oldschool-toontown/toontown/spellbook/MagicWordIndex.py

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##################################################
# The Toontown Offline Magic Word Manager
##################################################
# Author: Benjamin Frisby
# Copyright: Copyright 2020, Toontown Offline
# Credits: Benjamin Frisby, John Cote, Ruby Lord, Frank, Nick, Little Cat, Ooowoo
# License: MIT
# Version: 1.0.0
# Email: belloqzafarian@gmail.com
##################################################
import collections, types
from direct.distributed.ClockDelta import *
from direct.interval.IntervalGlobal import *
from direct.showbase.DirectObject import DirectObject
from direct.showbase.PythonUtil import *
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from panda3d.otp import NametagGroup, WhisperPopup
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from otp.otpbase import OTPLocalizer
from otp.otpbase import OTPGlobals
from otp.otpbase.PythonUtil import *
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from . import MagicWordConfig
import time, random, re, json
magicWordIndex = collections.OrderedDict()
class MagicWord(DirectObject):
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notify = DirectNotifyGlobal.directNotify.newCategory('MagicWord')
# Whether this Magic word should be considered "hidden"
# If your Toontown source has a page for Magic Words in the Sthickerbook, this will be useful for that
hidden = False
# Whether this Magic Word is an administrative command or not
# Good for config settings where you want to disable cheaty Magic Words, but still want moderation ones
administrative = False
# List of names that will also invoke this word - a setHP magic word might have "hp", for example
# A Magic Word will always be callable with its class name, so you don't have to put that in the aliases
aliases = None
# Description of the Magic Word
# If your Toontown source has a page for Magic Words in the Sthickerbook, this will be useful for that
desc = MagicWordConfig.MAGIC_WORD_DEFAULT_DESC
# Advanced description that gives the user a lot more information than normal
# If your Toontown source has a page for Magic Words in the Sthickerbook, this will be useful for that
advancedDesc = MagicWordConfig.MAGIC_WORD_DEFAULT_ADV_DESC
# Default example with for commands with no arguments set
# If your Toontown source has a page for Magic Words in the Sthickerbook, this will be useful for that
example = ""
# The minimum access level required to use this Magic Word
accessLevel = 'MODERATOR'
# A restriction on the Magic Word which sets what kind or set of Distributed Objects it can be used on
# By default, a Magic Word can affect everyone
affectRange = [MagicWordConfig.AFFECT_SELF, MagicWordConfig.AFFECT_OTHER, MagicWordConfig.AFFECT_BOTH]
# Where the magic word will be executed -- EXEC_LOC_CLIENT or EXEC_LOC_SERVER
execLocation = MagicWordConfig.EXEC_LOC_INVALID
# List of all arguments for this word, with the format [(type, isRequired), (type, isRequired)...]
# If the parameter is not required, you must provide a default argument: (type, False, default)
arguments = None
def __init__(self):
if self.__class__.__name__ != "MagicWord":
self.aliases = self.aliases if self.aliases is not None else []
self.aliases.insert(0, self.__class__.__name__)
self.aliases = [x.lower() for x in self.aliases]
self.arguments = self.arguments if self.arguments is not None else []
if len(self.arguments) > 0:
for arg in self.arguments:
argInfo = ""
if not arg[MagicWordConfig.ARGUMENT_REQUIRED]:
argInfo += "(default: {0})".format(arg[MagicWordConfig.ARGUMENT_DEFAULT])
self.example += "[{0}{1}] ".format(arg[MagicWordConfig.ARGUMENT_NAME], argInfo)
self.__register()
def __register(self):
for wordName in self.aliases:
if wordName in magicWordIndex:
self.notify.error('Duplicate Magic Word name or alias detected! Invalid name: {}'. format(wordName))
magicWordIndex[wordName] = {'class': self,
'classname': self.__class__.__name__,
'hidden': self.hidden,
'administrative': self.administrative,
'aliases': self.aliases,
'desc': self.desc,
'advancedDesc': self.advancedDesc,
'example': self.example,
'execLocation': self.execLocation,
'access': self.accessLevel,
'affectRange': self.affectRange,
'args': self.arguments}
def loadWord(self, air=None, cr=None, invokerId=None, targets=None, args=None):
self.air = air
self.cr = cr
self.invokerId = invokerId
self.targets = targets
self.args = args
def executeWord(self):
executedWord = None
validTargets = len(self.targets)
for avId in self.targets:
invoker = None
toon = None
if self.air:
invoker = self.air.doId2do.get(self.invokerId)
toon = self.air.doId2do.get(avId)
elif self.cr:
invoker = self.cr.doId2do.get(self.invokerId)
toon = self.cr.doId2do.get(avId)
if hasattr(toon, "getName"):
name = toon.getName()
else:
name = avId
if not self.validateTarget(toon):
if len(self.targets) > 1:
validTargets -= 1
continue
return "{} is not a valid target!".format(name)
# TODO: Should we implement locking?
# if toon.getLocked() and not self.administrative:
# if len(self.targets) > 1:
# validTargets -= 1
# continue
# return "{} is currently locked. You can only use administrative commands on them.".format(name)
if invoker.getAccessLevel() <= toon.getAccessLevel() and toon != invoker:
if len(self.targets) > 1:
validTargets -= 1
continue
targetAccess = OTPGlobals.AccessLevelDebug2Name.get(OTPGlobals.AccessLevelInt2Name.get(toon.getAccessLevel()))
invokerAccess = OTPGlobals.AccessLevelDebug2Name.get(OTPGlobals.AccessLevelInt2Name.get(invoker.getAccessLevel()))
return "You don't have a high enough Access Level to target {0}! Their Access Level: {1}. Your Access Level: {2}.".format(name, targetAccess, invokerAccess)
if self.execLocation == MagicWordConfig.EXEC_LOC_CLIENT:
self.args = json.loads(self.args)
executedWord = self.handleWord(invoker, avId, toon, *self.args)
# If you're only using the Magic Word on one person and there is a response, return that response
if executedWord and len(self.targets) == 1:
return executedWord
# If the amount of targets is higher than one...
elif validTargets > 0:
# And it's only 1, and that's yourself, return None
if validTargets == 1 and self.invokerId in self.targets:
return None
# Otherwise, state how many targets you executed it on
return "Magic Word successfully executed on %s target(s)." % validTargets
else:
return "Magic Word unable to execute on any targets."
def validateTarget(self, target):
if self.air:
from toontown.toon.DistributedToonAI import DistributedToonAI
return isinstance(target, DistributedToonAI)
elif self.cr:
from toontown.toon.DistributedToon import DistributedToon
return isinstance(target, DistributedToon)
return False
def handleWord(self, invoker, avId, toon, *args):
raise NotImplementedError
class SetHP(MagicWord):
aliases = ["hp", "setlaff", "laff"]
desc = "Sets the target's current laff."
advancedDesc = "This Magic Word will change the current amount of laff points the target has to whichever " \
"value you specify. You are only allowed to specify a value between -1 and the target's maximum " \
"laff points. If you specify a value less than 1, the target will instantly go sad unless they " \
"are in Immortal Mode."
execLocation = MagicWordConfig.EXEC_LOC_SERVER
arguments = [("hp", int, True)]
def handleWord(self, invoker, avId, toon, *args):
hp = args[0]
if not -1 <= hp <= toon.getMaxHp():
return "Can't set {0}'s laff to {1}! Specify a value between -1 and {0}'s max laff ({2}).".format(
toon.getName(), hp, toon.getMaxHp())
if hp <= 0 and toon.immortalMode:
return "Can't set {0}'s laff to {1} because they are in Immortal Mode!".format(toon.getName(), hp)
toon.b_setHp(hp)
return "{}'s laff has been set to {}.".format(toon.getName(), hp)
class SetMaxHP(MagicWord):
aliases = ["maxhp", "setmaxlaff", "maxlaff"]
desc = "Sets the target's max laff."
advancedDesc = "This Magic Word will change the maximum amount of laff points the target has to whichever value " \
"you specify. You are only allowed to specify a value between 15 and 137 laff points."
execLocation = MagicWordConfig.EXEC_LOC_SERVER
arguments = [("maxhp", int, True)]
def handleWord(self, invoker, avId, toon, *args):
maxhp = args[0]
if not 15 <= maxhp <= 137:
return "Can't set {}'s max laff to {}! Specify a value between 15 and 137.".format(toon.getName(), maxhp)
toon.b_setMaxHp(maxhp)
toon.toonUp(maxhp)
return "{}'s max laff has been set to {}.".format(toon.getName(), maxhp)
class ToggleOobe(MagicWord):
aliases = ["oobe"]
desc = "Toggles the out of body experience mode, which lets you move the camera freely."
advancedDesc = "This Magic Word will toggle what is known as 'Out Of Body Experience' Mode, hence the name " \
"'Oobe'. When this mode is active, you are able to move the camera around with your mouse- " \
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"though your camera will still follow your Toon."
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execLocation = MagicWordConfig.EXEC_LOC_CLIENT
def handleWord(self, invoker, avId, toon, *args):
base.oobe()
return "Oobe mode has been toggled."
class ToggleRun(MagicWord):
aliases = ["run"]
desc = "Toggles run mode, which gives you a faster running speed."
advancedDesc = "This Magic Word will toggle Run Mode. When this mode is active, the target can run around at a " \
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"very fast speed."
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execLocation = MagicWordConfig.EXEC_LOC_CLIENT
def handleWord(self, invoker, avId, toon, *args):
from direct.showbase.InputStateGlobal import inputState
inputState.set('debugRunning', not inputState.isSet('debugRunning'))
return "Run mode has been toggled."
class MaxToon(MagicWord):
aliases = ["max", "idkfa"]
desc = "Maxes your target toon."
execLocation = MagicWordConfig.EXEC_LOC_SERVER
accessLevel = 'ADMIN'
def handleWord(self, invoker, avId, toon, *args):
from toontown.toonbase import ToontownGlobals
from toontown.quest import Quests
from toontown.suit import SuitDNA
from toontown.coghq import CogDisguiseGlobals
# TODO: Handle this better, like giving out all awards, set the quest tier, stuff like that.
# This is mainly copied from Anesidora just so I can better work on things.
toon.b_setTrackAccess([1, 1, 1, 1, 1, 1, 1])
toon.b_setMaxCarry(ToontownGlobals.MaxCarryLimit)
toon.b_setQuestCarryLimit(ToontownGlobals.MaxQuestCarryLimit)
toon.experience.maxOutExp()
toon.d_setExperience(toon.experience.makeNetString())
toon.inventory.maxOutInv()
toon.d_setInventory(toon.inventory.makeNetString())
toon.b_setMaxHp(ToontownGlobals.MaxHpLimit)
toon.b_setHp(ToontownGlobals.MaxHpLimit)
toon.b_setMaxMoney(250)
toon.b_setMoney(toon.maxMoney)
toon.b_setBankMoney(toon.maxBankMoney)
toon.b_setQuests([])
toon.b_setQuestCarryLimit(ToontownGlobals.MaxQuestCarryLimit)
toon.b_setRewardHistory(Quests.LOOPING_FINAL_TIER, [])
toon.b_setCogParts([*CogDisguiseGlobals.PartsPerSuitBitmasks])
toon.b_setCogTypes([SuitDNA.suitsPerDept - 1] * 4)
toon.b_setCogLevels([ToontownGlobals.MaxCogSuitLevel] * 4)
return f"Successfully maxed {toon.getName()}!"
class Inventory(MagicWord):
# by default restock the inventory
aliases = ['gags', 'inv']
desc = 'This allows you to modify your inventory in various ways.'
execLocation = MagicWordConfig.EXEC_LOC_SERVER
arguments = [("command", str, False, ''), ("track", str, False, ""), ("level", int, False, 0), ("amount", int, False, 0)]
def handleWord(self, invoker, avId, toon, *args):
command = args[0]
# the list of words that can be used to restock the inventory
restockInvWords = ['restock', 'max', 'all', '', 'fill']
# the list of words that can be used to empty the inventory
emptyInvWords = ['empty', 'zero', 'null', 'clear', 'none', 'reset']
if command in restockInvWords:
toon.inventory.maxOutInv()
toon.d_setInventory(toon.inventory.makeNetString())
return ("Maxing out inventory for " + toon.getName() + ".")
if command in emptyInvWords:
toon.inventory.zeroInv()
toon.d_setInventory(toon.inventory.makeNetString())
return ("Zeroing inventory for " + toon.getName() + ".")
class SetPinkSlips(MagicWord):
# this command gives the target toon the specified amount of pink slips
# default is 255
aliases = ["pinkslips", "fires", 'setfires']
desc = "Gives the target toon the specified amount of pink slips."
execLocation = MagicWordConfig.EXEC_LOC_SERVER
arguments = [("amount", int, False, 255)]
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def handleWord(self, invoker, avId, toon, *args):
toon.b_setPinkSlips(args[0])
return f"Gave {toon.getName()} {args[0]} pink slips!"
class AbortMinigame(MagicWord):
aliases = ["exitgame", "exitminigame", "quitgame", "quitminigame", "skipgame", "skipminigame"]
desc = "Aborts an ongoing minigame."
execLocation = MagicWordConfig.EXEC_LOC_CLIENT
arguments = []
def handleWord(self, invoker, avId, toon, *args):
messenger.send("minigameAbort")
return "Requested minigame abort."
class SkipMiniGolfHole(MagicWord):
aliases = ["skipgolfhole", "skipgolf", "skiphole"]
desc = "Skips the current golf hole."
execLocation = MagicWordConfig.EXEC_LOC_SERVER
arguments = []
def handleWord(self, invoker, avId, toon, *args):
from toontown.golf.DistributedGolfCourseAI import DistributedGolfCourseAI
course = None
for do in simbase.air.doId2do.values(): # For all doids, check whether it's a golf course, then check if our target is part of it.
if isinstance(do, DistributedGolfCourseAI):
if invoker.doId in do.avIdList:
course = do
break
if not course:
return "You aren't in a golf course!"
if course.isPlayingLastHole(): # If the Toon is on the final hole, calling holeOver() will softlock, so instead we move onto the reward screen.
course.demand('WaitReward')
else:
course.holeOver()
return "Skipped the current hole."
class AbortGolfCourse(MagicWord):
aliases = ["abortminigolf", "abortgolf", "abortcourse", "leavegolf", "leavecourse"]
desc = "Aborts the current golf course."
execLocation = MagicWordConfig.EXEC_LOC_SERVER
arguments = []
def handleWord(self, invoker, avId, toon, *args):
from toontown.golf.DistributedGolfCourseAI import DistributedGolfCourseAI
course = None
for do in simbase.air.doId2do.values(): # For all doids, check whether it's a golf course, then check if our target is part of it.
if isinstance(do, DistributedGolfCourseAI):
if invoker.doId in do.avIdList:
course = do
break
if not course:
return "You aren't in a golf course!"
course.setCourseAbort()
return "Aborted golf course."
class Minigame(MagicWord):
aliases = ["mg"]
desc = "Teleport to or request the next trolley minigame."
execLocation = MagicWordConfig.EXEC_LOC_SERVER
arguments = [("command", str, True), ("minigame", str, False, ''), ("difficulty", float, False, 0)]
def handleWord(self, invoker, avId, toon, *args):
command = args[0]
minigame = args[1]
difficulty = args[2]
from toontown.toonbase import ToontownGlobals
from toontown.hood import ZoneUtil
from toontown.minigame import MinigameCreatorAI
if command in ToontownGlobals.MinigameNames:
# Shortcut
minigame = args[0]
try:
difficulty = float(args[2])
except ValueError:
difficulty = 0
if toon.zoneId in MinigameCreatorAI.MinigameZoneRefs:
# Already in minigame zone, assume request
command = "request"
elif toon.zoneId == ZoneUtil.getSafeZoneId(toon.zoneId):
# Assume teleport
command = "teleport"
else:
# Request by default
command = "request"
isTeleport = command in ('teleport', 'tp')
isRequest = command in ('request', 'next')
mgId = None
mgDiff = None if difficulty == 0 else difficulty
mgKeep = None
mgSzId = ZoneUtil.getSafeZoneId(toon.zoneId) if isTeleport else None
if not any ((isTeleport, isRequest)):
return f"Unknown command or minigame \"{command}\". Valid commands: \"teleport\", \"request\", or a minigame to automatically teleport or request"
try:
mgId = int(minigame)
if mgId not in ToontownGlobals.MinigameIDs:
return f"Unknown minigame ID {mgId}."
except:
if minigame not in ToontownGlobals.MinigameNames:
return f"Unknown minigame name \"{minigame}\"."
mgId = ToontownGlobals.MinigameNames.get(minigame)
if any((isTeleport, isRequest)):
if isTeleport:
if ZoneUtil.isDynamicZone(toon.zoneId) or not toon.zoneId == mgSzId:
return "Target needs to be in a playground to teleport to a minigame."
mgSzId = ToontownGlobals.ToontownCentral if ZoneUtil.isWelcomeValley(mgSzId) else mgSzId
MinigameCreatorAI.RequestMinigame[avId] = (mgId, mgKeep, mgDiff, mgSzId)
if isTeleport:
try:
result = MinigameCreatorAI.createMinigame(self.air, [avId], mgSzId)
except:
return f"Unable to create \"{minigame}\" minigame"
minigameZone = result['minigameZone']
retStr = f"Teleporting {toon.getName()} to minigame \"{minigame}\""
if mgDiff:
retStr += f" with difficulty {mgDiff}"
return retStr + "...", avId, ["minigame", "minigame", "", mgSzId, minigameZone, 0]
# isRequest
retStr = f"Successfully requested minigame \"{minigame}\""
if mgDiff:
retStr += f" with difficulty {mgDiff}"
return retStr + "."
return f"Unknown command or minigame \"{command}\". Valid commands: \"teleport\", \"request\", or a minigame to automatically teleport or request"
class Quests(MagicWord):
aliases = ["quest", "tasks", "task", "toontasks"]
desc = "Quest manupliation"
execLocation = MagicWordConfig.EXEC_LOC_SERVER
arguments = [("command", str, True), ("index", int, False, -1)]
def handleWord(self, invoker, avId, toon, *args):
command = args[0]
index = args[1]
"""
Commands:
- "finish": Finish a task (sets the progress to 1000), finishes all by default
"""
if command == "finish":
if index == -1:
self.air.questManager.completeAllQuestsMagically(toon)
return "Finished all quests."
else:
if self.air.questManager.completeQuestMagically(toon, index):
return f"Finished quest {index}."
return f"Quest {index} not found. (Hint: Quest indexes start at 0)"
else:
return "Valid commands: \"finish\""
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class Factory(MagicWord):
desc = "Quickly start a Sellbot Factory."
execLocation = MagicWordConfig.EXEC_LOC_SERVER
arguments = [('sideEnterace', int, False, 0)]
def handleWord(self, invoker, avId, toon, *args):
if not hasattr(self.air, "factoryMgr"):
return "No factory manager."
from toontown.toonbase import ToontownGlobals
zoneId = self.air.factoryMgr.createFactory(ToontownGlobals.SellbotFactoryInt, 1 if args[0] > 0 else 0, [avId])
return "Created factory, teleporting...", avId, ["cogHQLoader", "factoryInterior", "", ToontownGlobals.SellbotHQ, zoneId, 0]
class BossBattle(MagicWord):
aliases = ["boss"]
desc = "Create a new or manupliate the current boss battle."
execLocation = MagicWordConfig.EXEC_LOC_SERVER
arguments = [("command", str, True), ("type", str, False, ""), ("start", int, False, 1)]
def handleWord(self, invoker, avId, toon, *args):
command = args[0].lower()
type = args[1].lower()
start = args[2]
"""
Commands:
- create [type] [start: 1]: Creates a boss and teleports to it.
- start: Starts/Restarts the battle from the beginning.
- stop: Stops the battle by going to the Frolic state.
- skip: Skips the boss to the next state (needs getNextState to be implemented).
- final: Skips the boss to the final round.
- kill: Skips the boss to the Victory state.
"""
# create command shortcut:
if command in ("vp", "cfo", "cj", "ceo"):
type = command
command = "create"
try:
start = int(args[1])
except ValueError:
start = 1
from toontown.suit.DistributedBossCogAI import AllBossCogs
boss = None
for bc in AllBossCogs:
if bc.isToonKnown(invoker.doId):
boss = bc
break
if command == "create":
if boss:
return "You're already in a boss battle. Please finish this one."
if type == "vp":
from toontown.suit.DistributedSellbotBossAI import DistributedSellbotBossAI
boss = DistributedSellbotBossAI(self.air)
elif type == "cfo":
from toontown.suit.DistributedCashbotBossAI import DistributedCashbotBossAI
boss = DistributedCashbotBossAI(self.air)
elif type == "cj":
from toontown.suit.DistributedLawbotBossAI import DistributedLawbotBossAI
boss = DistributedLawbotBossAI(self.air)
elif type == "ceo":
from toontown.suit.DistributedBossbotBossAI import DistributedBossbotBossAI
boss = DistributedBossbotBossAI(self.air)
else:
return f"Unknown boss type: \"{type}\""
zoneId = self.air.allocateZone()
boss.generateWithRequired(zoneId)
if start:
boss.addToon(avId)
boss.b_setState('WaitForToons')
else:
boss.b_setState('Frolic')
self.acceptOnce(boss.uniqueName('BossDone'), self.__destroyBoss, extraArgs=[boss])
respText = f"Created {type.upper()} boss battle"
if not start:
respText += " in Frolic state"
return respText + ", teleporting...", ["cogHQLoader", "cogHQBossBattle", "movie" if start else "teleportIn", boss.getHoodId(), boss.zoneId, 0]
elif command == "list":
# List all the ongoing boss battles.
dept2name = {'c': 'ceo',
'l': 'cj',
'm': 'cfo',
's': 'vp'}
name2dept = invertDict(dept2name)
if not AllBossCogs:
return "No ongoing boss battles."
respText = "\nBoss Battles:"
if type:
# Filter by boss type
dept = name2dept.get(type)
if not dept:
return f"Can't filter by unknown type \"{type.upper()}\""
bossBattles = (boss for boss in AllBossCogs if boss.dept == dept)
else:
bossBattles = AllBossCogs
for boss in bossBattles:
index = AllBossCogs.index(boss)
respText += f"\n - #{index}: {dept2name.get(boss.dept, '???').upper()}, {boss.zoneId}, {boss.state}, {len(boss.involvedToons)}"
return respText
elif command == "join":
# Join an ongoing boss battle.
if boss:
return "You're already in a boss battle. Please finish this one."
try:
index = int(type)
except ValueError:
return "Boss index not an integer!"
if index not in range(len(AllBossCogs)):
return "Index out of range!"
boss = AllBossCogs[index]
return "Teleporting to boss battle...", ["cogHQLoader", "cogHQBossBattle", "", boss.getHoodId(), boss.zoneId, 0]
# The following commands needs the invoker to be in a boss battle.
if not boss:
return "You ain't in a boss battle! Use the \"create\" command to create a boss battle."
boss.acceptNewToons()
if command == "start":
boss.b_setState('WaitForToons')
return "Boss battle started!"
elif command == "stop":
boss.b_setState("Frolic")
return "Boss battle stopped!"
elif command == "skip":
try:
nextState = boss.getNextState()
except NotImplementedError:
return "\"getNextState\" is not implemented for this boss battle!"
if nextState:
boss.b_setState(nextState)
return f"Skipped to {nextState}!"
return f"Cannot skip \"{boss.getCurrentOrNextState()}\" state."
elif command in ("final", "pie", "crane"):
if boss.dept == 'c':
boss.b_setState("BattleFour")
else:
boss.b_setState("BattleThree")
return "Skipped to final round!"
elif command in ("kill", "victory", "finish"):
boss.b_setState("Victory")
return "Killed the boss!"
# The create command is already described when the invoker is not in a battle. These are the commands
# they can use INSIDE the battle.
return respText + f"Unknown command: \"{command}\". Valid commands: \"start\", \"stop\", \"skip\", \"final\", \"kill\"."
def __destroyBoss(self, boss):
bossZone = boss.zoneId
boss.requestDelete()
self.air.deallocateZone(bossZone)
class GlobalTeleport(MagicWord):
aliases = ["globaltp", "tpaccess"]
desc = "Enables teleport access to all zones."
execLocation = MagicWordConfig.EXEC_LOC_SERVER
def handleWord(self, invoker, avId, toon, *args):
from toontown.toonbase import ToontownGlobals
toon.b_setHoodsVisited(ToontownGlobals.HoodsForTeleportAll)
toon.b_setTeleportAccess(ToontownGlobals.HoodsForTeleportAll)
return f"Enabled teleport access to all zones for {toon.getName()}."
class Teleport(MagicWord):
aliases = ["tp", "goto"]
desc = "Teleport to a specified zone."
execLocation = MagicWordConfig.EXEC_LOC_SERVER
arguments = [("zoneName", str, False, '')]
def handleWord(self, invoker, avId, toon, *args):
from toontown.toonbase import ToontownGlobals
zoneName = args[0]
# Can add stuff like streets to this too if you wanted, but if you do you'll want it to be a valid zone on that street. eg: 2100 is invalid, but any value 2101 to 2156 is fine.
# so if you wanted to add a silly street key, theroetically you could do something like this: 'sillystreet': ToontownGlobals.SillyStreet +1,
zoneName2Id = {'ttc': ToontownGlobals.ToontownCentral,
'dd': ToontownGlobals.DonaldsDock,
'dg': ToontownGlobals.DaisyGardens,
'mml': ToontownGlobals.MinniesMelodyland,
'tb': ToontownGlobals.TheBrrrgh,
'ddl': ToontownGlobals.DonaldsDreamland,
'gs': ToontownGlobals.GoofySpeedway,
'oz': ToontownGlobals.OutdoorZone,
'aa': ToontownGlobals.OutdoorZone,
'gz': ToontownGlobals.GolfZone,
'sbhq': ToontownGlobals.SellbotHQ,
'factory': ToontownGlobals.SellbotFactoryExt,
'cbhq': ToontownGlobals.CashbotHQ,
'lbhq': ToontownGlobals.LawbotHQ,
'bbhq': ToontownGlobals.BossbotHQ}
try:
zone = zoneName2Id[zoneName]
except KeyError:
return "Unknown zone name!"
toon.d_magicWordTeleport(zone)
return f"Requested to teleport {toon.getName()} to zone {zone}."
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class ToggleSleep(MagicWord):
aliases = ["sleep", "nosleep", "neversleep", "togglesleeping", "insomnia"]
desc = "Toggles sleeping for the target."
execLocation = MagicWordConfig.EXEC_LOC_SERVER
def handleWord(self, invoker, avId, toon, *args):
toon.d_toggleSleep()
return f"Toggled sleeping for {toon.getName()}."
class ToggleImmortal(MagicWord):
aliases = ["immortal", "invincible", "invulnerable"]
desc = "Toggle immortal mode. This makes the Toon immune to damage."
execLocation = MagicWordConfig.EXEC_LOC_SERVER
def handleWord(self, invoker, avId, toon, *args):
toon.setImmortalMode(not toon.immortalMode)
return f"Toggled immortal mode for {toon.getName()}"
class ToggleGhost(MagicWord):
aliases = ["ghost", "invisible", "spy"]
desc = "Toggle ghost mode."
execLocation = MagicWordConfig.EXEC_LOC_SERVER
def handleWord(self, invoker, avId, toon, *args):
# 1 is for the attic, 2 enables you to see yourself other ghost toons. 0 is off.
toon.b_setGhostMode(2 if not toon.ghostMode else 0) # As it's primarily for moderation purposes, we set it to 2 here, or 0 if it's already on.
return f"Toggled ghost mode for {toon.getName()}"
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class Fireworks(MagicWord):
aliases = ["firework"]
desc = "Starts a firework show."
execLocation = MagicWordConfig.EXEC_LOC_SERVER
arguments = [("name", str, False, "newyear"), ("hood", str, False, "")]
# List of firework shows currently in progress
fireworkShows = {}
def handleWord(self, invoker, avId, toon, *args):
name = args[0]
hood = args[1]
from toontown.toonbase import ToontownGlobals
from toontown.parties import PartyGlobals
name2showId = {
'newyear': ToontownGlobals.NEWYEARS_FIREWORKS,
'newyears': ToontownGlobals.NEWYEARS_FIREWORKS,
'summer': ToontownGlobals.JULY4_FIREWORKS,
'combo': ToontownGlobals.COMBO_FIREWORKS,
'party': PartyGlobals.FireworkShows.Summer
}
if name not in name2showId:
return f"Unknown firework name \"{name}\". Valid names: {list(name2showId.keys())}"
showId = name2showId[name]
zoneToStyleDict = {
ToontownGlobals.DonaldsDock : 5,
ToontownGlobals.ToontownCentral : 0,
ToontownGlobals.TheBrrrgh : 4,
ToontownGlobals.MinniesMelodyland : 3,
ToontownGlobals.DaisyGardens : 1,
ToontownGlobals.OutdoorZone : 0,
ToontownGlobals.GoofySpeedway : 0,
ToontownGlobals.DonaldsDreamland : 2
}
from toontown.hood import ZoneUtil
zones = []
if not hood:
zones = (toon.zoneId,)
elif hood == "all":
zones = zoneToStyleDict.keys()
else:
return "Missing hood argument."
# Generate our firework shows
from toontown.effects.DistributedFireworkShowAI import DistributedFireworkShowAI
count = 0
for zone in zones:
if zone not in self.fireworkShows:
show = DistributedFireworkShowAI(self.air, self)
show.generateWithRequired(zone)
self.fireworkShows[zone] = show
show.d_startShow(showId, zoneToStyleDict.get(zone, 0))
count += 1
return f"Started firework {'show' if count == 1 else 'shows'} in {count} {'zone' if count == 1 else 'zones'}!"
def stopShow(self, zoneId):
if zoneId in self.fireworkShows:
show = self.fireworkShows[zoneId]
show.requestDelete()
del self.fireworkShows[zoneId]
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# Instantiate all classes defined here to register them.
# A bit hacky, but better than the old system
for item in list(globals().values()):
if isinstance(item, type) and issubclass(item, MagicWord):
i = item()