from panda3d.toontown import * from otp.ai.AIBaseGlobal import * from direct.distributed import DistributedObjectAI import SuitPlannerBase, DistributedSuitAI from toontown.battle import BattleManagerAI from direct.task import Task from direct.directnotify import DirectNotifyGlobal import SuitDNA from toontown.battle import SuitBattleGlobals import SuitTimings from toontown.toon import NPCToons from toontown.building import HQBuildingAI from toontown.hood import ZoneUtil from toontown.building import SuitBuildingGlobals from toontown.building.DistributedBuildingAI import DistributedBuildingAI from toontown.toonbase import ToontownBattleGlobals from toontown.toonbase import ToontownGlobals import math, time, random class DistributedSuitPlannerAI(DistributedObjectAI.DistributedObjectAI, SuitPlannerBase.SuitPlannerBase): CogdoPopFactor = config.GetFloat('cogdo-pop-factor', 1.5) CogdoRatio = min(1.0, max(0.0, config.GetFloat('cogdo-ratio', 0.5))) MinimumOfOne = config.GetBool('minimum-of-one-building', 0) SuitHoodInfo = [ [ 2100, 5, 15, 0, 5, 20, 3, (1, 5, 10, 40, 60, 80), (25, 25, 25, 25), (1, 2, 3), []], [2200, 3, 10, 0, 5, 15, 3, (1, 5, 10, 40, 60, 80), (10, 70, 10, 10), (1, 2, 3), []], [2300, 3, 10, 0, 5, 15, 3, (1, 5, 10, 40, 60, 80), (10, 10, 40, 40), (1, 2, 3), []], [1100, 1, 5, 0, 99, 100, 4, (1, 5, 10, 40, 60, 80), (90, 10, 0, 0), (2, 3, 4), []], [1200, 1, 5, 0, 99, 100, 4, (1, 5, 10, 40, 60, 80), (0, 0, 90, 10), (3, 4, 5, 6), []], [1300, 1, 5, 0, 99, 100, 4, (1, 5, 10, 40, 60, 80), (40, 40, 10, 10), (3, 4, 5, 6), []], [3100, 1, 5, 0, 99, 100, 4, (1, 5, 10, 40, 60, 80), (90, 10, 0, 0), (5, 6, 7), []], [3200, 1, 5, 0, 99, 100, 4, (1, 5, 10, 40, 60, 80), (10, 20, 30, 40), (5, 6, 7), []], [3300, 1, 5, 0, 99, 100, 4, (1, 5, 10, 40, 60, 80), (5, 85, 5, 5), (7, 8, 9), []], [4100, 1, 5, 0, 99, 100, 4, (1, 5, 10, 40, 60, 80), (0, 0, 50, 50), (2, 3, 4), []], [4200, 1, 5, 0, 99, 100, 4, (1, 5, 10, 40, 60, 80), (0, 0, 90, 10), (3, 4, 5, 6), []], [4300, 1, 5, 0, 99, 100, 4, (1, 5, 10, 40, 60, 80), (50, 50, 0, 0), (3, 4, 5, 6), []], [5100, 1, 5, 0, 99, 100, 4, (1, 5, 10, 40, 60, 80), (0, 20, 10, 70), (2, 3, 4), []], [5200, 1, 5, 0, 99, 100, 4, (1, 5, 10, 40, 60, 80), (10, 70, 0, 20), (3, 4, 5, 6), []], [5300, 1, 5, 0, 99, 100, 4, (1, 5, 10, 40, 60, 80), (5, 5, 5, 85), (3, 4, 5, 6), []], [9100, 1, 5, 0, 99, 100, 4, (1, 5, 10, 40, 60, 80), (25, 25, 25, 25), (6, 7, 8, 9), []], [9200, 1, 5, 0, 99, 100, 4, (1, 5, 10, 40, 60, 80), (5, 5, 85, 5), (6, 7, 8, 9), []], [11000, 3, 15, 0, 0, 0, 4, (1, 5, 10, 40, 60, 80), (0, 0, 0, 100), (4, 5, 6), []], [11200, 10, 20, 0, 0, 0, 4, (1, 5, 10, 40, 60, 80), (0, 0, 0, 100), (4, 5, 6), []], [12000, 10, 20, 0, 0, 0, 4, (1, 5, 10, 40, 60, 80), (0, 0, 100, 0), (7, 8, 9), []], [13000, 10, 20, 0, 0, 0, 4, (1, 5, 10, 40, 60, 80), (0, 100, 0, 0), (8, 9, 10), []]] SUIT_HOOD_INFO_ZONE = 0 SUIT_HOOD_INFO_MIN = 1 SUIT_HOOD_INFO_MAX = 2 SUIT_HOOD_INFO_BMIN = 3 SUIT_HOOD_INFO_BMAX = 4 SUIT_HOOD_INFO_BWEIGHT = 5 SUIT_HOOD_INFO_SMAX = 6 SUIT_HOOD_INFO_JCHANCE = 7 SUIT_HOOD_INFO_TRACK = 8 SUIT_HOOD_INFO_LVL = 9 SUIT_HOOD_INFO_HEIGHTS = 10 MAX_SUIT_TYPES = 6 POP_UPKEEP_DELAY = 10 POP_ADJUST_DELAY = 300 PATH_COLLISION_BUFFER = 5 TOTAL_MAX_SUITS = 50 MIN_PATH_LEN = 40 MAX_PATH_LEN = 300 MIN_TAKEOVER_PATH_LEN = 2 SUITS_ENTER_BUILDINGS = 1 SUIT_BUILDING_NUM_SUITS = 1.5 SUIT_BUILDING_TIMEOUT = [ None, None, None, None, None, None, 72, 60, 48, 36, 24, 12, 6, 3, 1, 0.5] TOTAL_SUIT_BUILDING_PCT = 18 * CogdoPopFactor BUILDING_HEIGHT_DISTRIBUTION = [ 14, 18, 25, 23, 20] TOTAL_BWEIGHT = 0 TOTAL_BWEIGHT_PER_TRACK = [ 0, 0, 0, 0] TOTAL_BWEIGHT_PER_HEIGHT = [ 0, 0, 0, 0, 0] for currHoodInfo in SuitHoodInfo: weight = currHoodInfo[SUIT_HOOD_INFO_BWEIGHT] tracks = currHoodInfo[SUIT_HOOD_INFO_TRACK] levels = currHoodInfo[SUIT_HOOD_INFO_LVL] heights = [ 0, 0, 0, 0, 0] for level in levels: minFloors, maxFloors = SuitBuildingGlobals.SuitBuildingInfo[level - 1][0] for i in xrange(minFloors - 1, maxFloors): heights[i] += 1 currHoodInfo[SUIT_HOOD_INFO_HEIGHTS] = heights TOTAL_BWEIGHT += weight TOTAL_BWEIGHT_PER_TRACK[0] += weight * tracks[0] TOTAL_BWEIGHT_PER_TRACK[1] += weight * tracks[1] TOTAL_BWEIGHT_PER_TRACK[2] += weight * tracks[2] TOTAL_BWEIGHT_PER_TRACK[3] += weight * tracks[3] TOTAL_BWEIGHT_PER_HEIGHT[0] += weight * heights[0] TOTAL_BWEIGHT_PER_HEIGHT[1] += weight * heights[1] TOTAL_BWEIGHT_PER_HEIGHT[2] += weight * heights[2] TOTAL_BWEIGHT_PER_HEIGHT[3] += weight * heights[3] TOTAL_BWEIGHT_PER_HEIGHT[4] += weight * heights[4] defaultSuitName = simbase.config.GetString('suit-type', 'random') if defaultSuitName == 'random': defaultSuitName = None notify = DirectNotifyGlobal.directNotify.newCategory('DistributedSuitPlannerAI') def __init__(self, air, zoneId): DistributedObjectAI.DistributedObjectAI.__init__(self, air) SuitPlannerBase.SuitPlannerBase.__init__(self) self.air = air self.zoneId = zoneId self.canonicalZoneId = ZoneUtil.getCanonicalZoneId(zoneId) if simbase.air.wantCogdominiums: if not hasattr(self.__class__, 'CogdoPopAdjusted'): self.__class__.CogdoPopAdjusted = True for index in xrange(len(self.SuitHoodInfo)): hoodInfo = self.SuitHoodInfo[index] hoodInfo[self.SUIT_HOOD_INFO_BMIN] = int(0.5 + self.CogdoPopFactor * hoodInfo[self.SUIT_HOOD_INFO_BMIN]) hoodInfo[self.SUIT_HOOD_INFO_BMAX] = int(0.5 + self.CogdoPopFactor * hoodInfo[self.SUIT_HOOD_INFO_BMAX]) self.hoodInfoIdx = -1 for index in xrange(len(self.SuitHoodInfo)): currHoodInfo = self.SuitHoodInfo[index] if currHoodInfo[self.SUIT_HOOD_INFO_ZONE] == self.canonicalZoneId: self.hoodInfoIdx = index self.currDesired = None self.baseNumSuits = (self.SuitHoodInfo[self.hoodInfoIdx][self.SUIT_HOOD_INFO_MIN] + self.SuitHoodInfo[self.hoodInfoIdx][self.SUIT_HOOD_INFO_MAX]) / 2 self.targetNumCogdos = 0 if simbase.air.wantCogdominiums: self.targetNumCogdos = int(0.5 + self.SuitHoodInfo[self.hoodInfoIdx][self.SUIT_HOOD_INFO_BMIN] * self.CogdoRatio) if self.MinimumOfOne: self.targetNumCogdos = max(self.targetNumCogdos, 1) self.targetNumSuitBuildings = self.SuitHoodInfo[self.hoodInfoIdx][self.SUIT_HOOD_INFO_BMIN] self.targetNumSuitBuildings -= self.targetNumCogdos if self.MinimumOfOne: self.targetNumSuitBuildings = max(self.targetNumSuitBuildings, 1) if ZoneUtil.isWelcomeValley(self.zoneId): self.targetNumCogdos = 0 self.targetNumSuitBuildings = 0 self.pendingBuildingTracks = [] self.pendingBuildingHeights = [] self.pendingCogdoHeights = [] self.suitList = [] self.numFlyInSuits = 0 self.numBuildingSuits = 0 self.numAttemptingTakeover = 0 self.numAttemptingCogdoTakeover = 0 self.zoneInfo = {} self.zoneIdToPointMap = None self.cogHQDoors = [] self.battleList = [] self.battleMgr = BattleManagerAI.BattleManagerAI(self.air) self.setupDNA() if self.notify.getDebug(): self.notify.debug('Creating a building manager AI in zone' + str(self.zoneId)) self.buildingMgr = self.air.buildingManagers.get(self.zoneId) if self.buildingMgr: blocks, hqBlocks, gagshopBlocks, petshopBlocks, kartshopBlocks, animBldgBlocks = self.buildingMgr.getDNABlockLists() for currBlock in blocks: bldg = self.buildingMgr.getBuilding(currBlock) bldg.setSuitPlannerExt(self) for currBlock in animBldgBlocks: bldg = self.buildingMgr.getBuilding(currBlock) bldg.setSuitPlannerExt(self) self.dnaStore.resetBlockNumbers() self.initBuildingsAndPoints() numSuits = simbase.config.GetInt('suit-count', -1) if numSuits >= 0: self.currDesired = numSuits suitHood = simbase.config.GetInt('suits-only-in-hood', -1) if suitHood >= 0: if self.SuitHoodInfo[self.hoodInfoIdx][self.SUIT_HOOD_INFO_ZONE] != suitHood: self.currDesired = 0 self.suitCountAdjust = 0 return def cleanup(self): taskMgr.remove(self.taskName('sptUpkeepPopulation')) taskMgr.remove(self.taskName('sptAdjustPopulation')) for suit in self.suitList: suit.stopTasks() if suit.isGenerated(): self.zoneChange(suit, suit.zoneId) suit.requestDelete() self.suitList = [] self.numFlyInSuits = 0 self.numBuildingSuits = 0 self.numAttemptingTakeover = 0 self.numAttemptingCogdoTakeover = 0 def delete(self): self.cleanup() DistributedObjectAI.DistributedObjectAI.delete(self) def initBuildingsAndPoints(self): if not self.buildingMgr: return if self.notify.getDebug(): self.notify.debug('Initializing building points') self.buildingFrontDoors = {} self.buildingSideDoors = {} for p in self.frontdoorPointList: blockNumber = p.getLandmarkBuildingIndex() if p < 0: self.notify.debug('No landmark building for (%s) in zone %d' % (repr(p), self.zoneId)) elif blockNumber in self.buildingFrontDoors: self.notify.debug('Multiple front doors for building %d in zone %d' % (blockNumber, self.zoneId)) else: self.buildingFrontDoors[blockNumber] = p for p in self.sidedoorPointList: blockNumber = p.getLandmarkBuildingIndex() if p < 0: self.notify.debug('No landmark building for (%s) in zone %d' % (repr(p), self.zoneId)) elif blockNumber in self.buildingSideDoors: self.buildingSideDoors[blockNumber].append(p) else: self.buildingSideDoors[blockNumber] = [ p] for bldg in self.buildingMgr.getBuildings(): if isinstance(bldg, HQBuildingAI.HQBuildingAI): continue blockNumber = bldg.getBlock()[0] if blockNumber not in self.buildingFrontDoors: self.notify.debug('No front door for building %d in zone %d' % (blockNumber, self.zoneId)) if blockNumber not in self.buildingSideDoors: self.notify.debug('No side door for building %d in zone %d' % (blockNumber, self.zoneId)) def countNumSuitsPerTrack(self, count): for suit in self.suitList: if suit.track in count: count[suit.track] += 1 else: count[suit.track] = 1 def countNumBuildingsPerTrack(self, count): if self.buildingMgr: for building in self.buildingMgr.getBuildings(): if building.isSuitBuilding(): if building.track in count: count[building.track] += 1 else: count[building.track] = 1 def countNumBuildingsPerHeight(self, count): if self.buildingMgr: for building in self.buildingMgr.getBuildings(): if building.isSuitBuilding(): height = building.numFloors - 1 if height in count: count[height] += 1 else: count[height] = 1 def formatNumSuitsPerTrack(self, count): result = ' ' for track, num in count.items(): result += ' %s:%d' % (track, num) return result[2:] def calcDesiredNumFlyInSuits(self): if self.currDesired != None: return 0 return self.baseNumSuits + self.suitCountAdjust def calcDesiredNumBuildingSuits(self): if self.currDesired != None: return self.currDesired if not self.buildingMgr: return 0 suitBuildings = self.buildingMgr.getEstablishedSuitBlocks() return int(len(suitBuildings) * self.SUIT_BUILDING_NUM_SUITS) def getZoneIdToPointMap(self): if self.zoneIdToPointMap != None: return self.zoneIdToPointMap self.zoneIdToPointMap = {} for point in self.streetPointList: points = self.dnaStore.getAdjacentPoints(point) i = points.getNumPoints() - 1 while i >= 0: pi = points.getPointIndex(i) p = self.pointIndexes[pi] i -= 1 zoneName = self.dnaStore.getSuitEdgeZone(point.getIndex(), p.getIndex()) zoneId = int(self.extractGroupName(zoneName)) if zoneId in self.zoneIdToPointMap: self.zoneIdToPointMap[zoneId].append(point) else: self.zoneIdToPointMap[zoneId] = [ point] return self.zoneIdToPointMap def getStreetPointsForBuilding(self, blockNumber): pointList = [] if blockNumber in self.buildingSideDoors: for doorPoint in self.buildingSideDoors[blockNumber]: points = self.dnaStore.getAdjacentPoints(doorPoint) i = points.getNumPoints() - 1 while i >= 0: pi = points.getPointIndex(i) point = self.pointIndexes[pi] if point.getPointType() == DNASuitPoint.STREETPOINT: pointList.append(point) i -= 1 if blockNumber in self.buildingFrontDoors: doorPoint = self.buildingFrontDoors[blockNumber] points = self.dnaStore.getAdjacentPoints(doorPoint) i = points.getNumPoints() - 1 while i >= 0: pi = points.getPointIndex(i) pointList.append(self.pointIndexes[pi]) i -= 1 return pointList def createNewSuit(self, blockNumbers, streetPoints, toonBlockTakeover=None, cogdoTakeover=None, minPathLen=None, maxPathLen=None, buildingHeight=None, suitLevel=None, suitType=None, suitTrack=None, suitName=None, skelecog=None, revives=None): startPoint = None blockNumber = None if self.notify.getDebug(): self.notify.debug('Choosing origin from %d+%d possibles.' % (len(streetPoints), len(blockNumbers))) while startPoint == None and len(blockNumbers) > 0: bn = random.choice(blockNumbers) blockNumbers.remove(bn) if bn in self.buildingSideDoors: for doorPoint in self.buildingSideDoors[bn]: points = self.dnaStore.getAdjacentPoints(doorPoint) i = points.getNumPoints() - 1 while blockNumber == None and i >= 0: pi = points.getPointIndex(i) p = self.pointIndexes[pi] i -= 1 startTime = SuitTimings.fromSuitBuilding startTime += self.dnaStore.getSuitEdgeTravelTime(doorPoint.getIndex(), pi, self.suitWalkSpeed) if not self.pointCollision(p, doorPoint, startTime): startTime = SuitTimings.fromSuitBuilding startPoint = doorPoint blockNumber = bn while startPoint == None and len(streetPoints) > 0: p = random.choice(streetPoints) streetPoints.remove(p) if not self.pointCollision(p, None, SuitTimings.fromSky): startPoint = p startTime = SuitTimings.fromSky if startPoint == None: return newSuit = DistributedSuitAI.DistributedSuitAI(simbase.air, self) newSuit.startPoint = startPoint if blockNumber != None: newSuit.buildingSuit = 1 if suitTrack == None: suitTrack = self.buildingMgr.getBuildingTrack(blockNumber) else: newSuit.flyInSuit = 1 newSuit.attemptingTakeover = self.newSuitShouldAttemptTakeover() if newSuit.attemptingTakeover: cogdosNeeded = self.countNumNeededCogdos() bldgsNeeded = self.countNumNeededBuildings() cogdosAvailable = cogdosNeeded - self.numAttemptingCogdoTakeover bldgsAvailable = bldgsNeeded - (self.numAttemptingTakeover - self.numAttemptingCogdoTakeover) totalAvailable = cogdosAvailable + bldgsAvailable if cogdoTakeover is None: cogdoTakeover = False if simbase.air.wantCogdominiums: if totalAvailable > 0: r = random.randrange(totalAvailable) if r < cogdosAvailable: cogdoTakeover = True newSuit.takeoverIsCogdo = cogdoTakeover if newSuit.takeoverIsCogdo: pendingTracks = [ 's', 'l'] pendingHeights = self.pendingCogdoHeights else: pendingTracks = self.pendingBuildingTracks pendingHeights = self.pendingBuildingHeights if suitTrack == None and len(pendingTracks) > 0: if cogdoTakeover: suitTrack = random.choice(pendingTracks) suitTrackIndex = pendingTracks.index(suitTrack) del pendingTracks[suitTrackIndex] else: suitTrack = pendingTracks[0] del pendingTracks[0] pendingTracks.append(suitTrack) if buildingHeight == None and len(pendingHeights) > 0: buildingHeight = pendingHeights[0] del pendingHeights[0] pendingHeights.append(buildingHeight) else: if cogdoTakeover and suitTrack == None: suitTrack = random.choice(['s', 'l']) if suitName == None: if not cogdoTakeover: suitName, skelecog = self.air.suitInvasionManager.getInvadingCog() if suitName == None: suitName = self.defaultSuitName if suitType == None and suitName != None: suitType = SuitDNA.getSuitType(suitName) suitTrack = SuitDNA.getSuitDept(suitName) if suitLevel == None and buildingHeight != None: if not cogdoTakeover: suitLevel = self.chooseSuitLevel(self.SuitHoodInfo[self.hoodInfoIdx][self.SUIT_HOOD_INFO_LVL], buildingHeight) else: suitLevel = self.SuitHoodInfo[self.hoodInfoIdx][self.SUIT_HOOD_INFO_LVL][-1] + 1 suitLevel, suitType, suitTrack = self.pickLevelTypeAndTrack(suitLevel, suitType, suitTrack) newSuit.setupSuitDNA(suitLevel, suitType, suitTrack) newSuit.buildingHeight = buildingHeight gotDestination = self.chooseDestination(newSuit, startTime, toonBlockTakeover=toonBlockTakeover, cogdoTakeover=cogdoTakeover, minPathLen=minPathLen, maxPathLen=maxPathLen) if not gotDestination: self.notify.debug("Couldn't get a destination in %d!" % self.zoneId) newSuit.doNotDeallocateChannel = None newSuit.delete() return newSuit.initializePath() self.zoneChange(newSuit, None, newSuit.zoneId) if skelecog: newSuit.setSkelecog(skelecog) if revives: newSuit.setSkeleRevives(revives) newSuit.generateWithRequired(newSuit.zoneId) newSuit.moveToNextLeg(None) self.suitList.append(newSuit) if newSuit.flyInSuit: self.numFlyInSuits += 1 if newSuit.buildingSuit: self.numBuildingSuits += 1 if newSuit.attemptingTakeover: self.numAttemptingTakeover += 1 if newSuit.takeoverIsCogdo: self.numAttemptingCogdoTakeover += 1 return newSuit def countNumNeededBuildings(self): if not self.buildingMgr: return 0 numSuitBuildings = len(self.buildingMgr.getSuitBlocks()) - len(self.buildingMgr.getCogdoBlocks()) numNeeded = self.targetNumSuitBuildings - numSuitBuildings return numNeeded def countNumNeededCogdos(self): if not self.buildingMgr: return 0 numCogdos = len(self.buildingMgr.getCogdoBlocks()) numNeeded = self.targetNumCogdos - numCogdos return numNeeded def newSuitShouldAttemptTakeover(self): if not self.SUITS_ENTER_BUILDINGS: return 0 numNeeded = self.countNumNeededBuildings() if simbase.air.wantCogdominiums: numNeeded += self.countNumNeededCogdos() if self.numAttemptingTakeover >= numNeeded: self.pendingBuildingTracks = [] return 0 self.notify.debug('DSP %d is planning a takeover attempt in zone %d' % (self.getDoId(), self.zoneId)) return 1 def chooseDestination(self, suit, startTime, toonBlockTakeover=None, cogdoTakeover=None, minPathLen=None, maxPathLen=None): possibles = [] backup = [] if cogdoTakeover is None: cogdoTakeover = False if toonBlockTakeover != None: suit.attemptingTakeover = 1 blockNumber = toonBlockTakeover if blockNumber in self.buildingFrontDoors: possibles.append((blockNumber, self.buildingFrontDoors[blockNumber])) elif suit.attemptingTakeover: for blockNumber in self.buildingMgr.getToonBlocks(): building = self.buildingMgr.getBuilding(blockNumber) extZoneId, intZoneId = building.getExteriorAndInteriorZoneId() if not NPCToons.isZoneProtected(intZoneId): if blockNumber in self.buildingFrontDoors: possibles.append((blockNumber, self.buildingFrontDoors[blockNumber])) else: if self.buildingMgr: for blockNumber in self.buildingMgr.getSuitBlocks(): track = self.buildingMgr.getBuildingTrack(blockNumber) if track == suit.track and blockNumber in self.buildingSideDoors: for doorPoint in self.buildingSideDoors[blockNumber]: possibles.append((blockNumber, doorPoint)) backup = [] for p in self.streetPointList: backup.append((None, p)) if self.notify.getDebug(): self.notify.debug('Choosing destination point from %d+%d possibles.' % (len(possibles), len(backup))) if len(possibles) == 0: possibles = backup backup = [] if minPathLen == None: if suit.attemptingTakeover: minPathLen = self.MIN_TAKEOVER_PATH_LEN else: minPathLen = self.MIN_PATH_LEN if maxPathLen == None: maxPathLen = self.MAX_PATH_LEN retryCount = 0 while len(possibles) > 0 and retryCount < 50: p = random.choice(possibles) possibles.remove(p) if len(possibles) == 0: possibles = backup backup = [] path = self.genPath(suit.startPoint, p[1], minPathLen, maxPathLen) if path and not self.pathCollision(path, startTime): suit.endPoint = p[1] suit.minPathLen = minPathLen suit.maxPathLen = maxPathLen suit.buildingDestination = p[0] suit.buildingDestinationIsCogdo = cogdoTakeover suit.setPath(path) return 1 retryCount += 1 return 0 def pathCollision(self, path, elapsedTime): pathLength = path.getNumPoints() i = 0 pi = path.getPointIndex(i) point = self.pointIndexes[pi] adjacentPoint = self.pointIndexes[path.getPointIndex(i + 1)] while point.getPointType() == DNASuitPoint.FRONTDOORPOINT or point.getPointType() == DNASuitPoint.SIDEDOORPOINT: i += 1 lastPi = pi pi = path.getPointIndex(i) adjacentPoint = point point = self.pointIndexes[pi] elapsedTime += self.dnaStore.getSuitEdgeTravelTime(lastPi, pi, self.suitWalkSpeed) result = self.pointCollision(point, adjacentPoint, elapsedTime) return result def pointCollision(self, point, adjacentPoint, elapsedTime): for suit in self.suitList: if suit.pointInMyPath(point, elapsedTime): return 1 if adjacentPoint != None: return self.battleCollision(point, adjacentPoint) else: points = self.dnaStore.getAdjacentPoints(point) i = points.getNumPoints() - 1 while i >= 0: pi = points.getPointIndex(i) p = self.pointIndexes[pi] i -= 1 if self.battleCollision(point, p): return 1 return 0 def battleCollision(self, point, adjacentPoint): zoneName = self.dnaStore.getSuitEdgeZone(point.getIndex(), adjacentPoint.getIndex()) zoneId = int(self.extractGroupName(zoneName)) return self.battleMgr.cellHasBattle(zoneId) def removeSuit(self, suit): self.zoneChange(suit, suit.zoneId) if self.suitList.count(suit) > 0: self.suitList.remove(suit) if suit.flyInSuit: self.numFlyInSuits -= 1 if suit.buildingSuit: self.numBuildingSuits -= 1 if suit.attemptingTakeover: self.numAttemptingTakeover -= 1 if suit.takeoverIsCogdo: self.numAttemptingCogdoTakeover -= 1 suit.requestDelete() def countTakeovers(self): count = 0 for suit in self.suitList: if suit.attemptingTakeover: count += 1 return count def countCogdoTakeovers(self): count = 0 for suit in self.suitList: if suit.attemptingTakeover and suit.takeoverIsCogdo: count += 1 return count def __waitForNextUpkeep(self): t = random.random() * 2.0 + self.POP_UPKEEP_DELAY taskMgr.doMethodLater(t, self.upkeepSuitPopulation, self.taskName('sptUpkeepPopulation')) def __waitForNextAdjust(self): t = random.random() * 10.0 + self.POP_ADJUST_DELAY taskMgr.doMethodLater(t, self.adjustSuitPopulation, self.taskName('sptAdjustPopulation')) def upkeepSuitPopulation(self, task): targetFlyInNum = self.calcDesiredNumFlyInSuits() targetFlyInNum = min(targetFlyInNum, self.TOTAL_MAX_SUITS - self.numBuildingSuits) streetPoints = self.streetPointList[:] flyInDeficit = (targetFlyInNum - self.numFlyInSuits + 3) / 4 while flyInDeficit > 0: if not self.createNewSuit([], streetPoints): break flyInDeficit -= 1 if self.buildingMgr: suitBuildings = self.buildingMgr.getEstablishedSuitBlocks() else: suitBuildings = [] if self.currDesired != None: targetBuildingNum = max(0, self.currDesired - self.numFlyInSuits) else: targetBuildingNum = int(len(suitBuildings) * self.SUIT_BUILDING_NUM_SUITS) targetBuildingNum += flyInDeficit targetBuildingNum = min(targetBuildingNum, self.TOTAL_MAX_SUITS - self.numFlyInSuits) buildingDeficit = (targetBuildingNum - self.numBuildingSuits + 3) / 4 while buildingDeficit > 0: if not self.createNewSuit(suitBuildings, streetPoints): break buildingDeficit -= 1 if self.notify.getDebug() and self.currDesired == None: self.notify.debug('zone %d has %d of %d fly-in and %d of %d building suits.' % (self.zoneId, self.numFlyInSuits, targetFlyInNum, self.numBuildingSuits, targetBuildingNum)) if buildingDeficit != 0: self.notify.debug('remaining deficit is %d.' % buildingDeficit) if self.buildingMgr: suitBuildings = self.buildingMgr.getEstablishedSuitBlocks() timeoutIndex = min(len(suitBuildings), len(self.SUIT_BUILDING_TIMEOUT) - 1) timeout = self.SUIT_BUILDING_TIMEOUT[timeoutIndex] if timeout != None: timeout *= 3600.0 oldest = None oldestAge = 0 now = time.time() for b in suitBuildings: building = self.buildingMgr.getBuilding(b) if hasattr(building, 'elevator'): if building.elevator.fsm.getCurrentState().getName() == 'waitEmpty': age = now - building.becameSuitTime if age > oldestAge: oldest = building oldestAge = age if oldestAge > timeout: self.notify.info('Street %d has %d buildings; reclaiming %0.2f-hour-old building.' % (self.zoneId, len(suitBuildings), oldestAge / 3600.0)) oldest.b_setVictorList([0, 0, 0, 0]) oldest.updateSavedBy(None) oldest.toonTakeOver() self.__waitForNextUpkeep() return Task.done def adjustSuitPopulation(self, task): hoodInfo = self.SuitHoodInfo[self.hoodInfoIdx] if hoodInfo[self.SUIT_HOOD_INFO_MAX] == 0: self.__waitForNextAdjust() return Task.done min = hoodInfo[self.SUIT_HOOD_INFO_MIN] max = hoodInfo[self.SUIT_HOOD_INFO_MAX] adjustment = random.choice((-2, -1, -1, 0, 0, 0, 1, 1, 2)) self.suitCountAdjust += adjustment desiredNum = self.calcDesiredNumFlyInSuits() if desiredNum < min: self.suitCountAdjust = min - self.baseNumSuits else: if desiredNum > max: self.suitCountAdjust = max - self.baseNumSuits self.__waitForNextAdjust() return Task.done def suitTakeOver(self, blockNumber, suitTrack, difficulty, buildingHeight): if self.pendingBuildingTracks.count(suitTrack) > 0: self.pendingBuildingTracks.remove(suitTrack) if self.pendingBuildingHeights.count(buildingHeight) > 0: self.pendingBuildingHeights.remove(buildingHeight) building = self.buildingMgr.getBuilding(blockNumber) building.suitTakeOver(suitTrack, difficulty, buildingHeight) def cogdoTakeOver(self, blockNumber, suitTrack, difficulty, buildingHeight): if self.pendingCogdoHeights.count(buildingHeight) > 0: self.pendingCogdoHeights.remove(buildingHeight) building = self.buildingMgr.getBuilding(blockNumber) building.cogdoTakeOver(suitTrack, difficulty, buildingHeight) def recycleBuilding(self, isCogdo): bmin = self.SuitHoodInfo[self.hoodInfoIdx][self.SUIT_HOOD_INFO_BMIN] current = len(self.buildingMgr.getSuitBlocks()) target = self.targetNumSuitBuildings + self.targetNumCogdos if target > bmin and current <= target: if isCogdo: if self.targetNumCogdos > choice(self.MinimumOfOne, 1, 0): self.targetNumCogdos -= 1 self.assignCogdos(1) elif self.targetNumSuitBuildings > choice(self.MinimumOfOne, 1, 0): self.targetNumSuitBuildings -= 1 self.assignSuitBuildings(1) def assignInitialSuitBuildings(self): totalBuildings = 0 targetSuitBuildings = 0 actualSuitBuildings = 0 targetCogdos = 0 actualCogdos = 0 for sp in self.air.suitPlanners.values(): totalBuildings += len(sp.frontdoorPointList) targetSuitBuildings += sp.targetNumSuitBuildings targetCogdos += sp.targetNumCogdos if sp.buildingMgr: numCogdoBlocks = len(sp.buildingMgr.getCogdoBlocks()) actualSuitBuildings += len(sp.buildingMgr.getSuitBlocks()) - numCogdoBlocks actualCogdos += numCogdoBlocks wantedSuitBuildings = int(totalBuildings * self.TOTAL_SUIT_BUILDING_PCT / 100) if simbase.air.wantCogdominiums: wantedCogdos = int(wantedSuitBuildings * self.CogdoRatio) wantedSuitBuildings -= wantedCogdos else: wantedCogdos = 0 self.notify.debug('Want %d out of %d total suit buildings; we currently have %d assigned, %d actual.' % (wantedSuitBuildings, totalBuildings, targetSuitBuildings, actualSuitBuildings)) if actualSuitBuildings > 0: numReassigned = 0 for sp in self.air.suitPlanners.values(): if sp.buildingMgr: numBuildings = len(sp.buildingMgr.getSuitBlocks()) - len(sp.buildingMgr.getCogdoBlocks()) else: numBuildings = 0 if numBuildings > sp.targetNumSuitBuildings: more = numBuildings - sp.targetNumSuitBuildings sp.targetNumSuitBuildings += more targetSuitBuildings += more numReassigned += more if numReassigned > 0: self.notify.debug('Assigned %d buildings where suit buildings already existed.' % numReassigned) if simbase.air.wantCogdominiums: if actualCogdos > 0: numReassigned = 0 for sp in self.air.suitPlanners.values(): if sp.buildingMgr: numCogdos = len(sp.buildingMgr.getCogdoBlocks()) else: numCogdos = 0 if numCogdos > sp.targetNumCogdos: more = numCogdos - sp.targetNumCogdos sp.targetNumCogdos += more targetCogdos += more numReassigned += more if numReassigned > 0: self.notify.debug('Assigned %d cogdos where cogdos already existed.' % numReassigned) if wantedSuitBuildings > targetSuitBuildings: additionalBuildings = wantedSuitBuildings - targetSuitBuildings self.assignSuitBuildings(additionalBuildings) else: if wantedSuitBuildings < targetSuitBuildings: extraBuildings = targetSuitBuildings - wantedSuitBuildings self.unassignSuitBuildings(extraBuildings) if simbase.air.wantCogdominiums: if wantedCogdos > targetCogdos: additionalCogdos = wantedCogdos - targetCogdos self.assignCogdos(additionalCogdos) elif wantedCogdos < targetCogdos: extraCogdos = targetCogdos - wantedCogdos self.unassignCogdos(extraCogdos) def assignSuitBuildings(self, numToAssign): hoodInfo = self.SuitHoodInfo[:] totalWeight = self.TOTAL_BWEIGHT totalWeightPerTrack = self.TOTAL_BWEIGHT_PER_TRACK[:] totalWeightPerHeight = self.TOTAL_BWEIGHT_PER_HEIGHT[:] numPerTrack = {'c': 0, 'l': 0, 'm': 0, 's': 0} for sp in self.air.suitPlanners.values(): sp.countNumBuildingsPerTrack(numPerTrack) numPerTrack['c'] += sp.pendingBuildingTracks.count('c') numPerTrack['l'] += sp.pendingBuildingTracks.count('l') numPerTrack['m'] += sp.pendingBuildingTracks.count('m') numPerTrack['s'] += sp.pendingBuildingTracks.count('s') numPerHeight = {0: 0, 1: 0, 2: 0, 3: 0, 4: 0} for sp in self.air.suitPlanners.values(): sp.countNumBuildingsPerHeight(numPerHeight) numPerHeight[0] += sp.pendingBuildingHeights.count(0) numPerHeight[1] += sp.pendingBuildingHeights.count(1) numPerHeight[2] += sp.pendingBuildingHeights.count(2) numPerHeight[3] += sp.pendingBuildingHeights.count(3) numPerHeight[4] += sp.pendingBuildingHeights.count(4) while numToAssign > 0: smallestCount = None smallestTracks = [] for trackIndex in xrange(4): if totalWeightPerTrack[trackIndex]: track = SuitDNA.suitDepts[trackIndex] count = numPerTrack[track] if smallestCount == None or count < smallestCount: smallestTracks = [ track] smallestCount = count elif count == smallestCount: smallestTracks.append(track) if not smallestTracks: self.notify.info('No more room for buildings, with %s still to assign.' % numToAssign) return buildingTrack = random.choice(smallestTracks) buildingTrackIndex = SuitDNA.suitDepts.index(buildingTrack) smallestCount = None smallestHeights = [] for height in xrange(5): if totalWeightPerHeight[height]: count = float(numPerHeight[height]) / float(self.BUILDING_HEIGHT_DISTRIBUTION[height]) if smallestCount == None or count < smallestCount: smallestHeights = [ height] smallestCount = count elif count == smallestCount: smallestHeights.append(height) if not smallestHeights: self.notify.info('No more room for buildings, with %s still to assign.' % numToAssign) return buildingHeight = random.choice(smallestHeights) self.notify.debug('Existing buildings are (%s, %s), choosing from (%s, %s), chose %s, %s.' % (self.formatNumSuitsPerTrack(numPerTrack), self.formatNumSuitsPerTrack(numPerHeight), smallestTracks, smallestHeights, buildingTrack, buildingHeight)) repeat = 1 while repeat and buildingTrack != None and buildingHeight != None: if len(hoodInfo) == 0: self.notify.warning('No more streets can have suit buildings, with %d buildings unassigned!' % numToAssign) return repeat = 0 currHoodInfo = self.chooseStreetWithPreference(hoodInfo, buildingTrackIndex, buildingHeight) zoneId = currHoodInfo[self.SUIT_HOOD_INFO_ZONE] if zoneId in self.air.suitPlanners: sp = self.air.suitPlanners[zoneId] numCogdos = sp.targetNumCogdos numBldgs = sp.targetNumSuitBuildings numTotalBuildings = len(sp.frontdoorPointList) else: numCogdos = 0 numBldgs = 0 numTotalBuildings = 0 if numCogdos + numBldgs >= currHoodInfo[self.SUIT_HOOD_INFO_BMAX] or numCogdos + numBldgs >= numTotalBuildings: self.notify.info('Zone %d has enough buildings.' % zoneId) hoodInfo.remove(currHoodInfo) weight = currHoodInfo[self.SUIT_HOOD_INFO_BWEIGHT] tracks = currHoodInfo[self.SUIT_HOOD_INFO_TRACK] heights = currHoodInfo[self.SUIT_HOOD_INFO_HEIGHTS] totalWeight -= weight totalWeightPerTrack[0] -= weight * tracks[0] totalWeightPerTrack[1] -= weight * tracks[1] totalWeightPerTrack[2] -= weight * tracks[2] totalWeightPerTrack[3] -= weight * tracks[3] totalWeightPerHeight[0] -= weight * heights[0] totalWeightPerHeight[1] -= weight * heights[1] totalWeightPerHeight[2] -= weight * heights[2] totalWeightPerHeight[3] -= weight * heights[3] totalWeightPerHeight[4] -= weight * heights[4] if totalWeightPerTrack[buildingTrackIndex] <= 0: buildingTrack = None if totalWeightPerHeight[buildingHeight] <= 0: buildingHeight = None repeat = 1 if buildingTrack != None and buildingHeight != None: sp.targetNumSuitBuildings += 1 sp.pendingBuildingTracks.append(buildingTrack) sp.pendingBuildingHeights.append(buildingHeight) self.notify.debug('Assigning building to zone %d, pending tracks = %s, pending heights = %s' % (zoneId, sp.pendingBuildingTracks, sp.pendingBuildingHeights)) numPerTrack[buildingTrack] += 1 numPerHeight[buildingHeight] += 1 numToAssign -= 1 return def unassignSuitBuildings(self, numToAssign): hoodInfo = self.SuitHoodInfo[:] totalWeight = self.TOTAL_BWEIGHT while numToAssign > 0: repeat = 1 while repeat: if len(hoodInfo) == 0: self.notify.warning('No more streets can remove suit buildings, with %d buildings too many!' % numToAssign) return repeat = 0 currHoodInfo = self.chooseStreetNoPreference(hoodInfo, totalWeight) zoneId = currHoodInfo[self.SUIT_HOOD_INFO_ZONE] if zoneId in self.air.suitPlanners: sp = self.air.suitPlanners[zoneId] numCogdos = sp.targetNumCogdos numBldgs = sp.targetNumSuitBuildings numTotalBuildings = len(sp.frontdoorPointList) else: numCogdos = 0 numBldgs = 0 numTotalBuildings = 0 overallStrapped = numCogdos + numBldgs <= currHoodInfo[self.SUIT_HOOD_INFO_BMIN] bldgStrapped = numBldgs <= choice(self.MinimumOfOne, 1, 0) if overallStrapped or bldgStrapped: self.notify.info("Zone %d can't remove any more buildings." % zoneId) hoodInfo.remove(currHoodInfo) totalWeight -= currHoodInfo[self.SUIT_HOOD_INFO_BWEIGHT] repeat = 1 self.notify.info('Unassigning building from zone %d.' % zoneId) sp.targetNumSuitBuildings -= 1 numToAssign -= 1 def assignCogdos(self, numToAssign): hoodInfo = self.SuitHoodInfo[:] totalWeight = self.TOTAL_BWEIGHT while numToAssign > 0: while 1: if len(hoodInfo) == 0: self.notify.warning('No more streets can have cogdos, with %d cogdos unassigned!' % numToAssign) return currHoodInfo = self.chooseStreetNoPreference(hoodInfo, totalWeight) zoneId = currHoodInfo[self.SUIT_HOOD_INFO_ZONE] if zoneId in self.air.suitPlanners: sp = self.air.suitPlanners[zoneId] numCogdos = sp.targetNumCogdos numBldgs = sp.targetNumSuitBuildings numTotalBuildings = len(sp.frontdoorPointList) else: numCogdos = 0 numBldgs = 0 numTotalBuildings = 0 if numCogdos + numBldgs >= currHoodInfo[self.SUIT_HOOD_INFO_BMAX] or numCogdos + numBldgs >= numTotalBuildings: self.notify.debug('Zone %d has enough cogdos.' % zoneId) hoodInfo.remove(currHoodInfo) weight = currHoodInfo[self.SUIT_HOOD_INFO_BWEIGHT] totalWeight -= weight continue break sp.targetNumCogdos += 1 sp.pendingCogdoHeights.append(DistributedBuildingAI.FieldOfficeNumFloors) self.notify.debug('Assigning cogdo to zone %d' % zoneId) numToAssign -= 1 def unassignCogdos(self, numToAssign): hoodInfo = self.SuitHoodInfo[:] totalWeight = self.TOTAL_BWEIGHT while numToAssign > 0: while 1: currHoodInfo = self.chooseStreetNoPreference(hoodInfo, totalWeight) zoneId = currHoodInfo[self.SUIT_HOOD_INFO_ZONE] if zoneId in self.air.suitPlanners: sp = self.air.suitPlanners[zoneId] numCogdos = sp.targetNumCogdos numBldgs = sp.targetNumSuitBuildings numTotalBuildings = len(sp.frontdoorPointList) else: numCogdos = 0 numBldgs = 0 numTotalBuildings = 0 overallStrapped = numCogdos + numBldgs <= currHoodInfo[self.SUIT_HOOD_INFO_BMIN] cogdoStrapped = numCogdos <= choice(self.MinimumOfOne, 1, 0) if overallStrapped or cogdoStrapped: self.notify.debug("Zone %s can't remove any more cogdos." % zoneId) hoodInfo.remove(currHoodInfo) totalWeight -= currHoodInfo[self.SUIT_HOOD_INFO_BWEIGHT] continue break self.notify.debug('Unassigning cogdo from zone %s.' % zoneId) sp.targetNumCogdos -= 1 numToAssign -= 1 def chooseStreetNoPreference(self, hoodInfo, totalWeight): c = random.random() * totalWeight t = 0 for currHoodInfo in hoodInfo: weight = currHoodInfo[self.SUIT_HOOD_INFO_BWEIGHT] t += weight if c < t: return currHoodInfo self.notify.warning('Weighted random choice failed! Total is %s, chose %s' % (t, c)) return random.choice(hoodInfo) def chooseStreetWithPreference(self, hoodInfo, buildingTrackIndex, buildingHeight): dist = [] for currHoodInfo in hoodInfo: weight = currHoodInfo[self.SUIT_HOOD_INFO_BWEIGHT] thisValue = weight * currHoodInfo[self.SUIT_HOOD_INFO_TRACK][buildingTrackIndex] * currHoodInfo[self.SUIT_HOOD_INFO_HEIGHTS][buildingHeight] dist.append(thisValue) totalWeight = sum(dist) c = random.random() * totalWeight t = 0 for i in xrange(len(hoodInfo)): t += dist[i] if c < t: return hoodInfo[i] self.notify.warning('Weighted random choice failed! Total is %s, chose %s' % (t, c)) return random.choice(hoodInfo) def chooseSuitLevel(self, possibleLevels, buildingHeight): choices = [] for level in possibleLevels: minFloors, maxFloors = SuitBuildingGlobals.SuitBuildingInfo[level - 1][0] if buildingHeight >= minFloors - 1 and buildingHeight <= maxFloors - 1: choices.append(level) return random.choice(choices) def initTasks(self): self.__waitForNextUpkeep() self.__waitForNextAdjust() def resyncSuits(self): for suit in self.suitList: suit.resync() def flySuits(self): for suit in self.suitList: if suit.pathState == 1: suit.flyAwayNow() def requestBattle(self, zoneId, suit, toonId): self.notify.debug('requestBattle() - zone: %d suit: %d toon: %d' % (zoneId, suit.doId, toonId)) canonicalZoneId = ZoneUtil.getCanonicalZoneId(zoneId) if canonicalZoneId not in self.battlePosDict: return 0 toon = self.air.doId2do.get(toonId) if toon.getBattleId() > 0: self.notify.warning('We tried to request a battle when the toon was already in battle') return 0 if toon: if hasattr(toon, 'doId'): print ( 'Setting toonID ', toonId) toon.b_setBattleId(toonId) pos = self.battlePosDict[canonicalZoneId] interactivePropTrackBonus = -1 if simbase.config.GetBool('props-buff-battles', True) and canonicalZoneId in self.cellToGagBonusDict: tentativeBonusTrack = self.cellToGagBonusDict[canonicalZoneId] trackToHolidayDict = {ToontownBattleGlobals.SQUIRT_TRACK: ToontownGlobals.HYDRANTS_BUFF_BATTLES, ToontownBattleGlobals.THROW_TRACK: ToontownGlobals.MAILBOXES_BUFF_BATTLES, ToontownBattleGlobals.HEAL_TRACK: ToontownGlobals.TRASHCANS_BUFF_BATTLES} if tentativeBonusTrack in trackToHolidayDict: holidayId = trackToHolidayDict[tentativeBonusTrack] if simbase.air.holidayManager.isHolidayRunning(holidayId) and simbase.air.holidayManager.getCurPhase(holidayId) >= 1: interactivePropTrackBonus = tentativeBonusTrack self.battleMgr.newBattle(zoneId, zoneId, pos, suit, toonId, self.__battleFinished, self.SuitHoodInfo[self.hoodInfoIdx][self.SUIT_HOOD_INFO_SMAX], interactivePropTrackBonus) for currOther in self.zoneInfo[zoneId]: self.notify.debug('Found suit %d in this new battle zone %d' % (currOther.getDoId(), zoneId)) if currOther != suit: if currOther.pathState == 1 and currOther.legType == SuitLeg.TWalk: self.checkForBattle(zoneId, currOther) return 1 def __battleFinished(self, zoneId): self.notify.debug('DistSuitPlannerAI: battle in zone ' + str(zoneId) + ' finished') currBattleIdx = 0 while currBattleIdx < len(self.battleList): currBattle = self.battleList[currBattleIdx] if currBattle[0] == zoneId: self.notify.debug('DistSuitPlannerAI: battle removed') self.battleList.remove(currBattle) else: currBattleIdx = currBattleIdx + 1 return None def __suitCanJoinBattle(self, zoneId): battle = self.battleMgr.getBattle(zoneId) if len(battle.suits) >= 4: return 0 if battle: if simbase.config.GetBool('suits-always-join', 0): return 1 jChanceList = self.SuitHoodInfo[self.hoodInfoIdx][self.SUIT_HOOD_INFO_JCHANCE] ratioIdx = len(battle.toons) - battle.numSuitsEver + 2 if ratioIdx >= 0: if ratioIdx < len(jChanceList): if random.randint(0, 99) < jChanceList[ratioIdx]: return 1 else: self.notify.warning('__suitCanJoinBattle idx out of range!') return 1 return 0 def checkForBattle(self, zoneId, suit): if self.battleMgr.cellHasBattle(zoneId): if self.__suitCanJoinBattle(zoneId) and self.battleMgr.requestBattleAddSuit(zoneId, suit): pass else: suit.flyAwayNow() return 1 else: return 0 def postBattleResumeCheck(self, suit): self.notify.debug('DistSuitPlannerAI:postBattleResumeCheck: suit ' + str(suit.getDoId()) + ' is leaving battle') battleIndex = 0 for currBattle in self.battleList: if suit.zoneId == currBattle[0]: self.notify.debug(' battle found' + str(suit.zoneId)) for currPath in currBattle[1]: for currPathPtSuit in xrange(suit.currWpt, suit.myPath.getNumPoints()): ptIdx = suit.myPath.getPointIndex(currPathPtSuit) if self.notify.getDebug(): self.notify.debug(' comparing' + str(ptIdx) + 'with' + str(currPath)) if currPath == ptIdx: if self.notify.getDebug(): self.notify.debug(' match found, telling' + 'suit to fly') return 0 else: battleIndex = battleIndex + 1 pointList = [] for currPathPtSuit in xrange(suit.currWpt, suit.myPath.getNumPoints()): ptIdx = suit.myPath.getPointIndex(currPathPtSuit) if self.notify.getDebug(): self.notify.debug(' appending point with index of' + str(ptIdx)) pointList.append(ptIdx) self.battleList.append([suit.zoneId, pointList]) return 1 def zoneChange(self, suit, oldZone, newZone=None): if oldZone in self.zoneInfo and suit in self.zoneInfo[oldZone]: self.zoneInfo[oldZone].remove(suit) if newZone != None: if newZone not in self.zoneInfo: self.zoneInfo[newZone] = [] self.zoneInfo[newZone].append(suit) return def d_setZoneId(self, zoneId): self.sendUpdate('setZoneId', [self.getZoneId()]) def getZoneId(self): return self.zoneId def suitListQuery(self): suitIndexList = [] for suit in self.suitList: suitIndexList.append(SuitDNA.suitHeadTypes.index(suit.dna.name)) self.sendUpdateToAvatarId(self.air.getAvatarIdFromSender(), 'suitListResponse', [suitIndexList]) def buildingListQuery(self): buildingDict = {} self.countNumBuildingsPerTrack(buildingDict) buildingList = [0, 0, 0, 0] for dept in SuitDNA.suitDepts: if dept in buildingDict: buildingList[SuitDNA.suitDepts.index(dept)] = buildingDict[dept] self.sendUpdateToAvatarId(self.air.getAvatarIdFromSender(), 'buildingListResponse', [buildingList]) def pickLevelTypeAndTrack(self, level=None, type=None, track=None): if level == None: level = random.choice(self.SuitHoodInfo[self.hoodInfoIdx][self.SUIT_HOOD_INFO_LVL]) if type == None: typeChoices = xrange(max(level - 4, 1), min(level, self.MAX_SUIT_TYPES) + 1) type = random.choice(typeChoices) if level not in ToontownGlobals.SuitLevels: level = min(max(level, type), type + 4) if track == None: track = SuitDNA.suitDepts[SuitBattleGlobals.pickFromFreqList(self.SuitHoodInfo[self.hoodInfoIdx][self.SUIT_HOOD_INFO_TRACK])] self.notify.debug('pickLevelTypeAndTrack: %d %d %s' % (level, type, track)) return ( level, type, track) @classmethod def dump(cls): s = '' totalBldgs = 0 totalCogdos = 0 targetTotalBldgs = 0 targetTotalCogdos = 0 for index in xrange(len(cls.SuitHoodInfo)): currHoodInfo = cls.SuitHoodInfo[index] zoneId, min, max, bmin, bmax, bweight, smax, jchance, track, lvl, heights = currHoodInfo sp = simbase.air.suitPlanners[zoneId] targetCogdos = sp.targetNumCogdos targetBldgs = sp.targetNumSuitBuildings bm = simbase.air.buildingManagers.get(zoneId) if bm: numCogdos = len(bm.getCogdoBlocks()) numBldgs = len(bm.getSuitBlocks()) - numCogdos s += ' %s: %2s/%2s buildings, %2s/%2s cogdos\n' % (zoneId, numBldgs, targetBldgs, numCogdos, targetCogdos) totalBldgs += numBldgs totalCogdos += numCogdos targetTotalBldgs += targetBldgs targetTotalCogdos += targetCogdos header = '%s\n' % (cls.__name__,) header += ' %s/%s buildings, %s/%s cogdos\n' % (totalBldgs, targetTotalBldgs, totalCogdos, targetTotalCogdos) s = header + s print s