Poodletooth-iLand/toontown/coghq/CogDisguiseGlobals.py

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5.6 KiB
Python

from toontown.suit import SuitDNA
import types
from toontown.toonbase import TTLocalizer
from direct.showbase import PythonUtil
from otp.otpbase import OTPGlobals
from toontown.battle import SuitBattleGlobals
PartsPerSuit = (17,
14,
12,
10)
PartsPerSuitBitmasks = (131071,
130175,
56447,
56411)
AllBits = 131071
leftLegUpper = 1
leftLegLower = 2
leftLegFoot = 4
rightLegUpper = 8
rightLegLower = 16
rightLegFoot = 32
torsoLeftShoulder = 64
torsoRightShoulder = 128
torsoChest = 256
torsoHealthMeter = 512
torsoPelvis = 1024
leftArmUpper = 2048
leftArmLower = 4096
leftArmHand = 8192
rightArmUpper = 16384
rightArmLower = 32768
rightArmHand = 65536
upperTorso = torsoLeftShoulder
leftLegIndex = 0
rightLegIndex = 1
torsoIndex = 2
leftArmIndex = 3
rightArmIndex = 4
PartsQueryShifts = (leftLegUpper,
rightLegUpper,
torsoLeftShoulder,
leftArmUpper,
rightArmUpper)
PartsQueryMasks = (leftLegFoot + leftLegLower + leftLegUpper,
rightLegFoot + rightLegLower + rightLegUpper,
torsoPelvis + torsoHealthMeter + torsoChest + torsoRightShoulder + torsoLeftShoulder,
leftArmHand + leftArmLower + leftArmUpper,
rightArmHand + rightArmLower + rightArmUpper)
PartNameStrings = TTLocalizer.CogPartNames
SimplePartNameStrings = TTLocalizer.CogPartNamesSimple
PartsQueryNames = ({1: PartNameStrings[0],
2: PartNameStrings[1],
4: PartNameStrings[2],
8: PartNameStrings[3],
16: PartNameStrings[4],
32: PartNameStrings[5],
64: PartNameStrings[6],
128: PartNameStrings[7],
256: PartNameStrings[8],
512: PartNameStrings[9],
1024: PartNameStrings[10],
2048: PartNameStrings[11],
4096: PartNameStrings[12],
8192: PartNameStrings[13],
16384: PartNameStrings[14],
32768: PartNameStrings[15],
65536: PartNameStrings[16]},
{1: PartNameStrings[0],
2: PartNameStrings[1],
4: PartNameStrings[2],
8: PartNameStrings[3],
16: PartNameStrings[4],
32: PartNameStrings[5],
64: SimplePartNameStrings[0],
128: SimplePartNameStrings[0],
256: SimplePartNameStrings[0],
512: SimplePartNameStrings[0],
1024: PartNameStrings[10],
2048: PartNameStrings[11],
4096: PartNameStrings[12],
8192: PartNameStrings[13],
16384: PartNameStrings[14],
32768: PartNameStrings[15],
65536: PartNameStrings[16]},
{1: PartNameStrings[0],
2: PartNameStrings[1],
4: PartNameStrings[2],
8: PartNameStrings[3],
16: PartNameStrings[4],
32: PartNameStrings[5],
64: SimplePartNameStrings[0],
128: SimplePartNameStrings[0],
256: SimplePartNameStrings[0],
512: SimplePartNameStrings[0],
1024: PartNameStrings[10],
2048: PartNameStrings[11],
4096: PartNameStrings[12],
8192: PartNameStrings[12],
16384: PartNameStrings[14],
32768: PartNameStrings[15],
65536: PartNameStrings[15]},
{1: PartNameStrings[0],
2: PartNameStrings[1],
4: PartNameStrings[1],
8: PartNameStrings[3],
16: PartNameStrings[4],
32: PartNameStrings[4],
64: SimplePartNameStrings[0],
128: SimplePartNameStrings[0],
256: SimplePartNameStrings[0],
512: SimplePartNameStrings[0],
1024: PartNameStrings[10],
2048: PartNameStrings[11],
4096: PartNameStrings[12],
8192: PartNameStrings[12],
16384: PartNameStrings[14],
32768: PartNameStrings[15],
65536: PartNameStrings[15]})
suitTypes = PythonUtil.Enum(('NoSuit', 'NoMerits', 'FullSuit'))
def makeMeritHierarchy(baseMerits):
meritHierarchy = []
for _ in xrange(SuitDNA.suitsPerDept):
meritTier = []
for _ in xrange(SuitDNA.levelsPerSuit):
baseMerits += (baseMerits*25) / 100
meritTier.append(baseMerits)
meritHierarchy.append(tuple(meritTier))
baseMerits /= 2
return meritHierarchy
MeritsPerLevel = makeMeritHierarchy(100) # Bossbot
MeritsPerLevel += makeMeritHierarchy(75) # Lawbot
MeritsPerLevel += makeMeritHierarchy(50) # Cashbot
MeritsPerLevel += makeMeritHierarchy(25) # Sellbot
def getNextPart(parts, partIndex, dept):
dept = dept2deptIndex(dept)
needMask = PartsPerSuitBitmasks[dept] & PartsQueryMasks[partIndex]
haveMask = parts[dept] & PartsQueryMasks[partIndex]
nextPart = ~needMask | haveMask
nextPart = nextPart ^ nextPart + 1
nextPart = nextPart + 1 >> 1
return nextPart
def getPartName(partArray):
index = 0
for part in partArray:
if part:
return PartsQueryNames[index][part]
index += 1
def isSuitComplete(parts, dept):
dept = dept2deptIndex(dept)
for p in xrange(len(PartsQueryMasks)):
if getNextPart(parts, p, dept):
return 0
return 1
def getTotalMerits(toon, index):
from toontown.battle import SuitBattleGlobals
cogIndex = toon.cogTypes[index] + SuitDNA.suitsPerDept * index
cogTypeStr = SuitDNA.suitHeadTypes[cogIndex]
cogBaseLevel = SuitBattleGlobals.SuitAttributes[cogTypeStr]['level']
cogLevel = toon.cogLevels[index] - cogBaseLevel
cogLevel = max(min(cogLevel, len(MeritsPerLevel[cogIndex]) - 1), 0)
return MeritsPerLevel[cogIndex][cogLevel]
def getTotalParts(bitString, shiftWidth = 32):
sum = 0
for shift in xrange(0, shiftWidth):
sum = sum + (bitString >> shift & 1)
return sum
def asBitstring(number):
array = []
shift = 0
if number == 0:
array.insert(0, '0')
while pow(2, shift) <= number:
if number >> shift & 1:
array.insert(0, '1')
else:
array.insert(0, '0')
shift += 1
str = ''
for i in xrange(0, len(array)):
str = str + array[i]
return str
def asNumber(bitstring):
num = 0
for i in xrange(0, len(bitstring)):
if bitstring[i] == '1':
num += pow(2, len(bitstring) - 1 - i)
return num
def dept2deptIndex(dept):
if type(dept) == types.StringType:
dept = SuitDNA.suitDepts.index(dept)
return dept