mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-26 13:12:30 -06:00
206 lines
8.7 KiB
Python
206 lines
8.7 KiB
Python
from otp.ai.AIBaseGlobal import *
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from toontown.suit import SuitDNA
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from direct.directnotify import DirectNotifyGlobal
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from toontown.suit import DistributedSuitAI
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from toontown.building import SuitBuildingGlobals
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import types, math, random
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BASE_RESERVE = 10
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MAX_RESERVES = {
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's': BASE_RESERVE * .9,
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'm': BASE_RESERVE * 1.1,
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'l': BASE_RESERVE * 1.25,
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'c': BASE_RESERVE * 1.5,
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}
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def filterReviveChance(track, revive):
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if revive >= 0:
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return revive
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return random.randint(config.GetInt('min-lt-vs', 0), config.GetInt('max-lt-vs', 2))
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# implements difficulty 19 / LT
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def getMaxReserves(track):
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return int(math.ceil(MAX_RESERVES[track]))
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class SuitPlannerCogdoInteriorAI:
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notify = DirectNotifyGlobal.directNotify.newCategory('SuitPlannerCogdoInteriorAI')
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def __init__(self, layout, difficulty, track, zoneId, numFloors = 1):
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self.zoneId = zoneId
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self.numFloors = layout.getNumFloors()
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difficulty = min(difficulty + 4, len(SuitBuildingGlobals.SuitBuildingInfo) - 1)
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self.respectInvasions = 1
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if isinstance(difficulty, types.StringType):
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self.notify.warning('difficulty is a string!')
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difficulty = int(difficulty)
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self._genSuitInfos(numFloors, difficulty, track)
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def __genJoinChances(self, num):
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joinChances = []
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for currChance in range(num):
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joinChances.append(random.randint(1, 100))
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joinChances.sort(cmp)
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return joinChances
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def _genSuitInfos(self, numFloors, difficulty, bldgTrack):
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self.suitInfos = []
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self.notify.debug('\n\ngenerating suitsInfos with numFloors (' + str(numFloors) + ') difficulty (' + str(difficulty) + '+1) and bldgTrack (' + str(bldgTrack) + ')')
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for currFloor in range(numFloors):
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infoDict = {}
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lvls = self.__genLevelList(difficulty, currFloor, numFloors)
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activeDicts = []
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numActive = random.randint(1, min(4, len(lvls)))
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if currFloor + 1 == numFloors and len(lvls) > 1:
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origBossSpot = len(lvls) - 1
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if numActive == 1:
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newBossSpot = numActive - 1
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else:
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newBossSpot = numActive - 2
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tmp = lvls[newBossSpot]
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lvls[newBossSpot] = lvls[origBossSpot]
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lvls[origBossSpot] = tmp
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bldgInfo = SuitBuildingGlobals.SuitBuildingInfo[difficulty]
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if len(bldgInfo) > SuitBuildingGlobals.SUIT_BLDG_INFO_REVIVES:
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revives = bldgInfo[SuitBuildingGlobals.SUIT_BLDG_INFO_REVIVES][0]
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else:
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revives = 0
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for currActive in range(numActive - 1, -1, -1):
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level = lvls[currActive]
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type = self.__genNormalSuitType(level)
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activeDict = {}
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activeDict['type'] = type
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activeDict['track'] = bldgTrack
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activeDict['level'] = level
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activeDict['revives'] = filterReviveChance(bldgTrack, revives)
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activeDicts.append(activeDict)
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infoDict['activeSuits'] = activeDicts
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reserveDicts = []
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numReserve = min(len(lvls) - numActive, getMaxReserves(bldgTrack))
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joinChances = self.__genJoinChances(numReserve)
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for currReserve in range(numReserve):
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level = lvls[currReserve + numActive]
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type = self.__genNormalSuitType(level)
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reserveDict = {}
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reserveDict['type'] = type
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reserveDict['track'] = bldgTrack
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reserveDict['level'] = level
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reserveDict['revives'] = filterReviveChance(bldgTrack, revives)
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reserveDict['joinChance'] = joinChances[currReserve]
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reserveDicts.append(reserveDict)
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infoDict['reserveSuits'] = reserveDicts
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self.suitInfos.append(infoDict)
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def __genNormalSuitType(self, lvl):
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return SuitDNA.getRandomSuitType(lvl)
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def __genLevelList(self, difficulty, currFloor, numFloors):
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bldgInfo = SuitBuildingGlobals.SuitBuildingInfo[difficulty]
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lvlPoolRange = bldgInfo[SuitBuildingGlobals.SUIT_BLDG_INFO_LVL_POOL]
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maxFloors = bldgInfo[SuitBuildingGlobals.SUIT_BLDG_INFO_FLOORS][1]
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lvlPoolMults = bldgInfo[SuitBuildingGlobals.SUIT_BLDG_INFO_LVL_POOL_MULTS]
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floorIdx = min(currFloor, maxFloors - 1)
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lvlPoolMin = lvlPoolRange[0] * lvlPoolMults[floorIdx]
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lvlPoolMax = lvlPoolRange[1] * lvlPoolMults[floorIdx]
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lvlPool = random.randint(int(lvlPoolMin), int(lvlPoolMax))
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lvlMin = bldgInfo[SuitBuildingGlobals.SUIT_BLDG_INFO_SUIT_LVLS][0]
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lvlMax = bldgInfo[SuitBuildingGlobals.SUIT_BLDG_INFO_SUIT_LVLS][1]
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self.notify.debug('Level Pool: ' + str(lvlPool))
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lvlList = []
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while lvlPool >= lvlMin:
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newLvl = random.randint(lvlMin, min(lvlPool, lvlMax))
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lvlList.append(newLvl)
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lvlPool -= newLvl
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if currFloor + 1 == numFloors:
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bossLvlRange = bldgInfo[SuitBuildingGlobals.SUIT_BLDG_INFO_BOSS_LVLS]
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newLvl = random.randint(bossLvlRange[0], bossLvlRange[1])
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lvlList.append(newLvl)
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lvlList.sort(cmp)
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self.notify.debug('LevelList: ' + repr(lvlList))
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return lvlList
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def __setupSuitInfo(self, suit, bldgTrack, suitLevel, suitType):
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suitName, skeleton = simbase.air.suitInvasionManager.getInvadingCog()
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if suitName and self.respectInvasions:
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suitType = SuitDNA.getSuitType(suitName)
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bldgTrack = SuitDNA.getSuitDept(suitName)
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suitLevel = min(max(suitLevel, suitType), suitType + 4)
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dna = SuitDNA.SuitDNA()
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dna.newSuitRandom(suitType, bldgTrack)
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suit.dna = dna
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self.notify.debug('Creating suit type ' + suit.dna.name + ' of level ' + str(suitLevel) + ' from type ' + str(suitType) + ' and track ' + str(bldgTrack))
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suit.setLevel(suitLevel)
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return skeleton
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def __genSuitObject(self, suitZone, suitType, bldgTrack, suitLevel, revives = 0):
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newSuit = DistributedSuitAI.DistributedSuitAI(simbase.air, None)
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skel = self.__setupSuitInfo(newSuit, bldgTrack, suitLevel, suitType)
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if skel:
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newSuit.setSkelecog(1)
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newSuit.setSkeleRevives(revives)
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newSuit.generateWithRequired(suitZone)
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newSuit.node().setName('suit-%s' % newSuit.doId)
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return newSuit
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def myPrint(self):
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print 'Generated suits for cogdo: '
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for floor, currInfo in enumerate(self.suitInfos):
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floor += 1
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actives = currInfo['activeSuits']
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reserves = currInfo['reserveSuits']
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print ' Floor %d has %d active suits.' % (floor, len(actives))
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print ' Floor %d has %d reserve suits.' % (floor, len(reserves))
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for idx, currActive in enumerate(actives):
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type, track, level, revives = map(lambda x: currActive[x], ('type', 'track', 'level', 'revives'))
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print '-- Active suit %d is %s, %s and level %d and revives is %d' % (idx, type, track, level, revives)
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for idx, currReserve in enumerate(reserves):
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type, track, level, revives, res = map(lambda x: currReserve[x], ('type', 'track', 'level', 'revives', 'joinChance'))
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print '- Reserve suit %d is %s, %s and level %d and JC = %d and revives is %d' % (idx, type, track, level, res, revives)
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def genFloorSuits(self, floor):
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suitHandles = {}
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floorInfo = self.suitInfos[floor]
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activeSuits = []
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for activeSuitInfo in floorInfo['activeSuits']:
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suit = self.__genSuitObject(self.zoneId, activeSuitInfo['type'], activeSuitInfo['track'], activeSuitInfo['level'], activeSuitInfo['revives'])
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activeSuits.append(suit)
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suitHandles['activeSuits'] = activeSuits
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reserveSuits = []
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for reserveSuitInfo in floorInfo['reserveSuits']:
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suit = self.__genSuitObject(self.zoneId, reserveSuitInfo['type'], reserveSuitInfo['track'], reserveSuitInfo['level'], reserveSuitInfo['revives'])
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reserveSuits.append((suit, reserveSuitInfo['joinChance']))
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suitHandles['reserveSuits'] = reserveSuits
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return suitHandles
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def genSuits(self):
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suitHandles = []
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for floor in range(len(self.suitInfos)):
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floorSuitHandles = self.genFloorSuits(floor)
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suitHandles.append(floorSuitHandles)
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return suitHandles
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