oldschool-toontown/toontown/building/DistributedElevatorFloor.py

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from panda3d.core import *
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from direct.distributed.ClockDelta import *
from direct.interval.IntervalGlobal import *
from .ElevatorConstants import *
from .ElevatorUtils import *
from . import DistributedElevatorFSM
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from toontown.toonbase import ToontownGlobals
from direct.directnotify import DirectNotifyGlobal
from direct.fsm import ClassicFSM
from direct.fsm import State
from toontown.hood import ZoneUtil
from toontown.toonbase import TTLocalizer
from direct.fsm.FSM import FSM
from direct.task import Task
class DistributedElevatorFloor(DistributedElevatorFSM.DistributedElevatorFSM):
notify = DirectNotifyGlobal.directNotify.newCategory('DistributedElevatorFloor')
defaultTransitions = {'Off': ['Opening', 'Closed'],
'Opening': ['WaitEmpty',
'WaitCountdown',
'Opening',
'Closing'],
'WaitEmpty': ['WaitCountdown', 'Closing'],
'WaitCountdown': ['WaitEmpty',
'AllAboard',
'Closing',
'WaitCountdown'],
'AllAboard': ['WaitEmpty', 'Closing'],
'Closing': ['Closed',
'WaitEmpty',
'Closing',
'Opening'],
'Closed': ['Opening']}
id = 0
def __init__(self, cr):
DistributedElevatorFSM.DistributedElevatorFSM.__init__(self, cr)
FSM.__init__(self, 'ElevatorFloor_%s_FSM' % self.id)
self.type = ELEVATOR_STAGE
self.countdownTime = ElevatorData[self.type]['countdown']
self.nametag = None
self.currentFloor = -1
self.isLocked = 0
self.isEntering = 0
self.doorOpeningFlag = 0
self.doorsNeedToClose = 0
self.wantState = 0
self.latch = None
self.lastState = self.state
return
def setupElevator2(self):
self.elevatorModel = loader.loadModel('phase_4/models/modules/elevator')
self.elevatorModel.reparentTo(hidden)
self.elevatorModel.setScale(1.05)
self.leftDoor = self.elevatorModel.find('**/left-door')
self.rightDoor = self.elevatorModel.find('**/right-door')
self.elevatorModel.find('**/light_panel').removeNode()
self.elevatorModel.find('**/light_panel_frame').removeNode()
if self.isSetup:
self.elevatorSphereNodePath.removeNode()
DistributedElevatorFSM.DistributedElevatorFSM.setupElevator(self)
def setupElevator(self):
self.elevatorModel = loader.loadModel('phase_11/models/lawbotHQ/LB_ElevatorScaled')
if not self.elevatorModel:
self.notify.error('No Elevator Model in DistributedElevatorFloor.setupElevator. Please inform JML. Fool!')
self.leftDoor = self.elevatorModel.find('**/left-door')
if self.leftDoor.isEmpty():
self.leftDoor = self.elevatorModel.find('**/left_door')
self.rightDoor = self.elevatorModel.find('**/right-door')
if self.rightDoor.isEmpty():
self.rightDoor = self.elevatorModel.find('**/right_door')
DistributedElevatorFSM.DistributedElevatorFSM.setupElevator(self)
def generate(self):
DistributedElevatorFSM.DistributedElevatorFSM.generate(self)
def announceGenerate(self):
DistributedElevatorFSM.DistributedElevatorFSM.announceGenerate(self)
if self.latch:
self.notify.info('Setting latch in announce generate')
self.setLatch(self.latch)
def __placeElevator(self):
self.notify.debug('PLACING ELEVATOR FOOL!!')
if self.isEntering:
elevatorNode = render.find('**/elevator_origin')
if not elevatorNode.isEmpty():
self.elevatorModel.setPos(0, 0, 0)
self.elevatorModel.reparentTo(elevatorNode)
else:
self.notify.debug('NO NODE elevator_origin!!')
else:
elevatorNode = render.find('**/SlidingDoor')
if not elevatorNode.isEmpty():
self.elevatorModel.setPos(0, 10, -15)
self.elevatorModel.setH(180)
self.elevatorModel.reparentTo(elevatorNode)
else:
self.notify.debug('NO NODE SlidingDoor!!')
def setLatch(self, markerId):
self.notify.info('Setting latch')
marker = self.cr.doId2do.get(markerId)
self.latchRequest = self.cr.relatedObjectMgr.requestObjects([markerId], allCallback=self.set2Latch, timeout=5)
self.latch = markerId
def set2Latch(self, taskMgrFooler = None):
if hasattr(self, 'cr'):
marker = self.cr.doId2do.get(self.latch)
if marker:
self.elevatorModel.reparentTo(marker)
return
taskMgr.doMethodLater(10.0, self._repart2Marker, 'elevatorfloor-markerReparent')
self.notify.warning('Using backup, do method later version of latch')
def _repart2Marker(self, taskFoolio = 0):
if hasattr(self, 'cr'):
marker = self.cr.doId2do.get(self.latch)
if marker:
self.elevatorModel.reparentTo(marker)
else:
self.notify.error('could not find latch even in defered try')
def setPos(self, x, y, z):
self.elevatorModel.setPos(x, y, z)
def setH(self, H):
self.elevatorModel.setH(H)
def delete(self):
DistributedElevatorFSM.DistributedElevatorFSM.delete(self)
self.elevatorModel.removeNode()
del self.elevatorModel
self.ignore('LawOffice_Spec_Loaded')
self.ignoreAll()
def disable(self):
DistributedElevatorFSM.DistributedElevatorFSM.disable(self)
def setEntranceId(self, entranceId):
self.entranceId = entranceId
if self.entranceId == 0:
self.elevatorModel.setPosHpr(62.74, -85.31, 0.0, 2.0, 0.0, 0.0)
elif self.entranceId == 1:
self.elevatorModel.setPosHpr(-162.25, 26.43, 0.0, 269.0, 0.0, 0.0)
else:
self.notify.error('Invalid entranceId: %s' % entranceId)
def gotBldg(self, buildingList):
pass
def setFloor(self, floorNumber):
if self.currentFloor >= 0:
if self.bldg.floorIndicator[self.currentFloor]:
self.bldg.floorIndicator[self.currentFloor].setColor(LIGHT_OFF_COLOR)
if floorNumber >= 0:
if self.bldg.floorIndicator[floorNumber]:
self.bldg.floorIndicator[floorNumber].setColor(LIGHT_ON_COLOR)
self.currentFloor = floorNumber
def handleEnterSphere(self, collEntry):
self.cr.playGame.getPlace().detectedElevatorCollision(self)
def handleEnterElevator(self):
if base.localAvatar.hp > 0:
toon = base.localAvatar
self.sendUpdate('requestBoard', [])
else:
self.notify.warning('Tried to board elevator with hp: %d' % base.localAvatar.hp)
def enterWaitEmpty(self, ts):
self.lastState = self.state
self.elevatorSphereNodePath.unstash()
self.forceDoorsOpen()
self.accept(self.uniqueName('enterelevatorSphere'), self.handleEnterSphere)
self.accept(self.uniqueName('enterElevatorOK'), self.handleEnterElevator)
DistributedElevatorFSM.DistributedElevatorFSM.enterWaitEmpty(self, ts)
def exitWaitEmpty(self):
self.lastState = self.state
self.elevatorSphereNodePath.stash()
self.ignore(self.uniqueName('enterelevatorSphere'))
self.ignore(self.uniqueName('enterElevatorOK'))
DistributedElevatorFSM.DistributedElevatorFSM.exitWaitEmpty(self)
def enterWaitCountdown(self, ts):
self.lastState = self.state
DistributedElevatorFSM.DistributedElevatorFSM.enterWaitCountdown(self, ts)
self.forceDoorsOpen()
self.accept(self.uniqueName('enterElevatorOK'), self.handleEnterElevator)
self.startCountdownClock(self.countdownTime, ts)
def exitWaitCountdown(self):
self.lastState = self.state
self.ignore(self.uniqueName('enterElevatorOK'))
DistributedElevatorFSM.DistributedElevatorFSM.exitWaitCountdown(self)
def enterClosing(self, ts):
self.lastState = self.state
taskMgr.doMethodLater(1.0, self._delayIris, 'delayedIris')
DistributedElevatorFSM.DistributedElevatorFSM.enterClosing(self, ts)
def _delayIris(self, tskfooler = 0):
base.transitions.irisOut(1.0)
base.localAvatar.pauseGlitchKiller()
return Task.done
def kickToonsOut(self):
if not self.localToonOnBoard:
zoneId = self.cr.playGame.hood.hoodId
self.cr.playGame.getPlace().fsm.request('teleportOut', [{'loader': ZoneUtil.getLoaderName(zoneId),
'where': ZoneUtil.getToonWhereName(zoneId),
'how': 'teleportIn',
'hoodId': zoneId,
'zoneId': zoneId,
'shardId': None,
'avId': -1}])
return
def exitClosing(self):
self.lastState = self.state
DistributedElevatorFSM.DistributedElevatorFSM.exitClosing(self)
def enterClosed(self, ts):
self.lastState = self.state
self.forceDoorsClosed()
self.__doorsClosed(self.getZoneId())
def exitClosed(self):
self.lastState = self.state
DistributedElevatorFSM.DistributedElevatorFSM.exitClosed(self)
def enterOff(self):
self.lastState = self.state
if self.wantState == 'closed':
self.demand('Closing')
elif self.wantState == 'waitEmpty':
self.demand('WaitEmpty')
DistributedElevatorFSM.DistributedElevatorFSM.enterOff(self)
def exitOff(self):
self.lastState = self.state
DistributedElevatorFSM.DistributedElevatorFSM.exitOff(self)
def enterOpening(self, ts):
self.lastState = self.state
DistributedElevatorFSM.DistributedElevatorFSM.enterOpening(self, ts)
def exitOpening(self):
DistributedElevatorFSM.DistributedElevatorFSM.exitOpening(self)
self.kickEveryoneOut()
def getZoneId(self):
return 0
def setBldgDoId(self, bldgDoId):
self.bldg = None
self.setupElevator()
return
def getElevatorModel(self):
return self.elevatorModel
def kickEveryoneOut(self):
bailFlag = 0
for avId, slot in list(self.boardedAvIds.items()):
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self.emptySlot(slot, avId, bailFlag, globalClockDelta.getRealNetworkTime())
if avId == base.localAvatar.doId:
pass
def __doorsClosed(self, zoneId):
pass
def onDoorCloseFinish(self):
pass
def setLocked(self, locked):
self.isLocked = locked
if locked:
if self.state == 'WaitEmpty':
self.request('Closing')
if self.countFullSeats() == 0:
self.wantState = 'closed'
else:
self.wantState = 'opening'
else:
self.wantState = 'waitEmpty'
if self.state == 'Closed':
self.request('Opening')
def getLocked(self):
return self.isLocked
def setEntering(self, entering):
self.isEntering = entering
def getEntering(self):
return self.isEntering
def forceDoorsOpen(self):
openDoors(self.leftDoor, self.rightDoor)
def forceDoorsClosed(self):
if self.openDoors.isPlaying():
self.doorsNeedToClose = 1
else:
self.closeDoors.finish()
closeDoors(self.leftDoor, self.rightDoor)
def enterOff(self):
self.lastState = self.state
def exitOff(self):
pass
def setLawOfficeInteriorZone(self, zoneId):
if self.localToonOnBoard:
hoodId = self.cr.playGame.hood.hoodId
doneStatus = {'loader': 'cogHQLoader',
'where': 'factoryInterior',
'how': 'teleportIn',
'zoneId': zoneId,
'hoodId': hoodId}
self.cr.playGame.getPlace().elevator.signalDone(doneStatus)