toontown-just-works/toontown/cogdominium/DistributedCogdoInteriorAI.py

534 lines
18 KiB
Python
Raw Normal View History

2024-07-07 18:08:39 -05:00
from direct.directnotify import DirectNotifyGlobal
from direct.distributed.DistributedObjectAI import DistributedObjectAI
from direct.distributed.ClockDelta import *
from direct.fsm import FSM
from direct.task import Timer
from toontown.battle import BattleBase
from toontown.building.ElevatorConstants import *
from toontown.toonbase.ToontownGlobals import *
from toontown.toonbase.ToontownBattleGlobals import *
import DistCogdoMazeGameAI, CogdoMazeGameGlobals, DistributedCogdoElevatorIntAI
import DistCogdoFlyingGameAI, DistributedCogdoBarrelAI
from DistributedCogdoBattleBldgAI import DistributedCogdoBattleBldgAI
from SuitPlannerCogdoInteriorAI import SuitPlannerCogdoInteriorAI
from toontown.cogdominium import CogdoBarrelRoomConsts
from toontown.toon import NPCToons
from toontown.quest import Quests
import random, math
NUM_FLOORS_DICT = {
's': 1,
'l': 2,
'm':1,
'c': 1
}
BATTLE_INTRO_DURATION = 10
BARREL_INTRO_DURATION = 12
BARREL_ROOM_DURATION = 30
BARREL_ROOM_REWARD_DURATION = 7
class DistributedCogdoInteriorAI(DistributedObjectAI, FSM.FSM):
notify = DirectNotifyGlobal.directNotify.newCategory("DistributedCogdoInteriorAI")
def __init__(self, air, exterior):
DistributedObjectAI.__init__(self, air)
FSM.FSM.__init__(self, 'CogdoInteriorAIFSM')
self.toons = filter(None, exterior.elevator.seats[:])
self.responses = {}
self.bldgDoId = exterior.doId
self.numFloors = NUM_FLOORS_DICT[exterior.track]
self.sosNPC = self.__generateSOS(exterior.difficulty)
self.shopOwnerNpcId = 0
self.extZoneId, self.zoneId = exterior.getExteriorAndInteriorZoneId()
npcIdList = NPCToons.zone2NpcDict.get(self.zoneId, [])
if len(npcIdList) == 0:
self.notify.info('No NPC in taken cogdo at %s' % self.zoneId)
else:
if len(npcIdList) > 1:
self.notify.warning('Multiple NPCs in taken cogdo at %s' % self.zoneId)
self.shopOwnerNpcId = npcIdList[0]
self.gameDone = 0
self.bossBattleDone = 0
self.curFloor = 0
self.topFloor = 2
self.timer = Timer.Timer()
self.exterior = exterior
self.planner = self.exterior.planner
self.savedByMap = { }
self.battle = None
self.FOType = exterior.track
self.gameFloor = 1
self.battleFloor = 2
self.barrelFloor = -1
if self.FOType == 'l':
self.battleFloor = 3
self.barrelFloor = 2
self.topFloor += 1
self.toonSkillPtsGained = { }
self.toonExp = { }
self.toonOrigQuests = { }
self.toonItems = { }
self.toonOrigMerits = { }
self.toonMerits = { }
self.toonParts = { }
self.helpfulToons = []
self.barrels = []
self.suits = []
self.activeSuits = []
self.reserveSuits = []
self.joinedReserves = []
self.suitsKilled = []
self.suitsKilledPerFloor = []
self.ignoreResponses = 0
self.ignoreElevatorDone = 0
self.ignoreReserveJoinDone = 0
def __generateSOS(self, difficulty):
g = lambda: random.choice(NPCToons.FOnpcFriends.keys())
v = g()
getStars = lambda x: NPCToons.getNPCTrackLevelHpRarity(x)[-1]
maxStars = min(2, int(math.ceil(difficulty / 5.)))
minStars = max(0, maxStars - 1)
while not (minStars <= getStars(v) <= maxStars):
v = g()
self.notify.info('selected SOS %s (stars = %s)' % (v, getStars(v)))
return v
def setZoneId(self, zoneId):
self.zoneId = zoneId
def getZoneId(self):
return self.zoneId
def setExtZoneId(self, extZoneId):
self.extZoneId = extZoneId
def getExtZoneId(self):
return self.extZoneId
def setDistBldgDoId(self, bldgDoId):
self.bldgDoId = bldgDoId
def getDistBldgDoId(self):
return self.bldgDoId
def setNumFloors(self, numFloors):
self.numFloors = numFloors
def getNumFloors(self):
return self.numFloors
def setShopOwnerNpcId(self, id):
self.shopOwnerNpcId = id
def getShopOwnerNpcId(self):
return self.shopOwnerNpcId
def setState(self, state, timestamp):
self.request(state)
def getState(self):
timestamp = globalClockDelta.getRealNetworkTime()
return [self.state, timestamp]
def b_setState(self, state):
self.setState(state, 0)
self.d_setState(state)
def d_setState(self, state):
timestamp = globalClockDelta.getRealNetworkTime()
self.sendUpdate('setState', [state, timestamp])
def reserveJoinDone(self):
toonId = self.air.getAvatarIdFromSender()
if self.ignoreResponses == 1:
return None
elif self.toons.count(toonId) == 0:
self.notify.warning('reserveJoinDone() - toon not in list: %d' % toonId)
return None
self.b_setState('Battle')
def elevatorDone(self):
toonId = self.air.getAvatarIdFromSender()
if self.ignoreResponses == 1:
return None
elif self.toons.count(toonId) == 0:
self.notify.warning('elevatorDone() - toon not in toon list: %d' % toonId)
def enterWaitForAllToonsInside(self):
self.resetResponses()
if self.FOType == "s":
self.game = DistCogdoMazeGameAI.DistCogdoMazeGameAI(self.air)
self.game.setNumSuits(CogdoMazeGameGlobals.NumSuits)
elif self.FOType == "l":
self.game = DistCogdoFlyingGameAI.DistCogdoFlyingGameAI(self.air)
elif self.FOType == "m":
self.game = DistCogdoCraneGameAI.DistCogdoCraneGameAI(self.air)
self.sendUpdate("setSOSNpcId", [self.sosNPC])
self.sendUpdate("setFOType", [ord(self.FOType)])
def resetResponses(self):
for toon in self.toons:
self.responses[toon] = 0
def setAvatarJoined(self):
avId = self.air.getAvatarIdFromSender()
self.responses[avId] = 1
avatar = self.air.doId2do.get(avId)
if avatar != None:
self.savedByMap[avId] = (avatar.getName(), avatar.dna.asTuple())
self.addToon(avId)
if self.allToonsJoined():
self.request('Elevator')
def addToon(self, avId):
if not avId in self.toons:
self.toons.append(avId)
if avId in self.air.doId2do:
event = self.air.getAvatarExitEvent(avId)
self.accept(event, self.__handleUnexpectedExit, [avId])
def __handleUnexpectedExit(self, avId):
self.removeToon(avId)
if len(self.toons) == 0:
self.exterior.deleteSuitInterior()
if self.battle:
self.battle.requestDelete()
self.battle = None
def removeToon(self, avId):
if avId in self.toons: self.toons.pop(avId)
def enterElevator(self):
self.curFloor += 1
self.d_setToons()
self.resetResponses()
if self.curFloor == self.gameFloor:
self.enterGame()
self.d_setState('Elevator')
self.timer.stop()
self.timer.startCallback(BattleBase.ELEVATOR_T + ElevatorData[ELEVATOR_FIELD]['openTime'], self.serverElevatorDone)
if self.curFloor == self.battleFloor:
self.planner.myPrint()
suitHandles = self.planner.genFloorSuits(0)
self.suits = suitHandles['activeSuits']
self.activeSuits = self.suits[:]
self.reserveSuits = suitHandles['reserveSuits']
self.d_setSuits()
def exitElevator(self):
self.timer.stop()
def serverElevatorDone(self):
if self.curFloor == self.gameFloor:
self.d_setState('Game')
elif self.curFloor == self.battleFloor:
self.b_setState('BattleIntro')
self.timer.startCallback(BATTLE_INTRO_DURATION, self.battleIntroDone)
else:
self.notify.warning('Unknown floor %s (track=%s)' % (self.curFloor, self.FOType))
def battleIntroDone(self):
if self.air:
self.createBattle()
self.b_setState('Battle')
def barrelIntroDone(self):
if not self.air:
return
self.b_setState('CollectBarrels')
for i in xrange(len(CogdoBarrelRoomConsts.BarrelProps)):
barrel = DistributedCogdoBarrelAI.DistributedCogdoBarrelAI(self.air, i)
barrel.generateWithRequired(self.zoneId)
self.barrels.append(barrel)
self.timer.startCallback(BARREL_ROOM_DURATION, self.barrelReward)
def barrelReward(self):
if not self.air:
return
self.b_setState('BarrelRoomReward')
for i in self.barrels:
i.requestDelete()
self.timer.startCallback(BARREL_ROOM_REWARD_DURATION, self.barrelRewardDone)
def barrelRewardDone(self):
if not self.air:
return
barrelPlanner = SuitPlannerCogdoInteriorAI(self.exterior._cogdoLayout, max(0, self.exterior.difficulty - 5),
self.FOType, self.exterior.getExteriorAndInteriorZoneId()[1])
barrelPlanner.myPrint()
suitHandles = barrelPlanner.genFloorSuits(0)
self.suits = suitHandles['activeSuits']
self.activeSuits = self.suits[:]
self.reserveSuits = suitHandles['reserveSuits']
self.d_setSuits()
self.battleIntroDone()
def handleAllAboard(self, seats):
if not hasattr(self, 'air') or not self.air:
return None
numOfEmptySeats = seats.count(None)
if numOfEmptySeats == 4:
self.exterior.deleteSuitInterior()
return
elif not 0 <= numOfEmptySeats <= 3:
self.notify.error('Bad number of empty seats: %s' % numOfEmptySeats)
for toon in self.toons:
if toon not in seats:
self.removeToon(toon)
self.toons = filter(None, seats)
self.d_setToons()
self.request('Elevator')
def enterGame(self):
self.game.setToons(self.toons)
self.game.setInteriorId(self.doId)
self.game.setExteriorZone(self.exterior.zoneId)
self.game.setDifficultyOverrides(2147483647, -1)
self.game.generateWithRequired(self.zoneId)
self.game.d_startIntro()
self.accept(self.game.finishEvent, self.__handleGameDone)
self.accept(self.game.gameOverEvent, self.__handleGameOver)
def __handleGameDone(self, toons):
self.game.requestDelete()
self.gameDone = 1
self.toons = toons
if self.curFloor == self.barrelFloor - 1:
self.curFloor += 1
self.d_setToons()
self.resetResponses()
self.b_setState('BarrelRoomIntro')
self.timer.startCallback(BARREL_INTRO_DURATION, self.barrelIntroDone)
else:
self.request('Elevator')
def __handleGameOver(self):
self.game.requestDelete()
self.exterior.deleteSuitInterior()
def createBattle(self):
isBoss = self.curFloor == self.topFloor
self.battle = DistributedCogdoBattleBldgAI(self.air, self.zoneId, self.__handleRoundDone, self.__handleBattleDone, bossBattle = isBoss)
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.curFloor)
self.battle.battleCalc.setSkillCreditMultiplier(self.battle.battleCalc.getSkillCreditMultiplier() * mult)
def enterBattleDone(self, toonIds):
toonIds = toonIds[0]
if len(toonIds) != len(self.toons):
deadToons = []
for toon in self.toons:
if toonIds.count(toon) == 0:
deadToons.append(toon)
continue
for toon in deadToons:
self.removeToon(toon)
self.d_setToons()
if len(self.toons) == 0:
self.exterior.deleteSuitInterior()
elif self.curFloor == self.topFloor:
self.battle.resume(self.curFloor, topFloor = 1)
else:
self.battle.resume(self.curFloor, topFloor = 0)
def __doDeleteInterior(self, task):
self.exterior.deleteSuitInterior()
return task.done
def exitBattleDone(self):
self.cleanupFloorBattle()
def cleanupFloorBattle(self):
for suit in self.suits:
if suit.isDeleted():
continue
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)
continue
for info in self.joinedReserves:
self.reserveSuits.remove(info)
if len(self.joinedReserves) > 0:
self.d_setSuits()
self.request('ReservesJoining')
return
if len(self.activeSuits) == 0:
self.request('BattleDone', [
toonIds])
else:
self.battle.resume()
def enterReservesJoining(self):
self.resetResponses()
self.timer.startCallback(ElevatorData[ELEVATOR_FIELD]['openTime'] + SUIT_HOLD_ELEVATOR_TIME + BattleBase.SERVER_BUFFER_TIME, self.serverReserveJoinDone)
def exitReservesJoining(self):
self.timer.stop()
self.resetResponses()
for info in self.joinedReserves:
self.battle.suitRequestJoin(info[0])
self.battle.resume()
self.joinedReserves = []
def serverReserveJoinDone(self):
self.ignoreReserveJoinDone = 1
self.b_setState('Battle')
def __handleBattleDone(self, zoneId, toonIds):
if len(toonIds) == 0:
taskMgr.doMethodLater(10, self.__doDeleteInterior, self.taskName('deleteInterior'))
elif self.curFloor == self.topFloor:
self.request('Reward')
else:
self.b_setState('Resting')
def enterResting(self):
self.intElevator = DistributedCogdoElevatorIntAI.DistributedCogdoElevatorIntAI(self.air, self, self.toons)
self.intElevator.generateWithRequired(self.zoneId)
def exitResting(self):
self.intElevator.requestDelete()
def enterReward(self):
victors = self.toons[:]
savedBy = []
for v in victors:
tuple = self.savedByMap.get(v)
if tuple:
savedBy.append([
v,
tuple[0],
tuple[1]])
toon = self.air.doId2do.get(v)
if toon:
if self.FOType == 's':
if not toon.attemptAddNPCFriend(self.sosNPC, Quests.InFO):
self.notify.info('%s unable to add NPCFriend %s to %s.' % (self.doId, self.sosNPC, v))
elif self.FOType == 'l':
reward = self.getEmblemsReward()
toon.addEmblems(reward)
else:
self.notify.warning('%s unable to reward %s: unknown reward for track %s' % (self.doId, v, self.FOType))
self.exterior.fsm.request('waitForVictorsFromCogdo', [
victors,
savedBy])
self.d_setState('Reward')
def removeToon(self, toonId):
if self.toons.count(toonId):
self.toons.remove(toonId)
def d_setToons(self):
self.sendUpdate('setToons', self.getToons())
def getToons(self):
return [self.toons, 0]
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 allToonsJoined(self):
for toon in self.toons:
if self.responses[toon] == 0:
return 0
return 1
def delete(self):
DistributedObjectAI.delete(self)
self.timer.stop()
def getEmblemsReward(self):
hoodIdMap = {2: .5, # Toontown Central
1: 1., # Donald's Dock
5: 1.5, # Daisy Gardens
4: 2., # Minnie's Melodyland
3: 2.7, # The Brrrgh
9: 3.5 # Donald's Dreamland
}
hoodValue = hoodIdMap[int(self.exterior.zoneId // 1000)]
diff = max(self.exterior.difficulty, 1)
memos = self.game.getTotalMemos()
E = (hoodValue * max(memos, 1) * diff) / 2.5
return divmod(E, 100)[::-1]