toontown-just-works/toontown/coghq/DistributedFactoryAI.py

120 lines
4.5 KiB
Python
Raw Permalink Normal View History

2024-07-07 18:08:39 -05:00
from direct.directnotify import DirectNotifyGlobal
from direct.task import Task
from otp.level import DistributedLevelAI, LevelSpec
from toontown.suit import DistributedFactorySuitAI
from toontown.toonbase import ToontownGlobals, ToontownBattleGlobals
from toontown.coghq import DistributedBattleFactoryAI
import FactoryBase, FactoryEntityCreatorAI, FactorySpecs, LevelSuitPlannerAI
class DistributedFactoryAI(DistributedLevelAI.DistributedLevelAI, FactoryBase.FactoryBase):
notify = DirectNotifyGlobal.directNotify.newCategory('DistributedFactoryAI')
def __init__(self, air, factoryId, zoneId, entranceId, avIds):
DistributedLevelAI.DistributedLevelAI.__init__(self, air, zoneId, entranceId, avIds)
FactoryBase.FactoryBase.__init__(self)
self.setFactoryId(factoryId)
def createEntityCreator(self):
return FactoryEntityCreatorAI.FactoryEntityCreatorAI(level=self)
def getBattleCreditMultiplier(self):
return ToontownBattleGlobals.getFactoryCreditMultiplier(self.factoryId)
def generate(self):
self.notify.info('generate')
self.notify.info('start factory %s %s creation, frame=%s' % (self.factoryId, self.doId, globalClock.getFrameCount()))
self.notify.info('loading spec')
specModule = FactorySpecs.getFactorySpecModule(self.factoryId)
factorySpec = LevelSpec.LevelSpec(specModule)
self.notify.info('creating entities')
DistributedLevelAI.DistributedLevelAI.generate(self, factorySpec)
self.notify.info('creating cogs')
cogSpecModule = FactorySpecs.getCogSpecModule(self.factoryId)
self.planner = LevelSuitPlannerAI.LevelSuitPlannerAI(self.air, self, DistributedFactorySuitAI.DistributedFactorySuitAI, DistributedBattleFactoryAI.DistributedBattleFactoryAI, cogSpecModule.CogData, cogSpecModule.ReserveCogData, cogSpecModule.BattleCells)
suitHandles = self.planner.genSuits()
messenger.send('plannerCreated-' + str(self.doId))
self.suits = suitHandles['activeSuits']
self.reserveSuits = suitHandles['reserveSuits']
self.d_setSuits()
scenario = 0
description = '%s|%s|%s|%s' % (self.factoryId,
self.entranceId,
scenario,
self.avIdList)
for avId in self.avIdList:
self.air.writeServerEvent('factoryEntered', avId, description)
self.notify.info('finish factory %s %s creation' % (self.factoryId, self.doId))
def delete(self):
self.notify.info('delete: %s' % self.doId)
suits = self.suits
for reserve in self.reserveSuits:
suits.append(reserve[0])
self.planner.destroy()
del self.planner
for suit in suits:
if not suit.isDeleted():
suit.factoryIsGoingDown()
suit.requestDelete()
DistributedLevelAI.DistributedLevelAI.delete(self)
def getTaskZoneId(self):
return self.factoryId
def getFactoryId(self):
return self.factoryId
def d_setForemanConfronted(self, avId):
if avId in self.avIdList:
self.sendUpdate('setForemanConfronted', [avId])
else:
self.notify.warning('%s: d_setForemanConfronted: av %s not in av list %s' % (self.doId, avId, self.avIdList))
def setVictors(self, victorIds):
activeVictors = []
activeVictorIds = []
for victorId in victorIds:
toon = self.air.doId2do.get(victorId)
if toon is not None:
activeVictors.append(toon)
activeVictorIds.append(victorId)
scenario = 0
description = '%s|%s|%s|%s' % (self.factoryId, self.entranceId, scenario, activeVictorIds)
for avId in activeVictorIds:
self.air.writeServerEvent('factoryDefeated', avId, description)
for toon in activeVictors:
simbase.air.questManager.toonDefeatedFactory(toon, self.factoryId)
def b_setDefeated(self):
self.d_setDefeated()
self.setDefeated()
def d_setDefeated(self):
self.sendUpdate('setDefeated')
def setDefeated(self):
pass
def getCogLevel(self):
return self.cogLevel
def d_setSuits(self):
self.sendUpdate('setSuits', [self.getSuits(), self.getReserveSuits()])
def getSuits(self):
suitIds = []
for suit in self.suits:
suitIds.append(suit.doId)
return suitIds
def getReserveSuits(self):
suitIds = []
for suit in self.reserveSuits:
suitIds.append(suit[0].doId)
return suitIds