historical/toontown-classic.git/toontown/cogdominium/DistributedCogdoInteriorAI.py
2024-01-16 11:20:27 -06:00

991 lines
35 KiB
Python

import copy
import random
from direct.directnotify import DirectNotifyGlobal
from direct.distributed import DistributedObjectAI
from direct.distributed.ClockDelta import *
from direct.fsm import ClassicFSM, State
from direct.task import Timer
from toontown.toon import NPCToons
from otp.ai.AIBaseGlobal import *
from toontown.ai import ToonBarrier
from toontown.battle import BattleBase
from toontown.cogdominium import DistributedCogdoBattleBldgAI
from toontown.building.ElevatorConstants import *
from toontown.suit.SuitDNA import SuitDNA
from toontown.toonbase.ToontownBattleGlobals import *
from toontown.hood import ZoneUtil
from toontown.minigame.MinigameGlobals import SafeZones
from toontown.toon import NPCToons
from DistributedCogdoElevatorIntAI import DistributedCogdoElevatorIntAI
from toontown.cogdominium import CogdoBarrelRoomConsts
from toontown.cogdominium import CogdoBarrelRoomAI
from DistCogdoBoardroomGameAI import DistCogdoBoardroomGameAI
from toontown.cogdominium.DistCogdoCraneGameAI import DistCogdoCraneGameAI
from toontown.cogdominium.DistCogdoMazeGameAI import DistCogdoMazeGameAI
from toontown.cogdominium.DistCogdoFlyingGameAI import DistCogdoFlyingGameAI
from toontown.cogdominium import CogdoGameConsts
CogdoGames = {
'boardroom': DistCogdoBoardroomGameAI,
'crane': DistCogdoCraneGameAI,
'maze': DistCogdoMazeGameAI,
'flying': DistCogdoFlyingGameAI}
IntGames = set([
'boardroom',
'crane',
'flying',
'defense'])
simbase.forcedCogdoGame = config.GetString('cogdo-game', '')
GameRequests = {}
class DistributedCogdoInteriorAI(DistributedObjectAI.DistributedObjectAI):
notify = DirectNotifyGlobal.directNotify.newCategory('DistributedCogdoInteriorAI')
def __init__(self, air, elevator):
self.air = air
DistributedObjectAI.DistributedObjectAI.__init__(self, air)
(self.extZoneId, self.zoneId) = elevator.bldg.getExteriorAndInteriorZoneId()
self._numFloors = elevator.bldg.planner.numFloors
self.layout = elevator.bldg._cogdoLayout
self.avatarExitEvents = []
self.toons = []
self.toonSkillPtsGained = {}
self.toonExp = {}
self.toonOrigQuests = {}
self.toonItems = {}
self.toonOrigMerits = {}
self.toonMerits = {}
self.toonParts = {}
self.helpfulToons = []
self.shopOwnerNpcId = 0
npcDesc = NPCToons.zone2NpcDict.get(self.zoneId)
if npcDesc:
self.shopOwnerNpcId = npcDesc[0]
if not self.shopOwnerNpcId:
self.notify.warning('No npcs found for current cogdo building')
self.currentFloor = 0
self.bldg = elevator.bldg
self.elevator = elevator
self._game = None
self._CogdoGameRepeat = config.GetBool('cogdo-game-repeat', 0)
self.suits = []
self.activeSuits = []
self.reserveSuits = []
self.joinedReserves = []
self.suitsKilled = []
self.suitsKilledPerFloor = []
self.battle = None
self.timer = Timer.Timer()
self._wantBarrelRoom = config.GetBool('cogdo-want-barrel-room', 1)
self.barrelRoom = None
self.responses = {}
self.ignoreResponses = 0
self.ignoreElevatorDone = 0
self.ignoreReserveJoinDone = 0
self.toonIds = copy.copy(elevator.seats)
for toonId in self.toonIds:
if toonId != None:
self.__addToon(toonId)
self.savedByMap = {}
self.fsm = ClassicFSM.ClassicFSM('DistributedCogdoInteriorAI', [
State.State('WaitForAllToonsInside', self.enterWaitForAllToonsInside, self.exitWaitForAllToonsInside, [
'Elevator']),
State.State('Elevator', self.enterElevator, self.exitElevator, [
'Game']),
State.State('Game', self.enterGame, self.exitGame, [
'Resting',
'Failed',
'BattleIntro',
'Off']),
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, [
'ReservesJoining',
'BattleDone',
'Off']),
State.State('ReservesJoining', self.enterReservesJoining, self.exitReservesJoining, [
'Battle',
'Off']),
State.State('BattleDone', self.enterBattleDone, self.exitBattleDone, [
'Resting',
'Reward',
'Off']),
State.State('Resting', self.enterResting, self.exitResting, [
'Elevator',
'Off',
'BarrelRoomIntro']),
State.State('Reward', self.enterReward, self.exitReward, [
'Off']),
State.State('Failed', self.enterFailed, self.exitFailed, [
'Off']),
State.State('Off', self.enterOff, self.exitOff, [
'WaitForAllToonsInside'])], 'Off', 'Off', onUndefTransition = ClassicFSM.ClassicFSM.ALLOW)
self.fsm.enterInitialState()
safeZone = ZoneUtil.getCanonicalHoodId(self.extZoneId)
self.difficulty = SafeZones.index(safeZone)
self.SOSCard = self.chooseSOSCard(self.difficulty)
self.barrelRoomDone = False
self.intElevator = None
self.memoCount = 0
def generateWithRequired(self, zoneId):
self._disCleanupTask = None
self._sadCleanupTask = None
DistributedObjectAI.DistributedObjectAI.generateWithRequired(self, zoneId)
def delete(self):
self.ignoreAll()
self.toons = []
self.toonIds = []
self.fsm.requestFinalState()
del self.fsm
del self.bldg
del self.elevator
self.timer.stop()
del self.timer
self._cogdoLayout = None
self.__cleanupFloorBattle()
if self.barrelRoom:
self.barrelRoom.destroy()
self.barrelRoom = None
taskName = self.taskName('deleteInterior')
taskMgr.remove(taskName)
if self._disCleanupTask:
taskMgr.remove(self._disCleanupTask)
if self._sadCleanupTask:
taskMgr.remove(self._sadCleanupTask)
DistributedObjectAI.DistributedObjectAI.delete(self)
def requestDelete(self):
if self._game:
self._game.requestDelete()
DistributedObjectAI.DistributedObjectAI.requestDelete(self)
def getShopOwnerNpcId(self):
return self.shopOwnerNpcId
def getSOSNpcId(self):
return self.SOSCard
def __handleUnexpectedExit(self, toonId):
self.notify.warning('toon: %d exited unexpectedly' % toonId)
self.__removeToon(toonId)
if self._game:
self._game.handleToonDisconnected(toonId)
if len(self.toons) == 0:
self.timer.stop()
if self.fsm.getCurrentState().getName() == 'Resting':
pass
elif self.battle == None:
self.fsm.requestFinalState()
self._disCleanupTask = taskMgr.doMethodLater(20, self._cleanupAfterLastToonWentDis, self.uniqueName('discleanup'))
def _cleanupAfterLastToonWentDis(self, task):
self._disCleanupTask = None
self.bldg.deleteCogdoInterior()
return task.done
def _handleToonWentSad(self, toonId):
self.notify.info('toon: %d went sad' % toonId)
self.__removeToon(toonId)
toon = self.air.getDo(toonId)
if toon:
self.ignore(toon.getGoneSadMessage())
if self._game:
self._game.handleToonWentSad(toonId)
if len(self.toons) == 0:
self.timer.stop()
if self.fsm.getCurrentState().getName() == 'Resting':
pass
elif self.battle == None:
self._sadCleanupTask = taskMgr.doMethodLater(20, self._cleanupAfterLastToonWentSad, self.uniqueName('sadcleanup'))
def _cleanupAfterLastToonWentSad(self, task):
self._sadCleanupTask = None
self.bldg.deleteCogdoInterior()
return task.done
def __addToon(self, toonId):
if toonId not in self.air.doId2do:
self.notify.warning('addToon() - no toon for doId: %d' % toonId)
return
event = self.air.getAvatarExitEvent(toonId)
self.avatarExitEvents.append(event)
self.accept(event, self.__handleUnexpectedExit, extraArgs = [
toonId])
self.toons.append(toonId)
self.responses[toonId] = 0
def __removeToon(self, toonId):
if self.toons.count(toonId):
self.toons.remove(toonId)
if self.toonIds.count(toonId):
self.toonIds[self.toonIds.index(toonId)] = None
if toonId in self.responses:
del self.responses[toonId]
event = self.air.getAvatarExitEvent(toonId)
if self.avatarExitEvents.count(event):
self.avatarExitEvents.remove(event)
self.ignore(event)
def __resetResponses(self):
self.responses = {}
for toon in self.toons:
self.responses[toon] = 0
self.ignoreResponses = 0
def __allToonsResponded(self):
for toon in self.toons:
if self.responses[toon] == 0:
return 0
self.ignoreResponses = 1
return 1
def getZoneId(self):
return self.zoneId
def getExtZoneId(self):
return self.extZoneId
def getDistBldgDoId(self):
return self.bldg.getDoId()
def getNumFloors(self):
return self._numFloors
def d_setToons(self):
self.sendUpdate('setToons', self.getToons())
def getToons(self):
sendIds = []
for toonId in self.toonIds:
if toonId == None:
sendIds.append(0)
else:
sendIds.append(toonId)
return [
sendIds,
0]
def getDroneCogDNA(self):
dna = SuitDNA()
dna.newSuitRandom(level = 2)
return dna
def d_setSuits(self):
self.sendUpdate('setSuits', self.getSuits())
def getSuits(self):
suitIds = []
for suit in self.activeSuits:
suitIds.append(suit.doId)
reserveIds = []
values = []
for info in self.reserveSuits:
reserveIds.append(info[0].doId)
values.append(info[1])
return [
suitIds,
reserveIds,
values]
def b_setState(self, state):
self.d_setState(state)
self.setState(state)
def d_setState(self, state):
stime = globalClock.getRealTime() + BattleBase.SERVER_BUFFER_TIME
self.sendUpdate('setState', [
state,
globalClockDelta.localToNetworkTime(stime)])
def setState(self, state):
self.fsm.request(state)
def getState(self):
return [
self.fsm.getCurrentState().getName(),
globalClockDelta.getRealNetworkTime()]
def setAvatarJoined(self):
avId = self.air.getAvatarIdFromSender()
if self.toons.count(avId) == 0:
self.air.writeServerEvent('suspicious', avId, 'DistributedCogdoInteriorAI.setAvatarJoined from toon not in %s.' % self.toons)
self.notify.warning('setAvatarJoined() - av: %d not in list' % avId)
return
if self.fsm.getCurrentState().getName() != 'WaitForAllToonsInside':
self.air.writeServerEvent('suspicious', avId, 'CogdoInteriorAI.setAvatarJoined: not in wait state')
return
avatar = self.air.doId2do.get(avId)
if avatar == None:
self.air.writeServerEvent('suspicious', avId, 'CogdoInteriorAI.setAvatarJoined: avatar not present')
return
else:
self.savedByMap[avId] = (avatar.getName(), avatar.dna.makeNetString(), avatar.isGM())
if avId not in self.responses:
self.air.writeServerEvent('suspicious', avId, 'CogdoInteriorAI.setAvatarJoined: avId not in responses')
self.notify.warning('CogdoInteriorAI.setAvatarJoined: avId not in responses')
return
if self.responses[avId] > 0:
self.air.writeServerEvent('suspicious', avId, 'CogdoInteriorAI.setAvatarJoined: av already responded')
return
self.responses[avId] += 1
if self.__allToonsResponded():
self.fsm.request('Elevator')
def elevatorDone(self):
toonId = self.air.getAvatarIdFromSender()
if self.ignoreResponses == 1:
return
elif self.toons.count(toonId) == 0:
self.air.writeServerEvent('suspicious', toonId, 'CogdoInteriorAI.elevatorDone: toon not in participant list')
self.notify.warning('elevatorDone() - toon not in toon list: %d' % toonId)
return
if self.fsm.getCurrentState().getName() != 'Elevator':
self.air.writeServerEvent('suspicious', toonId, 'CogdoInteriorAI.elevatorDone: not in Elevator state')
return
if toonId not in self.responses:
self.air.writeServerEvent('suspicious', toonId, 'CogdoInteriorAI.elevatorDone: toon not in responses')
self.notify.warning('CogdoInteriorAI.elevatorDone: avId not in responses')
return
self.responses[toonId] += 1
if self.__allToonsResponded() and self.ignoreElevatorDone == 0:
self.b_setState('Game')
def reserveJoinDone(self):
toonId = self.air.getAvatarIdFromSender()
if self.ignoreResponses == 1:
return
elif self.toons.count(toonId) == 0:
self.air.writeServerEvent('suspicious', toonId, 'CogdoInteriorAI.reserveJoinDone: toon not in participant list')
self.notify.warning('reserveJoinDone() - toon not in list: %d' % toonId)
return
if self.fsm.getCurrentState().getName() != 'ReservesJoining':
self.air.writeServerEvent('suspicious', toonId, 'CogdoInteriorAI.reserveJoinDone: not in ReservesJoining state')
return
if toonId not in self.responses:
self.air.writeServerEvent('suspicious', toonId, 'CogdoInteriorAI.reserveJoinDone: toon not in responses')
self.notify.warning('CogdoInteriorAI.reserveJoinDone: avId not in responses')
return
self.responses[toonId] += 1
if self.__allToonsResponded() and self.ignoreReserveJoinDone == 0:
self.b_setState('Battle')
def isBossFloor(self, floorNum):
if self.layout.hasBossBattle():
if self.layout.getBossBattleFloor() == floorNum:
return True
return False
def isTopFloor(self, floorNum):
return self.layout.getNumFloors() - 1 == floorNum
def enterOff(self):
return None
def exitOff(self):
return None
def enterWaitForAllToonsInside(self):
self.__resetResponses()
return None
def exitWaitForAllToonsInside(self):
self.__resetResponses()
return None
def enterElevator(self):
if self.isBossFloor(self.currentFloor):
self._populateFloorSuits()
else:
self.d_setToons()
self.__resetResponses()
if self._wantBarrelRoom:
if self.barrelRoom:
self.barrelRoom.reset()
else:
self.barrelRoom = CogdoBarrelRoomAI.CogdoBarrelRoomAI(self)
self._game = self._createGame()
if self._game:
self._game.makeVisible()
self.d_setState('Elevator')
self.timer.startCallback(BattleBase.ELEVATOR_T + ElevatorData[ELEVATOR_NORMAL]['openTime'] + BattleBase.SERVER_BUFFER_TIME, self.__serverElevatorDone)
return None
def _createGame(self):
game = None
if not self.isBossFloor(self.currentFloor):
for toonId in self.toonIds:
if toonId:
toon = self.air.getDo(toonId)
if toon:
self.accept(toon.getGoneSadMessage(), Functor(self._handleToonWentSad, toonId))
forcedGame = simbase.forcedCogdoGame
diff = None
pgId = None
for toonId in self.toonIds:
if toonId:
if toonId in GameRequests:
(forcedGame, keep, diff, pgId) = GameRequests[toonId]
if not keep:
GameRequests.pop(toonId)
if forcedGame:
gameCtor = CogdoGames[forcedGame]
else:
if self.bldg.track == 's':
gameCtor = CogdoGames['maze']
elif self.bldg.track == 'l':
gameCtor = CogdoGames['flying']
else:
name = None
while name is None or name in IntGames:
name = random.choice(CogdoGames.keys())
gameCtor = CogdoGames[name]
game = gameCtor(self.air, self)
game.setExteriorZone(self.extZoneId)
game.setDifficultyOverrides(diff, pgId)
game.generateWithRequired(self.zoneId)
return game
def __serverElevatorDone(self):
self.ignoreElevatorDone = 1
self.b_setState('Game')
def exitElevator(self):
self.timer.stop()
self.__resetResponses()
return None
def enterGame(self):
if self.currentFloor == 0:
if self.bldg.track == 'l':
self.notify.info('Entering Flying Game')
else:
self.notify.info('Entering Maze Game')
self._gameScore = None
self._rewardedLaff = {}
self._penaltyLaff = {}
self.d_setState('Game')
self.elevator.d_setFloor(self.currentFloor)
if self._game:
self._game.start()
else:
self._gameDone()
def _populateFloorSuits(self):
suitHandles = self.bldg.planner.genFloorSuits(self.currentFloor)
self.suits = suitHandles['activeSuits']
self.activeSuits = []
for suit in self.suits:
self.activeSuits.append(suit)
self.reserveSuits = suitHandles['reserveSuits']
self.d_setToons()
self.d_setSuits()
def _setGameScore(self, score):
self._gameScore = score
def getGameScore(self):
return self._gameScore
def _gameDone(self):
self.__calcLaff()
for (toonId, reward) in self._rewardedLaff.iteritems():
if reward:
av = self.air.doId2do.get(toonId)
av.toonUp(reward)
for (toonId, penalty) in self._penaltyLaff.iteritems():
if penalty:
av = self.air.doId2do.get(toonId)
if config.GetBool('want-cogdo-maze-no-sad', 1):
avHp = av.getHp()
if avHp < 1:
avHp = 1
if penalty >= avHp:
penalty = avHp - 1
if penalty:
av.takeDamage(penalty, quietly = 0)
if self._game and self._game.wasEnded():
self.b_setState('Resting')
elif self._game and self._game.isDoorOpen():
self.b_setState('Resting')
elif self._game and not self._game.isDoorOpen():
self.b_setState('Failed')
else:
self.b_setState('BattleIntro')
def exitGame(self):
self.sendUpdate('setSOSNpcId', [
self.SOSCard])
self.sendUpdate('setFOType', [
ord(self.bldg.track)])
def __calcLaff(self):
self.notify.debug('__calcLaff()')
self._rewardedLaff = {}
self._penaltyLaff = {}
if self._game:
score = self.getGameScore()
if score:
maxToAward = self._game.getDifficulty() * CogdoGameConsts.LaffRewardRange + CogdoGameConsts.LaffRewardMin
reward = score * maxToAward
for toonId in self.toons:
if self._game.isToonInDoor(toonId):
self._rewardedLaff[toonId] = reward
if self._rewardedLaff:
self.air.writeServerEvent('CogdoLaffReward', self._rewardedLaff.keys(), 'Awarded %s Laff for difficulty %s and score %s' % (reward, self._game.getDifficulty(), score))
penalty = self._game.getDifficulty() * CogdoGameConsts.LaffPenalty
for toonId in self.toons:
if not self._game.isToonInDoor(toonId):
self._penaltyLaff[toonId] = penalty
if self._penaltyLaff:
self.air.writeServerEvent('CogdoLaffPenalty', self._penaltyLaff.keys(), 'Penalized %s Laff for difficulty %s (did not reach exit)' % (penalty, self._game.getDifficulty()))
def toonBarrelRoomIntroDone(self):
avId = self.air.getAvatarIdFromSender()
if self.fsm.getCurrentState().getName() != 'BarrelRoomIntro':
self.air.writeServerEvent('suspicious', avId, 'CogdoInteriorAI.toonBarrelRoomIntroDone: not in BarrelRoomIntro state')
return
if avId not in self.responses:
self.air.writeServerEvent('suspicious', avId, 'CogdoInteriorAI.toonBarrelRoomIntroDone: unknown avId')
return
if hasattr(self, 'brBarrier'):
self.brBarrier.clear(avId)
else:
self.notify.warning('toonBarrelRoomIntroDone from %s in invalid state' % avId)
def __brIntroDone(self, clearedAvIds = []):
self.b_setState('CollectBarrels')
def enterBarrelRoomIntro(self):
if not self._wantBarrelRoom:
pass
if self._wantBarrelRoom and not self.isBossFloor(self.currentFloor):
self.barrelRoom.setScore(1.0)
self.brBarrier = ToonBarrier.ToonBarrier('waitBrIntroDone', self.uniqueName('waitBrIntroDone'), self.toons, CogdoBarrelRoomConsts.BarrelRoomIntroTimeout, doneFunc = self.__brIntroDone)
else:
self.__brIntroDone()
def exitBarrelRoomIntro(self):
if hasattr(self, 'brBarrier'):
self.brBarrier.cleanup()
del self.brBarrier
def __endCollectBarrels(self):
if len(self.toons) > 0:
self.notify.info('%d toons in barrel room.' % len(self.toons))
self.b_setState('BarrelRoomReward')
else:
self.notify.warning('0 toons in barrel room.')
self.bldg.deleteCogdoInterior()
def toonLeftBarrelRoom(self):
avId = self.air.getAvatarIdFromSender()
self.notify.info('avId=%s left the barrel room via teleport' % avId)
if self.fsm.getCurrentState().getName() != 'CollectBarrels':
self.air.writeServerEvent('suspicious', avId, 'CogdoInteriorAI.toonLeftBarrelRoom called outside of CollectBarrels state')
return
if avId not in self.responses:
self.air.writeServerEvent('suspicious', avId, 'CogdoInteriorAI.toonLeftBarrelRoom: unknown avId')
return
self.__removeToon(avId)
self.notify.info('%d toon(s) remaining in barrel room.' % len(self.toons))
if len(self.toons) == 0:
self.notify.warning('0 toons in barrel room.')
self.bldg.deleteCogdoInterior()
def enterCollectBarrels(self):
if self._wantBarrelRoom and not self.isBossFloor(self.currentFloor):
self.acceptOnce(self.barrelRoom.collectionDoneEvent, self.__endCollectBarrels)
self.barrelRoom.activate()
else:
self.__endCollectBarrels()
def exitCollectBarrels(self):
if self.barrelRoom:
self.ignore(self.barrelRoom.collectionDoneEvent)
self.barrelRoom.deactivate()
def toonBarrelRoomRewardDone(self):
avId = self.air.getAvatarIdFromSender()
if self.fsm.getCurrentState().getName() != 'BarrelRoomReward':
self.air.writeServerEvent('suspicious', avId, 'CogdoInteriorAI.toonBarrelRoomIntroDone: not in BarrelRoomReward state')
return
if avId not in self.responses:
self.air.writeServerEvent('suspicious', avId, 'CogdoInteriorAI.toonBarrelRoomRewardDone: unknown avId')
return
if hasattr(self, 'brBarrier'):
self.brBarrier.clear(avId)
else:
self.notify.warning('toonBarrelRoomRewardDone from %s in invalid state' % avId)
def __brRewardDone(self, clearedAvIds = []):
self.barrelRoomDone = True
if len(self.toons) > 0:
if not self.isBossFloor(self.currentFloor):
self._populateFloorSuits()
self.b_setState('Battle')
else:
self.b_setState('BattleIntro')
else:
self.notify.warning('0 toons in barrel room.')
self.bldg.deleteCogdoInterior()
def enterBarrelRoomReward(self):
if self._wantBarrelRoom and not self.isBossFloor(self.currentFloor):
self.sendUpdate('setBarrelRoomReward', self.barrelRoom.results)
self.brBarrier = ToonBarrier.ToonBarrier('waitBrRewardDone', self.uniqueName('waitBrRewardDone'), self.toons, CogdoBarrelRoomConsts.RewardUiTime + 5.0, doneFunc = self.__brRewardDone)
else:
self.__brRewardDone()
def exitBarrelRoomReward(self):
if hasattr(self, 'brBarrier'):
self.brBarrier.cleanup()
del self.brBarrier
def __createFloorBattle(self):
if self.isBossFloor(self.currentFloor):
self.notify.info('%d toon(s) in boss battle' % len(self.toons))
bossBattle = 1
else:
self.notify.info('%d toon(s) in barrel battle' % len(self.toons))
bossBattle = 0
self.battle = DistributedCogdoBattleBldgAI.DistributedCogdoBattleBldgAI(self.air, self.zoneId, self.__handleRoundDone, self.__handleBattleDone, bossBattle = bossBattle)
self.battle.suitsKilled = self.suitsKilled
self.battle.suitsKilledPerFloor = self.suitsKilledPerFloor
self.battle.battleCalc.toonSkillPtsGained = self.toonSkillPtsGained
self.battle.toonExp = self.toonExp
self.battle.toonOrigQuests = self.toonOrigQuests
self.battle.toonItems = self.toonItems
self.battle.toonOrigMerits = self.toonOrigMerits
self.battle.toonMerits = self.toonMerits
self.battle.toonParts = self.toonParts
self.battle.helpfulToons = self.helpfulToons
self.battle.setInitialMembers(self.toons, self.suits)
self.battle.generateWithRequired(self.zoneId)
mult = getCreditMultiplier(self.currentFloor)
if self.air.suitInvasionManager.getInvading():
mult *= getInvasionMultiplier()
self.battle.battleCalc.setSkillCreditMultiplier(mult)
def __cleanupFloorBattle(self):
for suit in self.suits:
self.notify.debug('cleaning up floor suit: %d' % suit.doId)
if suit.isDeleted():
self.notify.debug('whoops, suit %d is deleted.' % suit.doId)
else:
suit.requestDelete()
self.suits = []
self.reserveSuits = []
self.activeSuits = []
if self.battle != None:
self.battle.requestDelete()
self.battle = None
def __handleRoundDone(self, toonIds, totalHp, deadSuits):
totalMaxHp = 0
for suit in self.suits:
totalMaxHp += suit.maxHP
for suit in deadSuits:
self.activeSuits.remove(suit)
if len(self.reserveSuits) > 0 and len(self.activeSuits) < 4:
self.joinedReserves = []
hpPercent = 100 - (totalHp / totalMaxHp) * 100.0
for info in self.reserveSuits:
if info[1] <= hpPercent and len(self.activeSuits) < 4:
self.suits.append(info[0])
self.activeSuits.append(info[0])
self.joinedReserves.append(info)
for info in self.joinedReserves:
self.reserveSuits.remove(info)
if len(self.joinedReserves) > 0:
self.fsm.request('ReservesJoining')
self.d_setSuits()
return
if len(self.activeSuits) == 0:
self.fsm.request('BattleDone', [
toonIds])
else:
self.battle.resume()
def __handleBattleDone(self, zoneId, toonIds):
if len(toonIds) == 0:
self.notify.info('handleBattleDone() - last toon gone')
taskName = self.taskName('deleteInterior')
taskMgr.doMethodLater(10, self.__doDeleteInterior, taskName)
elif self.isTopFloor(self.currentFloor):
self.setState('Reward')
else:
self.b_setState('Resting')
def __doDeleteInterior(self, task):
self.bldg.deleteCogdoInterior()
def enterBattleIntro(self):
timeLeft = 7.0
self._battleIntroTaskName = self.taskName('BattleIntro')
taskMgr.doMethodLater(timeLeft, self._battleIntroDone, self._battleIntroTaskName)
def _battleIntroDone(self, task):
self.b_setState('Battle')
return task.done
def exitBattleIntro(self):
taskMgr.remove(self._battleIntroTaskName)
self._battleIntroTaskName = None
def enterBattle(self):
if self.battle == None:
self.__createFloorBattle()
def exitBattle(self):
return None
def enterReservesJoining(self):
self.__resetResponses()
self.timer.startCallback(ElevatorData[ELEVATOR_NORMAL]['openTime'] + SUIT_HOLD_ELEVATOR_TIME + BattleBase.SERVER_BUFFER_TIME, self.__serverReserveJoinDone)
return None
def __serverReserveJoinDone(self):
self.ignoreReserveJoinDone = 1
self.b_setState('Battle')
def exitReservesJoining(self):
self.timer.stop()
self.__resetResponses()
for info in self.joinedReserves:
self.battle.suitRequestJoin(info[0])
self.battle.resume()
self.joinedReserves = []
return None
def enterBattleDone(self, toonIds):
if len(toonIds) != len(self.toons):
deadToons = []
for toon in self.toons:
if toonIds.count(toon) == 0:
deadToons.append(toon)
for toon in deadToons:
self.__removeToon(toon)
self.d_setToons()
if len(self.toons) == 0:
self.bldg.deleteCogdoInterior()
elif self.isTopFloor(self.currentFloor):
self.notify.info('%d Toon(s) beat the executive suite building' % len(self.toons))
self.battle.resume(self.currentFloor, topFloor = 1)
else:
self.battle.resume(self.currentFloor, topFloor = 0)
return None
def exitBattleDone(self):
self.__cleanupFloorBattle()
self.d_setSuits()
return None
def __handleEnterElevator(self):
self.fsm.request('Elevator')
def enterResting(self):
if self._game:
if hasattr(self._game, 'memoCount'):
self.memoCount = self._game.memoCount
self._game.requestDelete()
self._game = None
for toonId in self.toonIds:
if toonId:
toon = self.air.getDo(toonId)
if toon:
self.ignore(toon.getGoneSadMessage())
if not self.barrelRoomDone:
self.handleAllAboard()
else:
self.currentFloor += 1
self.intElevator = DistributedCogdoElevatorIntAI(self.air, self, self.toons)
self.intElevator.generateWithRequired(self.zoneId)
def handleAllAboard(self, seats = None):
if seats == None:
seats = copy.copy(self.toonIds)
if not hasattr(self, 'fsm'):
return None
numOfEmptySeats = seats.count(None)
if numOfEmptySeats == 4:
self.bldg.deleteCogdoInterior()
return None
elif numOfEmptySeats >= 0 and numOfEmptySeats <= 3:
pass
else:
self.error('Bad number of empty seats: %s' % numOfEmptySeats)
for toon in self.toons:
if seats.count(toon) == 0:
self.__removeToon(toon)
self.toonIds = copy.copy(seats)
self.toons = []
for toonId in self.toonIds:
if toonId != None:
self.toons.append(toonId)
self.d_setToons()
if not self._CogdoGameRepeat:
if self.bldg.track in ('s', 'l') and self.currentFloor != 2:
self.currentFloor += 1
if self.bldg.track == 'l' and self.currentFloor != 2:
self.b_setState('BarrelRoomIntro')
else:
self.fsm.request('Elevator')
def exitResting(self):
if self.intElevator:
self.intElevator.requestDelete()
return None
def enterReward(self):
victors = self.toonIds[:]
savedBy = []
for v in victors:
tuple = self.savedByMap.get(v)
if tuple:
savedBy.append([
v,
tuple[0],
tuple[1],
tuple[2]])
toon = self.air.doId2do.get(v)
if toon:
self.notify.info('Reward State: toonId:%d laff:%d/%d get ready for the victors to come outside' % (toon.doId, toon.hp, toon.maxHp))
if self.bldg.track == 'l':
emblemReward = self.getEmblemReward()
toon.addEmblems(emblemReward)
else:
if not toon.attemptAddNPCFriend(self.SOSCard, numCalls = 1):
self.notify.info('%s.unable to add NPCFriend %s to %s.' % (self.doId, self.SOSCard, v))
self.bldg.fsm.request('waitForVictorsFromCogdo', [
victors,
savedBy])
self.d_setState('Reward')
return None
def exitReward(self):
return None
def enterFailed(self):
victors = self.toonIds[:]
savedBy = []
anyVictors = victors.count(None) < 4
if anyVictors:
self.bldg.fsm.request('waitForVictorsFromCogdo', [
victors,
savedBy])
def exitFailed(self):
return None
def chooseSOSCard(self, difficulty):
if difficulty < 0 or difficulty > 5:
return None
if difficulty <= 1:
card = random.choice(NPCToons.npcFriendsMinMaxStars(0, 1))
elif difficulty <= 3:
card = random.choice(NPCToons.npcFriendsMinMaxStars(1, 1))
else:
card = random.choice(NPCToons.npcFriendsMinMaxStars(2, 2))
return card
def getEmblemReward(self):
hoodIdMap = {
2: 0.5, # TTC
1: 1.0, # DD
5: 1.5, # DG
4: 2.0, # MML
3: 2.7, # TB
9: 3.5 # DDL
}
hoodValue = hoodIdMap[int(self.extZoneId // 1000)]
diff = max(self.difficulty, 1)
memos = self.memoCount
E = (hoodValue * max(memos, 1) * diff) / 2.5
return divmod(E, 100)[::-1]