mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-24 20:22:33 -06:00
239 lines
8.6 KiB
Python
239 lines
8.6 KiB
Python
from direct.distributed.ClockDelta import *
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from direct.distributed.DistributedObject import DistributedObject
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from direct.fsm import ClassicFSM, State
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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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import ToonInteriorColors
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from toontown.dna.DNAParser import *
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from toontown.hood import ZoneUtil
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from toontown.toon.DistributedNPCToonBase import DistributedNPCToonBase
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from toontown.toonbase.ToonBaseGlobal import *
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from toontown.toonbase.ToontownGlobals import *
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class DistributedBankInterior(DistributedObject):
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def __init__(self, cr):
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DistributedObject.__init__(self, cr)
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self.dnaStore = cr.playGame.dnaStore
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self.inVault = False
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self.vaultCollNodePath = None
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self.fsm = ClassicFSM.ClassicFSM(
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'DistributedBankInterior',
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[
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State.State('off', self.enterOff, self.exitOff,
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['vaultClosed', 'vaultOpening', 'vaultOpen', 'vaultClosing']),
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State.State('vaultClosed', self.enterVaultClosed, self.exitVaultClosed,
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['vaultOpening']),
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State.State('vaultOpening', self.enterVaultOpening, self.exitVaultOpening,
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['vaultOpen']),
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State.State('vaultOpen', self.enterVaultOpen, self.exitVaultOpen,
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['vaultClosing']),
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State.State('vaultClosing', self.enterVaultClosing, self.exitVaultClosing,
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['vaultClosed'])
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], 'off', 'off')
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self.fsm.enterInitialState()
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def announceGenerate(self):
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DistributedObject.announceGenerate(self)
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self.setup()
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def disable(self):
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self.ignoreAll()
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self.interior.removeNode()
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del self.interior
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if self.collNodePath is not None:
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self.collNodePath.removeNode()
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self.collNodePath = None
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del self.vaultOpenSfx
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del self.vaultCloseSfx
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DistributedObject.disable(self)
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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 setState(self, name, timestamp):
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self.fsm.request(name, [globalClockDelta.localElapsedTime(timestamp)])
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def enterOff(self):
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pass
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def exitOff(self):
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pass
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def enterVaultClosed(self, timestamp):
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vaultDoor = render.find('**/vault_door')
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vaultDoor.setH(0)
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if self.inVault:
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self.clearVault()
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def exitVaultClosed(self):
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pass
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def enterVaultOpening(self, timestamp):
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vaultDoor = render.find('**/vault_door')
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doorTrack = Sequence()
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# First, spin the vault lock dial:
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dial = vaultDoor.find('**/vault_door_front_dial')
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doorTrack.append(LerpHprInterval(dial, 2, Vec3(0, 0, -2160), startHpr=(0, 0, 0), blendType='easeOut', fluid=1))
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# Then, open the vault door:
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doorTrack.append(LerpHprInterval(vaultDoor, 3, Vec3(-120, 0, 0), startHpr=Vec3(0, 0, 0), blendType='easeOut'))
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# We need the sound effect to play in parallel:
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track = Parallel(SoundInterval(self.vaultOpenSfx, node=vaultDoor), doorTrack)
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track.start(timestamp)
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def exitVaultOpening(self):
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pass
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def enterVaultOpen(self, timestamp):
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vaultDoor = render.find('**/vault_door')
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vaultDoor.setH(-120)
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def exitVaultOpen(self):
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pass
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def enterVaultClosing(self, timestamp):
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vaultDoor = render.find('**/vault_door')
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doorTrack = Sequence()
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# First, close the vault door:
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doorTrack.append(LerpHprInterval(vaultDoor, 3, Vec3(0, 0, 0), startHpr=Vec3(-120, 0, 0), blendType='easeOut'))
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# Then, spin the vault lock dial:
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dial = vaultDoor.find('**/vault_door_front_dial')
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doorTrack.append(LerpHprInterval(dial, 2, Vec3(0, 0, 2160), startHpr=(0, 0, 0), blendType='easeOut', fluid=1))
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# We need the sound effect to play in parallel:
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track = Parallel(SoundInterval(self.vaultCloseSfx, node=vaultDoor), doorTrack)
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track.start(timestamp)
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def exitVaultClosing(self):
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pass
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def __handleEnterVaultBox(self, collEntry=None):
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self.inVault = True
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if self.fsm.getCurrentState().getName() == 'vaultClosed':
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self.clearVault()
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def __handleExitVaultBox(self, collEntry=None):
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self.inVault = False
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def clearVault(self):
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place = base.cr.playGame.getPlace()
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place.setState('stopped')
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self.teleportTrack = Sequence()
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self.teleportTrack.append(Func(base.localAvatar.b_setAnimState, 'TeleportOut'))
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self.teleportTrack.append(Wait(3.5))
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self.teleportTrack.append(Func(base.localAvatar.setPos, Point3(0, 0, 0)))
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self.teleportTrack.append(Func(base.localAvatar.b_setAnimState, 'TeleportIn'))
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self.teleportTrack.append(Wait(2.25))
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self.teleportTrack.append(Func(place.setState, 'walk'))
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self.teleportTrack.start()
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def randomDNAItem(self, category, findFunc):
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codeCount = self.dnaStore.getNumCatalogCodes(category)
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index = self.randomGenerator.randint(0, codeCount - 1)
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code = self.dnaStore.getCatalogCode(category, index)
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return findFunc(code)
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def replaceRandomInModel(self, model):
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baseTag = 'random_'
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npc = model.findAllMatches('**/' + baseTag + '???_*')
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for i in xrange(npc.getNumPaths()):
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np = npc.getPath(i)
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name = np.getName()
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b = len(baseTag)
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category = name[b + 4:]
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key1 = name[b]
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key2 = name[b + 1]
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if key1 == 'm':
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model = self.randomDNAItem(category, self.dnaStore.findNode)
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newNP = model.copyTo(np)
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if key2 == 'r':
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self.replaceRandomInModel(newNP)
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elif key1 == 't':
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texture = self.randomDNAItem(category, self.dnaStore.findTexture)
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np.setTexture(texture, 100)
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newNP = np
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if key2 == 'c':
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if category == 'TI_wallpaper' or category == 'TI_wallpaper_border':
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self.randomGenerator.seed(self.zoneId)
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newNP.setColorScale(self.randomGenerator.choice(self.colors[category]))
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else:
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newNP.setColorScale(self.randomGenerator.choice(self.colors[category]))
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def chooseDoor(self):
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doorModelName = 'door_double_round_ul'
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if doorModelName[-1:] == 'r':
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doorModelName = doorModelName[:-1] + 'l'
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else:
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doorModelName = doorModelName[:-1] + 'r'
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door = self.dnaStore.findNode(doorModelName)
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return door
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def setup(self):
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self.dnaStore = base.cr.playGame.dnaStore
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self.randomGenerator = random.Random()
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self.randomGenerator.seed(self.zoneId)
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self.interior = loader.loadModel('phase_4/models/modules/ttc_bank_interior.bam')
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self.interior.reparentTo(render)
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self.vaultOpenSfx = loader.loadSfx('phase_4/audio/sfx/vault_door_open.ogg')
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self.vaultCloseSfx = loader.loadSfx('phase_4/audio/sfx/vault_door_close.ogg')
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hoodId = ZoneUtil.getHoodId(self.zoneId)
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self.colors = ToonInteriorColors.colors[hoodId]
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self.replaceRandomInModel(self.interior)
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door = self.chooseDoor()
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doorOrigin = render.find('**/door_origin;+s')
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doorNP = door.copyTo(doorOrigin)
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doorOrigin.setScale(0.8, 0.8, 0.8)
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doorOrigin.setPos(doorOrigin, 0, -0.025, 0)
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doorColor = self.randomGenerator.choice(self.colors['TI_door'])
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setupDoor(doorNP, self.interior, doorOrigin, self.dnaStore, str(self.block), doorColor)
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doorFrame = doorNP.find('door_*_flat')
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doorFrame.wrtReparentTo(self.interior)
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doorFrame.setColor(doorColor)
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del self.colors
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del self.dnaStore
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del self.randomGenerator
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room = render.find('**/vault_walls')
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minPoint, maxPoint = room.getTightBounds()
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offset = 1 # We want a slight offset
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maxPoint -= offset
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collBox = CollisionBox(minPoint, maxPoint)
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collBox.setTangible(0)
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collNode = CollisionNode(self.uniqueName('vaultBox'))
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collNode.setIntoCollideMask(BitMask32(1))
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collNode.addSolid(collBox)
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self.collNodePath = render.attachNewNode(collNode)
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radius = ((maxPoint-minPoint) / 2).getZ()
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self.collNodePath.setPos(-11.2 + (offset/2), 14 + radius + offset, 0)
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for npcToon in self.cr.doFindAllInstances(DistributedNPCToonBase):
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npcToon.initToonState()
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self.accept(self.uniqueName('entervaultBox'), self.__handleEnterVaultBox)
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self.accept(self.uniqueName('exitvaultBox'), self.__handleExitVaultBox)
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