from direct.actor import Actor from direct.directnotify import DirectNotifyGlobal from direct.fsm import State from direct.interval.IntervalGlobal import * from panda3d.core import * import random from BattleBase import * import DistributedBattleBase import MovieUtil import SuitBattleGlobals from otp.avatar import Emote from otp.nametag.NametagConstants import * from otp.nametag import NametagGlobals from toontown.suit import Suit from toontown.suit import SuitDNA from toontown.toon import TTEmote from toontown.toonbase import TTLocalizer from toontown.toonbase import ToontownGlobals class DistributedBattleBldg(DistributedBattleBase.DistributedBattleBase): notify = DirectNotifyGlobal.directNotify.newCategory('DistributedBattleBldg') camFOFov = 30.0 camFOPos = Point3(0, -10, 4) def __init__(self, cr): townBattle = cr.playGame.getPlace().townBattle DistributedBattleBase.DistributedBattleBase.__init__(self, cr, townBattle) self.streetBattle = 0 self.fsm.addState(State.State('BuildingReward', self.enterBuildingReward, self.exitBuildingReward, ['Resume'])) offState = self.fsm.getStateNamed('Off') offState.addTransition('BuildingReward') playMovieState = self.fsm.getStateNamed('PlayMovie') playMovieState.addTransition('BuildingReward') def generate(self): DistributedBattleBase.DistributedBattleBase.generate(self) def setBossBattle(self, value): self.bossBattle = value if self.bossBattle: self.battleMusic = base.loadMusic('phase_7/audio/bgm/encntr_suit_winning_indoor.ogg') else: self.battleMusic = base.loadMusic('phase_7/audio/bgm/encntr_general_bg_indoor.ogg') base.playMusic(self.battleMusic, looping=1, volume=0.9) def getBossBattleTaunt(self): return TTLocalizer.BattleBldgBossTaunt def disable(self): DistributedBattleBase.DistributedBattleBase.disable(self) self.battleMusic.stop() def delete(self): DistributedBattleBase.DistributedBattleBase.delete(self) del self.battleMusic def buildJoinPointList(self, avPos, destPos, toon = 0): return [] def __faceOff(self, ts, name, callback): if len(self.suits) == 0: self.notify.warning('__faceOff(): no suits.') return if len(self.toons) == 0: self.notify.warning('__faceOff(): no toons.') return elevatorPos = self.toons[0].getPos() if len(self.suits) == 1: leaderIndex = 0 elif self.bossBattle == 1: leaderIndex = 1 else: maxTypeNum = -1 for suit in self.suits: suitTypeNum = SuitDNA.getSuitType(suit.dna.name) if maxTypeNum < suitTypeNum: maxTypeNum = suitTypeNum leaderIndex = self.suits.index(suit) delay = FACEOFF_TAUNT_T suitTrack = Parallel() suitLeader = None for suit in self.suits: suit.setState('Battle') suitIsLeader = 0 oneSuitTrack = Sequence() oneSuitTrack.append(Func(suit.loop, 'neutral')) oneSuitTrack.append(Func(suit.headsUp, elevatorPos)) if self.suits.index(suit) == leaderIndex: suitLeader = suit suitIsLeader = 1 if self.bossBattle == 1: taunt = self.getBossBattleTaunt() else: taunt = SuitBattleGlobals.getFaceoffTaunt(suit.getStyleName(), suit.doId) oneSuitTrack.append(Func(suit.setChatAbsolute, taunt, CFSpeech | CFTimeout)) destPos, destHpr = self.getActorPosHpr(suit, self.suits) oneSuitTrack.append(Wait(delay)) if suitIsLeader == 1: oneSuitTrack.append(Func(suit.clearChat)) oneSuitTrack.append(self.createAdjustInterval(suit, destPos, destHpr)) suitTrack.append(oneSuitTrack) toonTrack = Parallel() for toon in self.toons: oneToonTrack = Sequence() destPos, destHpr = self.getActorPosHpr(toon, self.toons) oneToonTrack.append(Wait(delay)) oneToonTrack.append(self.createAdjustInterval(toon, destPos, destHpr, toon=1, run=1)) toonTrack.append(oneToonTrack) camTrack = Sequence() def setCamFov(fov): base.camLens.setMinFov(fov/(4./3.)) camTrack.append(Func(camera.wrtReparentTo, suitLeader)) camTrack.append(Func(setCamFov, self.camFOFov)) suitHeight = suitLeader.getHeight() suitOffsetPnt = Point3(0, 0, suitHeight) MidTauntCamHeight = suitHeight * 0.66 MidTauntCamHeightLim = suitHeight - 1.8 if MidTauntCamHeight < MidTauntCamHeightLim: MidTauntCamHeight = MidTauntCamHeightLim TauntCamY = 18 TauntCamX = 0 TauntCamHeight = random.choice((MidTauntCamHeight, 1, 11)) camTrack.append(Func(camera.setPos, TauntCamX, TauntCamY, TauntCamHeight)) camTrack.append(Func(camera.lookAt, suitLeader, suitOffsetPnt)) camTrack.append(Wait(delay)) camPos = Point3(0, -6, 4) camHpr = Vec3(0, 0, 0) camTrack.append(Func(camera.reparentTo, base.localAvatar)) camTrack.append(Func(setCamFov, settings['fov'])) camTrack.append(Func(camera.setPosHpr, camPos, camHpr)) mtrack = Parallel(suitTrack, toonTrack, camTrack) done = Func(callback) track = Sequence(mtrack, done, name=name) track.start(ts) self.storeInterval(track, name) return def enterFaceOff(self, ts): if len(self.toons) > 0 and base.localAvatar == self.toons[0]: Emote.globalEmote.disableAll(self.toons[0], 'dbattlebldg, enterFaceOff') self.delayDeleteMembers() self.__faceOff(ts, self.faceOffName, self.__handleFaceOffDone) return None def __handleFaceOffDone(self): self.notify.debug('FaceOff done') self.d_faceOffDone(base.localAvatar.doId) def exitFaceOff(self): self.notify.debug('exitFaceOff()') if len(self.toons) > 0 and base.localAvatar == self.toons[0]: Emote.globalEmote.releaseAll(self.toons[0], 'dbattlebldg exitFaceOff') self.clearInterval(self.faceOffName) self._removeMembersKeep() camera.wrtReparentTo(self) base.camLens.setMinFov(self.camFov/(4./3.)) return None def __playReward(self, ts, callback): toonTracks = Parallel() for toon in self.toons: toonTracks.append(Sequence(Func(toon.loop, 'victory'), Wait(FLOOR_REWARD_TIMEOUT), Func(toon.loop, 'neutral'))) name = self.uniqueName('floorReward') track = Sequence(toonTracks, Func(callback), name=name) camera.setPos(0, 0, 1) camera.setHpr(180, 10, 0) self.storeInterval(track, name) track.start(ts) def enterReward(self, ts): self.notify.debug('enterReward()') self.delayDeleteMembers() self.__playReward(ts, self.__handleFloorRewardDone) return None def __handleFloorRewardDone(self): return None def exitReward(self): self.notify.debug('exitReward()') self.clearInterval(self.uniqueName('floorReward')) self._removeMembersKeep() NametagGlobals.setMasterArrowsOn(1) for toon in self.toons: toon.startSmooth() def enterBuildingReward(self, ts): self.delayDeleteMembers() if self.hasLocalToon(): NametagGlobals.setMasterArrowsOn(0) self.movie.playReward(ts, self.uniqueName('building-reward'), self.__handleBuildingRewardDone, noSkip=True) def __handleBuildingRewardDone(self): if self.hasLocalToon(): self.d_rewardDone(base.localAvatar.doId) self.movie.resetReward() self.fsm.request('Resume') def exitBuildingReward(self): self.movie.resetReward(finish=1) self._removeMembersKeep() NametagGlobals.setMasterArrowsOn(1) def enterResume(self, ts=0): if self.hasLocalToon(): self.removeLocalToon() def exitResume(self): return None