oldschool-toontown/toontown/fishing/DistributedFishingTarget.py

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2019-11-02 17:27:54 -05:00
from pandac.PandaModules import *
from direct.distributed.ClockDelta import *
from direct.interval.IntervalGlobal import *
from direct.directnotify import DirectNotifyGlobal
from direct.distributed import DistributedNode
from direct.fsm import ClassicFSM
from direct.fsm import State
from direct.directutil import Mopath
from toontown.toonbase import ToontownGlobals
from direct.actor import Actor
import FishingTargetGlobals
import random
import math
from toontown.effects import Bubbles
class DistributedFishingTarget(DistributedNode.DistributedNode):
notify = DirectNotifyGlobal.directNotify.newCategory('DistributedFishingTarget')
radius = 2.5
def __init__(self, cr):
DistributedNode.DistributedNode.__init__(self, cr)
NodePath.__init__(self)
self.pond = None
self.centerPoint = (0, 0, 0)
self.maxRadius = 1.0
self.track = None
return
def generate(self):
self.assign(render.attachNewNode('DistributedFishingTarget'))
shadow = loader.loadModel('phase_3/models/props/drop_shadow')
shadow.setPos(0, 0, -0.1)
shadow.setScale(0.33)
shadow.setColorScale(1, 1, 1, 0.75)
shadow.reparentTo(self)
self.bubbles = Bubbles.Bubbles(self, render)
self.bubbles.renderParent.setDepthWrite(0)
self.bubbles.start()
DistributedNode.DistributedNode.generate(self)
def disable(self):
if self.track:
self.track.finish()
self.track = None
self.bubbles.destroy()
del self.bubbles
self.pond.removeTarget(self)
self.pond = None
DistributedNode.DistributedNode.disable(self)
return
def delete(self):
del self.pond
DistributedNode.DistributedNode.delete(self)
def setPondDoId(self, pondDoId):
self.pond = base.cr.doId2do[pondDoId]
self.pond.addTarget(self)
self.centerPoint = FishingTargetGlobals.getTargetCenter(self.pond.getArea())
self.maxRadius = FishingTargetGlobals.getTargetRadius(self.pond.getArea())
def getDestPos(self, angle, radius):
x = radius * math.cos(angle) + self.centerPoint[0]
y = radius * math.sin(angle) + self.centerPoint[1]
z = self.centerPoint[2]
return (x, y, z)
def setState(self, stateIndex, angle, radius, time, timeStamp):
ts = globalClockDelta.localElapsedTime(timeStamp)
pos = self.getDestPos(angle, radius)
if self.track and self.track.isPlaying():
self.track.finish()
self.track = Sequence(LerpPosInterval(self, time - ts, Point3(*pos), blendType='easeInOut'))
self.track.start()
def getRadius(self):
return self.radius