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

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2024-07-07 18:08:39 -05:00
import random
from direct.directnotify import DirectNotifyGlobal
from direct.directnotify import DirectNotifyGlobal
from direct.distributed import ClockDelta
from direct.interval.IntervalGlobal import *
from direct.task import Task
from otp.ai.AIBase import *
from otp.level import BasicEntities
from otp.level import DistributedEntityAI
from toontown.coghq import BattleBlockerAI
from toontown.coghq import LaserGameMineSweeper
from toontown.coghq import LaserGameRoll
class DistributedSecurityCameraAI(DistributedEntityAI.DistributedEntityAI, NodePath, BasicEntities.NodePathAttribs):
def __init__(self, level, entId):
DistributedEntityAI.DistributedEntityAI.__init__(self, level, entId)
node = hidden.attachNewNode('DistributedSecurityCameraAI')
NodePath.__init__(self, node)
if not hasattr(self, 'switchId'):
self.switchId = 0
if not hasattr(self, 'damPow'):
self.damPow = 1
self.enabled = 1
self.detectName = None
def generate(self):
DistributedEntityAI.DistributedEntityAI.generate(self)
if self.switchId != 0:
self.accept(self.getOutputEventName(self.switchId), self.reactToSwitch)
self.detectName = 'laserField %s' % self.doId
taskMgr.doMethodLater(3.0, self._DistributedSecurityCameraAI__detect, self.detectName)
self.setPos(self.pos)
self.setHpr(self.hpr)
def delete(self):
if self.detectName:
taskMgr.remove(self.detectName)
self.ignoreAll()
DistributedEntityAI.DistributedEntityAI.delete(self)
def destroy(self):
self.notify.info('destroy entity(laserField) %s' % self.entId)
DistributedEntityAI.DistributedEntityAI.destroy(self)
def _DistributedSecurityCameraAI__detect(self, task):
isThereAnyToons = False
if hasattr(self, 'level'):
toonInRange = 0
for avId in self.level.presentAvIds:
if avId in self.air.doId2do:
av = self.air.doId2do[avId]
isThereAnyToons = True
distance = self.getDistance(av)
continue
if isThereAnyToons:
randTime = float(random.randint(1, 6)) * 0.5
taskMgr.doMethodLater(randTime, self._DistributedSecurityCameraAI__detect, self.detectName)
randTarget = random.randint(0, 100)
self.sendUpdate('setTarget', [
randTarget])
return Task.done
def hit(self, hitX, hitY):
if self.enabled:
self.game.hit(hitX, hitY)
def reactToSwitch(self, on):
if on:
self.trapDisable()
self.game.win()
def trapFire(self):
avId = self.air.getAvatarIdFromSender()
toon = self.air.doId2do[avId]
if toon:
toon.takeDamage(self.damPow)
def trapDisable(self):
self.enabled = 0