oldschool-toontown/toontown/building/TutorialHQBuildingAI.py

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from panda3d.core import *
from direct.directnotify import DirectNotifyGlobal
from . import DistributedDoorAI
from . import DistributedHQInteriorAI
from . import FADoorCodes
from . import DoorTypes
from toontown.toon import NPCToons
from toontown.quest import Quests
from toontown.toonbase import TTLocalizer
# This is not a distributed class... It just owns and manages some distributed
# classes.
class TutorialHQBuildingAI:
def __init__(self, air, exteriorZone, interiorZone, blockNumber):
# While this is not a distributed object, it needs to know about
# the repository.
self.air = air
self.exteriorZone = exteriorZone
self.interiorZone = interiorZone
self.setup(blockNumber)
def cleanup(self):
self.interior.requestDelete()
del self.interior
self.npc.requestDelete()
del self.npc
self.door0.requestDelete()
del self.door0
self.door1.requestDelete()
del self.door1
self.insideDoor0.requestDelete()
del self.insideDoor0
self.insideDoor1.requestDelete()
del self.insideDoor1
return
def setup(self, blockNumber):
# The interior
self.interior=DistributedHQInteriorAI.DistributedHQInteriorAI(
blockNumber, self.air, self.interiorZone)
# We do not use a standard npc toon here becuase these npcs are created on
# the fly for as many tutorials as we need. The interior zone is not known
# until the ai allocates a zone, so we fabricate the description here.
desc = (self.interiorZone, TTLocalizer.TutorialHQOfficerName, ('dls', 'ms', 'm', 'm', 6,0,6,6,0,10,0,10,2,9), "m", 1, 0)
self.npc = NPCToons.createNPC(self.air, Quests.ToonHQ, desc,
self.interiorZone,
questCallback=self.unlockInsideDoor1)
# Flag npc as part of tutorial
self.npc.setTutorial(1)
self.interior.generateWithRequired(self.interiorZone)
# Outside door 0. Locked til you defeat the Flunky:
door0=DistributedDoorAI.DistributedDoorAI(
self.air, blockNumber, DoorTypes.EXT_HQ,
doorIndex=0,
lockValue=FADoorCodes.DEFEAT_FLUNKY_HQ)
# Outside door 1. Always locked.
door1=DistributedDoorAI.DistributedDoorAI(
self.air, blockNumber, DoorTypes.EXT_HQ,
doorIndex=1,
lockValue=FADoorCodes.GO_TO_PLAYGROUND)
# Inside door 0. Always locked, but the message will change.
insideDoor0=DistributedDoorAI.DistributedDoorAI(
self.air,
blockNumber,
DoorTypes.INT_HQ,
doorIndex=0,
lockValue=FADoorCodes.TALK_TO_HQ)
# Inside door 1. Locked til you get your HQ reward.
insideDoor1=DistributedDoorAI.DistributedDoorAI(
self.air,
blockNumber,
DoorTypes.INT_HQ,
doorIndex=1,
lockValue=FADoorCodes.TALK_TO_HQ)
# Tell them about each other:
door0.setOtherDoor(insideDoor0)
insideDoor0.setOtherDoor(door0)
door1.setOtherDoor(insideDoor1)
insideDoor1.setOtherDoor(door1)
# Put them in the right zones
door0.zoneId=self.exteriorZone
door1.zoneId=self.exteriorZone
insideDoor0.zoneId=self.interiorZone
insideDoor1.zoneId=self.interiorZone
# Now that they both now about each other, generate them:
door0.generateWithRequired(self.exteriorZone)
door1.generateWithRequired(self.exteriorZone)
door0.sendUpdate("setDoorIndex", [door0.getDoorIndex()])
door1.sendUpdate("setDoorIndex", [door1.getDoorIndex()])
insideDoor0.generateWithRequired(self.interiorZone)
insideDoor1.generateWithRequired(self.interiorZone)
insideDoor0.sendUpdate("setDoorIndex", [insideDoor0.getDoorIndex()])
insideDoor1.sendUpdate("setDoorIndex", [insideDoor1.getDoorIndex()])
# keep track of them:
self.door0=door0
self.door1=door1
self.insideDoor0=insideDoor0
self.insideDoor1=insideDoor1
# hide the periscope
self.interior.setTutorial(1)
return
def unlockDoor(self, door):
door.setDoorLock(FADoorCodes.UNLOCKED)
def battleOverCallback(self):
# There is an if statement here because it is possible for
# the callback to get called after cleanup has already taken
# place.
if hasattr(self, "door0"):
self.unlockDoor(self.door0)
# This callback type happens to give zoneId. We don't need it.
def unlockInsideDoor1(self):
# There is an if statement here because it is possible for
# the callback to get called after cleanup has already taken
# place.
if hasattr(self, "insideDoor1"):
self.unlockDoor(self.insideDoor1)
# Change the message on this locked door to tell you to go
# through the other door. Maybe this door should not be
# here at all?
if hasattr(self, "insideDoor0"):
self.insideDoor0.setDoorLock(FADoorCodes.WRONG_DOOR_HQ)