242 lines
9 KiB
Python
242 lines
9 KiB
Python
from direct.directnotify import DirectNotifyGlobal
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from direct.fsm import ClassicFSM
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from direct.fsm import State
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from direct.interval.IntervalGlobal import *
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from panda3d.core import *
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import random
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from otp.avatar import Emote
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from toontown.battle import DistributedBattle
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from toontown.battle import SuitBattleGlobals
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from toontown.battle.BattleBase import *
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from otp.nametag.NametagConstants import *
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from otp.nametag import NametagGlobals
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from toontown.suit import SuitDNA
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from toontown.toon import TTEmote
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from toontown.toonbase import ToontownGlobals
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class DistributedLevelBattle(DistributedBattle.DistributedBattle):
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notify = DirectNotifyGlobal.directNotify.newCategory('DistributedLevelBattle')
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def __init__(self, cr):
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DistributedBattle.DistributedBattle.__init__(self, cr)
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self.levelRequest = None
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self.levelBattle = 1
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return
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def setLevelDoId(self, levelDoId):
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self.levelDoId = levelDoId
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def setBattleCellId(self, battleCellId):
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self.battleCellId = battleCellId
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def doPlacement(levelList, self = self):
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self.levelRequest = None
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self.level = levelList[0]
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spec = self.level.getBattleCellSpec(self.battleCellId)
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self.level.requestReparent(self, spec['parentEntId'])
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self.setPos(spec['pos'])
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print 'spec = %s' % spec
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print 'h = %s' % spec.get('h')
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self.wrtReparentTo(render)
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return
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level = base.cr.doId2do.get(self.levelDoId)
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if level is None:
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self.notify.warning('level %s not in doId2do yet, battle %s will be mispositioned.' % self.levelDoId, self.doId)
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self.levelRequest = self.cr.relatedObjectMgr.requestObjects([self.levelDoId], doPlacement)
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else:
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doPlacement([level])
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return
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def setPosition(self, *args):
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pass
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def setInitialSuitPos(self, x, y, z):
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self.initialSuitPos = Point3(x, y, z)
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def disable(self):
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if self.hasLocalToon():
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self.unlockLevelViz()
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if self.levelRequest is not None:
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self.cr.relatedObjectMgr.abortRequest(self.levelRequest)
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self.levelRequest = None
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DistributedBattle.DistributedBattle.disable(self)
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return
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def delete(self):
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self.ignoreAll()
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DistributedBattle.DistributedBattle.delete(self)
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def handleBattleBlockerCollision(self):
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messenger.send(self.getCollisionName(), [None])
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return
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def lockLevelViz(self):
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level = base.cr.doId2do.get(self.levelDoId)
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if level:
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level.lockVisibility(zoneId=self.zoneId)
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else:
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self.notify.warning("lockLevelViz: couldn't find level %s" % self.levelDoId)
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def unlockLevelViz(self):
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level = base.cr.doId2do.get(self.levelDoId)
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if level:
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level.unlockVisibility()
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else:
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self.notify.warning("unlockLevelViz: couldn't find level %s" % self.levelDoId)
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def onWaitingForJoin(self):
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self.lockLevelViz()
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def announceCrateReward(self):
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track = Sequence()
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for i, message in enumerate(TTLocalizer.CrateRewardMessages):
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track.append(Func(base.localAvatar.setSystemMessage, 0, message))
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track.append(Wait(1.5))
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track.start()
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def __faceOff(self, ts, name, callback):
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if len(self.suits) == 0:
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self.notify.warning('__faceOff(): no suits.')
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return
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if len(self.toons) == 0:
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self.notify.warning('__faceOff(): no toons.')
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return
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toon = self.toons[0]
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point = self.toonPoints[0][0]
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toonPos = point[0]
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toonHpr = VBase3(point[1], 0.0, 0.0)
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p = toon.getPos(self)
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toon.setPos(self, p[0], p[1], 0.0)
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toon.setShadowHeight(0)
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if len(self.suits) == 1:
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leaderIndex = 0
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elif self.bossBattle == 1:
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for suit in self.suits:
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if suit.boss:
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leaderIndex = self.suits.index(suit)
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break
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else:
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maxTypeNum = -1
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for suit in self.suits:
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suitTypeNum = SuitDNA.getSuitType(suit.dna.name)
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if maxTypeNum < suitTypeNum:
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maxTypeNum = suitTypeNum
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leaderIndex = self.suits.index(suit)
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delay = FACEOFF_TAUNT_T
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suitTrack = Parallel()
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suitLeader = None
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for suit in self.suits:
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suit.setState('Battle')
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suitIsLeader = 0
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oneSuitTrack = Sequence()
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oneSuitTrack.append(Func(suit.loop, 'neutral'))
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oneSuitTrack.append(Func(suit.headsUp, toonPos))
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if self.suits.index(suit) == leaderIndex:
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suitLeader = suit
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suitIsLeader = 1
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if self.bossBattle == 1 and self.levelDoId in base.cr.doId2do:
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level = base.cr.doId2do[self.levelDoId]
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if suit.boss:
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taunt = level.getBossTaunt()
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else:
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taunt = level.getBossBattleTaunt()
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else:
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taunt = SuitBattleGlobals.getFaceoffTaunt(suit.getStyleName(), suit.doId)
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oneSuitTrack.append(Func(suit.setChatAbsolute, taunt, CFSpeech | CFTimeout))
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destPos, destHpr = self.getActorPosHpr(suit, self.suits)
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oneSuitTrack.append(Wait(delay))
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if suitIsLeader == 1:
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oneSuitTrack.append(Func(suit.clearChat))
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oneSuitTrack.append(self.createAdjustInterval(suit, destPos, destHpr))
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suitTrack.append(oneSuitTrack)
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suitHeight = suitLeader.getHeight()
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suitOffsetPnt = Point3(0, 0, suitHeight)
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toonTrack = Parallel()
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for toon in self.toons:
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oneToonTrack = Sequence()
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destPos, destHpr = self.getActorPosHpr(toon, self.toons)
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oneToonTrack.append(Wait(delay))
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oneToonTrack.append(self.createAdjustInterval(toon, destPos, destHpr, toon=1, run=1))
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toonTrack.append(oneToonTrack)
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if self.hasLocalToon():
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MidTauntCamHeight = suitHeight * 0.66
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MidTauntCamHeightLim = suitHeight - 1.8
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if MidTauntCamHeight < MidTauntCamHeightLim:
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MidTauntCamHeight = MidTauntCamHeightLim
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TauntCamY = 18
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TauntCamX = 0
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TauntCamHeight = random.choice((MidTauntCamHeight, 1, 11))
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camTrack = Sequence()
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camTrack.append(Func(camera.reparentTo, suitLeader))
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camTrack.append(Func(base.camLens.setMinFov, self.camFOFov/(4./3.)))
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camTrack.append(Func(camera.setPos, TauntCamX, TauntCamY, TauntCamHeight))
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camTrack.append(Func(camera.lookAt, suitLeader, suitOffsetPnt))
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camTrack.append(Wait(delay))
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camTrack.append(Func(base.camLens.setMinFov, self.camFov/(4./3.)))
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camTrack.append(Func(camera.wrtReparentTo, self))
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camTrack.append(Func(camera.setPos, self.camFOPos))
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camTrack.append(Func(camera.lookAt, suit))
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mtrack = Parallel(suitTrack, toonTrack)
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if self.hasLocalToon():
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NametagGlobals.setMasterArrowsOn(0)
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mtrack = Parallel(mtrack, camTrack)
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done = Func(callback)
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track = Sequence(mtrack, done, name=name)
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track.start(ts)
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self.storeInterval(track, name)
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return
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def enterFaceOff(self, ts):
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if len(self.toons) > 0 and base.localAvatar == self.toons[0]:
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Emote.globalEmote.disableAll(self.toons[0], 'dbattlebldg, enterFaceOff')
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self.delayDeleteMembers()
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self.__faceOff(ts, self.faceOffName, self.__handleFaceOffDone)
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def __handleFaceOffDone(self):
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self.notify.debug('FaceOff done')
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self.d_faceOffDone(base.localAvatar.doId)
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def exitFaceOff(self):
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self.notify.debug('exitFaceOff()')
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if len(self.toons) > 0 and base.localAvatar == self.toons[0]:
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Emote.globalEmote.releaseAll(self.toons[0], 'dbattlebldg exitFaceOff')
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self.clearInterval(self.faceOffName)
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self._removeMembersKeep()
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def __playReward(self, ts, callback):
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toonTracks = Parallel()
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for toon in self.toons:
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toonTracks.append(Sequence(Func(toon.loop, 'victory'), Wait(FLOOR_REWARD_TIMEOUT), Func(toon.loop, 'neutral')))
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name = self.uniqueName('floorReward')
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track = Sequence(toonTracks, Func(callback), name=name)
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camera.setPos(0, 0, 1)
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camera.setHpr(180, 10, 0)
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self.storeInterval(track, name)
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track.start(ts)
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def enterReward(self, ts):
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self.notify.info('enterReward()')
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self.disableCollision()
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self.delayDeleteMembers()
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self.__playReward(ts, self.__handleFloorRewardDone)
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def __handleFloorRewardDone(self):
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pass
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def exitReward(self):
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self.notify.info('exitReward()')
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self.clearInterval(self.uniqueName('floorReward'))
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self._removeMembersKeep()
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NametagGlobals.setMasterArrowsOn(1)
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for toon in self.toons:
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toon.startSmooth()
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