()
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av = self.air.doId2do.get(avId)
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if av is not None:
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av.b_setTutorialAck(1)
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self.ignore(self.air.getAvatarExitEvent(avId))
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fsm = self.avId2fsm.get(avId)
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if fsm is not None:
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fsm.demand('Cleanup')
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else:
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self.air.writeServerEvent('suspicious', avId, issue='Attempted to exit a non-existent tutorial.')
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def toonArrived(self):
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avId = self.air.getAvatarIdFromSender()
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av = self.air.doId2do.get(avId)
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if av is None:
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return
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if av.getTutorialAck():
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self.avId2fsm[avId].demand('Cleanup')
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self.air.writeServerEvent('suspicious', avId, issue='Attempted to enter a tutorial when it should be impossible.')
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return
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# Prepare the player for the tutorial:
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av.b_setQuests([])
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av.b_setQuestHistory([])
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av.b_setRewardHistory(0, [])
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av.b_setHp(15)
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av.b_setMaxHp(15)
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av.inventory.zeroInv(killUber=True)
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access = av.getTrackAccess()
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for i in xrange(len(access)):
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if access[i] == 1:
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av.inventory.addItem(i, 0)
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av.d_setInventory(av.inventory.makeNetString())
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av.experience.zeroOutExp()
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av.d_setExperience(av.experience.makeNetString())
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def __handleUnexpectedExit(self, avId):
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fsm = self.avId2fsm.get(avId)
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if fsm is not None:
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fsm.demand('Cleanup')
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