Poodletooth-iLand/toontown/cogdominium/CogdoGameExit.py

123 lines
5.5 KiB
Python

from pandac.PandaModules import NodePath, Point3
from direct.interval.MetaInterval import Parallel, Sequence
from direct.interval.SoundInterval import SoundInterval
from direct.interval.FunctionInterval import Wait, Func
from toontown.building import ElevatorConstants
from toontown.building import ElevatorUtils
import CogdoUtil
import CogdoGameConsts
class CogdoGameExit(NodePath):
def __init__(self, openSfx = None, closeSfx = None):
NodePath.__init__(self, 'CogdoGameExit')
self._model = CogdoUtil.loadModel('exitDoor')
self._model.reparentTo(self)
self._leftDoor = self._model.find('**/left_door')
self._rightDoor = self._model.find('**/right_door')
self._openSfx = openSfx or base.loadSfx('phase_9/audio/sfx/CHQ_VP_door_open.ogg')
self._closeSfx = closeSfx or base.loadSfx('phase_9/audio/sfx/CHQ_VP_door_close.ogg')
self._elevatorPoints = []
for point in ElevatorConstants.ElevatorPoints:
self._elevatorPoints.append(point[0])
self._currentSlot = 0
self._ival = None
self._open = True
self._toon2track = {}
self.close(animate=False)
return
def destroy(self):
self._cleanToonTracks()
if self._ival is not None:
self._ival.clearToInitial()
del self._ival
self._model.removeNode()
del self._leftDoor
del self._rightDoor
del self._model
del self._openSfx
del self._closeSfx
del self._elevatorPoints
return
def isOpen(self):
return self._open
def uniqueName(self, name):
return self.getName() + name
def open(self, animate = True):
if self._open:
return
if animate:
self._finishIval()
self._ival = Sequence(Parallel(SoundInterval(self._closeSfx), self._leftDoor.posInterval(self.getOpenCloseDuration(), ElevatorUtils.getLeftOpenPoint(ElevatorConstants.ELEVATOR_NORMAL), startPos=ElevatorUtils.getLeftClosePoint(ElevatorConstants.ELEVATOR_NORMAL), blendType='easeInOut'), self._rightDoor.posInterval(self.getOpenCloseDuration(), ElevatorUtils.getRightOpenPoint(ElevatorConstants.ELEVATOR_NORMAL), startPos=ElevatorUtils.getRightClosePoint(ElevatorConstants.ELEVATOR_NORMAL), blendType='easeInOut')))
self._ival.start()
else:
ElevatorUtils.openDoors(self._leftDoor, self._rightDoor, type=ElevatorConstants.ELEVATOR_NORMAL)
self._open = True
def getOpenCloseDuration(self):
return CogdoGameConsts.ExitDoorMoveDuration
def close(self, animate = True):
if not self._open:
return
if animate:
self._finishIval()
self._ival = Sequence(Parallel(SoundInterval(self._closeSfx), self._leftDoor.posInterval(self.getOpenCloseDuration(), ElevatorUtils.getLeftClosePoint(ElevatorConstants.ELEVATOR_NORMAL), startPos=ElevatorUtils.getLeftOpenPoint(ElevatorConstants.ELEVATOR_NORMAL), blendType='easeIn'), self._rightDoor.posInterval(self.getOpenCloseDuration(), ElevatorUtils.getRightClosePoint(ElevatorConstants.ELEVATOR_NORMAL), startPos=ElevatorUtils.getRightOpenPoint(ElevatorConstants.ELEVATOR_NORMAL), blendType='easeIn')))
self._ival.start()
else:
ElevatorUtils.closeDoors(self._leftDoor, self._rightDoor, type=ElevatorConstants.ELEVATOR_NORMAL)
self._open = False
def _finishIval(self):
if self._ival is not None and self._ival.isPlaying():
self._ival.finish()
return
def toonEnters(self, toon, goInside = True):
self._runToonThroughSlot(toon, self._currentSlot, goInside=goInside)
self._currentSlot += 1
if self._currentSlot > len(self._elevatorPoints):
self._currentSlot = 0
def _runToonThroughSlot(self, toon, slot, goInside = True):
helperNode = NodePath('helper')
helperNode.reparentTo(toon.getParent())
helperNode.lookAt(self)
lookAtH = helperNode.getH(self._model)
toonH = toon.getH(self._model)
hDiff = abs(lookAtH - toonH)
distanceFromElev = toon.getDistance(self._model)
moveSpeed = 9.778
anim = 'run'
if toon.animFSM.getCurrentState() == 'Sad':
moveSpeed *= 0.5
anim = 'sad-walk'
runInsideDistance = 20
track = Sequence(Func(toon.stopSmooth), Func(toon.loop, anim, 1.0), Parallel(toon.hprInterval(hDiff / 360.0, Point3(lookAtH, 0, 0), other=self._model, blendType='easeIn'), toon.posInterval(distanceFromElev / moveSpeed, Point3(self._elevatorPoints[slot], 0, 0), other=self._model, blendType='easeIn')), name=toon.uniqueName('runThroughExit'), autoPause=1)
if goInside:
track.append(Parallel(toon.hprInterval(lookAtH / 360.0, Point3(0, 0, 0), other=self._model, blendType='easeOut'), toon.posInterval(runInsideDistance / moveSpeed, Point3(self._elevatorPoints[slot], runInsideDistance, 0), other=self._model, blendType='easeOut')))
track.append(Func(self._clearToonTrack, toon))
track.append(Func(toon.setAnimState, 'Happy', 1.0))
self._storeToonTrack(toon, track)
track.start()
def _cleanToonTracks(self):
toons = [ toon for toon in self._toon2track ]
for toon in toons:
self._clearToonTrack(toon)
def _clearToonTrack(self, toon):
oldTrack = self._toon2track.get(toon)
if oldTrack is not None:
oldTrack.pause()
del self._toon2track[toon]
return
def _storeToonTrack(self, toon, track):
self._clearToonTrack(toon)
self._toon2track[toon] = track