mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-26 21:22:27 -06:00
200 lines
7.6 KiB
Python
Executable file
200 lines
7.6 KiB
Python
Executable file
from direct.actor import Actor
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from direct.directnotify import DirectNotifyGlobal
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from direct.fsm import State
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from direct.interval.IntervalGlobal import *
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from pandac.PandaModules import *
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import random
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from BattleBase import *
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import DistributedBattleBase
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import MovieUtil
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import SuitBattleGlobals
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from toontown.distributed import DelayDelete
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from toontown.nametag import NametagGlobals
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from toontown.suit import Suit
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from toontown.toonbase import ToontownBattleGlobals
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from toontown.toonbase import ToontownGlobals
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class DistributedBattleFinal(DistributedBattleBase.DistributedBattleBase):
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notify = DirectNotifyGlobal.directNotify.newCategory('DistributedBattleFinal')
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def __init__(self, cr):
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townBattle = cr.playGame.hood.loader.townBattle
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DistributedBattleBase.DistributedBattleBase.__init__(self, cr, townBattle)
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self.setupCollisions(self.uniqueBattleName('battle-collide'))
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self.bossCog = None
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self.bossCogRequest = None
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self.streetBattle = 0
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self.joiningSuitsName = self.uniqueBattleName('joiningSuits')
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self.fsm.addState(State.State('ReservesJoining', self.enterReservesJoining, self.exitReservesJoining, ['WaitForJoin']))
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offState = self.fsm.getStateNamed('Off')
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offState.addTransition('ReservesJoining')
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waitForJoinState = self.fsm.getStateNamed('WaitForJoin')
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waitForJoinState.addTransition('ReservesJoining')
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playMovieState = self.fsm.getStateNamed('PlayMovie')
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playMovieState.addTransition('ReservesJoining')
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return
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def generate(self):
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DistributedBattleBase.DistributedBattleBase.generate(self)
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def disable(self):
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DistributedBattleBase.DistributedBattleBase.disable(self)
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base.cr.relatedObjectMgr.abortRequest(self.bossCogRequest)
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self.bossCogRequest = None
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self.bossCog = None
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return
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def delete(self):
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DistributedBattleBase.DistributedBattleBase.delete(self)
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self.removeCollisionData()
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def setBossCogId(self, bossCogId):
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self.bossCogId = bossCogId
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if bossCogId in base.cr.doId2do:
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tempBossCog = base.cr.doId2do[bossCogId]
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self.__gotBossCog([tempBossCog])
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else:
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self.notify.debug('doing relatedObjectMgr.request for bossCog')
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self.bossCogRequest = base.cr.relatedObjectMgr.requestObjects([bossCogId], allCallback=self.__gotBossCog)
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def __gotBossCog(self, bossCogList):
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self.bossCogRequest = None
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self.bossCog = bossCogList[0]
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currStateName = self.localToonFsm.getCurrentState().getName()
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if currStateName == 'NoLocalToon' and self.bossCog.hasLocalToon():
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self.enableCollision()
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return
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def setBattleNumber(self, battleNumber):
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self.battleNumber = battleNumber
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def setBattleSide(self, battleSide):
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self.battleSide = battleSide
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def setMembers(self, suits, suitsJoining, suitsPending, suitsActive, suitsLured, suitTraps, toons, toonsJoining, toonsPending, toonsActive, toonsRunning, timestamp):
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if self.battleCleanedUp():
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return
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oldtoons = DistributedBattleBase.DistributedBattleBase.setMembers(self, suits, suitsJoining, suitsPending, suitsActive, suitsLured, suitTraps, toons, toonsJoining, toonsPending, toonsActive, toonsRunning, timestamp)
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if len(self.toons) == 4 and len(oldtoons) < 4:
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self.notify.debug('setMembers() - battle is now full of toons')
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self.closeBattleCollision()
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elif len(self.toons) < 4 and len(oldtoons) == 4:
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self.openBattleCollision()
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def makeSuitJoin(self, suit, ts):
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self.notify.debug('makeSuitJoin(%d)' % suit.doId)
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self.joiningSuits.append(suit)
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if self.hasLocalToon():
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self.d_joinDone(base.localAvatar.doId, suit.doId)
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def showSuitsJoining(self, suits, ts, name, callback):
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if self.bossCog == None:
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return
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if self.battleSide:
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openDoor = Func(self.bossCog.doorB.request, 'open')
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closeDoor = Func(self.bossCog.doorB.request, 'close')
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else:
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openDoor = Func(self.bossCog.doorA.request, 'open')
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closeDoor = Func(self.bossCog.doorA.request, 'close')
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suitTrack = Parallel()
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delay = 0
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for suit in suits:
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suit.setState('Battle')
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if suit.dna.dept == 'l':
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suit.reparentTo(self.bossCog)
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suit.setPos(0, 0, 0)
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suit.setPos(self.bossCog, 0, 0, 0)
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suit.headsUp(self)
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suit.setScale(3.8 / suit.height)
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if suit in self.joiningSuits:
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i = len(self.pendingSuits) + self.joiningSuits.index(suit)
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destPos, h = self.suitPendingPoints[i]
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destHpr = VBase3(h, 0, 0)
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else:
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destPos, destHpr = self.getActorPosHpr(suit, self.suits)
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suitTrack.append(Track((delay, self.createAdjustInterval(suit, destPos, destHpr)), (delay + 1.5, suit.scaleInterval(1.5, 1))))
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delay += 1
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if self.hasLocalToon() and hasattr(base, 'camera') and base.camera is not None:
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base.camera.reparentTo(self)
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if random.choice([0, 1]):
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base.camera.setPosHpr(20, -4, 7, 60, 0, 0)
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else:
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base.camera.setPosHpr(-20, -4, 7, -60, 0, 0)
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done = Func(callback)
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track = Sequence(openDoor, suitTrack, closeDoor, done, name=name)
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track.start(ts)
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self.storeInterval(track, name)
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return
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def __playReward(self, ts, callback):
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toonTracks = Parallel()
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for toon in self.toons:
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toonTracks.append(Sequence(Func(toon.loop, 'victory'), Wait(FLOOR_REWARD_TIMEOUT), Func(toon.loop, 'neutral')))
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name = self.uniqueName('floorReward')
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track = Sequence(toonTracks, name=name)
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if self.hasLocalToon():
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base.camera.setPos(0, 0, 1)
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base.camera.setHpr(180, 10, 0)
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track += [self.bossCog.makeEndOfBattleMovie(self.hasLocalToon()), Func(callback)]
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self.storeInterval(track, name)
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track.start(ts)
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def enterReward(self, ts):
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self.notify.debug('enterReward()')
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self.disableCollision()
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self.delayDeleteMembers()
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self.__playReward(ts, self.__handleFloorRewardDone)
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return None
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def __handleFloorRewardDone(self):
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return None
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def exitReward(self):
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self.notify.debug('exitReward()')
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self.clearInterval(self.uniqueName('floorReward'), finish=1)
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self._removeMembersKeep()
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NametagGlobals.setWant2dNametags(True)
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for toon in self.toons:
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toon.startSmooth()
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def enterResume(self, ts = 0):
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if self.hasLocalToon():
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self.removeLocalToon()
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self.fsm.requestFinalState()
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def exitResume(self):
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return None
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def enterReservesJoining(self, ts = 0):
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self.delayDeleteMembers()
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self.showSuitsJoining(self.joiningSuits, ts, self.joiningSuitsName, self.__reservesJoiningDone)
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def __reservesJoiningDone(self):
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self._removeMembersKeep()
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self.doneBarrier()
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def exitReservesJoining(self):
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self.clearInterval(self.joiningSuitsName)
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def enterNoLocalToon(self):
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self.notify.debug('enterNoLocalToon()')
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if self.bossCog != None and self.bossCog.hasLocalToon():
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self.enableCollision()
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else:
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self.disableCollision()
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return
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def exitNoLocalToon(self):
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self.disableCollision()
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return None
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def enterWaitForServer(self):
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self.notify.debug('enterWaitForServer()')
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return None
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def exitWaitForServer(self):
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return None
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