mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-11-01 01:07:54 +00:00
466 lines
16 KiB
Python
Executable file
466 lines
16 KiB
Python
Executable file
from direct.directnotify import DirectNotifyGlobal
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from direct.distributed.DistributedObjectAI import DistributedObjectAI
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from direct.fsm.FSM import FSM
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from toontown.estate.DistributedEstateAI import DistributedEstateAI
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from toontown.estate.DistributedHouseAI import DistributedHouseAI
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import HouseGlobals
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import functools
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class LoadHouseFSM(FSM):
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notify = DirectNotifyGlobal.directNotify.newCategory('LoadHouseFSM')
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def __init__(self, mgr, estate, houseIndex, toon, callback):
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FSM.__init__(self, 'LoadHouseFSM')
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self.mgr = mgr
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self.estate = estate
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self.houseIndex = houseIndex
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self.toon = toon
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self.callback = callback
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self.done = False
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def start(self):
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# We have a few different cases here:
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if self.toon is None:
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# Case #1: There isn't a Toon in that estate slot. Make a blank house.
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# Because this state completes so fast, we'll use taskMgr to delay
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# it until the next iteration. This solves re-entrancy problems.
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taskMgr.doMethodLater(0.0, self.demand,
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'makeBlankHouse-%s' % id(self),
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extraArgs=['MakeBlankHouse'])
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return
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self.houseId = self.toon.get('setHouseId', [0])[0]
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if self.houseId == 0:
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# Case #2: There is a Toon, but no setHouseId. Gotta make one.
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self.demand('CreateHouse')
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else:
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# Case #3: Toon with a setHouseId. Load it.
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self.demand('LoadHouse')
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def enterMakeBlankHouse(self):
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self.house = DistributedHouseAI(self.mgr.air)
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self.house.setHousePos(self.houseIndex)
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self.house.setColor(self.houseIndex)
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self.house.generateWithRequired(self.estate.zoneId)
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self.estate.houses[self.houseIndex] = self.house
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self.demand('Off')
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def enterCreateHouse(self):
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self.mgr.air.dbInterface.createObject(
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self.mgr.air.dbId,
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self.mgr.air.dclassesByName['DistributedHouseAI'],
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{
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'setName' : [self.toon['setName'][0]],
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'setAvatarId' : [self.toon['ID']],
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},
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self.__handleCreate)
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def __handleCreate(self, doId):
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if self.state != 'CreateHouse':
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return
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# Update the avatar's houseId:
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av = self.mgr.air.doId2do.get(self.toon['ID'])
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if av:
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av.b_setHouseId(doId)
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else:
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self.mgr.air.dbInterface.updateObject(
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self.mgr.air.dbId,
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self.toon['ID'],
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self.mgr.air.dclassesByName['DistributedToonAI'],
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{'setHouseId': [doId]})
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self.houseId = doId
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self.demand('LoadHouse')
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def enterLoadHouse(self):
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# Activate the house:
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self.mgr.air.sendActivate(self.houseId, self.mgr.air.districtId, self.estate.zoneId,
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self.mgr.air.dclassesByName['DistributedHouseAI'],
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{'setHousePos': [self.houseIndex],
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'setColor': [self.houseIndex],
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'setName': [self.toon['setName'][0]],
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'setAvatarId': [self.toon['ID']]})
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# Now we wait for the house to show up... We do this by hanging a messenger
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# hook which the DistributedHouseAI throws once it spawns.
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self.acceptOnce('generate-%d' % self.houseId, self.__gotHouse)
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def __gotHouse(self, house):
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self.house = house
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self.estate.houses[self.houseIndex] = self.house
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self.demand('Off')
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def exitLoadHouse(self):
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self.ignore('generate-%d' % self.houseId)
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def enterOff(self):
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self.done = True
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self.callback(self.house)
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class LoadPetFSM(FSM):
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def __init__(self, mgr, estate, toon, callback):
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FSM.__init__(self, 'LoadPetFSM')
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self.mgr = mgr
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self.estate = estate
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self.toon = toon
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self.callback = callback
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self.done = False
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def start(self):
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self.petId = self.toon['setPetId'][0]
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if not self.petId in self.mgr.air.doId2do:
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self.mgr.air.sendActivate(self.petId, self.mgr.air.districtId, self.estate.zoneId)
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self.acceptOnce('generate-%d' % self.petId, self.__generated)
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else:
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self.__generated(self.mgr.air.doId2do[self.petId])
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def __generated(self, pet):
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self.pet = pet
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self.estate.pets.append(pet)
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self.demand('Off')
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def enterOff(self):
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self.done = True
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self.callback(self.pet)
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class LoadEstateFSM(FSM):
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def __init__(self, mgr, callback):
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FSM.__init__(self, 'LoadEstateFSM')
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self.mgr = mgr
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self.callback = callback
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self.estate = None
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def start(self, accountId, zoneId):
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self.accountId = accountId
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self.zoneId = zoneId
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self.demand('QueryAccount')
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def enterQueryAccount(self):
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self.mgr.air.dbInterface.queryObject(self.mgr.air.dbId, self.accountId,
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self.__gotAccount)
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def __gotAccount(self, dclass, fields):
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if self.state != 'QueryAccount':
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return # We must have aborted or something...
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if dclass != self.mgr.air.dclassesByName['AccountAI']:
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self.mgr.notify.warning('Account %d has non-account dclass %d!' %
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(self.accountId, dclass))
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self.demand('Failure')
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return
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self.accountFields = fields
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self.estateId = fields.get('ESTATE_ID', 0)
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self.demand('QueryToons')
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def enterQueryToons(self):
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self.toonIds = self.accountFields.get('ACCOUNT_AV_SET', [0]*6)
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self.toons = {}
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for index, toonId in enumerate(self.toonIds):
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if toonId == 0:
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self.toons[index] = None
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continue
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self.mgr.air.dbInterface.queryObject(
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self.mgr.air.dbId, toonId,
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functools.partial(self.__gotToon, index=index))
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def __gotToon(self, dclass, fields, index):
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if self.state != 'QueryToons':
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return # We must have aborted or something...
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if dclass != self.mgr.air.dclassesByName['DistributedToonAI']:
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self.mgr.notify.warning('Account %d has avatar %d with non-Toon dclass %d!' %
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(self.accountId, self.toonIds[index], dclass))
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self.demand('Failure')
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return
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fields['ID'] = self.toonIds[index]
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self.toons[index] = fields
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if len(self.toons) == 6:
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self.__gotAllToons()
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def __gotAllToons(self):
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# Okay, we have all of our Toons, now we can proceed with estate!
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if self.estateId:
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# We already have an estate, load it!
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self.demand('LoadEstate')
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else:
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# We don't have one yet, make one!
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self.demand('CreateEstate')
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def enterCreateEstate(self):
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# We have to ask the DB server to construct a blank estate object...
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self.mgr.air.dbInterface.createObject(
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self.mgr.air.dbId,
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self.mgr.air.dclassesByName['DistributedEstateAI'],
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{},
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self.__handleEstateCreate)
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def __handleEstateCreate(self, estateId):
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if self.state != 'CreateEstate':
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return # We must have aborted or something...
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self.estateId = estateId
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# Update our account so we can store this new estate object.
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self.mgr.air.dbInterface.updateObject(
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self.mgr.air.dbId,
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self.accountId,
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self.mgr.air.dclassesByName['AccountAI'],
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{ 'ESTATE_ID': estateId }
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)
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self.demand('LoadEstate')
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def enterLoadEstate(self):
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# Activate the estate:
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self.mgr.air.sendActivate(self.estateId, self.mgr.air.districtId, self.zoneId)
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# Now we wait for the estate to show up... We do this by hanging a messenger
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# hook which the DistributedEstateAI throws once it spawns.
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self.acceptOnce('generate-%d' % self.estateId, self.__gotEstate)
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def __gotEstate(self, estate):
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self.estate = estate
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estate.pets = []
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self.estate.toons = self.toonIds
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self.estate.updateToons()
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# Gotcha! Now we need to load houses:
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self.demand('LoadHouses')
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def exitLoadEstate(self):
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self.ignore('generate-%d' % self.estateId)
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def enterLoadHouses(self):
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self.houseFSMs = []
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for houseIndex in xrange(6):
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fsm = LoadHouseFSM(self.mgr, self.estate, houseIndex,
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self.toons[houseIndex], self.__houseDone)
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self.houseFSMs.append(fsm)
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fsm.start()
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def __houseDone(self, house):
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if self.state != 'LoadHouses':
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# We aren't loading houses, so we probably got cancelled. Therefore,
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# the only sensible thing to do is simply destroy the house.
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house.requestDelete()
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return
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# A houseFSM just finished! Let's see if all of them are done:
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if all(houseFSM.done for houseFSM in self.houseFSMs):
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self.demand('LoadPets')
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def enterLoadPets(self):
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self.petFSMs = []
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for houseIndex in xrange(6):
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toon = self.toons[houseIndex]
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if toon and toon['setPetId'][0] != 0:
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fsm = LoadPetFSM(self.mgr, self.estate, toon, self.__petDone)
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self.petFSMs.append(fsm)
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fsm.start()
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if not self.petFSMs:
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taskMgr.doMethodLater(0, lambda: self.demand('Finished'), 'nopets', extraArgs=[])
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def __petDone(self, pet):
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if self.state != 'LoadPets':
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pet.requestDelete()
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return
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# A petFSM just finished! Let's see if all of them are done:
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if all(petFSM.done for petFSM in self.petFSMs):
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self.demand('Finished')
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def enterFinished(self):
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self.callback(True)
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def enterFailure(self):
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self.cancel()
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self.callback(False)
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def cancel(self):
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if self.estate:
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self.estate.destroy()
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self.estate = None
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self.demand('Off')
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class EstateManagerAI(DistributedObjectAI):
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notify = DirectNotifyGlobal.directNotify.newCategory("EstateManagerAI")
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def __init__(self, air):
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DistributedObjectAI.__init__(self, air)
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self.estate2toons = {}
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self.toon2estate = {}
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self.estate2timeout = {}
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def getEstateZone(self, avId):
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senderId = self.air.getAvatarIdFromSender()
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accId = self.air.getAccountIdFromSender()
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toon = self.air.doId2do.get(senderId)
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if not toon:
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self.air.writeServerEvent('suspicious', senderId, 'Sent getEstateZone() but not on district!')
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return
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# If there's an avId included, then the Toon is interested in visiting a
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# friend. We do NOT load the estate, we simply see if it's already up...
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if avId and avId != senderId:
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av = self.air.doId2do.get(avId)
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if av and av.dclass == self.air.dclassesByName['DistributedToonAI']:
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estate = self._lookupEstate(av)
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if estate:
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# Yep, there it is!
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avId = estate.owner.doId
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zoneId = estate.zoneId
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self._mapToEstate(toon, estate)
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self._unloadEstate(toon) # In case they're doing estate->estate TP.
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self.sendUpdateToAvatarId(senderId, 'setEstateZone', [avId, zoneId])
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# Bummer, couldn't find avId at an estate...
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self.sendUpdateToAvatarId(senderId, 'setEstateZone', [0, 0])
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return
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# The Toon definitely wants to go to his own estate...
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estate = getattr(toon, 'estate', None)
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if estate:
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# They already have an estate loaded, so let's just return it:
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self._mapToEstate(toon, toon.estate)
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self.sendUpdateToAvatarId(senderId, 'setEstateZone', [senderId, estate.zoneId])
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# If a timeout is active, cancel it:
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if estate in self.estate2timeout:
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self.estate2timeout[estate].remove()
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del self.estate2timeout[estate]
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return
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if getattr(toon, 'loadEstateFSM', None):
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# We already have a loading operation underway; ignore this second
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# request since the first operation will setEstateZone() when it
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# finishes anyway.
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return
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zoneId = self.air.allocateZone()
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def estateLoaded(success):
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if success:
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toon.estate = toon.loadEstateFSM.estate
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toon.estate.owner = toon
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self._mapToEstate(toon, toon.estate)
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self.sendUpdateToAvatarId(senderId, 'setEstateZone', [senderId, zoneId])
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else:
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# Estate loading failed??!
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self.sendUpdateToAvatarId(senderId, 'setEstateZone', [0, 0])
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# And I guess we won't need our zoneId anymore...
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self.air.deallocateZone(zoneId)
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toon.loadEstateFSM = None
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self.acceptOnce(self.air.getAvatarExitEvent(toon.doId), self._unloadEstate, extraArgs=[toon])
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toon.loadEstateFSM = LoadEstateFSM(self, estateLoaded)
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toon.loadEstateFSM.start(accId, zoneId)
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def exitEstate(self):
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senderId = self.air.getAvatarIdFromSender()
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toon = self.air.doId2do.get(senderId)
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if not toon:
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self.air.writeServerEvent('suspicious', senderId, 'Sent exitEstate() but not on district!')
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return
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self._unmapFromEstate(toon)
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self._unloadEstate(toon)
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def _unloadEstate(self, toon):
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if getattr(toon, 'estate', None):
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estate = toon.estate
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if estate not in self.estate2timeout:
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self.estate2timeout[estate] = \
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taskMgr.doMethodLater(HouseGlobals.BOOT_GRACE_PERIOD,
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self._cleanupEstate,
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estate.uniqueName('emai-cleanup-task'),
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extraArgs=[estate])
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self._sendToonsToPlayground(toon.estate, 0) # This is a warning only...
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if getattr(toon, 'loadEstateFSM', None):
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self.air.deallocateZone(toon.loadEstateFSM.zoneId)
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toon.loadEstateFSM.cancel()
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toon.loadEstateFSM = None
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self.ignore(self.air.getAvatarExitEvent(toon.doId))
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def _cleanupEstate(self, estate):
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# Boot all Toons from estate:
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self._sendToonsToPlayground(estate, 1)
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# Clean up toon<->estate mappings...
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for toon in self.estate2toons.get(estate, []):
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try:
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del self.toon2estate[toon]
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except KeyError:
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pass
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try:
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del self.estate2toons[estate]
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except KeyError:
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pass
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# Clean up timeout, if it exists:
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if estate in self.estate2timeout:
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del self.estate2timeout[estate]
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# Destroy estate and unmap from owner:
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estate.destroy()
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estate.owner.estate = None
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# Destroy pets:
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for pet in estate.pets:
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pet.requestDelete()
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estate.pets = []
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# Free estate's zone:
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self.air.deallocateZone(estate.zoneId)
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def _sendToonsToPlayground(self, estate, reason):
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for toon in self.estate2toons.get(estate, []):
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self.sendUpdateToAvatarId(toon.doId, 'sendAvToPlayground',
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[toon.doId, reason])
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def _mapToEstate(self, toon, estate):
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self._unmapFromEstate(toon)
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self.estate2toons.setdefault(estate, []).append(toon)
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self.toon2estate[toon] = estate
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def _unmapFromEstate(self, toon):
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estate = self.toon2estate.get(toon)
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if not estate: return
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del self.toon2estate[toon]
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try:
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self.estate2toons[estate].remove(toon)
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except (KeyError, ValueError):
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pass
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def _lookupEstate(self, toon):
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return self.toon2estate.get(toon)
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def getOwnerFromZone(self, avId):
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return False
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