mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-26 21:22:27 -06:00
669 lines
27 KiB
Python
Executable file
669 lines
27 KiB
Python
Executable file
import DoorTypes
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import FADoorCodes
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from direct.directnotify import DirectNotifyGlobal
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from direct.distributed import DistributedObject
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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.interval.IntervalGlobal import *
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from direct.task.Task import Task
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from pandac.PandaModules import *
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from toontown.distributed import DelayDelete
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from toontown.distributed.DelayDeletable import DelayDeletable
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from toontown.hood import ZoneUtil
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from toontown.suit import Suit
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from toontown.toonbase.ToonBaseGlobal import *
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from toontown.toontowngui import TTDialog
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from toontown.nametag.NametagGroup import NametagGroup
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from toontown.nametag.Nametag import Nametag
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class DistributedDoor(DistributedObject.DistributedObject, DelayDeletable):
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def __init__(self, cr):
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DistributedObject.DistributedObject.__init__(self, cr)
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self.openSfx = base.loadSfx('phase_3.5/audio/sfx/Door_Open_1.ogg')
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self.closeSfx = base.loadSfx('phase_3.5/audio/sfx/Door_Close_1.ogg')
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self.nametag = None
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self.fsm = ClassicFSM.ClassicFSM(
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'DistributedDoor_right',
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[
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State.State('off', self.enterOff, self.exitOff,
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['closing', 'closed', 'opening', 'open']),
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State.State('closing', self.enterClosing, self.exitClosing,
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['closed', 'opening']),
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State.State('closed', self.enterClosed, self.exitClosed,
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['opening']),
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State.State('opening', self.enterOpening, self.exitOpening,
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['open']),
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State.State('open', self.enterOpen, self.exitOpen,
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['closing', 'open'])
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], 'off', 'off')
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self.fsm.enterInitialState()
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self.exitDoorFSM = ClassicFSM.ClassicFSM(
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'DistributedDoor_left',
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[
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State.State('off', self.exitDoorEnterOff, self.exitDoorExitOff,
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['closing', 'closed', 'opening', 'open']),
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State.State('closing', self.exitDoorEnterClosing, self.exitDoorExitClosing,
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['closed', 'opening']),
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State.State('closed', self.exitDoorEnterClosed, self.exitDoorExitClosed,
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['opening']),
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State.State('opening', self.exitDoorEnterOpening, self.exitDoorExitOpening,
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['open']),
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State.State('open', self.exitDoorEnterOpen, self.exitDoorExitOpen,
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['closing', 'open'])
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], 'off', 'off')
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self.exitDoorFSM.enterInitialState()
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self.specialDoorTypes = {
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DoorTypes.EXT_HQ: 0,
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DoorTypes.EXT_COGHQ: 0,
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DoorTypes.INT_COGHQ: 0,
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DoorTypes.EXT_KS: 0,
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DoorTypes.INT_KS: 0 }
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self.doorX = 1.5
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def generate(self):
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DistributedObject.DistributedObject.generate(self)
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self.avatarTracks = []
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self.avatarExitTracks = []
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self.avatarIDList = []
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self.avatarExitIDList = []
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self.doorTrack = None
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self.doorExitTrack = None
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def disable(self):
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self.clearNametag()
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taskMgr.remove(self.checkIsDoorHitTaskName())
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self.ignore(self.getEnterTriggerEvent())
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self.ignore(self.getExitTriggerEvent())
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self.ignore('clearOutToonInterior')
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self.fsm.request('off')
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self.exitDoorFSM.request('off')
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if hasattr(self, 'building'):
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del self.building
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self.finishAllTracks()
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self.avatarIDList = []
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self.avatarExitIDList = []
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if hasattr(self, 'tempDoorNodePath'):
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self.tempDoorNodePath.removeNode()
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del self.tempDoorNodePath
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DistributedObject.DistributedObject.disable(self)
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def delete(self):
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del self.fsm
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del self.exitDoorFSM
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del self.openSfx
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del self.closeSfx
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DistributedObject.DistributedObject.delete(self)
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def wantsNametag(self):
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return not ZoneUtil.isInterior(self.zoneId)
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def setupNametag(self):
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if not self.wantsNametag():
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return
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if self.doorIndex != 0:
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return
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if self.nametag == None:
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self.nametag = NametagGroup()
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self.nametag.setNametag3d(None)
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self.nametag.setFont(ToontownGlobals.getBuildingNametagFont())
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if TTLocalizer.BuildingNametagShadow:
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self.nametag.setShadow(*TTLocalizer.BuildingNametagShadow)
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self.nametag.hideChat()
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self.nametag.hideThought()
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nametagColor = NametagGlobals.NametagColors[NametagGlobals.CCToonBuilding]
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self.nametag.setNametagColor(nametagColor)
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self.nametag.setActive(False)
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self.nametag.setAvatar(self.getDoorNodePath())
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name = self.cr.playGame.dnaStore.getTitleFromBlockNumber(self.block)
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self.nametag.setText(name)
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self.nametag.manage(base.marginManager)
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self.nametag.updateAll()
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def clearNametag(self):
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if self.nametag is not None:
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self.nametag.unmanage(base.marginManager)
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self.nametag.setAvatar(NodePath())
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self.nametag = None
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def getTriggerName(self):
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if (self.doorType == DoorTypes.INT_HQ) or (self.doorType in self.specialDoorTypes):
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return 'door_trigger_' + str(self.block) + '_' + str(self.doorIndex)
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else:
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return 'door_trigger_' + str(self.block)
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def getTriggerName_wip(self):
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name = 'door_trigger_%d' % (self.doId,)
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return name
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def getEnterTriggerEvent(self):
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return 'enter' + self.getTriggerName()
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def getExitTriggerEvent(self):
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return 'exit' + self.getTriggerName()
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def hideDoorParts(self):
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if self.doorType in self.specialDoorTypes:
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self.hideIfHasFlat(self.findDoorNode('rightDoor'))
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self.hideIfHasFlat(self.findDoorNode('leftDoor'))
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try:
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self.findDoorNode('doorFrameHoleRight').hide()
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self.findDoorNode('doorFrameHoleLeft').hide()
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except:
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pass
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def setTriggerName(self):
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if self.doorType in self.specialDoorTypes or self.doorType == DoorTypes.INT_HQ:
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building = self.getBuilding()
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doorTrigger = building.find('**/door_' + str(self.doorIndex) + '/**/door_trigger*')
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try:
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doorTrigger.setName(self.getTriggerName())
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except:
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pass
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def setTriggerName_wip(self):
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building = self.getBuilding()
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doorTrigger = building.find('**/door_%d/**/door_trigger_%d' % (self.doorIndex, self.block))
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if doorTrigger.isEmpty():
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doorTrigger = building.find('**/door_trigger_%d' % (self.block,))
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if doorTrigger.isEmpty():
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doorTrigger = building.find('**/door_%d/**/door_trigger_*' % (self.doorIndex,))
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if doorTrigger.isEmpty():
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doorTrigger = building.find('**/door_trigger_*')
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doorTrigger.node().setName(self.getTriggerName())
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def setZoneIdAndBlock(self, zoneId, block):
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self.zoneId = zoneId
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self.block = block
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def setDoorType(self, doorType):
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self.notify.debug('Door type = ' + str(doorType) + ' on door #' + str(self.doId))
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self.doorType = doorType
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def setDoorIndex(self, doorIndex):
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self.doorIndex = doorIndex
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def setSwing(self, flags):
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self.leftSwing = flags & 1 != 0
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self.rightSwing = flags & 2 != 0
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def setOtherZoneIdAndDoId(self, zoneId, distributedObjectID):
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self.otherZoneId = zoneId
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self.otherDoId = distributedObjectID
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def setState(self, state, timestamp):
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self.fsm.request(state, [globalClockDelta.localElapsedTime(timestamp)])
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def setExitDoorState(self, state, timestamp):
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self.exitDoorFSM.request(state, [globalClockDelta.localElapsedTime(timestamp)])
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def announceGenerate(self):
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DistributedObject.DistributedObject.announceGenerate(self)
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self.doPostAnnounceGenerate()
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def doPostAnnounceGenerate(self):
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flatDoorTypes = [DoorTypes.INT_STANDARD, DoorTypes.INT_HQ]
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if self.doorType in flatDoorTypes:
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self.bHasFlat = True
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else:
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self.bHasFlat = not self.findDoorNode('door*flat', True).isEmpty()
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self.hideDoorParts()
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self.setTriggerName()
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# Check if we are dealing with a DDL HQ door...
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if self.doorType == DoorTypes.EXT_HQ and \
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ZoneUtil.getHoodId(self.zoneId) == ToontownGlobals.DonaldsDreamland:
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# Get the doorTrigger...
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building = self.getBuilding()
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doorTrigger = building.find('**/%s' % self.getTriggerName())
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# Check if the doorTrigger hasn't been 'fixed' already...
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if not doorTrigger.getTag('fixed'):
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# Reposition the doorTrigger based on its index...
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if self.doorIndex == 0:
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doorTrigger.setY(doorTrigger, 0.25)
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else:
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doorTrigger.setY(doorTrigger, -0.25)
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# We are done :) Tag the door as fixed.
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doorTrigger.setTag('fixed', 'true')
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self.accept(self.getEnterTriggerEvent(), self.doorTrigger)
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self.acceptOnce('clearOutToonInterior', self.doorTrigger)
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self.setupNametag()
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def getBuilding(self):
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if not hasattr(self, 'building'):
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if self.doorType == DoorTypes.INT_STANDARD:
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door = render.find('**/leftDoor;+s')
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self.building = door.getParent()
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elif self.doorType == DoorTypes.INT_HQ:
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door = render.find('**/door_0')
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self.building = door.getParent()
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elif self.doorType == DoorTypes.INT_KS:
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self.building = render.find('**/KartShop_Interior*')
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elif self.doorType == DoorTypes.EXT_STANDARD or self.doorType == DoorTypes.EXT_HQ or self.doorType == DoorTypes.EXT_KS:
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self.building = self.cr.playGame.hood.loader.geom.find('**/??' + str(self.block) + ':*_landmark_*_DNARoot;+s')
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if self.building.isEmpty():
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self.building = self.cr.playGame.hood.loader.geom.find('**/??' + str(self.block) + ':animated_building_*_DNARoot;+s')
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elif self.doorType == DoorTypes.EXT_COGHQ or self.doorType == DoorTypes.INT_COGHQ:
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self.building = self.cr.playGame.hood.loader.geom
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else:
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self.notify.error('No such door type as ' + str(self.doorType))
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return self.building
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def getBuilding_wip(self):
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if not hasattr(self, 'building'):
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if hasattr(self, 'block'):
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self.building = self.cr.playGame.hood.loader.geom.find('**/??' + str(self.block) + ':*_landmark_*_DNARoot;+s')
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else:
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self.building = self.cr.playGame.hood.loader.geom
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return self.building
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def readyToExit(self):
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base.transitions.fadeScreen(1.0)
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self.sendUpdate('requestExit')
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def avatarEnterDoorTrack(self, avatar, duration):
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trackName = 'avatarEnterDoor-%d-%d' % (self.doId, avatar.doId)
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track = Parallel(name = trackName)
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otherNP = self.getDoorNodePath()
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if hasattr(avatar, 'stopSmooth'):
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avatar.stopSmooth()
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if avatar.doId == base.localAvatar.doId:
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track.append(LerpPosHprInterval(nodePath = camera, other = avatar, duration = duration, pos = Point3(0, -8, avatar.getHeight()), hpr = VBase3(0, 0, 0), blendType = 'easeInOut'))
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finalPos = avatar.getParent().getRelativePoint(otherNP, Point3(self.doorX, 2, ToontownGlobals.FloorOffset))
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moveHere = Sequence(self.getAnimStateInterval(avatar, 'walk'), LerpPosInterval(nodePath = avatar, duration = duration, pos = finalPos, blendType = 'easeIn'))
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track.append(moveHere)
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if avatar.doId == base.localAvatar.doId:
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track.append(Sequence(Wait(duration * 0.5), Func(base.transitions.irisOut, duration * 0.5), Wait(duration * 0.5), Func(avatar.b_setParent, ToontownGlobals.SPHidden)))
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track.delayDelete = DelayDelete.DelayDelete(avatar, 'avatarEnterDoorTrack')
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return track
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def avatarEnqueueTrack(self, avatar, duration):
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if hasattr(avatar, 'stopSmooth'):
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avatar.stopSmooth()
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back = -5.0 - 2.0 * len(self.avatarIDList)
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if back < -9.0:
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back = -9.0
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offset = Point3(self.doorX, back, ToontownGlobals.FloorOffset)
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otherNP = self.getDoorNodePath()
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walkLike = ActorInterval(avatar, 'walk', startTime = 1, duration = duration, endTime = 0.0001)
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standHere = Sequence(LerpPosHprInterval(nodePath = avatar, other = otherNP, duration = duration, pos = offset, hpr = VBase3(0, 0, 0), blendType = 'easeInOut'), self.getAnimStateInterval(avatar, 'neutral'))
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trackName = 'avatarEnqueueDoor-%d-%d' % (self.doId, avatar.doId)
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track = Parallel(walkLike, standHere, name = trackName)
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track.delayDelete = DelayDelete.DelayDelete(avatar, 'avatarEnqueueTrack')
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return track
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def getAnimStateInterval(self, avatar, animName):
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isSuit = isinstance(avatar, Suit.Suit)
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if isSuit:
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return Func(avatar.loop, animName, 0)
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else:
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return Func(avatar.setAnimState, animName)
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def isDoorHit(self):
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vec = base.localAvatar.getRelativeVector(self.currentDoorNp, self.currentDoorVec)
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netScale = self.currentDoorNp.getNetTransform().getScale()
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yToTest = vec.getY() / netScale[1]
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return yToTest
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def enterDoor(self):
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messenger.send('DistributedDoor_doorTrigger')
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self.sendUpdate('requestEnter')
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def checkIsDoorHitTaskName(self):
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return 'checkIsDoorHit' + self.getTriggerName()
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def checkIsDoorHitTask(self, task):
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if self.isDoorHit():
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self.ignore(self.checkIsDoorHitTaskName())
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self.ignore(self.getExitTriggerEvent())
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self.enterDoor()
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return Task.done
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return Task.cont
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def cancelCheckIsDoorHitTask(self, args):
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taskMgr.remove(self.checkIsDoorHitTaskName())
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del self.currentDoorNp
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del self.currentDoorVec
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self.ignore(self.getExitTriggerEvent())
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self.accept(self.getEnterTriggerEvent(), self.doorTrigger)
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def doorTrigger(self, args=None):
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self.ignore(self.getEnterTriggerEvent())
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if args == None:
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self.enterDoor()
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else:
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self.currentDoorNp = NodePath(args.getIntoNodePath())
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self.currentDoorVec = Vec3(args.getSurfaceNormal(self.currentDoorNp))
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if self.isDoorHit():
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self.enterDoor()
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else:
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self.accept(self.getExitTriggerEvent(), self.cancelCheckIsDoorHitTask)
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taskMgr.add(self.checkIsDoorHitTask, self.checkIsDoorHitTaskName())
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def avatarEnter(self, avatarID):
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avatar = self.cr.doId2do.get(avatarID, None)
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if avatar:
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avatar.setAnimState('neutral')
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track = self.avatarEnqueueTrack(avatar, 0.5)
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track.start()
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self.avatarTracks.append(track)
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self.avatarIDList.append(avatarID)
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def rejectEnter(self, reason):
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message = FADoorCodes.reasonDict[reason]
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if message:
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self.__faRejectEnter(message)
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else:
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self.__basicRejectEnter()
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def __basicRejectEnter(self):
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self.accept(self.getEnterTriggerEvent(), self.doorTrigger)
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if self.cr.playGame.getPlace():
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self.cr.playGame.getPlace().setState('walk')
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def __faRejectEnter(self, message):
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self.rejectDialog = TTDialog.TTGlobalDialog(message = message, doneEvent = 'doorRejectAck', style = TTDialog.Acknowledge)
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self.rejectDialog.show()
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self.rejectDialog.delayDelete = DelayDelete.DelayDelete(self, '__faRejectEnter')
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event = 'clientCleanup'
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self.acceptOnce(event, self.__handleClientCleanup)
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base.cr.playGame.getPlace().setState('stopped')
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self.acceptOnce('doorRejectAck', self.__handleRejectAck)
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self.acceptOnce('stoppedAsleep', self.__handleFallAsleepDoor)
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def __handleClientCleanup(self):
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if hasattr(self, 'rejectDialog') and self.rejectDialog:
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self.rejectDialog.doneStatus = 'ok'
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self.__handleRejectAck()
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def __handleFallAsleepDoor(self):
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self.rejectDialog.doneStatus = 'ok'
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self.__handleRejectAck()
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def __handleRejectAck(self):
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self.ignore('doorRejectAck')
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self.ignore('stoppedAsleep')
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self.ignore('clientCleanup')
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doneStatus = self.rejectDialog.doneStatus
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if doneStatus != 'ok':
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self.notify.error('Unrecognized doneStatus: ' + str(doneStatus))
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self.__basicRejectEnter()
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self.rejectDialog.delayDelete.destroy()
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self.rejectDialog.cleanup()
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del self.rejectDialog
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def getDoorNodePath(self):
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if self.doorType == DoorTypes.INT_STANDARD:
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otherNP = render.find('**/door_origin')
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elif self.doorType == DoorTypes.EXT_STANDARD:
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otherNP = self.getBuilding().find('**/*door_origin')
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elif self.doorType in self.specialDoorTypes:
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building = self.getBuilding()
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otherNP = building.find('**/door_origin_' + str(self.doorIndex))
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elif self.doorType == DoorTypes.INT_HQ:
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otherNP = render.find('**/door_origin_' + str(self.doorIndex))
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else:
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self.notify.error('No such door type as ' + str(self.doorType))
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return otherNP
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def avatarExitTrack(self, avatar, duration):
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if hasattr(avatar, 'stopSmooth'):
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avatar.stopSmooth()
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otherNP = self.getDoorNodePath()
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trackName = 'avatarExitDoor-%d-%d' % (self.doId, avatar.doId)
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track = Sequence(name=trackName)
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track.append(self.getAnimStateInterval(avatar, 'walk'))
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track.append(
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PosHprInterval(
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avatar, Point3(-self.doorX, 0, ToontownGlobals.FloorOffset),
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VBase3(179, 0, 0), other=otherNP
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)
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)
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track.append(Func(avatar.setParent, ToontownGlobals.SPRender))
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if avatar.doId == base.localAvatar.doId:
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track.append(
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PosHprInterval(
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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()
|