mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-11-01 01:07:54 +00:00
233 lines
9.9 KiB
Python
233 lines
9.9 KiB
Python
from direct.directnotify import DirectNotifyGlobal
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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 SuitBattleGlobals
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from otp.avatar import Emote
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from toontown.chat.ChatGlobals import *
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from toontown.distributed import DelayDelete
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from toontown.nametag import NametagGlobals
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from toontown.toonbase import ToontownBattleGlobals
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class DistributedBattle(DistributedBattleBase.DistributedBattleBase):
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notify = DirectNotifyGlobal.directNotify.newCategory('DistributedBattle')
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camFOFov = ToontownBattleGlobals.BattleCamFaceOffFov
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camFOPos = ToontownBattleGlobals.BattleCamFaceOffPos
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PlayGameSetPlaceEvent = 'playGameSetPlace'
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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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def generate(self):
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DistributedBattleBase.DistributedBattleBase.generate(self)
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def announceGenerate(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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self.ignore(self.PlayGameSetPlaceEvent)
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def delete(self):
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DistributedBattleBase.DistributedBattleBase.delete(self)
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self.ignore(self.PlayGameSetPlaceEvent)
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self.removeCollisionData()
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def setInteractivePropTrackBonus(self, trackBonus):
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DistributedBattleBase.DistributedBattleBase.setInteractivePropTrackBonus(self, trackBonus)
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if self.interactivePropTrackBonus >= 0:
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if base.cr.playGame.hood:
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self.calcInteractiveProp()
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else:
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self.acceptOnce(self.PlayGameSetPlaceEvent, self.calcInteractiveProp)
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def calcInteractiveProp(self):
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if base.cr.playGame.hood:
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loader = base.cr.playGame.hood.loader
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if hasattr(loader, 'getInteractiveProp'):
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self.interactiveProp = loader.getInteractiveProp(self.zoneId)
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self.notify.debug('self.interactiveProp = %s' % self.interactiveProp)
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else:
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self.notify.warning('no loader.getInteractiveProp self.interactiveProp is None')
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else:
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self.notify.warning('no hood self.interactiveProp is None')
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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 __faceOff(self, ts, name, callback):
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if len(self.suits) == 0:
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self.notify.warning('__faceOff(): no suits.')
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return
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if len(self.toons) == 0:
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self.notify.warning('__faceOff(): no toons.')
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return
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suit = self.suits[0]
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point = self.suitPoints[0][0]
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suitPos = point[0]
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suitHpr = VBase3(point[1], 0.0, 0.0)
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toon = self.toons[0]
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point = self.toonPoints[0][0]
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toonPos = point[0]
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toonHpr = VBase3(point[1], 0.0, 0.0)
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p = toon.getPos(self)
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toon.setPos(self, p[0], p[1], 0.0)
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toon.setShadowHeight(0)
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suit.setState('Battle')
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suitTrack = Sequence()
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toonTrack = Sequence()
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suitTrack.append(Func(suit.loop, 'neutral'))
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suitTrack.append(Func(suit.headsUp, toon))
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taunt = SuitBattleGlobals.getFaceoffTaunt(suit.getStyleName(), suit.doId)
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suitTrack.append(Func(suit.setChatAbsolute, taunt, CFSpeech | CFTimeout))
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toonTrack.append(Func(toon.loop, 'neutral'))
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toonTrack.append(Func(toon.headsUp, suit))
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suitHeight = suit.getHeight()
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suitOffsetPnt = Point3(0, 0, suitHeight)
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faceoffTime = self.calcFaceoffTime(self.getPos(), self.initialSuitPos)
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faceoffTime = max(faceoffTime, BATTLE_SMALL_VALUE)
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delay = FACEOFF_TAUNT_T
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if self.hasLocalToon():
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MidTauntCamHeight = suitHeight * 0.66
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MidTauntCamHeightLim = suitHeight - 1.8
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if MidTauntCamHeight < MidTauntCamHeightLim:
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MidTauntCamHeight = MidTauntCamHeightLim
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TauntCamY = 16
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TauntCamX = random.choice((-5, 5))
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TauntCamHeight = random.choice((MidTauntCamHeight, 1, 11))
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camTrack = Sequence()
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camTrack.append(Func(camera.wrtReparentTo, suit))
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camTrack.append(Func(base.camLens.setMinFov, self.camFOFov/(4./3.)))
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camTrack.append(Func(camera.setPos, TauntCamX, TauntCamY, TauntCamHeight))
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camTrack.append(Func(camera.lookAt, suit, suitOffsetPnt))
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camTrack.append(Wait(delay))
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camTrack.append(Func(base.camLens.setMinFov, self.camFov/(4./3.)))
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camTrack.append(Func(camera.wrtReparentTo, self))
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camTrack.append(Func(camera.setPos, self.camFOPos))
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camTrack.append(Func(camera.lookAt, suit.getPos(self)))
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camTrack.append(Wait(faceoffTime))
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if self.interactiveProp:
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camTrack.append(Func(camera.lookAt, self.interactiveProp.node.getPos(self)))
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camTrack.append(Wait(FACEOFF_LOOK_AT_PROP_T))
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suitTrack.append(Wait(delay))
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toonTrack.append(Wait(delay))
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suitTrack.append(Func(suit.headsUp, self, suitPos))
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suitTrack.append(Func(suit.clearChat))
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toonTrack.append(Func(toon.headsUp, self, toonPos))
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suitTrack.append(Func(suit.loop, 'walk'))
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suitTrack.append(LerpPosInterval(suit, faceoffTime, suitPos, other=self))
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suitTrack.append(Func(suit.loop, 'neutral'))
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suitTrack.append(Func(suit.setHpr, self, suitHpr))
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toonTrack.append(Func(toon.loop, 'run'))
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toonTrack.append(LerpPosInterval(toon, faceoffTime, toonPos, other=self))
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toonTrack.append(Func(toon.loop, 'neutral'))
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toonTrack.append(Func(toon.setHpr, self, toonHpr))
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if base.localAvatar == toon:
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soundTrack = Sequence(Wait(delay), SoundInterval(base.localAvatar.soundRun, loop=1, duration=faceoffTime, node=base.localAvatar))
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else:
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soundTrack = Wait(delay + faceoffTime)
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mtrack = Parallel(suitTrack, toonTrack, soundTrack)
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if self.hasLocalToon():
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NametagGlobals.setWant2dNametags(False)
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mtrack = Parallel(mtrack, camTrack)
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done = Func(callback)
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track = Sequence(mtrack, done, name=name)
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track.delayDeletes = [DelayDelete.DelayDelete(toon, '__faceOff'), DelayDelete.DelayDelete(suit, '__faceOff')]
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track.start(ts)
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self.storeInterval(track, name)
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def enterFaceOff(self, ts):
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self.notify.debug('enterFaceOff()')
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self.delayDeleteMembers()
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if len(self.toons) > 0 and base.localAvatar == self.toons[0]:
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Emote.globalEmote.disableAll(self.toons[0], 'dbattle, enterFaceOff')
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self.__faceOff(ts, self.faceOffName, self.__handleFaceOffDone)
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if self.interactiveProp:
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self.interactiveProp.gotoFaceoff()
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def __handleFaceOffDone(self):
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self.notify.debug('FaceOff done')
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if len(self.toons) > 0 and base.localAvatar == self.toons[0]:
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self.d_faceOffDone(base.localAvatar.doId)
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def exitFaceOff(self):
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self.notify.debug('exitFaceOff()')
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if len(self.toons) > 0 and base.localAvatar == self.toons[0]:
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Emote.globalEmote.releaseAll(self.toons[0], 'dbattle exitFaceOff')
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self.finishInterval(self.faceOffName)
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self.clearInterval(self.faceOffName)
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self._removeMembersKeep()
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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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Emote.globalEmote.disableAll(base.localAvatar, 'dbattle, enterReward')
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if self.hasLocalToon():
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NametagGlobals.setWant2dNametags(False)
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if self.localToonActive() == 0:
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self.removeInactiveLocalToon(base.localAvatar)
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for toon in self.toons:
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toon.startSmooth()
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self.accept('resumeAfterReward', self.handleResumeAfterReward)
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if self.interactiveProp:
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self.interactiveProp.gotoVictory()
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self.playReward(ts)
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def playReward(self, ts):
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self.movie.playReward(ts, self.uniqueName('reward'), self.handleRewardDone)
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def handleRewardDone(self):
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self.notify.debug('Reward done')
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if self.hasLocalToon():
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self.d_rewardDone(base.localAvatar.doId)
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self.movie.resetReward()
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messenger.send('resumeAfterReward')
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def handleResumeAfterReward(self):
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self.fsm.request('Resume')
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def exitReward(self):
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self.notify.debug('exitReward()')
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self.ignore('resumeAfterReward')
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self.movie.resetReward(finish=1)
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self._removeMembersKeep()
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NametagGlobals.setWant2dNametags(True)
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Emote.globalEmote.releaseAll(base.localAvatar, 'dbattle, exitReward')
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def enterResume(self, ts = 0):
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self.notify.debug('enterResume()')
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if self.hasLocalToon():
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self.removeLocalToon()
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if self.interactiveProp:
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self.interactiveProp.requestIdleOrSad()
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def exitResume(self):
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pass
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def enterNoLocalToon(self):
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self.notify.debug('enterNoLocalToon()')
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self.enableCollision()
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def exitNoLocalToon(self):
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self.disableCollision()
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def enterWaitForServer(self):
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self.notify.debug('enterWaitForServer()')
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def exitWaitForServer(self):
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pass
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