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

173 lines
6.6 KiB
Python

from otp.ai.AIBase import *
from direct.distributed.ClockDelta import *
from BattleBase import *
from BattleCalculatorAI import *
from toontown.toonbase.ToontownBattleGlobals import *
from SuitBattleGlobals import *
from direct.showbase.PythonUtil import addListsByValue
import DistributedBattleBaseAI
from direct.task import Task
from direct.directnotify import DirectNotifyGlobal
import random
from direct.fsm import State
from direct.fsm import ClassicFSM, State
from otp.otpbase import PythonUtil
class DistributedBattleBldgAI(DistributedBattleBaseAI.DistributedBattleBaseAI):
notify = DirectNotifyGlobal.directNotify.newCategory('DistributedBattleBldgAI')
def __init__(self, air, zoneId, roundCallback = None, finishCallback = None, maxSuits = 4, bossBattle = 0):
DistributedBattleBaseAI.DistributedBattleBaseAI.__init__(self, air, zoneId, finishCallback, maxSuits, bossBattle)
self.streetBattle = 0
self.roundCallback = roundCallback
self.fsm.addState(State.State('BuildingReward', self.enterBuildingReward, self.exitBuildingReward, ['Resume']))
playMovieState = self.fsm.getStateNamed('PlayMovie')
playMovieState.addTransition('BuildingReward')
self.elevatorPos = Point3(0, -30, 0)
self.resumeNeedUpdate = 0
def setInitialMembers(self, toonIds, suits):
for suit in suits:
self.addSuit(suit)
for toonId in toonIds:
self.addToon(toonId)
self.fsm.request('FaceOff')
def delete(self):
del self.roundCallback
DistributedBattleBaseAI.DistributedBattleBaseAI.delete(self)
def faceOffDone(self):
toonId = self.air.getAvatarIdFromSender()
if self.ignoreResponses == 1:
self.notify.debug('faceOffDone() - ignoring toon: %d' % toonId)
return
elif self.fsm.getCurrentState().getName() != 'FaceOff':
self.notify.warning('faceOffDone() - in state: %s' % self.fsm.getCurrentState().getName())
return
elif self.toons.count(toonId) == 0:
self.notify.warning('faceOffDone() - toon: %d not in toon list' % toonId)
return
self.responses[toonId] += 1
self.notify.debug('toon: %d done facing off' % toonId)
if not self.ignoreFaceOffDone:
if self.allToonsResponded():
self.handleFaceOffDone()
else:
self.timer.stop()
self.timer.startCallback(TIMEOUT_PER_USER, self.__serverFaceOffDone)
def enterFaceOff(self):
self.notify.debug('enterFaceOff()')
self.joinableFsm.request('Joinable')
self.runableFsm.request('Unrunable')
self.timer.startCallback(self.calcToonMoveTime(self.pos, self.elevatorPos) + FACEOFF_TAUNT_T + SERVER_BUFFER_TIME, self.__serverFaceOffDone)
return None
def __serverFaceOffDone(self):
self.notify.debug('faceoff timed out on server')
self.ignoreFaceOffDone = 1
self.handleFaceOffDone()
def exitFaceOff(self):
self.timer.stop()
self.resetResponses()
return None
def handleFaceOffDone(self):
for suit in self.suits:
self.activeSuits.append(suit)
for toon in self.toons:
self.activeToons.append(toon)
self.sendEarnedExperience(toon)
self.d_setMembers()
self.b_setState('WaitForInput')
def localMovieDone(self, needUpdate, deadToons, deadSuits, lastActiveSuitDied):
self.timer.stop()
self.resumeNeedUpdate = needUpdate
self.resumeDeadToons = deadToons
self.resumeDeadSuits = deadSuits
self.resumeLastActiveSuitDied = lastActiveSuitDied
if len(self.toons) == 0:
self.d_setMembers()
self.b_setState('Resume')
else:
totalHp = 0
for suit in self.suits:
if suit.currHP > 0:
totalHp += suit.currHP
self.roundCallback(self.activeToons, totalHp, deadSuits)
def __goToResumeState(self, task):
self.b_setState('Resume')
def resume(self, currentFloor = 0, topFloor = 0):
if len(self.suits) == 0:
self.d_setMembers()
self.suitsKilledPerFloor.append(self.suitsKilledThisBattle)
if topFloor == 0:
self.b_setState('Reward')
else:
for floorNum, cogsThisFloor in PythonUtil.enumerate(self.suitsKilledPerFloor):
for toonId in self.activeToons:
toon = self.getToon(toonId)
if toon:
recovered, notRecovered = self.air.questManager.recoverItems(toon, cogsThisFloor, self.zoneId)
self.toonItems[toonId][0].extend(recovered)
self.toonItems[toonId][1].extend(notRecovered)
meritArray = self.air.promotionMgr.recoverMerits(toon, cogsThisFloor, self.zoneId, getCreditMultiplier(floorNum))
if toonId in self.helpfulToons:
self.toonMerits[toonId] = addListsByValue(self.toonMerits[toonId], meritArray)
else:
self.notify.debug('toon %d not helpful, skipping merits' % toonId)
self.d_setBattleExperience()
self.b_setState('BuildingReward')
else:
if self.resumeNeedUpdate == 1:
self.d_setMembers()
if len(self.resumeDeadSuits) > 0 and self.resumeLastActiveSuitDied == 0 or len(self.resumeDeadToons) > 0:
self.needAdjust = 1
self.setState('WaitForJoin')
self.resumeNeedUpdate = 0
self.resumeDeadToons = []
self.resumeDeadSuits = []
self.resumeLastActiveSuitDied = 0
def enterReservesJoining(self, ts = 0):
return None
def exitReservesJoining(self, ts = 0):
return None
def enterReward(self):
self.timer.startCallback(FLOOR_REWARD_TIMEOUT, self.serverRewardDone)
return None
def exitReward(self):
self.timer.stop()
return None
def enterBuildingReward(self):
self.resetResponses()
self.assignRewards()
self.timer.startCallback(BUILDING_REWARD_TIMEOUT, self.serverRewardDone)
return None
def exitBuildingReward(self):
return None
def enterResume(self):
DistributedBattleBaseAI.DistributedBattleBaseAI.enterResume(self)
self.finishCallback(self.zoneId, self.activeToons)
def exitResume(self):
DistributedBattleBaseAI.DistributedBattleBaseAI.exitResume(self)
taskName = self.taskName('finish')
taskMgr.remove(taskName)