toontown-just-works/toontown/cogdominium/DistributedCogdoBarrel.py
2024-07-07 18:08:39 -05:00

132 lines
5.1 KiB
Python

from panda3d.core import *
from direct.directnotify import DirectNotifyGlobal
from direct.distributed import DistributedObject
from toontown.toonbase import ToontownGlobals, ToontownIntervals
from toontown.cogdominium import CogdoBarrelRoomConsts
from toontown.cogdominium import CogdoBarrelRoom
import random
class DistributedCogdoBarrel(DistributedObject.DistributedObject):
notify = DirectNotifyGlobal.directNotify.newCategory('DistributedCogdoBarrel')
def __init__(self, cr):
DistributedObject.DistributedObject.__init__(self, cr)
self.barrelRoom = CogdoBarrelRoom.CogdoBarrelRoom()
self.index = None
self.state = None
self.model = None
self.collSphere = None
self.collNode = None
self.collNodePath = None
self.availableTex = None
self.usedTex = None
self.brLaff = 0
return
def generate(self):
DistributedObject.DistributedObject.generate(self)
self.bumpSound = base.loadSfx(CogdoBarrelRoomConsts.BarrelBumpSound)
self.grabSound = base.loadSfx(CogdoBarrelRoomConsts.BarrelGrabSound)
def __setModel(self):
self.model = loader.loadModel(CogdoBarrelRoomConsts.BarrelModel)
self.model.setScale(CogdoBarrelRoomConsts.BarrelModelScale)
self.model.setPos(self.__getProp('pos'))
self.model.setH(self.__getProp('heading'))
cogdoBarrelsNode = render.find('@@CogdoBarrels')
if not cogdoBarrelsNode or cogdoBarrelsNode.isEmpty():
cogdoBarrelsNode = render.attachNewNode('CogdoBarrels')
self.model.reparentTo(cogdoBarrelsNode)
self.availableTex = loader.loadTexture('phase_5/maps/tt_t_ara_cbr_Barrel_notUsed.jpg')
self.usedTex = loader.loadTexture('phase_5/maps/tt_t_ara_cbr_Barrel_Used.jpg')
self.model.setTexture(self.availableTex, 100)
def __addCollision(self):
if not self.collSphere:
ax, ay, az = (0, 0, 0.5)
bx, by, bz = (0, 0, 2.5)
radius = 1
self.collTube = CollisionTube(ax, ay, az, bx, by, bz, radius)
self.collTube.setTangible(1)
self.collSphere = CollisionSphere(*CogdoBarrelRoomConsts.BarrelCollParams)
self.collSphere.setTangible(0)
self.collNode = CollisionNode(self.uniqueName('barrelSphere'))
self.collNode.setIntoCollideMask(ToontownGlobals.WallBitmask)
self.collNode.addSolid(self.collSphere)
self.collNode.addSolid(self.collTube)
self.collNodePath = self.model.attachNewNode(self.collNode)
self.collNodePath.hide()
def announceGenerate(self):
DistributedObject.DistributedObject.announceGenerate(self)
self.__setModel()
self.__addCollision()
def disable(self):
DistributedObject.DistributedObject.disable(self)
def delete(self):
DistributedObject.DistributedObject.delete(self)
ToontownIntervals.cleanup(self.__pulseIvalName())
if self.model:
self.model.removeNode()
del self.model
self.model = None
self.ignore(self.uniqueName('enterbarrelSphere'))
return
def setIndex(self, index):
self.index = index
def __getProp(self, prop):
return CogdoBarrelRoomConsts.BarrelProps[self.index][prop]
def setState(self, state):
self.state = state
self.__updateState()
def __updateState(self):
if self.state == CogdoBarrelRoomConsts.StateAvailable:
if self.model:
self.model.unstash()
self.model.setTexture(self.availableTex, 100)
self.accept(self.uniqueName('enterbarrelSphere'), self.handleEnterSphere)
elif self.state == CogdoBarrelRoomConsts.StateUsed:
if self.model:
self.model.unstash()
self.model.setTexture(self.usedTex, 100)
self.ignore(self.uniqueName('enterbarrelSphere'))
elif self.state == CogdoBarrelRoomConsts.StateHidden or self.state == CogdoBarrelRoomConsts.StateCrushed:
if self.model:
self.model.stash()
self.ignore(self.uniqueName('enterbarrelSphere'))
else:
if self.model:
self.model.stash()
self.ignore(self.uniqueName('enterbarrelSphere'))
def handleEnterSphere(self, collEntry = None):
base.playSfx(self.bumpSound, volume=0.35, node=self.model, listener=camera)
self.d_requestGrab()
def d_requestGrab(self):
self.sendUpdate('requestGrab', [])
def setGrab(self, avId):
toonup = CogdoBarrelRoomConsts.ToonUp
if avId == base.localAvatar.doId:
ToontownIntervals.start(ToontownIntervals.getPulseIval(self.model, self.__pulseIvalName(), 1.15, duration=0.2))
self.setState(CogdoBarrelRoomConsts.StateUsed)
self.brLaff = random.randint(toonup[0], toonup[1])
def setReject(self):
pass
def getBarrelLaff(self):
return self.brLaff
def __pulseIvalName(self):
return 'DistributedCogdoBarrelPulse%s' % self.doId
def __str__(self):
return 'Barrel %s' % self.index