118 lines
4.8 KiB
Python
118 lines
4.8 KiB
Python
from direct.directnotify import DirectNotifyGlobal
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from direct.distributed import DistributedObjectAI
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from otp.level import DistributedLevelAI
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from toontown.building import DistributedClubElevatorAI
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from toontown.coghq import BattleExperienceAggregatorAI
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from toontown.coghq import CountryClubLayout, DistributedCountryClubRoomAI
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from toontown.toonbase import ToontownGlobals
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class DistributedCountryClubAI(DistributedObjectAI.DistributedObjectAI):
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notify = DirectNotifyGlobal.directNotify.newCategory('DistributedCountryClubAI')
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def __init__(self, air, countryClubId, zoneId, floorNum, avIds, layoutIndex, battleExpAggreg = None):
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DistributedObjectAI.DistributedObjectAI.__init__(self, air)
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self.countryClubId = countryClubId
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self.zoneId = zoneId
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self.floorNum = floorNum
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self.avIds = avIds
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self.layoutIndex = layoutIndex
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self.blockedRooms = []
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self.elevatorList = []
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self.battleExpAggreg = battleExpAggreg
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self.layout = CountryClubLayout.CountryClubLayout(self.countryClubId, self.floorNum, self.layoutIndex)
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for i in xrange(self.layout.getNumRooms()):
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if i:
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self.blockedRooms.append(i)
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def generate(self):
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DistributedObjectAI.DistributedObjectAI.generate(self)
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self.notify.info('generate %s, id=%s, floor=%s' % (self.doId, self.countryClubId, self.floorNum))
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self.rooms = []
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if self.battleExpAggreg is None:
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self.battleExpAggreg = BattleExperienceAggregatorAI.BattleExperienceAggregatorAI()
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for i in xrange(self.layout.getNumRooms()):
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room = DistributedCountryClubRoomAI.DistributedCountryClubRoomAI(self.air, self.countryClubId, self.doId, self.zoneId, self.layout.getRoomId(i), i * 2, self.avIds, self.battleExpAggreg)
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room.generateWithRequired(self.zoneId)
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self.rooms.append(room)
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roomDoIds = []
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for room in self.rooms:
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roomDoIds.append(room.doId)
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self.sendUpdate('setRoomDoIds', [
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roomDoIds])
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self.placeElevatorsOnMarkers()
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description = '%s|%s|%s' % (self.countryClubId, self.floorNum, self.avIds)
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for avId in self.avIds:
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self.air.writeServerEvent('countryClubEntered', avId, description)
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def requestDelete(self):
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self.notify.info('requestDelete: %s' % self.doId)
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for room in self.rooms:
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room.requestDelete()
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if hasattr(self, 'elevatorList'):
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for elevator in self.elevatorList:
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elevator.requestDelete()
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DistributedObjectAI.DistributedObjectAI.requestDelete(self)
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def delete(self):
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self.notify.info('delete: %s' % self.doId)
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del self.rooms
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del self.layout
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del self.battleExpAggreg
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if hasattr(self, 'elevatorList'):
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del self.elevatorList
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DistributedObjectAI.DistributedObjectAI.delete(self)
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def getTaskZoneId(self):
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return self.countryClubId
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def allToonsGone(self):
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self.notify.info('allToonsGone')
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self.requestDelete()
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def getZoneId(self):
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return self.zoneId
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def getCountryClubId(self):
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return self.countryClubId
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def getFloorNum(self):
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return self.floorNum
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def getBlockedRooms(self):
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self.notify.debug('getBlockedRooms returning %s' % self.blockedRooms)
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return self.blockedRooms
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def roomDefeated(self, room):
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if room in self.rooms:
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roomIndex = self.rooms.index(room)
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if roomIndex in self.blockedRooms:
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self.blockedRooms.remove(roomIndex)
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self.sendUpdate('setBlockedRooms', [self.blockedRooms])
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def placeElevatorsOnMarkers(self):
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for room in self.rooms:
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if room.entType2ids['elevatorMarker']:
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for markerId in room.entType2ids['elevatorMarker']:
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marker = room.getEntity(markerId)
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newElevator = DistributedClubElevatorAI.DistributedClubElevatorAI(self.air, self.doId, self, self.avIds, marker.doId)
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newElevator.generateWithRequired(self.zoneId)
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self.elevatorList.append(newElevator)
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def startNextFloor(self):
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floor = self.floorNum + 1
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countryClubZone = self.air.allocateZone()
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countryClub = DistributedCountryClubAI(self.air, self.countryClubId, countryClubZone, floor, self.avIds, self.layoutIndex, self.battleExpAggreg)
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countryClub.generateWithRequired(countryClubZone)
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for avId in self.avIds:
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self.sendUpdateToAvatarId(avId, 'setCountryClubZone', [countryClubZone])
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self.requestDelete()
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def elevatorAlert(self, avId):
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self.sendUpdate('elevatorAlert', [avId])
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def setLayoutIndex(self, layoutIndex):
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self.layoutIndex = layoutIndex
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def getLayoutIndex(self):
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return self.layoutIndex
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