2019-11-02 17:27:54 -05:00
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from pandac.PandaModules import *
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2021-07-08 11:52:31 -05:00
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from panda3d.otp import *
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2019-11-02 17:27:54 -05:00
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from direct.interval.IntervalGlobal import *
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2019-12-30 00:07:56 -06:00
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from .BattleBase import *
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2019-11-02 17:27:54 -05:00
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from direct.actor import Actor
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from toontown.suit import SuitDNA
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from direct.directnotify import DirectNotifyGlobal
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2019-12-30 00:07:56 -06:00
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from . import DistributedBattleBase
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2019-11-02 17:27:54 -05:00
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from toontown.toon import TTEmote
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from otp.avatar import Emote
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from toontown.toonbase import TTLocalizer
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2019-12-30 00:07:56 -06:00
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from . import MovieUtil
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2019-11-02 17:27:54 -05:00
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from direct.fsm import State
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from toontown.suit import Suit
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2019-12-30 00:07:56 -06:00
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from . import SuitBattleGlobals
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2019-11-02 17:27:54 -05:00
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import random
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from toontown.toonbase import ToontownGlobals
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class DistributedBattleBldg(DistributedBattleBase.DistributedBattleBase):
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notify = DirectNotifyGlobal.directNotify.newCategory('DistributedBattleBldg')
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camFOFov = 30.0
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camFOPos = Point3(0, -10, 4)
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def __init__(self, cr):
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townBattle = cr.playGame.getPlace().townBattle
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DistributedBattleBase.DistributedBattleBase.__init__(self, cr, townBattle)
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self.streetBattle = 0
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self.fsm.addState(State.State('BuildingReward', self.enterBuildingReward, self.exitBuildingReward, ['Resume']))
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offState = self.fsm.getStateNamed('Off')
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offState.addTransition('BuildingReward')
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playMovieState = self.fsm.getStateNamed('PlayMovie')
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playMovieState.addTransition('BuildingReward')
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def generate(self):
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DistributedBattleBase.DistributedBattleBase.generate(self)
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def setBossBattle(self, value):
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self.bossBattle = value
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if self.bossBattle:
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2020-01-14 13:28:52 -06:00
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self.battleMusic = base.loader.loadMusic('phase_7/audio/bgm/encntr_suit_winning_indoor.ogg')
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2019-11-02 17:27:54 -05:00
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else:
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2020-01-14 13:28:52 -06:00
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self.battleMusic = base.loader.loadMusic('phase_7/audio/bgm/encntr_general_bg_indoor.ogg')
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2019-11-02 17:27:54 -05:00
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base.playMusic(self.battleMusic, looping=1, volume=0.9)
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def getBossBattleTaunt(self):
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return TTLocalizer.BattleBldgBossTaunt
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def disable(self):
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DistributedBattleBase.DistributedBattleBase.disable(self)
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self.battleMusic.stop()
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def delete(self):
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DistributedBattleBase.DistributedBattleBase.delete(self)
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del self.battleMusic
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def buildJoinPointList(self, avPos, destPos, toon = 0):
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return []
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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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elevatorPos = self.toons[0].getPos()
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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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leaderIndex = 1
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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, elevatorPos))
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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:
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taunt = self.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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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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camTrack = Sequence()
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def setCamFov(fov):
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base.camLens.setFov(fov)
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camTrack.append(Func(camera.wrtReparentTo, suitLeader))
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camTrack.append(Func(setCamFov, self.camFOFov))
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suitHeight = suitLeader.getHeight()
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suitOffsetPnt = Point3(0, 0, suitHeight)
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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.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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camPos = Point3(0, -6, 4)
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camHpr = Vec3(0, 0, 0)
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camTrack.append(Func(camera.reparentTo, base.localAvatar))
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camTrack.append(Func(setCamFov, ToontownGlobals.DefaultCameraFov))
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camTrack.append(Func(camera.setPosHpr, camPos, camHpr))
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mtrack = Parallel(suitTrack, toonTrack, 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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return None
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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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camera.wrtReparentTo(self)
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base.camLens.setFov(self.camFov)
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return None
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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.debug('enterReward()')
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self.delayDeleteMembers()
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self.__playReward(ts, self.__handleFloorRewardDone)
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return None
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def __handleFloorRewardDone(self):
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return None
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def exitReward(self):
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self.notify.debug('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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return None
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def enterBuildingReward(self, ts):
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self.delayDeleteMembers()
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if self.hasLocalToon():
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NametagGlobals.setMasterArrowsOn(0)
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self.movie.playReward(ts, self.uniqueName('building-reward'), self.__handleBuildingRewardDone, noSkip=True)
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return None
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def __handleBuildingRewardDone(self):
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if self.hasLocalToon():
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self.d_rewardDone(base.localAvatar.doId)
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self.movie.resetReward()
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self.fsm.request('Resume')
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def exitBuildingReward(self):
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self.movie.resetReward(finish=1)
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self._removeMembersKeep()
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NametagGlobals.setMasterArrowsOn(1)
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return None
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def enterResume(self, ts = 0):
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if self.hasLocalToon():
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self.removeLocalToon()
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return None
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def exitResume(self):
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return None
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