Poodletooth-iLand/toontown/battle/DistributedBattleBldgAI.py
2015-03-03 17:10:12 -05:00

172 lines
6.8 KiB
Python

from BattleBase import *
from BattleCalculatorAI import *
import DistributedBattleBaseAI
from SuitBattleGlobals import *
from direct.directnotify import DirectNotifyGlobal
from direct.distributed.ClockDelta import *
from direct.fsm import ClassicFSM, State
from direct.fsm import State
from direct.showbase import PythonUtil
from direct.showbase.PythonUtil import addListsByValue
from direct.task import Task
from otp.ai.AIBase import *
from toontown.toonbase.ToontownBattleGlobals import *
class DistributedBattleBldgAI(DistributedBattleBaseAI.DistributedBattleBaseAI):
notify = DirectNotifyGlobal.directNotify.newCategory('DistributedBattleBldgAI')
def __init__(self, air, zoneId, roundCallback=None, finishCallback=None, maxSuits=4, bossBattle=0):
DistributedBattleBaseAI.DistributedBattleBaseAI.__init__(self, air, zoneId, finishCallback, maxSuits, bossBattle)
self.streetBattle = 0
self.roundCallback = roundCallback
self.fsm.addState(State.State('BuildingReward', self.enterBuildingReward, self.exitBuildingReward, ['Resume']))
playMovieState = self.fsm.getStateNamed('PlayMovie')
playMovieState.addTransition('BuildingReward')
self.elevatorPos = Point3(0, -30, 0)
self.resumeNeedUpdate = 0
def announceGenerate(self):
DistributedBattleBaseAI.DistributedBattleBaseAI.announceGenerate(self)
self.registerToons()
def setInitialMembers(self, toonIds, suits):
for suit in suits:
self.addSuit(suit)
for toonId in toonIds:
self.addToon(toonId)
self.fsm.request('FaceOff')
def registerToons(self):
for toonId in self.toons:
toon = simbase.air.doId2do.get(toonId)
toon.b_setBattleId(self.doId)
def delete(self):
del self.roundCallback
DistributedBattleBaseAI.DistributedBattleBaseAI.delete(self)
def faceOffDone(self):
toonId = self.air.getAvatarIdFromSender()
if self.ignoreResponses == 1:
self.notify.debug('faceOffDone() - ignoring toon: %d' % toonId)
return
elif self.fsm.getCurrentState().getName() != 'FaceOff':
self.notify.warning('faceOffDone() - in state: %s' % self.fsm.getCurrentState().getName())
return
elif self.toons.count(toonId) == 0:
self.notify.warning('faceOffDone() - toon: %d not in toon list' % toonId)
return
self.responses[toonId] += 1
self.notify.debug('toon: %d done facing off' % toonId)
if not self.ignoreFaceOffDone:
if self.allToonsResponded():
self.handleFaceOffDone()
else:
self.timer.stop()
self.timer.startCallback(TIMEOUT_PER_USER, self.__serverFaceOffDone)
def enterFaceOff(self):
self.notify.debug('enterFaceOff()')
self.joinableFsm.request('Joinable')
self.runableFsm.request('Unrunable')
self.timer.startCallback(self.calcToonMoveTime(self.pos, self.elevatorPos) + FACEOFF_TAUNT_T + SERVER_BUFFER_TIME, self.__serverFaceOffDone)
def __serverFaceOffDone(self):
self.notify.debug('faceoff timed out on server')
self.ignoreFaceOffDone = 1
self.handleFaceOffDone()
def exitFaceOff(self):
self.timer.stop()
self.resetResponses()
def handleFaceOffDone(self):
for suit in self.suits:
self.activeSuits.append(suit)
for toon in self.toons:
self.activeToons.append(toon)
self.sendEarnedExperience(toon)
self.d_setMembers()
self.b_setState('WaitForInput')
def localMovieDone(self, needUpdate, deadToons, deadSuits, lastActiveSuitDied):
self.timer.stop()
self.resumeNeedUpdate = needUpdate
self.resumeDeadToons = deadToons
self.resumeDeadSuits = deadSuits
self.resumeLastActiveSuitDied = lastActiveSuitDied
if len(self.toons) == 0:
self.d_setMembers()
self.b_setState('Resume')
else:
totalHp = 0
for suit in self.suits:
if suit.currHP > 0:
totalHp += suit.currHP
continue
self.roundCallback(self.activeToons, totalHp, deadSuits)
def __goToResumeState(self, task):
self.b_setState('Resume')
def resume(self, currentFloor=0, topFloor=0):
if len(self.suits) == 0:
self.d_setMembers()
self.suitsKilledPerFloor.append(self.suitsKilledThisBattle)
if topFloor == 0:
self.b_setState('Reward')
else:
for floorNum, cogsThisFloor in enumerate(self.suitsKilledPerFloor):
for toonId in self.activeToons:
toon = self.getToon(toonId)
if toon:
(recovered, notRecovered) = self.air.questManager.recoverItems(toon, cogsThisFloor, self.zoneId)
self.toonItems[toonId][0].extend(recovered)
self.toonItems[toonId][1].extend(notRecovered)
meritArray = self.air.promotionMgr.recoverMerits(toon, cogsThisFloor, self.zoneId, getCreditMultiplier(floorNum))
if toonId in self.helpfulToons:
self.toonMerits[toonId] = addListsByValue(self.toonMerits[toonId], meritArray)
else:
self.notify.debug('toon %d not helpful, skipping merits' % toonId)
self.d_setBattleExperience()
self.b_setState('BuildingReward')
elif self.resumeNeedUpdate == 1:
self.d_setMembers()
if len(self.resumeDeadSuits) > 0 or self.resumeLastActiveSuitDied == 0 or len(self.resumeDeadToons) > 0:
self.needAdjust = 1
self.setState('WaitForJoin')
self.resumeNeedUpdate = 0
self.resumeDeadToons = []
self.resumeDeadSuits = []
self.resumeLastActiveSuitDied = 0
def enterReservesJoining(self, ts=0):
pass
def exitReservesJoining(self, ts=0):
pass
def enterReward(self):
self.timer.startCallback(FLOOR_REWARD_TIMEOUT, self.serverRewardDone)
def exitReward(self):
self.timer.stop()
def enterBuildingReward(self):
self.resetResponses()
self.assignRewards()
self.timer.startCallback(BUILDING_REWARD_TIMEOUT, self.serverRewardDone)
def exitBuildingReward(self):
self.exitResume()
pass
def enterResume(self):
DistributedBattleBaseAI.DistributedBattleBaseAI.enterResume(self)
self.finishCallback(self.zoneId, self.activeToons)
def exitResume(self):
DistributedBattleBaseAI.DistributedBattleBaseAI.exitResume(self)
taskName = self.taskName('finish')
taskMgr.remove(taskName)