Poodletooth-iLand/toontown/building/DistributedBuildingAI.py
2015-03-27 19:25:31 -04:00

563 lines
22 KiB
Python

import random
import time
import DistributedDoorAI
import DistributedElevatorExtAI
import DistributedKnockKnockDoorAI
import DistributedSuitInteriorAI
import DistributedToonHallInteriorAI
import DistributedToonInteriorAI
import DoorTypes
import FADoorCodes
import SuitBuildingGlobals
import SuitPlannerInteriorAI
from direct.distributed import DistributedObjectAI
from direct.distributed.ClockDelta import *
from direct.fsm import ClassicFSM, State
from direct.task.Task import Task
from otp.ai.AIBaseGlobal import *
from toontown.cogdominium.CogdoLayout import CogdoLayout
from toontown.cogdominium.DistributedCogdoElevatorExtAI import DistributedCogdoElevatorExtAI
from toontown.cogdominium.DistributedCogdoInteriorAI import DistributedCogdoInteriorAI
from toontown.cogdominium.CogdoLayout import CogdoLayout
from toontown.cogdominium.SuitPlannerCogdoInteriorAI import SuitPlannerCogdoInteriorAI
from toontown.hood import ZoneUtil
from toontown.toonbase.ToontownGlobals import ToonHall
class DistributedBuildingAI(DistributedObjectAI.DistributedObjectAI):
def __init__(self, air, blockNumber, zoneId, trophyMgr):
DistributedObjectAI.DistributedObjectAI.__init__(self, air)
self.block = blockNumber
self.zoneId = zoneId
self.canonicalZoneId = ZoneUtil.getCanonicalZoneId(zoneId)
self.trophyMgr = trophyMgr
self.victorResponses = None
self.fsm = ClassicFSM.ClassicFSM(
'DistributedBuildingAI',
[
State.State('off', self.enterOff, self.exitOff,
['waitForVictors', 'becomingToon', 'toon',
'clearOutToonInterior', 'becomingSuit', 'suit',
'clearOutToonInteriorForCogdo', 'becomingCogdo',
'cogdo']),
State.State('waitForVictors', self.enterWaitForVictors, self.exitWaitForVictors,
['becomingToon']),
State.State('waitForVictorsFromCogdo', self.enterWaitForVictorsFromCogdo, self.exitWaitForVictorsFromCogdo,
['becomingToonFromCogdo']),
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('cogdo', self.enterCogdo, self.exitCogdo,
['waitForVictorsFromCogdo', 'becomingToonFromCogdo'])
], 'off', 'off')
self.fsm.enterInitialState()
self.track = 'c'
self.realTrack = 'c'
self.difficulty = 1
self.numFloors = 0
self.savedBy = None
self.becameSuitTime = 0
self.frontDoorPoint = None
self.suitPlannerExt = None
def announceGenerate(self):
DistributedObjectAI.DistributedObjectAI.announceGenerate(self)
(exteriorZoneId, interiorZoneId) = self.getExteriorAndInteriorZoneId()
self.air.buildingQueryMgr.buildings[exteriorZoneId] = self
self.air.buildingQueryMgr.buildings[interiorZoneId] = self
def cleanup(self):
if self.isDeleted():
return
self.fsm.requestFinalState()
if hasattr(self, 'interior'):
self.interior.requestDelete()
del self.interior
if hasattr(self, 'door'):
self.door.requestDelete()
del self.door
self.insideDoor.requestDelete()
del self.insideDoor
self.knockKnock.requestDelete()
del self.knockKnock
if hasattr(self, 'elevator'):
self.elevator.requestDelete()
del self.elevator
self.requestDelete()
def delete(self):
self.cleanup()
taskMgr.remove(self.taskName('suitbldg-time-out'))
taskMgr.remove(self.taskName(str(self.block) + '_becomingToon-timer'))
taskMgr.remove(self.taskName(str(self.block) + '_becomingSuit-timer'))
DistributedObjectAI.DistributedObjectAI.delete(self)
del self.fsm
def getPickleData(self):
pickleData = {
'state': str(self.fsm.getCurrentState().getName()),
'block': str(self.block),
'track': str(self.track),
'difficulty': str(self.difficulty),
'numFloors': str(self.numFloors),
'savedBy': self.savedBy,
'becameSuitTime': self.becameSuitTime
}
return pickleData
def _getMinMaxFloors(self, difficulty):
return SuitBuildingGlobals.SuitBuildingInfo[difficulty][0]
def suitTakeOver(self, suitTrack, difficulty, buildingHeight):
if not self.isToonBlock():
return
self.updateSavedBy(None)
difficulty = min(difficulty, len(SuitBuildingGlobals.SuitBuildingInfo) - 1)
(minFloors, maxFloors) = self._getMinMaxFloors(difficulty)
if buildingHeight is None:
numFloors = random.randint(minFloors, maxFloors)
else:
numFloors = buildingHeight + 1
if (numFloors < minFloors) or (numFloors > maxFloors):
numFloors = random.randint(minFloors, maxFloors)
self.track = suitTrack
self.difficulty = difficulty
self.numFloors = numFloors
self.becameSuitTime = time.time()
self.fsm.request('clearOutToonInterior')
def cogdoTakeOver(self, difficulty, buildingHeight, track = 's'):
print 'Building %s (%s): cogdoTakeOver' % (self.doId, self.zoneId)
if not self.isToonBlock():
return None
self.updateSavedBy(None)
self.track = track
self.realTrack = track
self.difficulty = difficulty
self.numFloors = 0
self.becameSuitTime = time.time()
self.fsm.request('clearOutToonInteriorForCogdo')
def toonTakeOver(self):
if 'cogdo' in self.fsm.getCurrentState().getName().lower():
self.fsm.request('becomingToonFromCogdo')
else:
self.fsm.request('becomingToon')
if self.suitPlannerExt:
self.suitPlannerExt.recycleBuilding()
if hasattr(self, 'interior'):
self.interior.requestDelete()
del self.interior
def getFrontDoorPoint(self):
return self.frontDoorPoint
def setFrontDoorPoint(self, point):
self.frontDoorPoint = point
def getBlock(self):
(dummy, interiorZoneId) = self.getExteriorAndInteriorZoneId()
return [self.block, interiorZoneId]
def getSuitData(self):
return [ord(self.track), self.difficulty, self.numFloors]
def getState(self):
return [self.fsm.getCurrentState().getName(), globalClockDelta.getRealNetworkTime()]
def setState(self, state, timestamp=0):
self.fsm.request(state)
def isSuitBuilding(self):
state = self.fsm.getCurrentState().getName()
return state in ('suit', 'becomingSuit', 'clearOutToonInterior')
def isCogdo(self):
state = self.fsm.getCurrentState().getName()
return state in ('cogdo', 'becomingCogdo', 'clearOutToonInteriorForCogdo')
def isSuitBlock(self):
return self.isSuitBuilding() or self.isCogdo()
def isEstablishedSuitBlock(self):
state = self.fsm.getCurrentState().getName()
return state == 'suit'
def isToonBlock(self):
state = self.fsm.getCurrentState().getName()
return state in ('toon', 'becomingToon', 'becomingToonFromCogdo')
def getExteriorAndInteriorZoneId(self):
blockNumber = self.block
dnaStore = self.air.dnaStoreMap[self.canonicalZoneId]
zoneId = dnaStore.getZoneFromBlockNumber(blockNumber)
zoneId = ZoneUtil.getTrueZoneId(zoneId, self.zoneId)
interiorZoneId = (zoneId - (zoneId%100)) + 500 + blockNumber
return (zoneId, interiorZoneId)
def d_setState(self, state):
self.sendUpdate('setState', [state, globalClockDelta.getRealNetworkTime()])
def b_setVictorList(self, victorList):
self.setVictorList(victorList)
self.d_setVictorList(victorList)
def d_setVictorList(self, victorList):
self.sendUpdate('setVictorList', [victorList])
def setVictorList(self, victorList):
self.victorList = victorList
def findVictorIndex(self, avId):
for i in xrange(len(self.victorList)):
if self.victorList[i] == avId:
return i
def recordVictorResponse(self, avId):
index = self.findVictorIndex(avId)
if index is None:
self.air.writeServerEvent('suspicious', avId, 'DistributedBuildingAI.setVictorReady from toon not in %s.' % self.victorList)
return
self.victorResponses[index] = avId
def allVictorsResponded(self):
if self.victorResponses == self.victorList:
return 1
else:
return 0
def setVictorReady(self):
avId = self.air.getAvatarIdFromSender()
if self.victorResponses is None:
self.air.writeServerEvent('suspicious', avId, 'DistributedBuildingAI.setVictorReady in state %s.' % self.fsm.getCurrentState().getName())
return
self.recordVictorResponse(avId)
event = self.air.getAvatarExitEvent(avId)
self.ignore(event)
if self.allVictorsResponded():
self.toonTakeOver()
def setVictorExited(self, avId):
print 'victor %d exited unexpectedly for bldg %d' % (avId, self.doId)
self.recordVictorResponse(avId)
if self.allVictorsResponded():
self.toonTakeOver()
def enterOff(self):
pass
def exitOff(self):
pass
def getToon(self, toonId):
if toonId in self.air.doId2do:
return self.air.doId2do[toonId]
else:
self.notify.warning('getToon() - toon: %d not in repository!' % toonId)
def updateSavedBy(self, savedBy):
if self.savedBy:
for (avId, name, dna) in self.savedBy:
if not ZoneUtil.isWelcomeValley(self.zoneId):
self.trophyMgr.removeTrophy(avId, self.numFloors)
self.savedBy = savedBy
if self.savedBy:
for (avId, name, dna) in self.savedBy:
if not ZoneUtil.isWelcomeValley(self.zoneId):
self.trophyMgr.addTrophy(avId, name, self.numFloors)
def enterWaitForVictors(self, victorList, savedBy):
activeToons = []
for t in victorList:
toon = None
if t:
toon = self.getToon(t)
if toon is not None:
activeToons.append(toon)
for t in victorList:
toon = None
if t:
toon = self.getToon(t)
self.air.writeServerEvent('buildingDefeated', t, '%s|%s|%s|%s' % (self.track, self.numFloors, self.zoneId, victorList))
if toon is not None:
self.air.questManager.toonKilledBuilding(toon, self.track, self.difficulty, self.numFloors, self.zoneId, activeToons)
for i in xrange(0, 4):
victor = victorList[i]
if (victor is None) or (victor not in self.air.doId2do):
victorList[i] = 0
continue
event = self.air.getAvatarExitEvent(victor)
self.accept(event, self.setVictorExited, extraArgs=[victor])
self.b_setVictorList(victorList)
self.updateSavedBy(savedBy)
self.victorResponses = [0, 0, 0, 0]
self.d_setState('waitForVictors')
def exitWaitForVictors(self):
self.victorResponses = None
for victor in self.victorList:
event = simbase.air.getAvatarExitEvent(victor)
self.ignore(event)
def enterWaitForVictorsFromCogdo(self, victorList, savedBy):
activeToons = []
for t in victorList:
toon = None
if t:
toon = self.getToon(t)
if toon != None:
activeToons.append(toon)
continue
for t in victorList:
toon = None
if t:
toon = self.getToon(t)
self.air.writeServerEvent('buildingDefeated', t, '%s|%s|%s|%s' % (self.track, self.numFloors, self.zoneId, victorList))
if toon != None:
#self.air.questManager.toonKilledCogdo(toon, self.track, self.difficulty, self.numFloors, self.zoneId, activeToons)
continue
victorList.extend([None, None, None, None])
for i in range(0, 4):
victor = victorList[i]
if victor == None or not self.air.doId2do.has_key(victor):
victorList[i] = 0
continue
event = self.air.getAvatarExitEvent(victor)
self.accept(event, self.setVictorExited, extraArgs = [
victor])
self.b_setVictorList(victorList[:4])
self.updateSavedBy(savedBy)
self.victorResponses = [
0,
0,
0,
0]
self.d_setState('waitForVictorsFromCogdo')
def exitWaitForVictorsFromCogdo(self):
self.victorResponses = None
for victor in self.victorList:
event = simbase.air.getAvatarExitEvent(victor)
self.ignore(event)
def enterBecomingToon(self):
self.d_setState('becomingToon')
name = self.taskName(str(self.block) + '_becomingToon-timer')
taskMgr.doMethodLater(SuitBuildingGlobals.VICTORY_SEQUENCE_TIME, self.becomingToonTask, name)
def exitBecomingToon(self):
name = self.taskName(str(self.block) + '_becomingToon-timer')
taskMgr.remove(name)
def enterBecomingToonFromCogdo(self):
self.d_setState('becomingToonFromCogdo')
name = self.taskName(str(self.block) + '_becomingToonFromCogdo-timer')
taskMgr.doMethodLater(SuitBuildingGlobals.VICTORY_SEQUENCE_TIME, self.becomingToonTask, name)
def exitBecomingToonFromCogdo(self):
name = self.taskName(str(self.block) + '_becomingToonFromCogdo-timer')
taskMgr.remove(name)
def becomingToonTask(self, task):
self.fsm.request('toon')
self.suitPlannerExt.buildingMgr.save()
return Task.done
def enterToon(self):
self.d_setState('toon')
(exteriorZoneId, interiorZoneId) = self.getExteriorAndInteriorZoneId()
if simbase.config.GetBool('want-new-toonhall', 1) and ZoneUtil.getCanonicalZoneId(interiorZoneId) == ToonHall:
self.interior = DistributedToonHallInteriorAI.DistributedToonHallInteriorAI(self.block, self.air, interiorZoneId, self)
else:
self.interior = DistributedToonInteriorAI.DistributedToonInteriorAI(self.block, self.air, interiorZoneId, self)
self.interior.generateWithRequired(interiorZoneId)
door = self.createExteriorDoor()
insideDoor = DistributedDoorAI.DistributedDoorAI(self.air, self.block, DoorTypes.INT_STANDARD)
door.setOtherDoor(insideDoor)
insideDoor.setOtherDoor(door)
door.zoneId = exteriorZoneId
insideDoor.zoneId = interiorZoneId
door.generateWithRequired(exteriorZoneId)
insideDoor.generateWithRequired(interiorZoneId)
self.door = door
self.insideDoor = insideDoor
self.becameSuitTime = 0
self.knockKnock = DistributedKnockKnockDoorAI.DistributedKnockKnockDoorAI(self.air, self.block)
self.knockKnock.generateWithRequired(exteriorZoneId)
self.air.writeServerEvent('building-toon', self.doId, '%s|%s' % (self.zoneId, self.block))
def createExteriorDoor(self):
result = DistributedDoorAI.DistributedDoorAI(self.air, self.block, DoorTypes.EXT_STANDARD)
return result
def exitToon(self):
self.door.setDoorLock(FADoorCodes.BUILDING_TAKEOVER)
def enterClearOutToonInterior(self):
self.d_setState('clearOutToonInterior')
if hasattr(self, 'interior'):
self.interior.setState('beingTakenOver')
name = self.taskName(str(self.block) + '_clearOutToonInterior-timer')
taskMgr.doMethodLater(SuitBuildingGlobals.CLEAR_OUT_TOON_BLDG_TIME, self.clearOutToonInteriorTask, name)
def exitClearOutToonInterior(self):
name = self.taskName(str(self.block) + '_clearOutToonInterior-timer')
taskMgr.remove(name)
def clearOutToonInteriorTask(self, task):
self.fsm.request('becomingSuit')
return Task.done
def enterBecomingSuit(self):
self.sendUpdate('setSuitData', [ord(self.track), self.difficulty, self.numFloors])
self.d_setState('becomingSuit')
name = self.taskName(str(self.block) + '_becomingSuit-timer')
taskMgr.doMethodLater(SuitBuildingGlobals.TO_SUIT_BLDG_TIME, self.becomingSuitTask, name)
def exitBecomingSuit(self):
name = self.taskName(str(self.block) + '_becomingSuit-timer')
taskMgr.remove(name)
if hasattr(self, 'interior'):
self.interior.requestDelete()
del self.interior
self.door.requestDelete()
del self.door
self.insideDoor.requestDelete()
del self.insideDoor
self.knockKnock.requestDelete()
del self.knockKnock
def becomingSuitTask(self, task):
self.fsm.request('suit')
self.suitPlannerExt.buildingMgr.save()
return Task.done
def enterSuit(self):
self.sendUpdate('setSuitData', [ord(self.track), self.difficulty, self.numFloors])
(zoneId, interiorZoneId) = self.getExteriorAndInteriorZoneId()
self.planner = SuitPlannerInteriorAI.SuitPlannerInteriorAI(self.numFloors, self.difficulty, self.track, interiorZoneId)
self.d_setState('suit')
(exteriorZoneId, interiorZoneId) = self.getExteriorAndInteriorZoneId()
self.elevator = DistributedElevatorExtAI.DistributedElevatorExtAI(self.air, self)
self.elevator.generateWithRequired(exteriorZoneId)
self.air.writeServerEvent('building-cog', self.doId, '%s|%s|%s|%s' % (self.zoneId, self.block, self.track, self.numFloors))
def exitSuit(self):
del self.planner
if hasattr(self, 'elevator'):
self.elevator.requestDelete()
del self.elevator
def enterClearOutToonInteriorForCogdo(self):
self.d_setState('clearOutToonInteriorForCogdo')
if hasattr(self, 'interior'):
self.interior.setState('beingTakenOver')
name = self.taskName(str(self.block) + '_clearOutToonInteriorForCogdo-timer')
taskMgr.doMethodLater(SuitBuildingGlobals.CLEAR_OUT_TOON_BLDG_TIME, self.clearOutToonInteriorForCogdoTask, name)
def exitClearOutToonInteriorForCogdo(self):
name = self.taskName(str(self.block) + '_clearOutToonInteriorForCogdo-timer')
taskMgr.remove(name)
def clearOutToonInteriorForCogdoTask(self, task):
self.fsm.request('becomingCogdo')
return Task.done
def enterBecomingCogdo(self):
self.sendUpdate('setSuitData', [
ord(self.realTrack),
self.difficulty,
self.numFloors])
self.d_setState('becomingCogdo')
name = self.taskName(str(self.block) + '_becomingCogdo-timer')
taskMgr.doMethodLater(SuitBuildingGlobals.TO_SUIT_BLDG_TIME, self.becomingCogdoTask, name)
def exitBecomingCogdo(self):
name = self.taskName(str(self.block) + '_becomingCogdo-timer')
taskMgr.remove(name)
if hasattr(self, 'interior'):
self.interior.requestDelete()
del self.interior
self.door.requestDelete()
del self.door
self.insideDoor.requestDelete()
del self.insideDoor
self.knockKnock.requestDelete()
del self.knockKnock
def becomingCogdoTask(self, task):
self.fsm.request('cogdo')
self.suitPlannerExt.buildingMgr.save()
return Task.done
def enterCogdo(self):
self.sendUpdate('setSuitData', [
ord(self.realTrack),
self.difficulty,
self.numFloors])
(zoneId, interiorZoneId) = self.getExteriorAndInteriorZoneId()
self._cogdoLayout = CogdoLayout(self.numFloors)
self.planner = SuitPlannerCogdoInteriorAI(self._cogdoLayout, self.difficulty, self.track, interiorZoneId)
self.d_setState('cogdo')
(exteriorZoneId, interiorZoneId) = self.getExteriorAndInteriorZoneId()
self.elevator = DistributedCogdoElevatorExtAI(self.air, self)
self.elevator.generateWithRequired(exteriorZoneId)
def exitCogdo(self):
del self.planner
if hasattr(self, 'elevator'):
self.elevator.requestDelete()
del self.elevator
def setSuitPlannerExt(self, planner):
self.suitPlannerExt = planner
def _createSuitInterior(self):
return DistributedSuitInteriorAI.DistributedSuitInteriorAI(self.air, self.elevator)
def _createCogdoInterior(self):
return DistributedCogdoInteriorAI(self.air, self)
def createSuitInterior(self):
self.interior = self._createSuitInterior()
(dummy, interiorZoneId) = self.getExteriorAndInteriorZoneId()
self.interior.fsm.request('WaitForAllToonsInside')
self.interior.generateWithRequired(interiorZoneId)
def createCogdoInterior(self):
self.interior = self._createCogdoInterior()
(dummy, interiorZoneId) = self.getExteriorAndInteriorZoneId()
self.interior.generateWithRequired(interiorZoneId)
self.interior.b_setState('WaitForAllToonsInside')
def deleteSuitInterior(self):
if hasattr(self, 'interior'):
self.interior.requestDelete()
del self.interior
if hasattr(self, 'elevator'):
self.elevator.d_setFloor(-1)
self.elevator.open()
def deleteCogdoInterior(self):
self.deleteSuitInterior()