mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-26 21:22:27 -06:00
172 lines
6.8 KiB
Python
Executable file
172 lines
6.8 KiB
Python
Executable file
from BattleBase import *
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from BattleCalculatorAI import *
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import DistributedBattleBaseAI
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from SuitBattleGlobals import *
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from direct.directnotify import DirectNotifyGlobal
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from direct.distributed.ClockDelta import *
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from direct.fsm import ClassicFSM, State
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from direct.fsm import State
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from direct.showbase import PythonUtil
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from direct.showbase.PythonUtil import addListsByValue
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from direct.task import Task
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from otp.ai.AIBase import *
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from toontown.toonbase.ToontownBattleGlobals import *
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class DistributedBattleBldgAI(DistributedBattleBaseAI.DistributedBattleBaseAI):
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notify = DirectNotifyGlobal.directNotify.newCategory('DistributedBattleBldgAI')
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def __init__(self, air, zoneId, roundCallback=None, finishCallback=None, maxSuits=4, bossBattle=0):
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DistributedBattleBaseAI.DistributedBattleBaseAI.__init__(self, air, zoneId, finishCallback, maxSuits, bossBattle)
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self.streetBattle = 0
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self.roundCallback = roundCallback
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self.fsm.addState(State.State('BuildingReward', self.enterBuildingReward, self.exitBuildingReward, ['Resume']))
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playMovieState = self.fsm.getStateNamed('PlayMovie')
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playMovieState.addTransition('BuildingReward')
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self.elevatorPos = Point3(0, -30, 0)
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self.resumeNeedUpdate = 0
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def announceGenerate(self):
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DistributedBattleBaseAI.DistributedBattleBaseAI.announceGenerate(self)
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self.registerToons()
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def setInitialMembers(self, toonIds, suits):
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for suit in suits:
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self.addSuit(suit)
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for toonId in toonIds:
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self.addToon(toonId)
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self.fsm.request('FaceOff')
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def registerToons(self):
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for toonId in self.toons:
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toon = simbase.air.doId2do.get(toonId)
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toon.b_setBattleId(self.doId)
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def delete(self):
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del self.roundCallback
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DistributedBattleBaseAI.DistributedBattleBaseAI.delete(self)
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def faceOffDone(self):
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toonId = self.air.getAvatarIdFromSender()
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if self.ignoreResponses == 1:
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self.notify.debug('faceOffDone() - ignoring toon: %d' % toonId)
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return
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elif self.fsm.getCurrentState().getName() != 'FaceOff':
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self.notify.warning('faceOffDone() - in state: %s' % self.fsm.getCurrentState().getName())
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return
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elif self.toons.count(toonId) == 0:
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self.notify.warning('faceOffDone() - toon: %d not in toon list' % toonId)
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return
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self.responses[toonId] += 1
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self.notify.debug('toon: %d done facing off' % toonId)
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if not self.ignoreFaceOffDone:
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if self.allToonsResponded():
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self.handleFaceOffDone()
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else:
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self.timer.stop()
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self.timer.startCallback(TIMEOUT_PER_USER, self.__serverFaceOffDone)
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def enterFaceOff(self):
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self.notify.debug('enterFaceOff()')
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self.joinableFsm.request('Joinable')
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self.runableFsm.request('Unrunable')
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self.timer.startCallback(self.calcToonMoveTime(self.pos, self.elevatorPos) + FACEOFF_TAUNT_T + SERVER_BUFFER_TIME, self.__serverFaceOffDone)
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def __serverFaceOffDone(self):
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self.notify.debug('faceoff timed out on server')
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self.ignoreFaceOffDone = 1
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self.handleFaceOffDone()
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def exitFaceOff(self):
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self.timer.stop()
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self.resetResponses()
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def handleFaceOffDone(self):
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for suit in self.suits:
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self.activeSuits.append(suit)
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for toon in self.toons:
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self.activeToons.append(toon)
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self.sendEarnedExperience(toon)
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self.d_setMembers()
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self.b_setState('WaitForInput')
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def localMovieDone(self, needUpdate, deadToons, deadSuits, lastActiveSuitDied):
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self.timer.stop()
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self.resumeNeedUpdate = needUpdate
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self.resumeDeadToons = deadToons
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self.resumeDeadSuits = deadSuits
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self.resumeLastActiveSuitDied = lastActiveSuitDied
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if len(self.toons) == 0:
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self.d_setMembers()
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self.b_setState('Resume')
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else:
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totalHp = 0
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for suit in self.suits:
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if suit.currHP > 0:
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totalHp += suit.currHP
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continue
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self.roundCallback(self.activeToons, totalHp, deadSuits)
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def __goToResumeState(self, task):
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self.b_setState('Resume')
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def resume(self, currentFloor=0, topFloor=0):
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if len(self.suits) == 0:
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self.d_setMembers()
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self.suitsKilledPerFloor.append(self.suitsKilledThisBattle)
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if topFloor == 0:
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self.b_setState('Reward')
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else:
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for floorNum, cogsThisFloor in enumerate(self.suitsKilledPerFloor):
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for toonId in self.activeToons:
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toon = self.getToon(toonId)
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if toon:
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(recovered, notRecovered) = self.air.questManager.recoverItems(toon, cogsThisFloor, self.zoneId)
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self.toonItems[toonId][0].extend(recovered)
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self.toonItems[toonId][1].extend(notRecovered)
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meritArray = self.air.promotionMgr.recoverMerits(toon, cogsThisFloor, self.zoneId, getCreditMultiplier(floorNum))
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if toonId in self.helpfulToons:
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self.toonMerits[toonId] = addListsByValue(self.toonMerits[toonId], meritArray)
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else:
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self.notify.debug('toon %d not helpful, skipping merits' % toonId)
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self.d_setBattleExperience()
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self.b_setState('BuildingReward')
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elif self.resumeNeedUpdate == 1:
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self.d_setMembers()
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if len(self.resumeDeadSuits) > 0 or self.resumeLastActiveSuitDied == 0 or len(self.resumeDeadToons) > 0:
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self.needAdjust = 1
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self.setState('WaitForJoin')
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self.resumeNeedUpdate = 0
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self.resumeDeadToons = []
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self.resumeDeadSuits = []
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self.resumeLastActiveSuitDied = 0
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def enterReservesJoining(self, ts=0):
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return None
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def exitReservesJoining(self, ts=0):
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return None
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def enterReward(self):
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self.timer.startCallback(FLOOR_REWARD_TIMEOUT, self.serverRewardDone)
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def exitReward(self):
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self.timer.stop()
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def enterBuildingReward(self):
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self.resetResponses()
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self.assignRewards()
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self.timer.startCallback(BUILDING_REWARD_TIMEOUT, self.serverRewardDone)
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def exitBuildingReward(self):
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self.exitResume()
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pass
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def enterResume(self):
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DistributedBattleBaseAI.DistributedBattleBaseAI.enterResume(self)
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self.finishCallback(self.zoneId, self.activeToons)
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def exitResume(self):
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DistributedBattleBaseAI.DistributedBattleBaseAI.exitResume(self)
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taskName = self.taskName('finish')
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taskMgr.remove(taskName)
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