import random from panda3d.core import VBase3, Point3 from direct.interval.IntervalGlobal import Sequence, Wait, Func, Parallel, Track, LerpPosInterval, ProjectileInterval, SoundInterval, ActorInterval from direct.directnotify import DirectNotifyGlobal from toontown.battle import DistributedBattleFinal from toontown.suit import SuitTimings from toontown.toonbase import ToontownGlobals from toontown.battle import BattleProps class DistributedBattleDiners(DistributedBattleFinal.DistributedBattleFinal): notify = DirectNotifyGlobal.directNotify.newCategory('DistributedBattleDiners') def __init__(self, cr): DistributedBattleFinal.DistributedBattleFinal.__init__(self, cr) self.initialReservesJoiningDone = False base.dbw = self def announceGenerate(self): DistributedBattleFinal.DistributedBattleFinal.announceGenerate(self) self.moveSuitsToInitialPos() def showSuitsJoining(self, suits, ts, name, callback): if len(suits) == 0 and not self.initialReservesJoiningDone: self.initialReservesJoiningDone = True self.doInitialSuitsJoining(ts, name, callback) return self.showSuitsFalling(suits, ts, name, callback) def doInitialSuitsJoining(self, ts, name, callback): done = Func(callback) if self.hasLocalToon(): camera.reparentTo(self) if random.choice([0, 1]): camera.setPosHpr(20, -4, 7, 60, 0, 0) else: camera.setPosHpr(-20, -4, 7, -60, 0, 0) track = Sequence(Wait(0.5), done, name=name) track.start(ts) self.storeInterval(track, name) def moveSuitsToInitialPos(self): battlePts = self.suitPoints[len(self.suitPendingPoints) - 1] for i in xrange(len(self.suits)): suit = self.suits[i] suit.reparentTo(self) destPos, destHpr = self.getActorPosHpr(suit, self.suits) suit.setPos(destPos) suit.setHpr(destHpr) def showSuitsFalling(self, suits, ts, name, callback): if self.bossCog == None: return suitTrack = Parallel() delay = 0 for suit in suits: suit.setState('Battle') if suit.dna.dept == 'l': suit.reparentTo(self.bossCog) suit.setPos(0, 0, 0) if suit in self.joiningSuits: i = len(self.pendingSuits) + self.joiningSuits.index(suit) destPos, h = self.suitPendingPoints[i] destHpr = VBase3(h, 0, 0) else: destPos, destHpr = self.getActorPosHpr(suit, self.suits) startPos = destPos + Point3(0, 0, SuitTimings.fromSky * ToontownGlobals.SuitWalkSpeed) self.notify.debug('startPos for %s = %s' % (suit, startPos)) suit.reparentTo(self) suit.setPos(startPos) suit.headsUp(self) moveIval = Sequence() chairInfo = self.bossCog.claimOneChair() if chairInfo: moveIval = self.createDinerMoveIval(suit, destPos, chairInfo) suitTrack.append(Track((delay, Sequence(moveIval, Func(suit.loop, 'neutral'))))) delay += 1 if self.hasLocalToon(): camera.reparentTo(self) self.notify.debug('self.battleSide =%s' % self.battleSide) camHeading = -20 camX = -4 if self.battleSide == 0: camHeading = 20 camX = 4 camera.setPosHpr(camX, -15, 7, camHeading, 0, 0) done = Func(callback) track = Sequence(suitTrack, done, name=name) track.start(ts) self.storeInterval(track, name) return def createDinerMoveIval(self, suit, destPos, chairInfo): dur = suit.getDuration('landing') fr = suit.getFrameRate('landing') landingDur = dur totalDur = 7.3 animTimeInAir = totalDur - dur flyingDur = animTimeInAir impactLength = dur - animTimeInAir tableIndex = chairInfo[0] chairIndex = chairInfo[1] table = self.bossCog.tables[tableIndex] chairLocator = table.chairLocators[chairIndex] chairPos = chairLocator.getPos(self) chairHpr = chairLocator.getHpr(self) suit.setPos(chairPos) table.setDinerStatus(chairIndex, table.HIDDEN) suit.setHpr(chairHpr) wayPoint = (chairPos + destPos) / 2.0 wayPoint.setZ(wayPoint.getZ() + 20) moveIval = Sequence(Func(suit.headsUp, self), Func(suit.pose, 'landing', 0), ProjectileInterval(suit, duration=flyingDur, startPos=chairPos, endPos=destPos, gravityMult=0.25), ActorInterval(suit, 'landing')) if suit.prop == None: suit.prop = BattleProps.globalPropPool.getProp('propeller') propDur = suit.prop.getDuration('propeller') lastSpinFrame = 8 fr = suit.prop.getFrameRate('propeller') spinTime = lastSpinFrame / fr openTime = (lastSpinFrame + 1) / fr suit.attachPropeller() propTrack = Parallel(SoundInterval(suit.propInSound, duration=flyingDur, node=suit), Sequence(ActorInterval(suit.prop, 'propeller', constrainedLoop=1, duration=flyingDur + 1, startTime=0.0, endTime=spinTime), ActorInterval(suit.prop, 'propeller', duration=landingDur, startTime=openTime), Func(suit.detachPropeller))) result = Parallel(moveIval, propTrack) return result