mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-10-31 16:57:54 +00:00
365 lines
17 KiB
Python
365 lines
17 KiB
Python
from pandac.PandaModules import DepthOffsetAttrib, NodePath, Vec3, Vec4, TextNode
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from direct.directnotify import DirectNotifyGlobal
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from direct.fsm.FSM import FSM
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from direct.interval.FunctionInterval import Wait
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from direct.interval.IntervalGlobal import Func, LerpHprInterval, LerpScaleInterval, LerpFunctionInterval
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from direct.interval.MetaInterval import Sequence, Parallel
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from direct.distributed.ClockDelta import globalClockDelta
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from toontown.toonbase import ToontownGlobals
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from toontown.effects import DustCloud
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import CogdoFlyingGameGlobals as Globals
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import CogdoUtil
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from CogdoFlyingObjects import CogdoFlyingGatherable
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from CogdoFlyingUtil import swapAvatarShadowPlacer
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class CogdoFlyingPlayer(FSM):
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notify = DirectNotifyGlobal.directNotify.newCategory('CogdoFlyingPlayer')
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def __init__(self, toon):
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FSM.__init__(self, 'CogdoFlyingPlayer')
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self.toon = toon
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self.toon.reparentTo(render)
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self.legalEaglesTargeting = []
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self.activeBuffs = []
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self.initModels()
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self.initIntervals()
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self.netTimeSentToStartDeath = 0
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self.backpackState = -1
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self.lastBackpackState = -1
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self.lastPropellerSpinRate = Globals.Gameplay.NormalPropSpeed
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self.propellerSpinRate = Globals.Gameplay.NormalPropSpeed
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self.setFuelState(Globals.Gameplay.FuelStates.FuelNoPropeller)
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self.setOldFuelState(self.fuelState)
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CogdoFlyingPlayer.setBlades(self, Globals.Gameplay.FuelStates.FuelNoPropeller)
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self.setBackpackState(Globals.Gameplay.BackpackStates.Normal)
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def initModels(self):
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self.createPropeller()
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self.createRedTapeRing()
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def createPropeller(self):
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self.propellerSmoke = DustCloud.DustCloud(self.toon, wantSound=False)
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self.propellerSmoke.setBillboardPointEye()
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self.propellerSmoke.setBin('fixed', 5002)
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self.backpack = CogdoUtil.loadFlyingModel('propellerPack')
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self.backpack.setScale(1.3)
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self.backpack.setHpr(180.0, 0.0, 0.0)
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self.backpackInstances = []
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self.backpackTextureCard = CogdoUtil.loadFlyingModel('propellerPack_card')
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parts = self.toon.getTorsoParts()
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for part in parts:
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backpackInstance = part.attachNewNode('backpackInstance')
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animal = self.toon.style.getAnimal()
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bodyScale = ToontownGlobals.toonBodyScales[animal]
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backpackHeight = ToontownGlobals.torsoHeightDict[self.toon.style.torso] * bodyScale - 0.5
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backpackInstance.setPos(0.0, -0.325, backpackHeight)
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self.backpackInstances.append(backpackInstance)
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self.backpack.instanceTo(backpackInstance)
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self.propInstances = []
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self.propeller = CogdoUtil.loadFlyingModel('toonPropeller')
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for part in self.backpackInstances:
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propInstance = part.attachNewNode('propInstance')
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propInstance.setPos(0.0, -0.275, 0.0)
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propInstance.setHpr(0.0, 20.0, 0.0)
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propInstance.setScale(1.0, 1.0, 1.25)
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self.propInstances.append(propInstance)
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self.propeller.instanceTo(propInstance)
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self.blades = []
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self.activeBlades = []
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index = 1
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blade = self.propeller.find('**/propeller%d' % index)
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while not blade.isEmpty():
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self.blades.append(blade)
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index += 1
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blade = self.propeller.find('**/propeller%d' % index)
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for blade in self.blades:
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self.activeBlades.append(blade)
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def createRedTapeRing(self):
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self.redTapeRing = CogdoUtil.loadFlyingModel('redTapeRing')
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self.redTapeRing.setTwoSided(True)
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self.redTapeRing.reparentTo(self.toon)
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self.redTapeRing.hide()
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self.redTapeRing.setScale(1.25)
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self.redTapeRing.setZ(self.toon.getHeight() / 2.0)
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def initIntervals(self):
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self.baseSpinDuration = 1.0
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self.propellerSpinLerp = LerpFunctionInterval(self.propeller.setH, fromData=0.0, toData=360.0, duration=self.baseSpinDuration, name='%s.propellerSpinLerp-%s' % (self.__class__.__name__, self.toon.doId))
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singleBlinkTime = Globals.Gameplay.TargetedWarningSingleBlinkTime
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blinkTime = Globals.Gameplay.TargetedWarningBlinkTime
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self.blinkLoop = Sequence(Wait(singleBlinkTime / 2.0), Func(self.setBackpackTexture, Globals.Gameplay.BackpackStates.Attacked), Wait(singleBlinkTime / 2.0), Func(self.setBackpackTexture, Globals.Gameplay.BackpackStates.Targeted), name='%s.blinkLoop-%s' % (self.__class__.__name__, self.toon.doId))
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self.blinkWarningSeq = Sequence(Func(self.blinkLoop.loop), Wait(blinkTime), Func(self.blinkLoop.clearToInitial), name='%s.blinkWarningSeq-%s' % (self.__class__.__name__, self.toon.doId))
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dur = Globals.Gameplay.BackpackRefuelDuration
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self.refuelSeq = Sequence(Func(self.setPropellerSpinRate, Globals.Gameplay.RefuelPropSpeed), Wait(dur), Func(self.returnBackpackToLastStateFunc), name='%s.refuelSeq-%s' % (self.__class__.__name__, self.toon.doId))
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scale = self.redTapeRing.getScale()
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pulseTime = 1.0
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self.pulseBubbleSeq = Parallel(Sequence(LerpFunctionInterval(self.redTapeRing.setScale, fromData=scale, toData=scale * 1.1, duration=pulseTime / 2.0, blendType='easeInOut'), LerpFunctionInterval(self.redTapeRing.setScale, fromData=scale * 1.1, toData=scale, duration=pulseTime / 2.0, blendType='easeInOut')), LerpHprInterval(self.redTapeRing, pulseTime, Vec3(360, 0, 0), startHpr=Vec3(0, 0, 0)), name='%s.pulseBubbleSeq-%s' % (self.__class__.__name__, self.toon.doId))
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bouncePercent = 1.2
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scaleTime = 0.5
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scaleBounceTime = 0.25
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self.popUpBubbleLerp = LerpScaleInterval(self.redTapeRing, scaleTime, scale * bouncePercent, startScale=0.0, blendType='easeInOut')
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self.popUpBubbleSeq = Sequence(Func(self.updateLerpStartScale, self.popUpBubbleLerp, self.redTapeRing), Func(self.redTapeRing.show), self.popUpBubbleLerp, LerpScaleInterval(self.redTapeRing, scaleBounceTime, scale, startScale=scale * bouncePercent, blendType='easeInOut'), Func(self.pulseBubbleSeq.loop), name='%s.popUpBubbleSeq-%s' % (self.__class__.__name__, self.toon.doId))
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self.removeBubbleLerp = LerpScaleInterval(self.redTapeRing, scaleBounceTime, scale * bouncePercent, startScale=scale, blendType='easeInOut')
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self.removeBubbleSeq = Sequence(Func(self.pulseBubbleSeq.clearToInitial), Func(self.updateLerpStartScale, self.removeBubbleLerp, self.redTapeRing), self.removeBubbleLerp, LerpScaleInterval(self.redTapeRing, scaleTime, 0.0, startScale=scale * bouncePercent, blendType='easeInOut'), Func(self.redTapeRing.hide), name='%s.removeBubbleSeq-%s' % (self.__class__.__name__, self.toon.doId))
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self.redTapeRing.setScale(0.0)
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self.deathInterval = Sequence(Parallel(LerpHprInterval(self.toon, 1.0, Vec3(720, 0, 0)), LerpFunctionInterval(self.toon.setScale, fromData=1.0, toData=0.1, duration=1.0)), Func(self.toon.stash), name='%s.deathInterval-%s' % (self.__class__.__name__, self.toon.doId))
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self.spawnInterval = Sequence(Func(self.toon.stash), Func(self.resetToon), Wait(1.0), Func(self.toon.setAnimState, 'TeleportIn'), Func(self.toon.unstash), name='%s.spawnInterval-%s' % (self.__class__.__name__, self.toon.doId))
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singleBlinkTime = Globals.Gameplay.InvulSingleBlinkTime
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blinkTime = Globals.Gameplay.InvulBlinkTime
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invulBuffTime = Globals.Gameplay.InvulBuffTime
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self.blinkBubbleLoop = Sequence(LerpFunctionInterval(self.redTapeRing.setAlphaScale, fromData=1.0, toData=0.0, duration=singleBlinkTime / 2.0, blendType='easeInOut'), LerpFunctionInterval(self.redTapeRing.setAlphaScale, fromData=0.0, toData=1.0, duration=singleBlinkTime / 2.0, blendType='easeInOut'), name='%s.blinkBubbleLoop-%s' % (self.__class__.__name__, self.toon.doId))
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self.blinkBubbleSeq = Sequence(Wait(invulBuffTime - blinkTime), Func(self.blinkBubbleLoop.loop), Wait(blinkTime), Func(self.blinkBubbleLoop.finish), name='%s.blinkBubbleSeq-%s' % (self.__class__.__name__, self.toon.doId))
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def returnBackpackToLastStateFunc(self):
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if self.backpackState == Globals.Gameplay.BackpackStates.Refuel:
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self.returnBackpackToLastState()
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def setPropellerSpinRateFunc(self):
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if self.propellerSpinRate == Globals.Gameplay.RefuelPropSpeed:
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self.setPropellerSpinRate(self.lastPropellerSpinRate)
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def returnBackpackToLastState(self):
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self.setBackpackState(self.lastBackpackState)
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def setBackpackState(self, state):
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if state == self.backpackState:
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return
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self.lastBackpackState = self.backpackState
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self.backpackState = state
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self.blinkWarningSeq.clearToInitial()
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self.refuelSeq.clearToInitial()
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self.blinkLoop.clearToInitial()
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if self.lastBackpackState == Globals.Gameplay.BackpackStates.Refuel:
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self.setPropellerSpinRateFunc()
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if state in Globals.Gameplay.BackpackStates:
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if state == Globals.Gameplay.BackpackStates.Normal:
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pass
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elif state == Globals.Gameplay.BackpackStates.Targeted:
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pass
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elif state == Globals.Gameplay.BackpackStates.Refuel:
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self.refuelSeq.start()
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elif state == Globals.Gameplay.BackpackStates.Attacked:
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self.blinkWarningSeq.start()
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self.setBackpackTexture(state)
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def setBackpackTexture(self, state):
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texName = Globals.Gameplay.BackpackState2TextureName[state]
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tex = self.backpackTextureCard.findTexture(texName)
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self.backpack.setTexture(tex, 1)
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def updateLerpStartScale(self, lerp, nodepath):
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lerp.setStartScale(nodepath.getScale())
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def handleEnterGatherable(self, gatherable, elapsedTime):
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if gatherable.type == Globals.Level.GatherableTypes.InvulPowerup:
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self.blinkBubbleSeq.clearToInitial()
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self.blinkBubbleSeq.start(elapsedTime)
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self.removeBubbleSeq.clearToInitial()
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self.popUpBubbleSeq.start()
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if gatherable.type not in self.activeBuffs:
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self.activeBuffs.append(gatherable.type)
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elif gatherable.type == Globals.Level.GatherableTypes.Propeller:
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self.setBackpackState(Globals.Gameplay.BackpackStates.Refuel)
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def handleDebuffPowerup(self, pickupType, elapsedTime):
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if pickupType == Globals.Level.GatherableTypes.InvulPowerup:
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self.blinkBubbleSeq.finish()
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self.popUpBubbleSeq.clearToInitial()
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self.removeBubbleSeq.start()
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if pickupType in self.activeBuffs:
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self.activeBuffs.remove(pickupType)
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def isBuffActive(self, pickupType):
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if pickupType in self.activeBuffs:
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return True
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return False
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def isInvulnerable(self):
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if Globals.Level.GatherableTypes.InvulPowerup in self.activeBuffs:
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return True
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return False
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def setFuelState(self, fuelState):
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self.fuelState = fuelState
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def setOldFuelState(self, fuelState):
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self.oldFuelState = fuelState
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def hasFuelStateChanged(self):
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if self.fuelState != self.oldFuelState:
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return True
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else:
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return False
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def updatePropellerSmoke(self):
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if not self.hasFuelStateChanged():
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return
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if self.fuelState in [Globals.Gameplay.FuelStates.FuelNoPropeller, Globals.Gameplay.FuelStates.FuelNormal]:
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self.propellerSmoke.stop()
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elif self.fuelState in [Globals.Gameplay.FuelStates.FuelVeryLow, Globals.Gameplay.FuelStates.FuelEmpty]:
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self.propellerSmoke.stop()
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self.propellerSmoke.setScale(0.25)
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self.propellerSmoke.setZ(self.toon.getHeight() + 2.5)
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self.propellerSmoke.loop(rate=48)
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elif self.fuelState in [Globals.Gameplay.FuelStates.FuelLow]:
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self.propellerSmoke.stop()
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self.propellerSmoke.setScale(0.0825)
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self.propellerSmoke.setZ(self.toon.getHeight() + 2.0)
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self.propellerSmoke.loop(rate=24)
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def resetBlades(self):
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self.setBlades(len(self.blades))
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def setAsLegalEagleTarget(self, legalEagle):
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if legalEagle not in self.legalEaglesTargeting:
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self.legalEaglesTargeting.append(legalEagle)
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def removeAsLegalEagleTarget(self, legalEagle):
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if legalEagle in self.legalEaglesTargeting:
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self.legalEaglesTargeting.remove(legalEagle)
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def isLegalEagleTarget(self):
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if len(self.legalEaglesTargeting) > 0:
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return True
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else:
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return False
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def setBlades(self, fuelState):
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if fuelState not in Globals.Gameplay.FuelStates:
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return
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numBlades = fuelState - 1
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if len(self.activeBlades) != numBlades:
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for i in range(len(self.activeBlades)):
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blade = self.activeBlades.pop()
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blade.stash()
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if numBlades > len(self.blades):
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numBlades = len(self.blades)
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if numBlades > 0:
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for i in range(numBlades):
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blade = self.blades[i]
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self.activeBlades.append(blade)
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blade.unstash()
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if fuelState == Globals.Gameplay.FuelStates.FuelNoPropeller:
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for prop in self.propInstances:
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prop.hide()
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else:
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for prop in self.propInstances:
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prop.show()
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self.setFuelState(fuelState)
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self.updatePropellerSmoke()
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self.setOldFuelState(self.fuelState)
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def bladeLost(self):
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if len(self.activeBlades) > 0:
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blade = self.activeBlades.pop()
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blade.stash()
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self.setFuelState(len(self.activeBlades) + 1)
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self.updatePropellerSmoke()
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self.setOldFuelState(self.fuelState)
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def setPropellerSpinRate(self, newRate):
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self.lastPropellerSpinRate = self.propellerSpinRate
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self.propellerSpinRate = newRate
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self.notify.debug('(%s) New propeller speed:%s, old propeller speed:%s' % (self.toon.doId, self.propellerSpinRate, self.lastPropellerSpinRate))
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self.propellerSpinLerp.setPlayRate(newRate)
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def died(self, elapsedTime):
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self.deathInterval.start(elapsedTime)
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self.propellerSmoke.stop()
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def spawn(self, elapsedTime):
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self.spawnInterval.start(elapsedTime)
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def resetToon(self):
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self.toon.setScale(1.0)
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def enable(self):
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self.toon.setAnimState('Happy', 1.0)
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self.toon.setForceJumpIdle(True)
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self.toon.setSpeed(0, 0)
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self.setPropellerSpinRate(Globals.Gameplay.NormalPropSpeed)
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self.propellerSpinLerp.loop()
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def disable(self):
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pass
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def unload(self):
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self.ignoreAll()
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if self.toon:
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self.toon.showName()
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self.backpackTextureCard.removeNode()
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del self.backpackTextureCard
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self.refuelSeq.clearToInitial()
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del self.refuelSeq
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self.pulseBubbleSeq.clearToInitial()
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del self.pulseBubbleSeq
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self.blinkBubbleLoop.clearToInitial()
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del self.blinkBubbleLoop
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self.blinkBubbleSeq.clearToInitial()
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del self.blinkBubbleSeq
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self.popUpBubbleLerp.clearToInitial()
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del self.popUpBubbleLerp
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self.popUpBubbleSeq.clearToInitial()
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del self.popUpBubbleSeq
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self.removeBubbleLerp.clearToInitial()
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del self.removeBubbleLerp
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self.removeBubbleSeq.clearToInitial()
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del self.removeBubbleSeq
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self.propellerSmoke.destroy()
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del self.propellerSmoke
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self.blinkWarningSeq.clearToInitial()
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del self.blinkWarningSeq
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self.blinkLoop.clearToInitial()
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del self.blinkLoop
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self.redTapeRing.removeNode()
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del self.redTapeRing
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self.propellerSpinLerp.clearToInitial()
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del self.propellerSpinLerp
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for prop in self.propInstances:
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prop.removeNode()
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del self.propInstances[:]
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self.propeller.removeNode()
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del self.propeller
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for backpack in self.backpackInstances:
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backpack.removeNode()
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del self.backpackInstances[:]
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self.backpack.removeNode()
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del self.backpack
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del self.activeBuffs[:]
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del self.legalEaglesTargeting[:]
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del self.toon
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self.toon = None
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if self.deathInterval:
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self.deathInterval.clearToInitial()
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self.deathInterval = None
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if self.spawnInterval:
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self.spawnInterval.clearToInitial()
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self.spawnInterval = None
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return
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def start(self):
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swapAvatarShadowPlacer(self.toon, self.toon.uniqueName('toonShadowPlacer'))
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self.toon.startSmooth()
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def exit(self):
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self.toon.setForceJumpIdle(False)
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self.propellerSmoke.reparentTo(hidden)
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self.propellerSmoke.stop()
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if self.toon:
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CogdoFlyingPlayer.resetToon(self)
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self.toon.setActiveShadow(0)
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self.toon.deleteDropShadow()
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self.toon.initializeDropShadow()
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self.toon.setActiveShadow(1)
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else:
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self.notify.warning("There's no toon in offstage, this is bad!")
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