2019-11-02 17:27:54 -05:00
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from toontown.coghq import DistributedLevelBattleAI
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from direct.directnotify import DirectNotifyGlobal
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from direct.fsm import State
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from direct.fsm import ClassicFSM, State
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from toontown.battle.BattleBase import *
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2019-12-30 00:07:56 -06:00
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from . import CogDisguiseGlobals
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2019-11-02 17:27:54 -05:00
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from direct.showbase.PythonUtil import addListsByValue
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class DistributedBattleFactoryAI(DistributedLevelBattleAI.DistributedLevelBattleAI):
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notify = DirectNotifyGlobal.directNotify.newCategory('DistributedBattleFactoryAI')
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def __init__(self, air, battleMgr, pos, suit, toonId, zoneId, level, battleCellId, roundCallback=None, finishCallback=None, maxSuits=4):
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DistributedLevelBattleAI.DistributedLevelBattleAI.__init__(self, air, battleMgr, pos, suit, toonId, zoneId, level, battleCellId, 'FactoryReward', roundCallback, finishCallback, maxSuits)
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self.battleCalc.setSkillCreditMultiplier(1)
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if self.bossBattle:
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self.level.d_setForemanConfronted(toonId)
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self.fsm.addState(State.State('FactoryReward', self.enterFactoryReward, self.exitFactoryReward, [
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'Resume']))
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playMovieState = self.fsm.getStateNamed('PlayMovie')
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playMovieState.addTransition('FactoryReward')
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def getTaskZoneId(self):
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return self.level.factoryId
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def handleToonsWon(self, toons):
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for toon in toons:
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recovered, notRecovered = self.air.questManager.recoverItems(toon, self.suitsKilled, self.getTaskZoneId())
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self.toonItems[toon.doId][0].extend(recovered)
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self.toonItems[toon.doId][1].extend(notRecovered)
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meritArray = self.air.promotionMgr.recoverMerits(toon, self.suitsKilled, self.getTaskZoneId(), getFactoryMeritMultiplier(self.getTaskZoneId()))
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if toon.doId in self.helpfulToons:
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self.toonMerits[toon.doId] = addListsByValue(self.toonMerits[toon.doId], meritArray)
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else:
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self.notify.debug('toon %d not helpful, skipping merits' % toon.doId)
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if self.bossBattle:
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self.toonParts[toon.doId] = self.air.cogSuitMgr.recoverPart(toon, self.level.factoryType, self.suitTrack, self.getTaskZoneId(), toons)
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self.notify.debug('toonParts = %s' % self.toonParts)
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def enterFactoryReward(self):
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self.joinableFsm.request('Unjoinable')
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self.runableFsm.request('Unrunable')
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self.resetResponses()
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self.assignRewards()
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self.bossDefeated = 1
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self.level.setVictors(self.activeToons[:])
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self.timer.startCallback(BUILDING_REWARD_TIMEOUT, self.serverRewardDone)
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return None
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def exitFactoryReward(self):
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return None
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def enterResume(self):
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DistributedLevelBattleAI.DistributedLevelBattleAI.enterResume(self)
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if self.bossBattle and self.bossDefeated:
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self.battleMgr.level.b_setDefeated()
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