Poodletooth-iLand/toontown/building/DistributedBuilding.py
2015-03-26 22:48:23 -04:00

959 lines
41 KiB
Python

from pandac.PandaModules import *
from direct.distributed.ClockDelta import *
from direct.interval.IntervalGlobal import *
from direct.directtools.DirectGeometry import *
from ElevatorConstants import *
from ElevatorUtils import *
from SuitBuildingGlobals import *
from direct.gui.DirectGui import *
from pandac.PandaModules import *
from toontown.toonbase import ToontownGlobals
from direct.directnotify import DirectNotifyGlobal
from direct.fsm import ClassicFSM, State
from direct.distributed import DistributedObject
import random
from toontown.suit import SuitDNA
from toontown.toonbase import TTLocalizer
from toontown.distributed import DelayDelete
from toontown.toon import TTEmote
from otp.avatar import Emote
from toontown.hood import ZoneUtil
import sys
FO_DICT = {'s': 'tt_m_ara_cbe_fieldOfficeMoverShaker',
'l': 'tt_m_ara_cbe_fieldOfficeLegalEagle',
'm': 'tt_m_ara_cbe_fieldOfficeMoverShaker',
'c': 'tt_m_ara_cbe_fieldOfficeMoverShaker'}
class DistributedBuilding(DistributedObject.DistributedObject):
SUIT_INIT_HEIGHT = 125
TAKEOVER_SFX_PREFIX = 'phase_5/audio/sfx/'
def __init__(self, cr):
DistributedObject.DistributedObject.__init__(self, cr)
self.interactiveProp = None
self.suitDoorOrigin = None
self.elevatorModel = None
self.fsm = ClassicFSM.ClassicFSM('DistributedBuilding', [State.State('off', self.enterOff, self.exitOff, ['waitForVictors',
'waitForVictorsFromCogdo',
'becomingToon',
'becomingToonFromCogdo',
'toon',
'clearOutToonInterior',
'becomingSuit',
'suit',
'clearOutToonInteriorForCogdo',
'becomingCogdo',
'becomingCogdoFromCogdo',
'cogdo']),
State.State('waitForVictors', self.enterWaitForVictors, self.exitWaitForVictors, ['becomingToon']),
State.State('waitForVictorsFromCogdo', self.enterWaitForVictorsFromCogdo, self.exitWaitForVictorsFromCogdo, ['becomingToonFromCogdo', 'becomingCogdoFromCogdo']),
State.State('becomingToon', self.enterBecomingToon, self.exitBecomingToon, ['toon']),
State.State('becomingToonFromCogdo', self.enterBecomingToonFromCogdo, self.exitBecomingToonFromCogdo, ['toon']),
State.State('toon', self.enterToon, self.exitToon, ['clearOutToonInterior', 'clearOutToonInteriorForCogdo']),
State.State('clearOutToonInterior', self.enterClearOutToonInterior, self.exitClearOutToonInterior, ['becomingSuit']),
State.State('becomingSuit', self.enterBecomingSuit, self.exitBecomingSuit, ['suit']),
State.State('suit', self.enterSuit, self.exitSuit, ['waitForVictors', 'becomingToon']),
State.State('clearOutToonInteriorForCogdo', self.enterClearOutToonInteriorForCogdo, self.exitClearOutToonInteriorForCogdo, ['becomingCogdo']),
State.State('becomingCogdo', self.enterBecomingCogdo, self.exitBecomingCogdo, ['cogdo']),
State.State('becomingCogdoFromCogdo', self.enterBecomingCogdoFromCogdo, self.exitBecomingCogdoFromCogdo, ['cogdo']),
State.State('cogdo', self.enterCogdo, self.exitCogdo, ['waitForVictorsFromCogdo', 'becomingToonFromCogdo'])], 'off', 'off')
self.fsm.enterInitialState()
self.bossLevel = 0
self.transitionTrack = None
self.elevatorNodePath = None
self.victorList = [0,
0,
0,
0]
self.waitingMessage = None
self.cogDropSound = None
self.cogLandSound = None
self.cogSettleSound = None
self.cogWeakenSound = None
self.toonGrowSound = None
self.toonSettleSound = None
self.leftDoor = None
return
def generate(self):
DistributedObject.DistributedObject.generate(self)
self.mode = 'toon'
self.townTopLevel = self.cr.playGame.hood.loader.geom
def disable(self):
self.fsm.request('off')
del self.townTopLevel
self.stopTransition()
DistributedObject.DistributedObject.disable(self)
def delete(self):
if self.elevatorNodePath:
self.elevatorNodePath.removeNode()
del self.elevatorNodePath
del self.elevatorModel
if hasattr(self, 'cab'):
del self.cab
del self.leftDoor
del self.rightDoor
del self.suitDoorOrigin
self.cleanupSuitBuilding()
self.unloadSfx()
del self.fsm
DistributedObject.DistributedObject.delete(self)
def setBlock(self, block, interiorZoneId):
self.block = block
self.interiorZoneId = interiorZoneId
def setSuitData(self, suitTrack, difficulty, numFloors):
self.track = suitTrack
self.difficulty = difficulty
self.numFloors = numFloors
def setState(self, state, timestamp):
self.fsm.request(state, [globalClockDelta.localElapsedTime(timestamp)])
def getSuitElevatorNodePath(self):
if self.mode != 'suit':
self.setToSuit()
return self.elevatorNodePath
def getCogdoElevatorNodePath(self):
if self.mode != 'cogdo':
self.setToCogdo()
return self.elevatorNodePath
def getSuitDoorOrigin(self):
if self.mode != 'suit':
self.setToSuit()
return self.suitDoorOrigin
def getCogdoDoorOrigin(self):
if self.mode != 'cogdo':
self.setToCogdo()
return self.suitDoorOrigin
def getBossLevel(self):
return self.bossLevel
def setBossLevel(self, bossLevel):
self.bossLevel = bossLevel
def setVictorList(self, victorList):
self.victorList = victorList
def enterOff(self):
pass
def exitOff(self):
pass
def enterWaitForVictors(self, ts):
if self.mode != 'suit':
self.setToSuit()
victorCount = self.victorList.count(base.localAvatar.doId)
if victorCount == 1:
self.acceptOnce('insideVictorElevator', self.handleInsideVictorElevator)
camera.reparentTo(render)
camera.setPosHpr(self.elevatorNodePath, 0, -32.5, 9.4, 0, 348, 0)
base.camLens.setMinFov(52.0/(4./3.))
anyOthers = 0
for v in self.victorList:
if v != 0 and v != base.localAvatar.doId:
anyOthers = 1
if anyOthers:
self.waitingMessage = DirectLabel(text=TTLocalizer.BuildingWaitingForVictors, text_fg=VBase4(1, 1, 1, 1), text_align=TextNode.ACenter, relief=None, pos=(0, 0, 0.35), scale=0.1)
elif victorCount == 0:
pass
else:
self.error('localToon is on the victorList %d times' % victorCount)
closeDoors(self.leftDoor, self.rightDoor)
for light in self.floorIndicator:
if light != None:
light.setColor(LIGHT_OFF_COLOR)
return
def handleInsideVictorElevator(self):
self.notify.info('inside victor elevator')
self.sendUpdate('setVictorReady', [])
def exitWaitForVictors(self):
self.ignore('insideVictorElevator')
if self.waitingMessage != None:
self.waitingMessage.destroy()
self.waitingMessage = None
return
def enterWaitForVictorsFromCogdo(self, ts):
if self.mode != 'cogdo':
self.setToCogdo()
victorCount = self.victorList.count(base.localAvatar.doId)
if victorCount == 1:
self.acceptOnce('insideVictorElevator', self.handleInsideVictorElevatorFromCogdo)
camera.reparentTo(render)
camera.setPosHpr(self.elevatorNodePath, 0, -32.5, 9.4, 0, 348, 0)
base.camLens.setMinFov(52.0/(4./3.))
anyOthers = 0
for v in self.victorList:
if v != 0 and v != base.localAvatar.doId:
anyOthers = 1
if anyOthers:
self.waitingMessage = DirectLabel(text=TTLocalizer.BuildingWaitingForVictors, text_fg=VBase4(1, 1, 1, 1), text_align=TextNode.ACenter, relief=None, pos=(0, 0, 0.35), scale=0.1)
elif victorCount == 0:
pass
else:
self.error('localToon is on the victorList %d times' % victorCount)
closeDoors(self.leftDoor, self.rightDoor)
for light in self.floorIndicator:
if light != None:
light.setColor(LIGHT_OFF_COLOR)
return
def handleInsideVictorElevatorFromCogdo(self):
self.sendUpdate('setVictorReady', [])
def exitWaitForVictorsFromCogdo(self):
self.ignore('insideVictorElevator')
if self.waitingMessage != None:
self.waitingMessage.destroy()
self.waitingMessage = None
return
def enterBecomingToon(self, ts):
self.animToToon(ts)
def exitBecomingToon(self):
pass
def enterBecomingToonFromCogdo(self, ts):
self.animToToonFromCogdo(ts)
def exitBecomingToonFromCogdo(self):
pass
def enterToon(self, ts):
if self.getInteractiveProp():
self.getInteractiveProp().buildingLiberated(self.doId)
self.setToToon()
def exitToon(self):
pass
def enterClearOutToonInterior(self, ts):
pass
def exitClearOutToonInterior(self):
pass
def enterBecomingSuit(self, ts):
self.animToSuit(ts)
def exitBecomingSuit(self):
pass
def enterSuit(self, ts):
self.makePropSad()
self.setToSuit()
def exitSuit(self):
pass
def enterClearOutToonInteriorForCogdo(self, ts):
pass
def exitClearOutToonInteriorForCogdo(self):
pass
def enterBecomingCogdo(self, ts):
self.animToCogdo(ts)
def exitBecomingCogdo(self):
pass
def enterBecomingCogdoFromCogdo(self, ts):
self.animToCogdoFromCogdo(ts)
def exitBecomingCogdoFromCogdo(self):
pass
def enterCogdo(self, ts):
self.setToCogdo()
def exitCogdo(self):
pass
def getNodePaths(self):
nodePath = []
npc = self.townTopLevel.findAllMatches('**/?b' + str(self.block) + ':*_DNARoot;+s')
for i in xrange(npc.getNumPaths()):
nodePath.append(npc.getPath(i))
return nodePath
def loadElevator(self, newNP, cogdo = False):
self.floorIndicator = [None, None, None, None, None]
self.elevatorNodePath = hidden.attachNewNode('elevatorNodePath')
if cogdo:
self.elevatorModel = loader.loadModel('phase_5/models/cogdominium/tt_m_ara_csa_elevatorB')
else:
self.elevatorModel = loader.loadModel('phase_4/models/modules/elevator')
npc = self.elevatorModel.findAllMatches('**/floor_light_?;+s')
for i in xrange(npc.getNumPaths()):
np = npc.getPath(i)
floor = int(np.getName()[-1:]) - 1
self.floorIndicator[floor] = np
if floor < self.numFloors:
np.setColor(LIGHT_OFF_COLOR)
else:
np.hide()
self.elevatorModel.reparentTo(self.elevatorNodePath)
if self.mode == 'suit':
self.cab = self.elevatorModel.find('**/elevator')
cogIcons = loader.loadModel('phase_3/models/gui/cog_icons')
dept = chr(self.track)
if dept == 'c':
corpIcon = cogIcons.find('**/CorpIcon').copyTo(self.cab)
elif dept == 's':
corpIcon = cogIcons.find('**/SalesIcon').copyTo(self.cab)
elif dept == 'l':
corpIcon = cogIcons.find('**/LegalIcon').copyTo(self.cab)
elif dept == 'm':
corpIcon = cogIcons.find('**/MoneyIcon').copyTo(self.cab)
corpIcon.setPos(0, 6.79, 6.8)
corpIcon.setScale(3)
from toontown.suit import Suit
corpIcon.setColor(Suit.Suit.medallionColors[dept])
cogIcons.removeNode()
self.leftDoor = self.elevatorModel.find('**/left-door')
if self.leftDoor.isEmpty():
self.leftDoor = self.elevatorModel.find('**/left_door')
self.rightDoor = self.elevatorModel.find('**/right-door')
if self.rightDoor.isEmpty():
self.rightDoor = self.elevatorModel.find('**/right_door')
self.suitDoorOrigin = newNP.find('**/*_door_origin')
self.elevatorNodePath.reparentTo(self.suitDoorOrigin)
self.normalizeElevator()
return
def loadAnimToSuitSfx(self):
if base.config.GetBool('want-qa-regression', 0):
self.notify.info('QA-REGRESSION: COGBUILDING: Cog Take Over')
if self.cogDropSound == None:
self.cogDropSound = base.loadSfx(self.TAKEOVER_SFX_PREFIX + 'cogbldg_drop.ogg')
self.cogLandSound = base.loadSfx(self.TAKEOVER_SFX_PREFIX + 'cogbldg_land.ogg')
self.cogSettleSound = base.loadSfx(self.TAKEOVER_SFX_PREFIX + 'cogbldg_settle.ogg')
self.openSfx = base.loadSfx('phase_5/audio/sfx/elevator_door_open.ogg')
return
def loadAnimToToonSfx(self):
if base.config.GetBool('want-qa-regression', 0):
self.notify.info('QA-REGRESSION: COGBUILDING: Toon Take Over')
if self.cogWeakenSound == None:
self.cogWeakenSound = base.loadSfx(self.TAKEOVER_SFX_PREFIX + 'cogbldg_weaken.ogg')
self.toonGrowSound = base.loadSfx(self.TAKEOVER_SFX_PREFIX + 'toonbldg_grow.ogg')
self.toonSettleSound = base.loadSfx(self.TAKEOVER_SFX_PREFIX + 'toonbldg_settle.ogg')
self.openSfx = base.loadSfx('phase_5/audio/sfx/elevator_door_open.ogg')
return
def unloadSfx(self):
if self.cogDropSound != None:
self.cogDropSound = None
self.cogLandSound = None
self.cogSettleSound = None
self.openSfx = None
if self.cogWeakenSound != None:
self.cogWeakenSound = None
self.toonGrowSound = None
self.toonSettleSound = None
self.openSfx = None
return
def _deleteTransitionTrack(self):
if self.transitionTrack:
DelayDelete.cleanupDelayDeletes(self.transitionTrack)
self.transitionTrack = None
return
def animToSuit(self, timeStamp):
self.stopTransition()
if self.mode != 'toon':
self.setToToon()
self.loadAnimToSuitSfx()
sideBldgNodes = self.getNodePaths()
nodePath = hidden.find(self.getSbSearchString())
newNP = self.setupSuitBuilding(nodePath)
if not self.leftDoor:
return
closeDoors(self.leftDoor, self.rightDoor)
newNP.stash()
sideBldgNodes.append(newNP)
soundPlayed = 0
tracks = Parallel(name=self.taskName('toSuitTrack'))
for i in sideBldgNodes:
name = i.getName()
timeForDrop = TO_SUIT_BLDG_TIME * 0.85
if name[0] == 's':
showTrack = Sequence(name=self.taskName('ToSuitFlatsTrack') + '-' + str(sideBldgNodes.index(i)))
initPos = Point3(0, 0, self.SUIT_INIT_HEIGHT) + i.getPos()
showTrack.append(Func(i.setPos, initPos))
showTrack.append(Func(i.unstash))
if i == sideBldgNodes[len(sideBldgNodes) - 1]:
showTrack.append(Func(self.normalizeElevator))
if not soundPlayed:
showTrack.append(Func(base.playSfx, self.cogDropSound, 0, 1, None, 0.0))
showTrack.append(LerpPosInterval(i, timeForDrop, i.getPos(), name=self.taskName('ToSuitAnim') + '-' + str(sideBldgNodes.index(i))))
if not soundPlayed:
showTrack.append(Func(base.playSfx, self.cogLandSound, 0, 1, None, 0.0))
showTrack.append(self.createBounceTrack(i, 2, 0.65, TO_SUIT_BLDG_TIME - timeForDrop, slowInitBounce=1.0))
if not soundPlayed:
showTrack.append(Func(base.playSfx, self.cogSettleSound, 0, 1, None, 0.0))
tracks.append(showTrack)
if not soundPlayed:
soundPlayed = 1
elif name[0] == 't':
hideTrack = Sequence(name=self.taskName('ToSuitToonFlatsTrack'))
timeTillSquish = (self.SUIT_INIT_HEIGHT - 20.0) / self.SUIT_INIT_HEIGHT
timeTillSquish *= timeForDrop
hideTrack.append(LerpFunctionInterval(self.adjustColorScale, fromData=1, toData=0.25, duration=timeTillSquish, extraArgs=[i]))
hideTrack.append(LerpScaleInterval(i, timeForDrop - timeTillSquish, Vec3(1, 1, 0.01)))
hideTrack.append(Func(i.stash))
hideTrack.append(Func(i.setScale, Vec3(1)))
hideTrack.append(Func(i.clearColorScale))
tracks.append(hideTrack)
self.stopTransition()
self._deleteTransitionTrack()
self.transitionTrack = tracks
self.transitionTrack.start(timeStamp)
return
def setupSuitBuilding(self, nodePath):
if nodePath.isEmpty():
return
dnaStore = self.cr.playGame.dnaStore
level = int(self.difficulty / 2) + 1
suitNP = dnaStore.findNode('suit_landmark_' + chr(self.track) + str(level))
zoneId = dnaStore.getZoneFromBlockNumber(self.block)
zoneId = ZoneUtil.getTrueZoneId(zoneId, self.interiorZoneId)
newParentNP = base.cr.playGame.hood.loader.zoneDict[zoneId]
suitBuildingNP = suitNP.copyTo(newParentNP)
buildingTitle = dnaStore.getTitleFromBlockNumber(self.block)
if not buildingTitle:
buildingTitle = TTLocalizer.CogsInc
else:
buildingTitle += TTLocalizer.CogsIncExt
buildingTitle += '\n%s' % SuitDNA.getDeptFullname(chr(self.track))
textNode = TextNode('sign')
textNode.setTextColor(1.0, 1.0, 1.0, 1.0)
textNode.setFont(ToontownGlobals.getSuitFont())
textNode.setAlign(TextNode.ACenter)
textNode.setWordwrap(17.0)
textNode.setText(buildingTitle)
textHeight = textNode.getHeight()
zScale = (textHeight + 2) / 3.0
signOrigin = suitBuildingNP.find('**/sign_origin;+s')
backgroundNP = loader.loadModel('phase_5/models/modules/suit_sign')
backgroundNP.reparentTo(signOrigin)
backgroundNP.setPosHprScale(0.0, 0.0, textHeight * 0.8 / zScale, 0.0, 0.0, 0.0, 8.0, 8.0, 8.0 * zScale)
backgroundNP.node().setEffect(DecalEffect.make())
signTextNodePath = backgroundNP.attachNewNode(textNode.generate())
signTextNodePath.setPosHprScale(0.0, 0.0, -0.21 + textHeight * 0.1 / zScale, 0.0, 0.0, 0.0, 0.1, 0.1, 0.1 / zScale)
signTextNodePath.setColor(1.0, 1.0, 1.0, 1.0)
frontNP = suitBuildingNP.find('**/*_front/+GeomNode;+s')
backgroundNP.wrtReparentTo(frontNP)
frontNP.node().setEffect(DecalEffect.make())
suitBuildingNP.setName('sb' + str(self.block) + ':_landmark__DNARoot')
suitBuildingNP.setPosHprScale(nodePath, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0)
suitBuildingNP.flattenMedium()
self.loadElevator(suitBuildingNP)
return suitBuildingNP
def cleanupSuitBuilding(self):
if hasattr(self, 'floorIndicator'):
del self.floorIndicator
def adjustColorScale(self, scale, node):
node.setColorScale(scale, scale, scale, 1)
def animToCogdo(self, timeStamp):
self.stopTransition()
if self.mode != 'toon':
self.setToToon()
self.loadAnimToSuitSfx()
sideBldgNodes = self.getNodePaths()
nodePath = hidden.find(self.getSbSearchString())
newNP = self.setupCogdo(nodePath)
closeDoors(self.leftDoor, self.rightDoor)
newNP.stash()
sideBldgNodes.append(newNP)
for np in sideBldgNodes:
if not np.isEmpty():
np.setColorScale(0.6, 0.6, 0.6, 1.0)
soundPlayed = 0
tracks = Parallel(name=self.taskName('toCogdoTrack'))
for i in sideBldgNodes:
name = i.getName()
timeForDrop = TO_SUIT_BLDG_TIME * 0.85
if name[0] == 'c':
showTrack = Sequence(name=self.taskName('ToCogdoFlatsTrack') + '-' + str(sideBldgNodes.index(i)))
initPos = Point3(0, 0, self.SUIT_INIT_HEIGHT) + i.getPos()
showTrack.append(Func(i.setPos, initPos))
showTrack.append(Func(i.unstash))
if i == sideBldgNodes[len(sideBldgNodes) - 1]:
showTrack.append(Func(self.normalizeElevator))
if not soundPlayed:
showTrack.append(Func(base.playSfx, self.cogDropSound, 0, 1, None, 0.0))
showTrack.append(LerpPosInterval(i, timeForDrop, i.getPos(), name=self.taskName('ToCogdoAnim') + '-' + str(sideBldgNodes.index(i))))
if not soundPlayed:
showTrack.append(Func(base.playSfx, self.cogLandSound, 0, 1, None, 0.0))
showTrack.append(self.createBounceTrack(i, 2, 0.65, TO_SUIT_BLDG_TIME - timeForDrop, slowInitBounce=1.0))
if not soundPlayed:
showTrack.append(Func(base.playSfx, self.cogSettleSound, 0, 1, None, 0.0))
tracks.append(showTrack)
if not soundPlayed:
soundPlayed = 1
elif name[0] == 't':
hideTrack = Sequence(name=self.taskName('ToCogdoToonFlatsTrack'))
timeTillSquish = (self.SUIT_INIT_HEIGHT - 20.0) / self.SUIT_INIT_HEIGHT
timeTillSquish *= timeForDrop
hideTrack.append(LerpFunctionInterval(self.adjustColorScale, fromData=1, toData=0.25, duration=timeTillSquish, extraArgs=[i]))
hideTrack.append(LerpScaleInterval(i, timeForDrop - timeTillSquish, Vec3(1, 1, 0.01)))
hideTrack.append(Func(i.stash))
hideTrack.append(Func(i.setScale, Vec3(1)))
hideTrack.append(Func(i.clearColorScale))
tracks.append(hideTrack)
self.stopTransition()
self._deleteTransitionTrack()
self.transitionTrack = tracks
self.transitionTrack.start(timeStamp)
return
def setupCogdo(self, nodePath):
dnaStore = self.cr.playGame.dnaStore
level = int(self.difficulty / 2) + 1
suitNP = dnaStore.findNode(FO_DICT[chr(self.track)])
if not suitNP:
suitNP = loader.loadModel('phase_5/models/cogdominium/%s' % FO_DICT[chr(self.track)])
zoneId = dnaStore.getZoneFromBlockNumber(self.block)
zoneId = ZoneUtil.getTrueZoneId(zoneId, self.interiorZoneId)
newParentNP = base.cr.playGame.hood.loader.zoneDict[zoneId]
suitBuildingNP = suitNP.copyTo(newParentNP)
buildingTitle = dnaStore.getTitleFromBlockNumber(self.block)
if not buildingTitle:
buildingTitle = TTLocalizer.Cogdominiums
else:
buildingTitle += TTLocalizer.CogdominiumsExt
textNode = TextNode('sign')
textNode.setTextColor(1.0, 1.0, 1.0, 1.0)
textNode.setFont(ToontownGlobals.getSuitFont())
textNode.setAlign(TextNode.ACenter)
textNode.setWordwrap(12.0)
textNode.setText(buildingTitle.decode(sys.getdefaultencoding()))
textHeight = textNode.getHeight()
zScale = (textHeight + 2) / 3.0
signOrigin = suitBuildingNP.find('**/sign_origin;+s')
backgroundNP = loader.loadModel('phase_5/models/cogdominium/field_office_sign')
backgroundNP.reparentTo(signOrigin)
backgroundNP.setPosHprScale(0.0, 0.0, -1.2 + textHeight * 0.8 / zScale, 0.0, 0.0, 0.0, 20.0, 8.0, 8.0 * zScale)
backgroundNP.node().setEffect(DecalEffect.make())
signTextNodePath = backgroundNP.attachNewNode(textNode.generate())
signTextNodePath.setPosHprScale(0.0, 0.0, -0.13 + textHeight * 0.1 / zScale, 0.0, 0.0, 0.0, 0.1 * 8.0 / 20.0, 0.1, 0.1 / zScale)
signTextNodePath.setColor(1.0, 1.0, 1.0, 1.0)
frontNP = suitBuildingNP.find('**/*_front')
backgroundNP.wrtReparentTo(frontNP)
frontNP.node().setEffect(DecalEffect.make())
suitBuildingNP.setName('cb' + str(self.block) + ':_landmark__DNARoot')
suitBuildingNP.setPosHprScale(nodePath, 15.463, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0)
#suitBuildingNP.flattenMedium()
suitBuildingNP.setColorScale(0.6, 0.6, 0.6, 1.0)
self.loadElevator(suitBuildingNP, cogdo=True)
return suitBuildingNP
def animToToon(self, timeStamp):
self.stopTransition()
if self.mode != 'suit':
self.setToSuit()
self.loadAnimToToonSfx()
suitSoundPlayed = 0
toonSoundPlayed = 0
bldgNodes = self.getNodePaths()
tracks = Parallel()
for i in bldgNodes:
name = i.getName()
if name[0] == 's':
hideTrack = Sequence(name=self.taskName('ToToonSuitFlatsTrack'))
landmark = name.find('_landmark_') != -1
if not suitSoundPlayed:
hideTrack.append(Func(base.playSfx, self.cogWeakenSound, 0, 1, None, 0.0))
hideTrack.append(self.createBounceTrack(i, 3, 1.2, TO_TOON_BLDG_TIME * 0.05, slowInitBounce=0.0))
hideTrack.append(self.createBounceTrack(i, 5, 0.8, TO_TOON_BLDG_TIME * 0.1, slowInitBounce=0.0))
hideTrack.append(self.createBounceTrack(i, 7, 1.2, TO_TOON_BLDG_TIME * 0.17, slowInitBounce=0.0))
hideTrack.append(self.createBounceTrack(i, 9, 1.2, TO_TOON_BLDG_TIME * 0.18, slowInitBounce=0.0))
realScale = i.getScale()
hideTrack.append(LerpScaleInterval(i, TO_TOON_BLDG_TIME * 0.1, Vec3(realScale[0], realScale[1], 0.01)))
if landmark:
hideTrack.append(Func(i.removeNode))
else:
hideTrack.append(Func(i.stash))
hideTrack.append(Func(i.setScale, Vec3(1)))
if not suitSoundPlayed:
suitSoundPlayed = 1
tracks.append(hideTrack)
elif name[0] == 't':
hideTrack = Sequence(name=self.taskName('ToToonFlatsTrack'))
hideTrack.append(Wait(TO_TOON_BLDG_TIME * 0.5))
if not toonSoundPlayed:
hideTrack.append(Func(base.playSfx, self.toonGrowSound, 0, 1, None, 0.0))
hideTrack.append(Func(i.unstash))
hideTrack.append(Func(i.setScale, Vec3(1, 1, 0.01)))
if not toonSoundPlayed:
hideTrack.append(Func(base.playSfx, self.toonSettleSound, 0, 1, None, 0.0))
hideTrack.append(self.createBounceTrack(i, 11, 1.2, TO_TOON_BLDG_TIME * 0.5, slowInitBounce=4.0))
tracks.append(hideTrack)
if not toonSoundPlayed:
toonSoundPlayed = 1
self.stopTransition()
bldgMTrack = tracks
localToonIsVictor = self.localToonIsVictor()
if localToonIsVictor:
camTrack = self.walkOutCameraTrack()
victoryRunTrack, delayDeletes = self.getVictoryRunTrack()
trackName = self.taskName('toToonTrack')
self._deleteTransitionTrack()
if localToonIsVictor:
freedomTrack1 = Func(self.cr.playGame.getPlace().setState, 'walk')
freedomTrack2 = Func(base.localAvatar.d_setParent, ToontownGlobals.SPRender)
self.transitionTrack = Parallel(camTrack, Sequence(victoryRunTrack, bldgMTrack, freedomTrack1, freedomTrack2), name=trackName)
else:
self.transitionTrack = Sequence(victoryRunTrack, bldgMTrack, name=trackName)
self.transitionTrack.delayDeletes = delayDeletes
if localToonIsVictor:
self.transitionTrack.start(0)
else:
self.transitionTrack.start(timeStamp)
return
def animToToonFromCogdo(self, timeStamp):
self.stopTransition()
if self.mode != 'cogdo':
self.setToCogdo()
self.loadAnimToToonSfx()
suitSoundPlayed = 0
toonSoundPlayed = 0
bldgNodes = self.getNodePaths()
tracks = Parallel()
for i in bldgNodes:
i.clearColorScale()
name = i.getName()
if name[0] == 'c':
hideTrack = Sequence(name=self.taskName('ToToonCogdoFlatsTrack'))
landmark = name.find('_landmark_') != -1
if not suitSoundPlayed:
hideTrack.append(Func(base.playSfx, self.cogWeakenSound, 0, 1, None, 0.0))
hideTrack.append(self.createBounceTrack(i, 3, 1.2, TO_TOON_BLDG_TIME * 0.05, slowInitBounce=0.0))
hideTrack.append(self.createBounceTrack(i, 5, 0.8, TO_TOON_BLDG_TIME * 0.1, slowInitBounce=0.0))
hideTrack.append(self.createBounceTrack(i, 7, 1.2, TO_TOON_BLDG_TIME * 0.17, slowInitBounce=0.0))
hideTrack.append(self.createBounceTrack(i, 9, 1.2, TO_TOON_BLDG_TIME * 0.18, slowInitBounce=0.0))
realScale = i.getScale()
hideTrack.append(LerpScaleInterval(i, TO_TOON_BLDG_TIME * 0.1, Vec3(realScale[0], realScale[1], 0.01)))
if landmark:
hideTrack.append(Func(i.removeNode))
else:
hideTrack.append(Func(i.stash))
hideTrack.append(Func(i.setScale, Vec3(1)))
if not suitSoundPlayed:
suitSoundPlayed = 1
tracks.append(hideTrack)
elif name[0] == 't':
hideTrack = Sequence(name=self.taskName('ToToonFromCogdoFlatsTrack'))
hideTrack.append(Wait(TO_TOON_BLDG_TIME * 0.5))
if not toonSoundPlayed:
hideTrack.append(Func(base.playSfx, self.toonGrowSound, 0, 1, None, 0.0))
hideTrack.append(Func(i.unstash))
hideTrack.append(Func(i.setScale, Vec3(1, 1, 0.01)))
if not toonSoundPlayed:
hideTrack.append(Func(base.playSfx, self.toonSettleSound, 0, 1, None, 0.0))
hideTrack.append(self.createBounceTrack(i, 11, 1.2, TO_TOON_BLDG_TIME * 0.5, slowInitBounce=4.0))
tracks.append(hideTrack)
if not toonSoundPlayed:
toonSoundPlayed = 1
self.stopTransition()
bldgMTrack = tracks
localToonIsVictor = self.localToonIsVictor()
if localToonIsVictor:
camTrack = self.walkOutCameraTrack()
victoryRunTrack, delayDeletes = self.getVictoryRunTrack()
trackName = self.taskName('toToonFromCogdoTrack')
self._deleteTransitionTrack()
if localToonIsVictor:
freedomTrack1 = Func(self.cr.playGame.getPlace().setState, 'walk')
freedomTrack2 = Func(base.localAvatar.d_setParent, ToontownGlobals.SPRender)
self.transitionTrack = Parallel(camTrack, Sequence(victoryRunTrack, bldgMTrack, freedomTrack1, freedomTrack2), name=trackName)
else:
self.transitionTrack = Sequence(victoryRunTrack, bldgMTrack, name=trackName)
self.transitionTrack.delayDeletes = delayDeletes
if localToonIsVictor:
self.transitionTrack.start(0)
else:
self.transitionTrack.start(timeStamp)
return
def walkOutCameraTrack(self):
track = Sequence(Func(camera.reparentTo, render), Func(camera.setPosHpr, self.elevatorNodePath, 0, -32.5, 9.4, 0, 348, 0), Func(base.camLens.setMinFov, 52.0/(4./3.)), Wait(VICTORY_RUN_TIME), Func(camera.setPosHpr, self.elevatorNodePath, 0, -32.5, 17, 0, 347, 0), Func(base.camLens.setMinFov, 75.0/(4./3.)), Wait(TO_TOON_BLDG_TIME), Func(base.camLens.setMinFov, 52.0/(4./3.)))
return track
def plantVictorsOutsideBldg(self):
retVal = 0
for victor in self.victorList:
if victor != 0 and victor in self.cr.doId2do:
toon = self.cr.doId2do[victor]
toon.setPosHpr(self.elevatorModel, 0, -10, 0, 0, 0, 0)
toon.startSmooth()
if victor == base.localAvatar.getDoId():
retVal = 1
self.cr.playGame.getPlace().setState('walk')
return retVal
def getVictoryRunTrack(self):
origPosTrack = Sequence()
delayDeletes = []
i = 0
for victor in self.victorList:
if victor != 0 and victor in self.cr.doId2do:
toon = self.cr.doId2do[victor]
delayDeletes.append(DelayDelete.DelayDelete(toon, 'getVictoryRunTrack'))
toon.stopSmooth()
toon.setParent(ToontownGlobals.SPHidden)
origPosTrack.append(Func(toon.setPosHpr, self.elevatorNodePath, apply(Point3, ElevatorPoints[i]), Point3(180, 0, 0)))
origPosTrack.append(Func(toon.setParent, ToontownGlobals.SPRender))
i += 1
openDoors = getOpenInterval(self, self.leftDoor, self.rightDoor, self.openSfx, None)
toonDoorPosHpr = self.cr.playGame.dnaStore.getDoorPosHprFromBlockNumber(self.block)
useFarExitPoints = toonDoorPosHpr.getPos(render).getZ() > 1.0
runOutAll = Parallel()
i = 0
for victor in self.victorList:
if victor != 0 and victor in self.cr.doId2do:
toon = self.cr.doId2do[victor]
p0 = Point3(0, 0, 0)
p1 = Point3(ElevatorPoints[i][0], ElevatorPoints[i][1] - 5.0, ElevatorPoints[i][2])
if useFarExitPoints:
p2 = Point3(ElevatorOutPointsFar[i][0], ElevatorOutPointsFar[i][1], ElevatorOutPointsFar[i][2])
else:
p2 = Point3(ElevatorOutPoints[i][0], ElevatorOutPoints[i][1], ElevatorOutPoints[i][2])
runOutSingle = Sequence(Func(Emote.globalEmote.disableBody, toon, 'getVictory'), Func(toon.animFSM.request, 'run'), LerpPosInterval(toon, TOON_VICTORY_EXIT_TIME * 0.25, p1, other=self.elevatorNodePath), Func(toon.headsUp, self.elevatorNodePath, p2), LerpPosInterval(toon, TOON_VICTORY_EXIT_TIME * 0.5, p2, other=self.elevatorNodePath), LerpHprInterval(toon, TOON_VICTORY_EXIT_TIME * 0.25, Point3(0, 0, 0), other=self.elevatorNodePath), Func(toon.animFSM.request, 'neutral'), Func(toon.startSmooth), Func(Emote.globalEmote.releaseBody, toon, 'getVictory'))
runOutAll.append(runOutSingle)
i += 1
victoryRunTrack = Sequence(origPosTrack, openDoors, runOutAll)
return (victoryRunTrack, delayDeletes)
def animToCogdoFromCogdo(self, timeStamp):
self.stopTransition()
if self.mode != 'cogdo':
self.setToCogdo()
self.loadAnimToToonSfx()
localToonIsVictor = self.localToonIsVictor()
if localToonIsVictor:
camTrack = self.walkOutCameraTrack()
victoryRunTrack, delayDeletes = self.getVictoryRunTrack()
trackName = self.taskName('toToonFromCogdoTrack')
self._deleteTransitionTrack()
if localToonIsVictor:
freedomTrack1 = Func(self.cr.playGame.getPlace().setState, 'walk')
freedomTrack2 = Func(base.localAvatar.d_setParent, ToontownGlobals.SPRender)
self.transitionTrack = Parallel(camTrack, Sequence(victoryRunTrack, freedomTrack1, freedomTrack2), name=trackName)
else:
self.transitionTrack = Sequence(victoryRunTrack, name=trackName)
self.transitionTrack.delayDeletes = delayDeletes
if localToonIsVictor:
self.transitionTrack.start(0)
else:
self.transitionTrack.start(timeStamp)
def localToonIsVictor(self):
retVal = 0
for victor in self.victorList:
if victor == base.localAvatar.getDoId():
retVal = 1
return retVal
def createBounceTrack(self, nodeObj, numBounces, startScale, totalTime, slowInitBounce = 0.0):
if not nodeObj or numBounces < 1 or startScale == 0.0 or totalTime == 0:
self.notify.warning('createBounceTrack called with invalid parameter')
return
result = Sequence()
numBounces += 1
if slowInitBounce:
bounceTime = totalTime / (numBounces + slowInitBounce - 1.0)
else:
bounceTime = totalTime / float(numBounces)
if slowInitBounce:
currTime = bounceTime * float(slowInitBounce)
else:
currTime = bounceTime
realScale = nodeObj.getScale()
currScaleDiff = startScale - realScale[2]
for currBounceScale in xrange(numBounces):
if currBounceScale == numBounces - 1:
currScale = realScale[2]
elif currBounceScale % 2:
currScale = realScale[2] - currScaleDiff
else:
currScale = realScale[2] + currScaleDiff
result.append(LerpScaleInterval(nodeObj, currTime, Vec3(realScale[0], realScale[1], currScale), blendType='easeInOut'))
currScaleDiff *= 0.5
currTime = bounceTime
return result
def stopTransition(self):
if self.transitionTrack:
self.transitionTrack.finish()
self._deleteTransitionTrack()
def setToSuit(self):
self.stopTransition()
if self.mode == 'suit':
return
self.mode = 'suit'
nodes = self.getNodePaths()
for i in nodes:
name = i.getName()
if name[0] == 's':
if name.find('_landmark_') != -1:
i.removeNode()
else:
i.unstash()
elif name[0] == 't':
if name.find('_landmark_') != -1:
i.stash()
else:
i.stash()
elif name[0] == 'c':
if name.find('_landmark_') != -1:
i.removeNode()
else:
i.stash()
npc = hidden.findAllMatches(self.getSbSearchString())
for i in xrange(npc.getNumPaths()):
nodePath = npc.getPath(i)
self.adjustSbNodepathScale(nodePath)
self.notify.debug('net transform = %s' % str(nodePath.getNetTransform()))
self.setupSuitBuilding(nodePath)
def setToCogdo(self):
self.stopTransition()
if self.mode == 'cogdo':
return
self.mode = 'cogdo'
nodes = self.getNodePaths()
for i in nodes:
name = i.getName()
if name[0] == 'c':
if name.find('_landmark_') != -1:
i.removeNode()
else:
i.unstash()
elif name[0] == 't':
if name.find('_landmark_') != -1:
i.stash()
else:
i.stash()
elif name[0] == 's':
if name.find('_landmark_') != -1:
i.removeNode()
else:
i.stash()
for np in nodes:
if not np.isEmpty():
np.setColorScale(0.6, 0.6, 0.6, 1.0)
npc = hidden.findAllMatches(self.getSbSearchString())
for i in xrange(npc.getNumPaths()):
nodePath = npc.getPath(i)
self.adjustSbNodepathScale(nodePath)
self.notify.debug('net transform = %s' % str(nodePath.getNetTransform()))
self.setupCogdo(nodePath)
def setToToon(self):
self.stopTransition()
if self.mode == 'toon':
return
self.mode = 'toon'
self.suitDoorOrigin = None
nodes = self.getNodePaths()
for i in nodes:
i.clearColorScale()
name = i.getName()
if name[0] == 's':
if name.find('_landmark_') != -1:
i.removeNode()
else:
i.stash()
elif name[0] == 't':
if name.find('_landmark_') != -1:
i.unstash()
else:
i.unstash()
elif name[0] == 'c':
if name.find('_landmark_') != -1:
i.removeNode()
else:
i.stash()
return
def normalizeElevator(self):
self.elevatorNodePath.setScale(render, Vec3(1, 1, 1))
self.elevatorNodePath.setPosHpr(0, 0, 0, 0, 0, 0)
def getSbSearchString(self):
result = 'landmarkBlocks/sb' + str(self.block) + ':*_landmark_*_DNARoot'
return result
def adjustSbNodepathScale(self, nodePath):
pass
def getVisZoneId(self):
exteriorZoneId = base.cr.playGame.hood.dnaStore.getZoneFromBlockNumber(self.block)
visZoneId = ZoneUtil.getTrueZoneId(exteriorZoneId, self.zoneId)
return visZoneId
def getInteractiveProp(self):
result = None
if self.interactiveProp:
result = self.interactiveProp
else:
visZoneId = self.getVisZoneId()
if base.cr.playGame.hood:
loader = base.cr.playGame.hood.loader
if hasattr(loader, 'getInteractiveProp'):
self.interactiveProp = loader.getInteractiveProp(visZoneId)
result = self.interactiveProp
self.notify.debug('self.interactiveProp = %s' % self.interactiveProp)
else:
self.notify.warning('no loader.getInteractiveProp self.interactiveProp is None')
else:
self.notify.warning('no hood self.interactiveProp is None')
return result
def makePropSad(self):
self.notify.debug('makePropSad')
if self.getInteractiveProp():
if self.getInteractiveProp().state == 'Sad':
pass
self.getInteractiveProp().gotoSad(self.doId)