import random from direct.interval.IntervalGlobal import * from direct.distributed.ClockDelta import * from toontown.building.ElevatorConstants import * from toontown.toon import NPCToons from pandac.PandaModules import NodePath from toontown.building import ElevatorUtils from toontown.toonbase import ToontownGlobals from toontown.toonbase import ToontownBattleGlobals from direct.directnotify import DirectNotifyGlobal from direct.fsm import ClassicFSM, State from direct.distributed import DistributedObject from direct.fsm import State from direct.fsm.StatePush import StateVar, FunctionCall from toontown.battle import BattleBase from toontown.hood import ZoneUtil from toontown.cogdominium.CogdoLayout import CogdoLayout from toontown.cogdominium import CogdoGameConsts from toontown.cogdominium import CogdoBarrelRoom, CogdoBarrelRoomConsts from toontown.distributed import DelayDelete from toontown.toonbase import TTLocalizer from CogdoExecutiveSuiteMovies import CogdoExecutiveSuiteIntro from CogdoBarrelRoomMovies import CogdoBarrelRoomIntro from CogdoElevatorMovie import CogdoElevatorMovie SUITE_DICT = {'s': 'tt_m_ara_crg_penthouse_sell', 'l': 'tt_m_ara_crg_penthouse_law', 'm': 'tt_m_ara_crg_penthouse_sell', 'c': 'tt_m_ara_crg_penthouse_sell'} PAINTING_DICT = {'s': 'tt_m_ara_crg_paintingMoverShaker', 'l': 'tt_m_ara_crg_paintingLegalEagle', 'm': 'tt_m_ara_crg_paintingMoverShaker', 'c': 'tt_m_ara_crg_paintingMoverShaker'} from otp.nametag.NametagConstants import * class DistributedCogdoInterior(DistributedObject.DistributedObject): id = 0 cageHeights = [11.36, 0.01] def __init__(self, cr): DistributedObject.DistributedObject.__init__(self, cr) self.toons = [] self.activeIntervals = {} self.openSfx = base.loadSfx('phase_5/audio/sfx/elevator_door_open.ogg') self.closeSfx = base.loadSfx('phase_5/audio/sfx/elevator_door_close.ogg') self.suits = [] self.reserveSuits = [] self.joiningReserves = [] self.distBldgDoId = None self._CogdoGameRepeat = config.GetBool('cogdo-game-repeat', 0) self.currentFloor = -1 self.elevatorName = self.__uniqueName('elevator') self.floorModel = None self.elevatorOutOpen = 0 self.BottomFloor_SuitPositions = [Point3(0, 15, 0), Point3(10, 20, 0), Point3(-7, 24, 0), Point3(-10, 0, 0)] self.BottomFloor_SuitHs = [75, 170, -91, -44] self.Cubicle_SuitPositions = [Point3(0, 18, 0), Point3(10, 12, 0), Point3(-9, 11, 0), Point3(-3, 13, 0)] self.Cubicle_SuitHs = [170, 56, -52, 10] self.BossOffice_SuitPositions = [Point3(0, 15, 0), Point3(10, 20, 0), Point3(-10, 6, 0), Point3(-17, 30, 0)] self.BossOffice_SuitHs = [170, 120, 12, 38] self._wantBarrelRoom = config.GetBool('cogdo-want-barrel-room', 1) self.barrelRoom = CogdoBarrelRoom.CogdoBarrelRoom() self.brResults = [[], []] self.barrelRoomIntroTrack = None self.penthouseOutroTrack = None self.penthouseOutroChatDoneTrack = None self.penthouseIntroTrack = None self.waitMusic = base.loadMusic('phase_7/audio/bgm/encntr_toon_winning_indoor.ogg') self.elevatorMusic = base.loadMusic('phase_7/audio/bgm/tt_elevator.ogg') self.fsm = ClassicFSM.ClassicFSM('DistributedCogdoInterior', [State.State('WaitForAllToonsInside', self.enterWaitForAllToonsInside, self.exitWaitForAllToonsInside, ['Elevator']), State.State('Elevator', self.enterElevator, self.exitElevator, ['Game', 'BattleIntro', 'BarrelRoomIntro']), State.State('Game', self.enterGame, self.exitGame, ['Resting', 'Failed', 'BattleIntro', 'BarrelRoomIntro', 'Elevator']), State.State('BarrelRoomIntro', self.enterBarrelRoomIntro, self.exitBarrelRoomIntro, ['CollectBarrels', 'Off']), State.State('CollectBarrels', self.enterCollectBarrels, self.exitCollectBarrels, ['BarrelRoomReward', 'Off']), State.State('BarrelRoomReward', self.enterBarrelRoomReward, self.exitBarrelRoomReward, ['Battle', 'ReservesJoining', 'BattleIntro', 'Off']), State.State('BattleIntro', self.enterBattleIntro, self.exitBattleIntro, ['Battle', 'ReservesJoining', 'Off']), State.State('Battle', self.enterBattle, self.exitBattle, ['Resting', 'Reward', 'ReservesJoining']), State.State('ReservesJoining', self.enterReservesJoining, self.exitReservesJoining, ['Battle']), State.State('Resting', self.enterResting, self.exitResting, ['Elevator']), State.State('Reward', self.enterReward, self.exitReward, ['Off']), State.State('Failed', self.enterFailed, self.exitFailed, ['Off']), State.State('Off', self.enterOff, self.exitOff, ['Elevator', 'WaitForAllToonsInside', 'Battle'])], 'Off', 'Off') self.fsm.enterInitialState() self._haveEntranceElevator = StateVar(False) self._stashEntranceElevator = StateVar(False) self._stashEntranceElevatorFC = FunctionCall(self._doStashEntranceElevator, self._haveEntranceElevator, self._stashEntranceElevator) self._entranceElevCallbacks = [] self._doEntranceElevCallbacksFC = FunctionCall(self._doEntranceElevCallbacks, self._haveEntranceElevator) self.cage = None self.shopOwnerNpcId = None self.shopOwnerNpc = None self._movie = None self.SOSToonName = None self.FOType = None def setShopOwnerNpcId(self, npcId): self.shopOwnerNpcId = npcId def setSOSNpcId(self, npcId): self.SOSToonName = NPCToons.getNPCName(npcId) def setFOType(self, typeId): self.FOType = chr(typeId) def getFOType(self): return self.FOType def __uniqueName(self, name): DistributedCogdoInterior.id += 1 return name + '%d' % DistributedCogdoInterior.id def generate(self): DistributedObject.DistributedObject.generate(self) self.announceGenerateName = self.uniqueName('generate') self.accept(self.announceGenerateName, self.handleAnnounceGenerate) self.elevatorModelIn = loader.loadModel('phase_5/models/cogdominium/tt_m_ara_csa_elevatorB') self.leftDoorIn = self.elevatorModelIn.find('**/left_door') self.rightDoorIn = self.elevatorModelIn.find('**/right_door') self.elevatorModelOut = loader.loadModel('phase_5/models/cogdominium/tt_m_ara_csa_elevator') self.leftDoorOut = self.elevatorModelOut.find('**/left_door') self.rightDoorOut = self.elevatorModelOut.find('**/right_door') def __makeShopOwnerNpc(self): if self.shopOwnerNpc: return self.shopOwnerNpc = NPCToons.createLocalNPC(self.shopOwnerNpcId) if not self.shopOwnerNpc: self.notify.warning('No shopkeeper in this cogdominium, using FunnyFarm Sellbot FO NPCToons') random.seed(self.doId) shopkeeper = random.randint(7001, 7009) self.shopOwnerNpc = NPCToons.createLocalNPC(shopkeeper) self.shopOwnerNpc.addActive() self.shopOwnerNpc.reparentTo(self.cage) self.shopOwnerNpc.setPosHpr(0, -2, 0, 180, 0, 0) self.shopOwnerNpc.loop('neutral') def setElevatorLights(self, elevatorModel): npc = elevatorModel.findAllMatches('**/floor_light_?;+s') for i in xrange(npc.getNumPaths()): np = npc.getPath(i) np.setDepthOffset(120) floor = int(np.getName()[-1:]) - 1 if floor == self.currentFloor: np.setColor(LIGHT_ON_COLOR) elif floor < self.layout.getNumGameFloors() + (1 if self.FOType != "s" else 0): if self.isBossFloor(self.currentFloor): np.setColor(LIGHT_ON_COLOR) else: np.setColor(LIGHT_OFF_COLOR) else: np.hide() def startAlertElevatorLightIval(self, elevatorModel): light = elevatorModel.find('**/floor_light_%s' % (self.currentFloor + 1)) track = Sequence(Func(light.setColor, Vec4(1.0, 0.6, 0.6, 1.0)), Wait(0.9), Func(light.setColor, LIGHT_ON_COLOR), Wait(0.9)) self.activeIntervals['alertElevatorLight'] = track track.loop() def stopAlertElevatorLightIval(self, elevatorModel): self.__finishInterval('alertElevatorLight') self.setElevatorLights(elevatorModel) def handleAnnounceGenerate(self, obj): self.ignore(self.announceGenerateName) self.cageDoorSfx = loader.loadSfx('phase_5/audio/sfx/CHQ_SOS_cage_door.ogg') self.cageLowerSfx = loader.loadSfx('phase_5/audio/sfx/CHQ_SOS_cage_lower.ogg') self.sendUpdate('setAvatarJoined', []) def disable(self): self.fsm.requestFinalState() self.__cleanupIntervals() self.ignoreAll() self.__cleanup() self.__cleanupShopOwnerNpc() self.__cleanupPenthouseIntro() DistributedObject.DistributedObject.disable(self) def __cleanupShopOwnerNpc(self): if self.shopOwnerNpc: self.shopOwnerNpc.removeActive() self.shopOwnerNpc.delete() self.shopOwnerNpc = None def __cleanupPenthouseIntro(self): if hasattr(self, '_movie') and self._movie: self._movie.unload() self._movie = None def delete(self): self._stashEntranceElevatorFC.destroy() self._doEntranceElevCallbacksFC.destroy() self._haveEntranceElevator.destroy() self._stashEntranceElevator.destroy() self._entranceElevCallbacks = None del self.waitMusic del self.elevatorMusic del self.openSfx del self.closeSfx del self.fsm base.localAvatar.inventory.setBattleCreditMultiplier(1) DistributedObject.DistributedObject.delete(self) def isBossFloor(self, floorNum): return self.layout.hasBossBattle() and (self.layout.getBossBattleFloor() + 0) == floorNum def __cleanup(self): self.toons = [] self.suits = [] self.reserveSuits = [] self.joiningReserves = [] if self.elevatorModelIn != None: self.elevatorModelIn.removeNode() if self.elevatorModelOut != None: self.elevatorModelOut.removeNode() if self.floorModel != None: self.floorModel.removeNode() if self.cage != None: self.cage = None if self.barrelRoom != None: self.barrelRoom.destroy() self.barrelRoom = None self.leftDoorIn = None self.rightDoorIn = None self.leftDoorOut = None self.rightDoorOut = None def __addToon(self, toon): self.accept(toon.uniqueName('disable'), self.__handleUnexpectedExit, extraArgs=[toon]) def __handleUnexpectedExit(self, toon): self.notify.warning('handleUnexpectedExit() - toon: %d' % toon.doId) self.__removeToon(toon, unexpected=1) def __removeToon(self, toon, unexpected = 0): if self.toons.count(toon) == 1: self.toons.remove(toon) self.ignore(toon.uniqueName('disable')) def __finishInterval(self, name): if name in self.activeIntervals: interval = self.activeIntervals[name] if interval.isPlaying(): interval.finish() def __cleanupIntervals(self): for interval in self.activeIntervals.values(): interval.finish() self.activeIntervals = {} def __closeInElevator(self): self.leftDoorIn.setPos(3.5, 0, 0) self.rightDoorIn.setPos(-3.5, 0, 0) def getZoneId(self): return self.zoneId def setZoneId(self, zoneId): self.zoneId = zoneId def getExtZoneId(self): return self.extZoneId def setExtZoneId(self, extZoneId): self.extZoneId = extZoneId def getDistBldgDoId(self): return self.distBldgDoId def setDistBldgDoId(self, distBldgDoId): self.distBldgDoId = distBldgDoId def setNumFloors(self, numFloors): self.layout = CogdoLayout(numFloors) def getToonIds(self): toonIds = [] for toon in self.toons: toonIds.append(toon.doId) return toonIds def setToons(self, toonIds, hack): self.toonIds = toonIds oldtoons = self.toons self.toons = [] for toonId in toonIds: if toonId != 0: if toonId in self.cr.doId2do: toon = self.cr.doId2do[toonId] toon.stopSmooth() self.toons.append(toon) if oldtoons.count(toon) == 0: self.__addToon(toon) else: self.notify.warning('setToons() - no toon: %d' % toonId) for toon in oldtoons: if self.toons.count(toon) == 0: self.__removeToon(toon) def setSuits(self, suitIds, reserveIds, values): oldsuits = self.suits self.suits = [] self.joiningReserves = [] for suitId in suitIds: if suitId in self.cr.doId2do: suit = self.cr.doId2do[suitId] self.suits.append(suit) suit.fsm.request('Battle') suit.buildingSuit = 1 suit.reparentTo(render) if oldsuits.count(suit) == 0: self.joiningReserves.append(suit) if 'Elevator' in repr(self.fsm): # Fix the position. pos, h = BattleBase.BattleBase.suitPoints[len(suitIds) - 1][suitIds.index(suitId)] suit.setPos(pos) suit.setH(h) else: self.notify.warning('setSuits() - no suit: %d' % suitId) self.reserveSuits = [] for index in xrange(len(reserveIds)): suitId = reserveIds[index] if suitId in self.cr.doId2do: suit = self.cr.doId2do[suitId] self.reserveSuits.append((suit, values[index])) else: self.notify.warning('setSuits() - no suit: %d' % suitId) if len(self.joiningReserves) > 0: self.fsm.request('ReservesJoining') def setState(self, state, timestamp): self.fsm.request(state, [globalClockDelta.localElapsedTime(timestamp)]) def stashElevatorIn(self, stash = True): self._stashEntranceElevator.set(stash) def getEntranceElevator(self, callback): if self._haveEntranceElevator.get(): callback(self.elevIn) else: self._entranceElevCallbacks.append(callback) def _doEntranceElevCallbacks(self, haveElev): if haveElev: while len(self._entranceElevCallbacks): cbs = self._entranceElevCallbacks[:] self._entranceElevCallbacks = [] for callback in cbs: callback(self.elevIn) def _doStashEntranceElevator(self, haveElev, doStash): if haveElev: if doStash: self.elevIn.stash() else: self.elevIn.unstash() def d_elevatorDone(self): self.sendUpdate('elevatorDone', []) def d_reserveJoinDone(self): self.sendUpdate('reserveJoinDone', []) def enterOff(self, ts = 0): messenger.send('sellbotFieldOfficeChanged', [False]) return None def exitOff(self): return None def enterWaitForAllToonsInside(self, ts = 0): base.transitions.fadeOut(0) def exitWaitForAllToonsInside(self): return None def enterGame(self, ts = 0): base.cr.forbidCheesyEffects(1) def exitGame(self): base.cr.forbidCheesyEffects(0) def __playElevator(self, ts, name, callback): SuitHs = [] SuitPositions = [] if self.floorModel: self.floorModel.removeNode() self.floorModel = None if self.cage: self.cage = None if self.currentFloor == 0: SuitHs = self.BottomFloor_SuitHs SuitPositions = self.BottomFloor_SuitPositions if self.isBossFloor(self.currentFloor): self.notify.info('__playElevator: currentFloor %s is boss' % self.currentFloor) self.barrelRoom.unload() if self.FOType: penthouseName = SUITE_DICT.get(self.FOType) for i in xrange(4): self.floorModel = loader.loadModel('phase_5/models/cogdominium/%s' % penthouseName) self.cage = self.floorModel.find('**/cage') pos = self.cage.getPos() self.cagePos = [] for height in self.cageHeights: self.cagePos.append(Point3(pos[0], pos[1], height)) self.cageDoor = self.floorModel.find('**/cage_door') self.cageDoor.wrtReparentTo(self.cage) if self.FOType: paintingModelName = PAINTING_DICT.get(self.FOType) for i in xrange(4): paintingModel = loader.loadModel('phase_5/models/cogdominium/%s' % paintingModelName) loc = self.floorModel.find('**/loc_painting%d' % (i + 1)) paintingModel.reparentTo(loc) if not self.floorModel.find('**/trophyCase').isEmpty(): for i in xrange(4): goldEmblem = loader.loadModel('phase_5/models/cogdominium/tt_m_ara_crg_goldTrophy.bam') loc = self.floorModel.find('**/gold_0%d' % (i + 1)) goldEmblem.reparentTo(loc) for i in xrange(20): silverEmblem = loader.loadModel('phase_5/models/cogdominium/tt_m_ara_crg_silverTrophy.bam') loc = self.floorModel.find('**/silver_0%d' % (i + 1)) silverEmblem.reparentTo(loc) SuitHs = self.BossOffice_SuitHs SuitPositions = self.BossOffice_SuitPositions self.__makeShopOwnerNpc() else: if self._wantBarrelRoom: self.barrelRoom.load() self.barrelRoom.hide() SuitHs = self.Cubicle_SuitHs SuitPositions = self.Cubicle_SuitPositions if self.floorModel: self.floorModel.reparentTo(render) if self.isBossFloor(self.currentFloor): self.notify.info('Load boss_suit_office') elevIn = self.floorModel.find(CogdoGameConsts.PenthouseElevatorInPath).copyTo(render) elevOut = self.floorModel.find(CogdoGameConsts.PenthouseElevatorOutPath) frame = self.elevatorModelOut.find('**/frame') if not frame.isEmpty(): frame.hide() frame = self.elevatorModelIn.find('**/frame') if not frame.isEmpty(): frame.hide() self.elevatorModelOut.reparentTo(elevOut) self.elevatorModelOut.setY(0) else: elevIn = self.floorModel.find('**/elevator-in') elevOut = self.floorModel.find('**/elevator-out') elif self._wantBarrelRoom and self.barrelRoom.isLoaded() and self.currentFloor == 2 and self.FOType == 'l': #i know this is really ugly elevIn = self.barrelRoom.model.find(CogdoBarrelRoomConsts.BarrelRoomElevatorInPath) elevOut = self.barrelRoom.model.find(CogdoBarrelRoomConsts.BarrelRoomElevatorOutPath) y = elevOut.getY(render) elevOut = elevOut.copyTo(render) elevOut.setY(render, y - 0.75) else: floorModel = loader.loadModel('phase_7/models/modules/boss_suit_office') elevIn = floorModel.find('**/elevator-in').copyTo(render) elevOut = floorModel.find('**/elevator-out').copyTo(render) floorModel.removeNode() self.elevIn = elevIn self.elevOut = elevOut self._haveEntranceElevator.set(True) for index in xrange(len(self.suits)): if not self.suits[index].isEmpty(): self.suits[index].setPos(SuitPositions[index]) if len(self.suits) > 2: self.suits[index].setH(SuitHs[index]) else: self.suits[index].setH(170) self.suits[index].loop('neutral') for toon in self.toons: toon.reparentTo(self.elevatorModelIn) index = self.toonIds.index(toon.doId) toon.setPos(ElevatorPoints[index][0], ElevatorPoints[index][1], ElevatorPoints[index][2]) toon.setHpr(180, 0, 0) toon.loop('neutral') self.elevatorModelIn.reparentTo(elevIn) self.leftDoorIn.setPos(3.5, 0, 0) self.rightDoorIn.setPos(-3.5, 0, 0) camera.reparentTo(self.elevatorModelIn) camera.setH(180) camera.setP(0) camera.setPos(0, 14, 4) base.playMusic(self.elevatorMusic, looping=1, volume=0.8) track = Sequence(Func(base.transitions.noTransitions), ElevatorUtils.getRideElevatorInterval(ELEVATOR_NORMAL), ElevatorUtils.getOpenInterval(self, self.leftDoorIn, self.rightDoorIn, self.openSfx, None, type=ELEVATOR_NORMAL), Func(camera.wrtReparentTo, render)) for toon in self.toons: track.append(Func(toon.wrtReparentTo, render)) track.append(Func(callback)) track.start(ts) self.activeIntervals[name] = track def enterElevator(self, ts = 0): if not self._CogdoGameRepeat: self.currentFloor += 1 self.cr.playGame.getPlace().currentFloor = self.currentFloor self.setElevatorLights(self.elevatorModelIn) self.setElevatorLights(self.elevatorModelOut) if not self.isBossFloor(self.currentFloor): self.elevatorModelOut.detachNode() messenger.send('sellbotFieldOfficeChanged', [True]) else: if self.FOType == 's': self._movie = CogdoElevatorMovie() self._movie.load() self._movie.play() self.__playElevator(ts, self.elevatorName, self.__handleElevatorDone) mult = ToontownBattleGlobals.getCreditMultiplier(self.currentFloor) base.localAvatar.inventory.setBattleCreditMultiplier(mult) def __handleElevatorDone(self): self.d_elevatorDone() def exitElevator(self): self.elevatorMusic.stop() if self._movie: self._movie.end() self.__cleanupPenthouseIntro() self.__finishInterval(self.elevatorName) def __setupBarrelRoom(self): self.currentFloor += 1 base.transitions.irisOut(0.0) self.elevatorModelOut.setY(-12) self.elevatorModelIn.reparentTo(self.barrelRoom.model.find(CogdoBarrelRoomConsts.BarrelRoomElevatorInPath)) self.leftDoorIn.setPos(3.5, 0, 0) self.rightDoorIn.setPos(-3.5, 0, 0) self._showExitElevator() self.barrelRoom.show() self.barrelRoom.placeToonsAtEntrance(self.toons) self.setElevatorLights(self.elevatorModelOut) def barrelRoomIntroDone(self): self.sendUpdate('toonBarrelRoomIntroDone', []) def enterBarrelRoomIntro(self, ts = 0): if not self.isBossFloor(self.currentFloor): if self._wantBarrelRoom: self.__setupBarrelRoom() self.barrelRoomIntroTrack, trackName = self.barrelRoom.getIntroInterval() self.barrelRoomIntroDoneEvent = trackName self.accept(self.barrelRoomIntroDoneEvent, self.barrelRoomIntroDone) self.activeIntervals[trackName] = self.barrelRoomIntroTrack self.barrelRoomIntroTrack.start(ts) self._movie = CogdoBarrelRoomIntro() self._movie.load() self._movie.play() else: self._showExitElevator() def exitBarrelRoomIntro(self): if self._wantBarrelRoom and not self.isBossFloor(self.currentFloor): self.ignore(self.barrelRoomIntroDoneEvent) if self.barrelRoomIntroTrack: self.barrelRoomIntroTrack.finish() DelayDelete.cleanupDelayDeletes(self.barrelRoomIntroTrack) self.barrelRoomIntroTrack = None def __handleLocalToonLeftBarrelRoom(self): self.notify.info('Local toon teleported out of barrel room.') self.sendUpdate('toonLeftBarrelRoom', []) self.barrelRoom.deactivate() def enterCollectBarrels(self, ts = 0): if not self.isBossFloor(self.currentFloor): if self._wantBarrelRoom: self.acceptOnce('localToonLeft', self.__handleLocalToonLeftBarrelRoom) self.barrelRoom.activate() base.playMusic(self.waitMusic, looping=1, volume=0.7) base.localAvatar.questMap.stop() def exitCollectBarrels(self): if self._wantBarrelRoom and not self.isBossFloor(self.currentFloor): self.ignore('localToonLeft') self.barrelRoom.deactivate() self.waitMusic.stop() def __brRewardDone(self, task = None): self.notify.info('Toon finished watching the barrel room reward.') self.sendUpdate('toonBarrelRoomRewardDone', []) self.fsm.request('Battle') def enterBarrelRoomReward(self, ts = 0): if self._wantBarrelRoom and not self.isBossFloor(self.currentFloor): base.cr.playGame.getPlace().fsm.request('stopped') self.startAlertElevatorLightIval(self.elevatorModelOut) track, trackName = self.barrelRoom.showRewardUi(callback=self.__brRewardDone) self.activeIntervals[trackName] = track track.start() self.barrelRoom.placeToonsNearBattle(self.toons) def exitBarrelRoomReward(self): if self._wantBarrelRoom and not self.isBossFloor(self.currentFloor): base.cr.playGame.getPlace().fsm.request('walk') self.stopAlertElevatorLightIval(self.elevatorModelOut) self.barrelRoom.hideRewardUi() def enterBattleIntro(self, ts = 0): self._movie = CogdoExecutiveSuiteIntro(self.shopOwnerNpc) self._movie.load() self._movie.play() def exitBattleIntro(self): self._movie.end() self.__cleanupPenthouseIntro() def __playCloseElevatorOut(self, name, delay = 0): track = Sequence(Wait(delay + SUIT_LEAVE_ELEVATOR_TIME), Parallel(SoundInterval(self.closeSfx), LerpPosInterval(self.leftDoorOut, ElevatorData[ELEVATOR_NORMAL]['closeTime'], ElevatorUtils.getLeftClosePoint(ELEVATOR_NORMAL), startPos=Point3(0, 0, 0), blendType='easeOut'), LerpPosInterval(self.rightDoorOut, ElevatorData[ELEVATOR_NORMAL]['closeTime'], ElevatorUtils.getRightClosePoint(ELEVATOR_NORMAL), startPos=Point3(0, 0, 0), blendType='easeOut'))) track.start() self.activeIntervals[name] = track def enterBattle(self, ts = 0): if self._wantBarrelRoom and self.elevatorOutOpen == 1: self.__playCloseElevatorOut(self.uniqueName('close-out-elevator'), delay=2) camera.setPos(0, -15, 6) camera.headsUp(self.elevatorModelOut) def _showExitElevator(self): self.elevatorModelOut.reparentTo(self.elevOut) self.leftDoorOut.setPos(3.5, 0, 0) self.rightDoorOut.setPos(-3.5, 0, 0) if not self._wantBarrelRoom and self.elevatorOutOpen == 1: self.__playCloseElevatorOut(self.uniqueName('close-out-elevator')) camera.setPos(0, -15, 6) camera.headsUp(self.elevatorModelOut) def exitBattle(self): if self.elevatorOutOpen == 1: self.__finishInterval(self.uniqueName('close-out-elevator')) self.elevatorOutOpen = 0 def __playReservesJoining(self, ts, name, callback): index = 0 for suit in self.joiningReserves: suit.reparentTo(render) suit.setPos(self.elevatorModelOut, Point3(ElevatorPoints[index][0], ElevatorPoints[index][1], ElevatorPoints[index][2])) index += 1 suit.setH(180) suit.loop('neutral') track = Sequence(Func(camera.wrtReparentTo, self.elevatorModelOut), Func(camera.setPos, Point3(0, -8, 2)), Func(camera.setHpr, Vec3(0, 10, 0)), Parallel(SoundInterval(self.openSfx), LerpPosInterval(self.leftDoorOut, ElevatorData[ELEVATOR_NORMAL]['closeTime'], Point3(0, 0, 0), startPos=ElevatorUtils.getLeftClosePoint(ELEVATOR_NORMAL), blendType='easeOut'), LerpPosInterval(self.rightDoorOut, ElevatorData[ELEVATOR_NORMAL]['closeTime'], Point3(0, 0, 0), startPos=ElevatorUtils.getRightClosePoint(ELEVATOR_NORMAL), blendType='easeOut')), Wait(SUIT_HOLD_ELEVATOR_TIME), Func(camera.wrtReparentTo, render), Func(callback)) track.start(ts) self.activeIntervals[name] = track def enterReservesJoining(self, ts = 0): self.__playReservesJoining(ts, self.uniqueName('reserves-joining'), self.__handleReserveJoinDone) def __handleReserveJoinDone(self): self.joiningReserves = [] self.elevatorOutOpen = 1 self.d_reserveJoinDone() def exitReservesJoining(self): self.__finishInterval(self.uniqueName('reserves-joining')) def enterResting(self, ts = 0): self._showExitElevator() self._setAvPosFDC = FrameDelayedCall('setAvPos', self._setAvPosToExit) if self._wantBarrelRoom: self.barrelRoom.showBattleAreaLight(True) base.playMusic(self.waitMusic, looping=1, volume=0.7) self.__closeInElevator() self._haveEntranceElevator.set(False) self._stashEntranceElevator.set(False) def _setAvPosToExit(self): base.localAvatar.setPos(self.elevOut, 0, -22, 0) base.localAvatar.setHpr(self.elevOut, 0, 0, 0) base.cr.playGame.getPlace().fsm.request('walk') def exitResting(self): self._setAvPosFDC.destroy() self.waitMusic.stop() def enterReward(self, ts = 0): if self.isBossFloor(self.currentFloor): self.penthouseOutroTrack = self.__outroPenthouse() self.penthouseOutroTrack.start(ts) else: self.exitCogdoBuilding() def exitReward(self): self.notify.debug('exitReward') if self.penthouseOutroTrack: self.penthouseOutroTrack.finish() DelayDelete.cleanupDelayDeletes(self.penthouseOutroTrack) self.penthouseOutroTrack = None if not self.penthouseOutroChatDoneTrack: self.notify.debug('exitReward: instanting outroPenthouseChatDone track') self.__outroPenthouseChatDone() self.penthouseOutroChatDoneTrack.finish() self.penthouseOutroChatDoneTrack = None def enterFailed(self, ts = 0): self.exitCogdoBuilding() def exitFailed(self): self.notify.debug('exitFailed()') self.exitCogdoBuilding() def exitCogdoBuilding(self): if base.localAvatar.hp < 0: return base.localAvatar.b_setParent(ToontownGlobals.SPHidden) request = {'loader': ZoneUtil.getBranchLoaderName(self.extZoneId), 'where': ZoneUtil.getToonWhereName(self.extZoneId), 'how': 'elevatorIn', 'hoodId': ZoneUtil.getHoodId(self.extZoneId), 'zoneId': self.extZoneId, 'shardId': None, 'avId': -1, 'bldgDoId': self.distBldgDoId} messenger.send('DSIDoneEvent', [request]) def displayBadges(self): numFloors = self.layout.getNumGameFloors() if numFloors > 5 or numFloors < 3: pass else: self.notify.warning('Invalid floor number for display badges.') for player in xrange(len(self.toons)): goldBadge = loader.loadModel('phase_5/models/cogdominium/tt_m_ara_crg_goldTrophy') goldBadge.setScale(1.2) goldNode = render.find('**/gold_0' + str(player + 1)) goldBadge.reparentTo(goldNode) for floor in xrange(numFloors): silverBadge = loader.loadModel('phase_5/models/cogdominium/tt_m_ara_crg_silverTrophy.bam') silverBadge.setScale(1.2) silverNode = render.find('**/silver_0' + str(floor * 4 + (player + 1))) silverBadge.reparentTo(silverNode) def __outroPenthouse(self): avatar = base.localAvatar trackName = '__outroPenthouse-%d' % avatar.doId track = Parallel(name=trackName) base.cr.playGame.getPlace().fsm.request('stopped') if self.FOType == 'l': speech = TTLocalizer.CogdoExecutiveSuiteToonThankYouLawbot else: speech = TTLocalizer.CogdoExecutiveSuiteToonThankYou % self.SOSToonName track.append(Sequence(Func(camera.wrtReparentTo, localAvatar), Func(camera.setPos, 0, -9, 9), Func(camera.lookAt, Point3(5, 15, 0)), Parallel(self.cage.posInterval(0.75, self.cagePos[1], blendType='easeOut'), SoundInterval(self.cageLowerSfx, duration=0.5)), Parallel(self.cageDoor.hprInterval(0.5, VBase3(0, 90, 0), blendType='easeOut'), Sequence(SoundInterval(self.cageDoorSfx), duration=0)), Wait(0.25), Func(self.shopOwnerNpc.wrtReparentTo, render), Func(self.shopOwnerNpc.setScale, 1), Func(self.shopOwnerNpc.loop, 'walk'), Func(self.shopOwnerNpc.headsUp, Point3(0, 10, 0)), ParallelEndTogether(self.shopOwnerNpc.posInterval(1.5, Point3(0, 10, 0)), self.shopOwnerNpc.hprInterval(0.5, VBase3(180, 0, 0), blendType='easeInOut')), Func(self.shopOwnerNpc.setChatAbsolute, TTLocalizer.CagedToonYippee, CFSpeech), ActorInterval(self.shopOwnerNpc, 'jump'), Func(self.shopOwnerNpc.loop, 'neutral'), Func(self.shopOwnerNpc.headsUp, localAvatar), Func(self.shopOwnerNpc.setLocalPageChat, speech, 0), Func(camera.lookAt, self.shopOwnerNpc, Point3(0, 0, 2)))) self.activeIntervals[trackName] = track self.accept('doneChatPage', self.__outroPenthouseChatDone) return track def __outroPenthouseChatDone(self, elapsed = None): self.shopOwnerNpc.setChatAbsolute(TTLocalizer.CogdoExecutiveSuiteToonBye, CFSpeech) self.ignore('doneChatPage') track = Parallel(Sequence(ActorInterval(self.shopOwnerNpc, 'wave'), Func(self.shopOwnerNpc.loop, 'neutral')), Sequence(Wait(2.0), Func(self.exitCogdoBuilding), Func(base.camLens.setFov, settings['fov']))) track.start() self.penthouseOutroChatDoneTrack = track