oldschool-toontown/toontown/suit/DistributedBossCog.py

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from panda3d.core import *
from panda3d.otp import *
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from direct.interval.IntervalGlobal import *
from direct.distributed.ClockDelta import *
from direct.directnotify import DirectNotifyGlobal
from otp.avatar import DistributedAvatar
from toontown.toonbase import ToontownGlobals
from toontown.toonbase import ToontownBattleGlobals
from toontown.battle import BattleExperience
from toontown.battle import BattleBase
from . import BossCog
from . import SuitDNA
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from toontown.coghq import CogDisguiseGlobals
from direct.showbase import Transitions
from toontown.hood import ZoneUtil
from toontown.building import ElevatorUtils
from toontown.building import ElevatorConstants
from toontown.distributed import DelayDelete
from toontown.effects import DustCloud
from toontown.toonbase import TTLocalizer
from toontown.friends import FriendsListManager
from direct.controls.ControlManager import CollisionHandlerRayStart
from direct.showbase import PythonUtil
import random
class DistributedBossCog(DistributedAvatar.DistributedAvatar, BossCog.BossCog):
notify = DirectNotifyGlobal.directNotify.newCategory('DistributedBossCog')
allowClickedNameTag = True
def __init__(self, cr):
DistributedAvatar.DistributedAvatar.__init__(self, cr)
BossCog.BossCog.__init__(self)
self.gotAllToons = 0
self.toonsA = []
self.toonsB = []
self.involvedToons = []
self.toonRequest = None
self.battleNumber = 0
self.battleAId = None
self.battleBId = None
self.battleA = None
self.battleB = None
self.battleRequest = None
self.arenaSide = 0
self.toonSphere = None
self.localToonIsSafe = 0
self.__toonsStuckToFloor = []
self.cqueue = None
self.rays = None
self.ray1 = None
self.ray2 = None
self.ray3 = None
self.e1 = None
self.e2 = None
self.e3 = None
self.battleANode = self.attachNewNode('battleA')
self.battleBNode = self.attachNewNode('battleB')
self.battleANode.setPosHpr(*ToontownGlobals.BossCogBattleAPosHpr)
self.battleBNode.setPosHpr(*ToontownGlobals.BossCogBattleBPosHpr)
self.activeIntervals = {}
self.flashInterval = None
self.elevatorType = ElevatorConstants.ELEVATOR_VP
return
def announceGenerate(self):
DistributedAvatar.DistributedAvatar.announceGenerate(self)
self.prevCogSuitLevel = localAvatar.getCogLevels()[CogDisguiseGlobals.dept2deptIndex(self.style.dept)]
nearBubble = CollisionSphere(0, 0, 0, 50)
nearBubble.setTangible(0)
nearBubbleNode = CollisionNode('NearBoss')
nearBubbleNode.setCollideMask(ToontownGlobals.WallBitmask)
nearBubbleNode.addSolid(nearBubble)
self.attachNewNode(nearBubbleNode)
self.accept('enterNearBoss', self.avatarNearEnter)
self.accept('exitNearBoss', self.avatarNearExit)
self.collNode.removeSolid(0)
tube1 = CollisionTube(6.5, -7.5, 2, 6.5, 7.5, 2, 2.5)
tube2 = CollisionTube(-6.5, -7.5, 2, -6.5, 7.5, 2, 2.5)
roof = CollisionPolygon(Point3(-4.4, 7.1, 5.5), Point3(-4.4, -7.1, 5.5), Point3(4.4, -7.1, 5.5), Point3(4.4, 7.1, 5.5))
side1 = CollisionPolygon(Point3(-4.4, -7.1, 5.5), Point3(-4.4, 7.1, 5.5), Point3(-4.4, 7.1, 0), Point3(-4.4, -7.1, 0))
side2 = CollisionPolygon(Point3(4.4, 7.1, 5.5), Point3(4.4, -7.1, 5.5), Point3(4.4, -7.1, 0), Point3(4.4, 7.1, 0))
front1 = CollisionPolygon(Point3(4.4, -7.1, 5.5), Point3(-4.4, -7.1, 5.5), Point3(-4.4, -7.1, 5.2), Point3(4.4, -7.1, 5.2))
back1 = CollisionPolygon(Point3(-4.4, 7.1, 5.5), Point3(4.4, 7.1, 5.5), Point3(4.4, 7.1, 5.2), Point3(-4.4, 7.1, 5.2))
self.collNode.addSolid(tube1)
self.collNode.addSolid(tube2)
self.collNode.addSolid(roof)
self.collNode.addSolid(side1)
self.collNode.addSolid(side2)
self.collNode.addSolid(front1)
self.collNode.addSolid(back1)
self.collNodePath.reparentTo(self.axle)
self.collNode.setCollideMask(ToontownGlobals.PieBitmask | ToontownGlobals.WallBitmask | ToontownGlobals.CameraBitmask)
self.collNode.setName('BossZap')
self.setTag('attackCode', str(ToontownGlobals.BossCogElectricFence))
self.accept('enterBossZap', self.__touchedBoss)
bubbleL = CollisionSphere(10, -5, 0, 10)
bubbleL.setTangible(0)
bubbleLNode = CollisionNode('BossZap')
bubbleLNode.setCollideMask(ToontownGlobals.WallBitmask)
bubbleLNode.addSolid(bubbleL)
self.bubbleL = self.axle.attachNewNode(bubbleLNode)
self.bubbleL.setTag('attackCode', str(ToontownGlobals.BossCogSwatLeft))
self.bubbleL.stash()
bubbleR = CollisionSphere(-10, -5, 0, 10)
bubbleR.setTangible(0)
bubbleRNode = CollisionNode('BossZap')
bubbleRNode.setCollideMask(ToontownGlobals.WallBitmask)
bubbleRNode.addSolid(bubbleR)
self.bubbleR = self.axle.attachNewNode(bubbleRNode)
self.bubbleR.setTag('attackCode', str(ToontownGlobals.BossCogSwatRight))
self.bubbleR.stash()
bubbleF = CollisionSphere(0, -25, 0, 12)
bubbleF.setTangible(0)
bubbleFNode = CollisionNode('BossZap')
bubbleFNode.setCollideMask(ToontownGlobals.WallBitmask)
bubbleFNode.addSolid(bubbleF)
self.bubbleF = self.rotateNode.attachNewNode(bubbleFNode)
self.bubbleF.setTag('attackCode', str(ToontownGlobals.BossCogFrontAttack))
self.bubbleF.stash()
# HACK: See toontown/coghq/CogHQBossBattle.py
messenger.send('announceBoss', [self])
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def disable(self):
DistributedAvatar.DistributedAvatar.disable(self)
self.battleAId = None
self.battleBId = None
self.battleA = None
self.battleB = None
self.cr.relatedObjectMgr.abortRequest(self.toonRequest)
self.toonRequest = None
self.cr.relatedObjectMgr.abortRequest(self.battleRequest)
self.battleRequest = None
self.stopAnimate()
self.cleanupIntervals()
self.cleanupFlash()
self.disableLocalToonSimpleCollisions()
self.ignoreAll()
return
def delete(self):
try:
self.DistributedBossCog_deleted
except:
self.DistributedBossCog_deleted = 1
self.ignoreAll()
DistributedAvatar.DistributedAvatar.delete(self)
BossCog.BossCog.delete(self)
def setDNAString(self, dnaString):
BossCog.BossCog.setDNAString(self, dnaString)
def getDNAString(self):
return self.dna.makeNetString()
def setDNA(self, dna):
BossCog.BossCog.setDNA(self, dna)
def setToonIds(self, involvedToons, toonsA, toonsB):
self.involvedToons = involvedToons
self.toonsA = toonsA
self.toonsB = toonsB
self.cr.relatedObjectMgr.abortRequest(self.toonRequest)
self.gotAllToons = 0
self.toonRequest = self.cr.relatedObjectMgr.requestObjects(self.involvedToons, allCallback=self.__gotAllToons, eachCallback=self.gotToon)
def getDialogueArray(self, *args):
return BossCog.BossCog.getDialogueArray(self, *args)
def storeInterval(self, interval, name):
if name in self.activeIntervals:
ival = self.activeIntervals[name]
if hasattr(ival, 'delayDelete') or hasattr(ival, 'delayDeletes'):
self.clearInterval(name, finish=1)
self.activeIntervals[name] = interval
def cleanupIntervals(self):
for interval in list(self.activeIntervals.values()):
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interval.finish()
DelayDelete.cleanupDelayDeletes(interval)
self.activeIntervals = {}
def clearInterval(self, name, finish = 1):
if name in self.activeIntervals:
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ival = self.activeIntervals[name]
if finish:
ival.finish()
else:
ival.pause()
if name in self.activeIntervals:
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DelayDelete.cleanupDelayDeletes(ival)
del self.activeIntervals[name]
else:
self.notify.debug('interval: %s already cleared' % name)
def finishInterval(self, name):
if name in self.activeIntervals:
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interval = self.activeIntervals[name]
interval.finish()
def d_avatarEnter(self):
self.sendUpdate('avatarEnter', [])
def d_avatarExit(self):
self.sendUpdate('avatarExit', [])
def avatarNearEnter(self, entry):
self.sendUpdate('avatarNearEnter', [])
def avatarNearExit(self, entry):
self.sendUpdate('avatarNearExit', [])
def hasLocalToon(self):
doId = localAvatar.doId
return doId in self.toonsA or doId in self.toonsB
def setBattleExperience(self, id0, origExp0, earnedExp0, origQuests0, items0, missedItems0, origMerits0, merits0, parts0, id1, origExp1, earnedExp1, origQuests1, items1, missedItems1, origMerits1, merits1, parts1, id2, origExp2, earnedExp2, origQuests2, items2, missedItems2, origMerits2, merits2, parts2, id3, origExp3, earnedExp3, origQuests3, items3, missedItems3, origMerits3, merits3, parts3, id4, origExp4, earnedExp4, origQuests4, items4, missedItems4, origMerits4, merits4, parts4, id5, origExp5, earnedExp5, origQuests5, items5, missedItems5, origMerits5, merits5, parts5, id6, origExp6, earnedExp6, origQuests6, items6, missedItems6, origMerits6, merits6, parts6, id7, origExp7, earnedExp7, origQuests7, items7, missedItems7, origMerits7, merits7, parts7, deathList, uberList, helpfulToons):
self.deathList = deathList
self.uberList = uberList
self.helpfulToons = helpfulToons
entries = ((id0,
origExp0,
earnedExp0,
origQuests0,
items0,
missedItems0,
origMerits0,
merits0,
parts0),
(id1,
origExp1,
earnedExp1,
origQuests1,
items1,
missedItems1,
origMerits1,
merits1,
parts1),
(id2,
origExp2,
earnedExp2,
origQuests2,
items2,
missedItems2,
origMerits2,
merits2,
parts2),
(id3,
origExp3,
earnedExp3,
origQuests3,
items3,
missedItems3,
origMerits3,
merits3,
parts3),
(id4,
origExp4,
earnedExp4,
origQuests4,
items4,
missedItems4,
origMerits4,
merits4,
parts4),
(id5,
origExp5,
earnedExp5,
origQuests5,
items5,
missedItems5,
origMerits5,
merits5,
parts5),
(id6,
origExp6,
earnedExp6,
origQuests6,
items6,
missedItems6,
origMerits6,
merits6,
parts6),
(id7,
origExp7,
earnedExp7,
origQuests7,
items7,
missedItems7,
origMerits7,
merits7,
parts7))
self.toonRewardDicts = BattleExperience.genRewardDicts(entries)
self.toonRewardIds = [id0,
id1,
id2,
id3,
id4,
id5,
id6,
id7]
def setArenaSide(self, arenaSide):
self.arenaSide = arenaSide
def setState(self, state):
self.request(state)
def gotToon(self, toon):
stateName = self.state
def __gotAllToons(self, toons):
self.gotAllToons = 1
messenger.send('gotAllToons')
def setBattleIds(self, battleNumber, battleAId, battleBId):
self.battleNumber = battleNumber
self.battleAId = battleAId
self.battleBId = battleBId
self.cr.relatedObjectMgr.abortRequest(self.battleRequest)
self.battleRequest = self.cr.relatedObjectMgr.requestObjects([self.battleAId, self.battleBId], allCallback=self.__gotBattles)
def __gotBattles(self, battles):
self.battleRequest = None
if self.battleA and self.battleA != battles[0]:
self.battleA.cleanupBattle()
if self.battleB and self.battleB != battles[1]:
self.battleB.cleanupBattle()
self.battleA = battles[0]
self.battleB = battles[1]
return
def cleanupBattles(self):
if self.battleA:
self.battleA.cleanupBattle()
if self.battleB:
self.battleB.cleanupBattle()
def makeEndOfBattleMovie(self, hasLocalToon):
return Sequence()
def controlToons(self):
for toonId in self.involvedToons:
toon = self.cr.doId2do.get(toonId)
if toon:
toon.stopLookAround()
toon.stopSmooth()
if self.hasLocalToon():
self.toMovieMode()
def enableLocalToonSimpleCollisions(self):
if not self.toonSphere:
sphere = CollisionSphere(0, 0, 1, 1)
sphere.setRespectEffectiveNormal(0)
sphereNode = CollisionNode('SimpleCollisions')
sphereNode.setFromCollideMask(ToontownGlobals.WallBitmask | ToontownGlobals.FloorBitmask)
sphereNode.setIntoCollideMask(BitMask32.allOff())
sphereNode.addSolid(sphere)
self.toonSphere = NodePath(sphereNode)
self.toonSphereHandler = CollisionHandlerPusher()
self.toonSphereHandler.addCollider(self.toonSphere, localAvatar)
self.toonSphere.reparentTo(localAvatar)
base.cTrav.addCollider(self.toonSphere, self.toonSphereHandler)
def disableLocalToonSimpleCollisions(self):
if self.toonSphere:
base.cTrav.removeCollider(self.toonSphere)
self.toonSphere.detachNode()
def toOuchMode(self):
if self.cr:
place = self.cr.playGame.getPlace()
if place and hasattr(place, 'fsm'):
place.setState('ouch')
def toCraneMode(self):
if self.cr:
place = self.cr.playGame.getPlace()
if place and hasattr(place, 'fsm'):
place.setState('crane')
def toMovieMode(self):
if self.cr:
place = self.cr.playGame.getPlace()
if place and hasattr(place, 'fsm'):
place.setState('movie')
def toWalkMode(self):
if self.cr:
place = self.cr.playGame.getPlace()
if place and hasattr(place, 'fsm'):
place.setState('walk')
def toFinalBattleMode(self):
if self.cr:
place = self.cr.playGame.getPlace()
if place and hasattr(place, 'fsm'):
place.setState('finalBattle')
def releaseToons(self, finalBattle = 0):
for toonId in self.involvedToons:
toon = self.cr.doId2do.get(toonId)
if toon:
if self.battleA and toon in self.battleA.toons:
pass
elif self.battleB and toon in self.battleB.toons:
pass
else:
toon.startLookAround()
toon.startSmooth()
toon.wrtReparentTo(render)
if toon == localAvatar:
if finalBattle:
self.toFinalBattleMode()
else:
self.toWalkMode()
def stickToonsToFloor(self):
self.unstickToons()
rayNode = CollisionNode('stickToonsToFloor')
rayNode.addSolid(CollisionRay(0.0, 0.0, CollisionHandlerRayStart, 0.0, 0.0, -1.0))
rayNode.setFromCollideMask(ToontownGlobals.FloorBitmask)
rayNode.setIntoCollideMask(BitMask32.allOff())
ray = NodePath(rayNode)
lifter = CollisionHandlerFloor()
lifter.setOffset(ToontownGlobals.FloorOffset)
lifter.setReach(10.0)
for toonId in self.involvedToons:
toon = base.cr.doId2do.get(toonId)
if toon:
toonRay = ray.instanceTo(toon)
lifter.addCollider(toonRay, toon)
base.cTrav.addCollider(toonRay, lifter)
self.__toonsStuckToFloor.append(toonRay)
def unstickToons(self):
for toonRay in self.__toonsStuckToFloor:
base.cTrav.removeCollider(toonRay)
toonRay.removeNode()
self.__toonsStuckToFloor = []
def stickBossToFloor(self):
self.unstickBoss()
self.ray1 = CollisionRay(0.0, 10.0, 20.0, 0.0, 0.0, -1.0)
self.ray2 = CollisionRay(0.0, 0.0, 20.0, 0.0, 0.0, -1.0)
self.ray3 = CollisionRay(0.0, -10.0, 20.0, 0.0, 0.0, -1.0)
rayNode = CollisionNode('stickBossToFloor')
rayNode.addSolid(self.ray1)
rayNode.addSolid(self.ray2)
rayNode.addSolid(self.ray3)
rayNode.setFromCollideMask(ToontownGlobals.FloorBitmask)
rayNode.setIntoCollideMask(BitMask32.allOff())
self.rays = self.attachNewNode(rayNode)
self.cqueue = CollisionHandlerQueue()
base.cTrav.addCollider(self.rays, self.cqueue)
def rollBoss(self, t, fromPos, deltaPos):
self.setPos(fromPos + deltaPos * t)
if not self.cqueue:
return
self.cqueue.sortEntries()
numEntries = self.cqueue.getNumEntries()
if numEntries != 0:
for i in range(self.cqueue.getNumEntries() - 1, -1, -1):
entry = self.cqueue.getEntry(i)
solid = entry.getFrom()
if solid == self.ray1:
self.e1 = entry
elif solid == self.ray2:
self.e2 = entry
elif solid == self.ray3:
self.e3 = entry
else:
self.notify.warning('Unexpected ray in __liftBoss')
return
self.cqueue.clearEntries()
if not (self.e1 and self.e2 and self.e3):
self.notify.debug('Some points missed in __liftBoss')
return
p1 = self.e1.getSurfacePoint(self)
p2 = self.e2.getSurfacePoint(self)
p3 = self.e3.getSurfacePoint(self)
p2a = (p1 + p3) / 2
if p2a[2] > p2[2]:
center = p2a
else:
center = p2
self.setZ(self, center[2])
if p1[2] > p2[2] + 0.01 or p3[2] > p2[2] + 0.01:
mat = Mat4(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
if abs(p3[2] - center[2]) < abs(p1[2] - center[2]):
lookAt(mat, Vec3(p1 - center), CSDefault)
else:
lookAt(mat, Vec3(center - p3), CSDefault)
self.rotateNode.setMat(mat)
else:
self.rotateNode.clearTransform()
def unstickBoss(self):
if self.rays:
base.cTrav.removeCollider(self.rays)
self.rays.removeNode()
self.rays = None
self.ray1 = None
self.ray2 = None
self.ray3 = None
self.e1 = None
self.e2 = None
self.e3 = None
self.rotateNode.clearTransform()
self.cqueue = None
return
def rollBossToPoint(self, fromPos, fromHpr, toPos, toHpr, reverse):
vector = Vec3(toPos - fromPos)
distance = vector.length()
if toHpr == None:
mat = Mat3(0, 0, 0, 0, 0, 0, 0, 0, 0)
headsUp(mat, vector, CSDefault)
scale = VBase3(0, 0, 0)
shear = VBase3(0, 0, 0)
toHpr = VBase3(0, 0, 0)
decomposeMatrix(mat, scale, shear, toHpr, CSDefault)
if fromHpr:
newH = PythonUtil.fitDestAngle2Src(fromHpr[0], toHpr[0])
toHpr = VBase3(newH, 0, 0)
else:
fromHpr = toHpr
turnTime = abs(toHpr[0] - fromHpr[0]) / ToontownGlobals.BossCogTurnSpeed
if toHpr[0] < fromHpr[0]:
leftRate = ToontownGlobals.BossCogTreadSpeed
else:
leftRate = -ToontownGlobals.BossCogTreadSpeed
if reverse:
rollTreadRate = -ToontownGlobals.BossCogTreadSpeed
else:
rollTreadRate = ToontownGlobals.BossCogTreadSpeed
rollTime = distance / ToontownGlobals.BossCogRollSpeed
deltaPos = toPos - fromPos
track = Sequence(Func(self.setPos, fromPos), Func(self.headsUp, toPos), Parallel(self.hprInterval(turnTime, toHpr, fromHpr), self.rollLeftTreads(turnTime, leftRate), self.rollRightTreads(turnTime, -leftRate)), Parallel(LerpFunctionInterval(self.rollBoss, duration=rollTime, extraArgs=[fromPos, deltaPos]), self.rollLeftTreads(rollTime, rollTreadRate), self.rollRightTreads(rollTime, rollTreadRate)))
return (track, toHpr)
def setupElevator(self, elevatorModel):
self.elevatorModel = elevatorModel
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')
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self.openSfx = base.loader.loadSfx('phase_9/audio/sfx/CHQ_FACT_door_open_sliding.ogg')
self.finalOpenSfx = base.loader.loadSfx('phase_9/audio/sfx/CHQ_FACT_door_open_final.ogg')
self.closeSfx = base.loader.loadSfx('phase_9/audio/sfx/CHQ_FACT_door_open_sliding.ogg')
self.finalCloseSfx = base.loader.loadSfx('phase_9/audio/sfx/CHQ_FACT_door_open_final.ogg')
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self.openDoors = ElevatorUtils.getOpenInterval(self, self.leftDoor, self.rightDoor, self.openSfx, self.finalOpenSfx, self.elevatorType)
self.closeDoors = ElevatorUtils.getCloseInterval(self, self.leftDoor, self.rightDoor, self.closeSfx, self.finalCloseSfx, self.elevatorType)
self.closeDoors.start()
self.closeDoors.finish()
def putToonInCogSuit(self, toon):
if not toon.isDisguised:
deptIndex = SuitDNA.suitDepts.index(self.style.dept)
toon.setCogIndex(deptIndex)
toon.getGeomNode().hide()
def placeToonInElevator(self, toon):
self.putToonInCogSuit(toon)
toonIndex = self.involvedToons.index(toon.doId)
toon.reparentTo(self.elevatorModel)
toon.setPos(*ElevatorConstants.BigElevatorPoints[toonIndex])
toon.setHpr(180, 0, 0)
toon.suit.loop('neutral')
def toonNormalEyes(self, toons, bArrayOfObjs = False):
if bArrayOfObjs:
toonObjs = toons
else:
toonObjs = []
for toonId in toons:
toon = base.cr.doId2do.get(toonId)
if toon:
toonObjs.append(toon)
seq = Sequence()
for toon in toonObjs:
seq.append(Func(toon.normalEyes))
seq.append(Func(toon.blinkEyes))
return seq
def toonDied(self, avId):
if avId == localAvatar.doId:
self.localToonDied()
def localToonToSafeZone(self):
target_sz = ZoneUtil.getSafeZoneId(localAvatar.defaultZone)
place = self.cr.playGame.getPlace()
place.fsm.request('teleportOut', [{'loader': ZoneUtil.getLoaderName(target_sz),
'where': ZoneUtil.getWhereName(target_sz, 1),
'how': 'teleportIn',
'hoodId': target_sz,
'zoneId': target_sz,
'shardId': None,
'avId': -1,
'battle': 1}])
return
def localToonDied(self):
target_sz = ZoneUtil.getSafeZoneId(localAvatar.defaultZone)
place = self.cr.playGame.getPlace()
place.fsm.request('died', [{'loader': ZoneUtil.getLoaderName(target_sz),
'where': ZoneUtil.getWhereName(target_sz, 1),
'how': 'teleportIn',
'hoodId': target_sz,
'zoneId': target_sz,
'shardId': None,
'avId': -1,
'battle': 1}])
return
def toonsToBattlePosition(self, toonIds, battleNode):
points = BattleBase.BattleBase.toonPoints[len(toonIds) - 1]
self.notify.debug('toonsToBattlePosition: points = %s' % points[0][0])
for i in range(len(toonIds)):
toon = base.cr.doId2do.get(toonIds[i])
if toon:
toon.reparentTo(render)
pos, h = points[i]
self.notify.debug('toonsToBattlePosition: battleNode=%s %.2f %.2f %.2f %.2f %.2f %.2f' % (battleNode,
pos[0],
pos[1],
pos[2],
h,
0,
0))
self.notify.debug('old toon pos %s' % toon.getPos())
self.notify.debug('pos=%.2f %.2f %.2f h=%.2f' % (pos[0],
pos[1],
pos[2],
h))
self.notify.debug('battleNode.pos = %s' % battleNode.getPos())
self.notify.debug('battleNode.hpr = %s' % battleNode.getHpr())
toon.setPosHpr(battleNode, pos[0], pos[1], pos[2], h, 0, 0)
self.notify.debug('new toon pos %s ' % toon.getPos())
def __touchedBoss(self, entry):
self.notify.debug('%s' % entry)
self.notify.debug('fromPos = %s' % entry.getFromNodePath().getPos(render))
self.notify.debug('intoPos = %s' % entry.getIntoNodePath().getPos(render))
attackCodeStr = entry.getIntoNodePath().getNetTag('attackCode')
if attackCodeStr == '':
self.notify.warning('Node %s has no attackCode tag.' % repr(entry.getIntoNodePath()))
return
attackCode = int(attackCodeStr)
if attackCode == ToontownGlobals.BossCogLawyerAttack and self.dna.dept != 'l':
self.notify.warning('got lawyer attack but not in CJ boss battle')
return
self.zapLocalToon(attackCode)
def zapLocalToon(self, attackCode, origin = None):
if self.localToonIsSafe or localAvatar.ghostMode or localAvatar.isStunned:
return
messenger.send('interrupt-pie')
place = self.cr.playGame.getPlace()
currentState = None
if place:
currentState = place.fsm.getCurrentState().getName()
if currentState != 'walk' and currentState != 'finalBattle' and currentState != 'crane':
return
toon = localAvatar
fling = 1
shake = 0
if attackCode == ToontownGlobals.BossCogAreaAttack:
fling = 0
shake = 1
if fling:
if origin == None:
origin = self
camera.wrtReparentTo(render)
toon.headsUp(origin)
camera.wrtReparentTo(toon)
bossRelativePos = toon.getPos(self.getGeomNode())
bp2d = Vec2(bossRelativePos[0], bossRelativePos[1])
bp2d.normalize()
pos = toon.getPos()
hpr = toon.getHpr()
timestamp = globalClockDelta.getFrameNetworkTime()
self.sendUpdate('zapToon', [pos[0],
pos[1],
pos[2],
hpr[0] % 360.0,
hpr[1],
hpr[2],
bp2d[0],
bp2d[1],
attackCode,
timestamp])
self.doZapToon(toon, fling=fling, shake=shake)
return
def showZapToon(self, toonId, x, y, z, h, p, r, attackCode, timestamp):
if toonId == localAvatar.doId:
return
ts = globalClockDelta.localElapsedTime(timestamp)
pos = Point3(x, y, z)
hpr = VBase3(h, p, r)
fling = 1
toon = self.cr.doId2do.get(toonId)
if toon:
if attackCode == ToontownGlobals.BossCogAreaAttack:
pos = None
hpr = None
fling = 0
else:
ts -= toon.smoother.getDelay()
self.doZapToon(toon, pos=pos, hpr=hpr, ts=ts, fling=fling)
return
def doZapToon(self, toon, pos = None, hpr = None, ts = 0, fling = 1, shake = 1):
zapName = toon.uniqueName('zap')
self.clearInterval(zapName)
zapTrack = Sequence(name=zapName)
if toon == localAvatar:
self.toOuchMode()
messenger.send('interrupt-pie')
self.enableLocalToonSimpleCollisions()
else:
zapTrack.append(Func(toon.stopSmooth))
def getSlideToPos(toon = toon):
return render.getRelativePoint(toon, Point3(0, -5, 0))
if pos != None and hpr != None:
(zapTrack.append(Func(toon.setPosHpr, pos, hpr)),)
toonTrack = Parallel()
if shake and toon == localAvatar:
toonTrack.append(Sequence(Func(camera.setZ, camera, 1), Wait(0.15), Func(camera.setZ, camera, -2), Wait(0.15), Func(camera.setZ, camera, 1)))
if fling:
toonTrack += [ActorInterval(toon, 'slip-backward'), toon.posInterval(0.5, getSlideToPos, fluid=1)]
else:
toonTrack += [ActorInterval(toon, 'slip-forward')]
zapTrack.append(toonTrack)
if toon == localAvatar:
zapTrack.append(Func(self.disableLocalToonSimpleCollisions))
currentState = self.state
if currentState == 'BattleThree':
zapTrack.append(Func(self.toFinalBattleMode))
elif hasattr(self, 'chairs'):
zapTrack.append(Func(self.toFinalBattleMode))
else:
zapTrack.append(Func(self.toWalkMode))
else:
zapTrack.append(Func(toon.startSmooth))
if ts > 0:
startTime = ts
else:
zapTrack = Sequence(Wait(-ts), zapTrack)
startTime = 0
zapTrack.append(Func(self.clearInterval, zapName))
zapTrack.delayDelete = DelayDelete.DelayDelete(toon, 'BossCog.doZapToon')
zapTrack.start(startTime)
self.storeInterval(zapTrack, zapName)
return
def setAttackCode(self, attackCode, avId = 0):
self.attackCode = attackCode
self.attackAvId = avId
if attackCode == ToontownGlobals.BossCogDizzy:
self.setDizzy(1)
self.cleanupAttacks()
self.doAnimate(None, raised=0, happy=1)
elif attackCode == ToontownGlobals.BossCogDizzyNow:
self.setDizzy(1)
self.cleanupAttacks()
self.doAnimate('hit', happy=1, now=1)
elif attackCode == ToontownGlobals.BossCogSwatLeft:
self.setDizzy(0)
self.doAnimate('ltSwing', now=1)
elif attackCode == ToontownGlobals.BossCogSwatRight:
self.setDizzy(0)
self.doAnimate('rtSwing', now=1)
elif attackCode == ToontownGlobals.BossCogAreaAttack:
self.setDizzy(0)
self.doAnimate('areaAttack', now=1)
elif attackCode == ToontownGlobals.BossCogFrontAttack:
self.setDizzy(0)
self.doAnimate('frontAttack', now=1)
elif attackCode == ToontownGlobals.BossCogRecoverDizzyAttack:
self.setDizzy(0)
self.doAnimate('frontAttack', now=1)
elif attackCode == ToontownGlobals.BossCogDirectedAttack or attackCode == ToontownGlobals.BossCogSlowDirectedAttack:
self.setDizzy(0)
self.doDirectedAttack(avId, attackCode)
elif attackCode == ToontownGlobals.BossCogNoAttack:
self.setDizzy(0)
self.doAnimate(None, raised=1)
return
def cleanupAttacks(self):
pass
def cleanupFlash(self):
if self.flashInterval:
self.flashInterval.finish()
self.flashInterval = None
return
def flashRed(self):
self.cleanupFlash()
self.setColorScale(1, 1, 1, 1)
i = Sequence(self.colorScaleInterval(0.1, colorScale=VBase4(1, 0, 0, 1)), self.colorScaleInterval(0.3, colorScale=VBase4(1, 1, 1, 1)))
self.flashInterval = i
i.start()
def flashGreen(self):
self.cleanupFlash()
if not self.isEmpty():
self.setColorScale(1, 1, 1, 1)
i = Sequence(self.colorScaleInterval(0.1, colorScale=VBase4(0, 1, 0, 1)), self.colorScaleInterval(0.3, colorScale=VBase4(1, 1, 1, 1)))
self.flashInterval = i
i.start()
def getGearFrisbee(self):
return loader.loadModel('phase_9/models/char/gearProp')
def backupToonsToBattlePosition(self, toonIds, battleNode):
self.notify.debug('backupToonsToBattlePosition:')
ival = Parallel()
points = BattleBase.BattleBase.toonPoints[len(toonIds) - 1]
for i in range(len(toonIds)):
toon = base.cr.doId2do.get(toonIds[i])
if toon:
pos, h = points[i]
pos = render.getRelativePoint(battleNode, pos)
ival.append(Sequence(Func(toon.setPlayRate, -0.8, 'walk'), Func(toon.loop, 'walk'), toon.posInterval(3, pos), Func(toon.setPlayRate, 1, 'walk'), Func(toon.loop, 'neutral')))
return ival
def loseCogSuits(self, toons, battleNode, camLoc, arrayOfObjs = False):
seq = Sequence()
if not toons:
return seq
self.notify.debug('battleNode=%s camLoc=%s' % (battleNode, camLoc))
seq.append(Func(camera.setPosHpr, battleNode, *camLoc))
suitsOff = Parallel()
if arrayOfObjs:
toonArray = toons
else:
toonArray = []
for toonId in toons:
toon = base.cr.doId2do.get(toonId)
if toon:
toonArray.append(toon)
for toon in toonArray:
dustCloud = DustCloud.DustCloud()
dustCloud.setPos(0, 2, 3)
dustCloud.setScale(0.5)
dustCloud.setDepthWrite(0)
dustCloud.setBin('fixed', 0)
dustCloud.createTrack()
suitsOff.append(Sequence(Func(dustCloud.reparentTo, toon), Parallel(dustCloud.track, Sequence(Wait(0.3), Func(toon.takeOffSuit), Func(toon.sadEyes), Func(toon.blinkEyes), Func(toon.play, 'slip-backward'), Wait(0.7))), Func(dustCloud.detachNode), Func(dustCloud.destroy)))
seq.append(suitsOff)
return seq
def doDirectedAttack(self, avId, attackCode):
toon = base.cr.doId2do.get(avId)
if toon:
gearRoot = self.rotateNode.attachNewNode('gearRoot')
gearRoot.setZ(10)
gearRoot.setTag('attackCode', str(attackCode))
gearModel = self.getGearFrisbee()
gearModel.setScale(0.2)
gearRoot.headsUp(toon)
toToonH = PythonUtil.fitDestAngle2Src(0, gearRoot.getH() + 180)
gearRoot.lookAt(toon)
neutral = 'Fb_neutral'
if not self.twoFaced:
neutral = 'Ff_neutral'
gearTrack = Parallel()
for i in range(4):
node = gearRoot.attachNewNode(str(i))
node.hide()
node.setPos(0, 5.85, 4.0)
gear = gearModel.instanceTo(node)
x = random.uniform(-5, 5)
z = random.uniform(-3, 3)
h = random.uniform(-720, 720)
gearTrack.append(Sequence(Wait(i * 0.15), Func(node.show), Parallel(node.posInterval(1, Point3(x, 50, z), fluid=1), node.hprInterval(1, VBase3(h, 0, 0), fluid=1)), Func(node.detachNode)))
if not self.raised:
neutral1Anim = self.getAnim('down2Up')
self.raised = 1
else:
neutral1Anim = ActorInterval(self, neutral, startFrame=48)
throwAnim = self.getAnim('throw')
neutral2Anim = ActorInterval(self, neutral)
extraAnim = Sequence()
if attackCode == ToontownGlobals.BossCogSlowDirectedAttack:
extraAnim = ActorInterval(self, neutral)
seq = Sequence(ParallelEndTogether(self.pelvis.hprInterval(1, VBase3(toToonH, 0, 0)), neutral1Anim), extraAnim, Parallel(Sequence(Wait(0.19), gearTrack, Func(gearRoot.detachNode), self.pelvis.hprInterval(0.2, VBase3(0, 0, 0))), Sequence(throwAnim, neutral2Anim)))
self.doAnimate(seq, now=1, raised=1)
def announceAreaAttack(self):
if not getattr(localAvatar.controlManager.currentControls, 'isAirborne', 0):
self.zapLocalToon(ToontownGlobals.BossCogAreaAttack)
def loadEnvironment(self):
2020-01-14 13:28:52 -06:00
self.elevatorMusic = base.loader.loadMusic('phase_7/audio/bgm/tt_elevator.ogg')
self.stingMusic = base.loader.loadMusic('phase_7/audio/bgm/encntr_suit_winning_indoor.ogg')
self.battleOneMusic = base.loader.loadMusic('phase_3.5/audio/bgm/encntr_general_bg.ogg')
self.battleThreeMusic = base.loader.loadMusic('phase_7/audio/bgm/encntr_suit_winning_indoor.ogg')
self.epilogueMusic = base.loader.loadMusic('phase_9/audio/bgm/encntr_hall_of_fame.ogg')
2019-11-02 17:27:54 -05:00
def unloadEnvironment(self):
pass
def enterOff(self):
self.cleanupIntervals()
self.hide()
self.clearChat()
self.toWalkMode()
def exitOff(self):
self.show()
def enterWaitForToons(self):
self.cleanupIntervals()
self.hide()
if self.gotAllToons:
self.__doneWaitForToons()
else:
self.accept('gotAllToons', self.__doneWaitForToons)
self.transitions = Transitions.Transitions(loader)
self.transitions.IrisModelName = 'phase_3/models/misc/iris'
self.transitions.FadeModelName = 'phase_3/models/misc/fade'
self.transitions.fadeScreen(alpha=1)
NametagGlobals.setMasterArrowsOn(0)
def __doneWaitForToons(self):
self.doneBarrier('WaitForToons')
def exitWaitForToons(self):
self.show()
self.transitions.noFade()
del self.transitions
NametagGlobals.setMasterArrowsOn(1)
def enterElevator(self):
for toonId in self.involvedToons:
toon = self.cr.doId2do.get(toonId)
if toon:
toon.stopLookAround()
toon.stopSmooth()
self.placeToonInElevator(toon)
self.toMovieMode()
camera.reparentTo(self.elevatorModel)
camera.setPosHpr(0, 30, 8, 180, 0, 0)
base.playMusic(self.elevatorMusic, looping=1, volume=1.0)
ival = Sequence(ElevatorUtils.getRideElevatorInterval(self.elevatorType), ElevatorUtils.getRideElevatorInterval(self.elevatorType), self.openDoors, Func(camera.wrtReparentTo, render), Func(self.__doneElevator))
intervalName = 'ElevatorMovie'
ival.start()
self.storeInterval(ival, intervalName)
def __doneElevator(self):
self.doneBarrier('Elevator')
def exitElevator(self):
intervalName = 'ElevatorMovie'
self.clearInterval(intervalName)
self.elevatorMusic.stop()
ElevatorUtils.closeDoors(self.leftDoor, self.rightDoor, self.elevatorType)
def enterIntroduction(self):
self.controlToons()
ElevatorUtils.openDoors(self.leftDoor, self.rightDoor, self.elevatorType)
NametagGlobals.setMasterArrowsOn(0)
intervalName = 'IntroductionMovie'
delayDeletes = []
seq = Sequence(self.makeIntroductionMovie(delayDeletes), Func(self.__beginBattleOne), name=intervalName)
seq.delayDeletes = delayDeletes
seq.start()
self.storeInterval(seq, intervalName)
def __beginBattleOne(self):
intervalName = 'IntroductionMovie'
self.clearInterval(intervalName)
self.doneBarrier('Introduction')
def exitIntroduction(self):
self.notify.debug('DistributedBossCog.exitIntroduction:')
intervalName = 'IntroductionMovie'
self.clearInterval(intervalName)
self.unstickToons()
self.releaseToons()
NametagGlobals.setMasterArrowsOn(1)
ElevatorUtils.closeDoors(self.leftDoor, self.rightDoor, self.elevatorType)
def enterBattleOne(self):
self.cleanupIntervals()
mult = ToontownBattleGlobals.getBossBattleCreditMultiplier(1)
localAvatar.inventory.setBattleCreditMultiplier(mult)
self.toonsToBattlePosition(self.toonsA, self.battleANode)
self.toonsToBattlePosition(self.toonsB, self.battleBNode)
self.releaseToons()
base.playMusic(self.battleOneMusic, looping=1, volume=0.9)
def exitBattleOne(self):
self.cleanupBattles()
self.battleOneMusic.stop()
localAvatar.inventory.setBattleCreditMultiplier(1)
def enterBattleThree(self):
self.cleanupIntervals()
self.releaseToons(finalBattle=1)
self.accept('clickedNametag', self.__clickedNameTag)
self.accept('friendAvatar', self.__handleFriendAvatar)
self.accept('avatarDetails', self.__handleAvatarDetails)
NametagGlobals.setMasterArrowsOn(0)
NametagGlobals.setMasterNametagsActive(1)
def exitBattleThree(self):
self.ignore('clickedNameTag')
self.ignore('friendAvatar')
self.ignore('avatarDetails')
self.cleanupIntervals()
def __clickedNameTag(self, avatar):
self.notify.debug('__clickedNameTag')
if not (self.state == 'BattleThree' or self.state == 'BattleFour'):
return
if not self.allowClickedNameTag:
return
if self.cr:
place = self.cr.playGame.getPlace()
if place and hasattr(place, 'fsm'):
FriendsListManager.FriendsListManager._FriendsListManager__handleClickedNametag(place, avatar)
def __handleFriendAvatar(self, avId, avName, avDisableName):
self.notify.debug('__handleFriendAvatar')
if not (self.state == 'BattleThree' or self.state == 'BattleFour'):
return
if not self.allowClickedNameTag:
return
if self.cr:
place = self.cr.playGame.getPlace()
if place and hasattr(place, 'fsm'):
FriendsListManager.FriendsListManager._FriendsListManager__handleFriendAvatar(place, avId, avName, avDisableName)
def __handleAvatarDetails(self, avId, avName, playerId = None):
self.notify.debug('__handleAvatarDetails')
if not (self.state == 'BattleThree' or self.state == 'BattleFour'):
return
if not self.allowClickedNameTag:
return
if self.cr:
place = self.cr.playGame.getPlace()
if place and hasattr(place, 'fsm'):
FriendsListManager.FriendsListManager._FriendsListManager__handleAvatarDetails(place, avId, avName, playerId)
def enterBattleFour(self):
self.cleanupIntervals()
self.releaseToons(finalBattle=1)
self.accept('clickedNametag', self.__clickedNameTag)
self.accept('friendAvatar', self.__handleFriendAvatar)
self.accept('avatarDetails', self.__handleAvatarDetails)
NametagGlobals.setMasterArrowsOn(0)
NametagGlobals.setMasterNametagsActive(1)
def exitBattleFour(self):
self.ignore('clickedNameTag')
self.ignore('friendAvatar')
self.ignore('avatarDetails')
self.cleanupIntervals()
def enterFrolic(self):
self.cleanupIntervals()
self.clearChat()
self.reparentTo(render)
self.stopAnimate()
self.pose('Ff_neutral', 0)
self.releaseToons()
def exitFrolic(self):
pass
def setToonsToNeutral(self, toonIds):
for i in range(len(toonIds)):
toon = base.cr.doId2do.get(toonIds[i])
if toon:
if toon.isDisguised:
toon.suit.loop('neutral')
toon.loop('neutral')
def wearCogSuits(self, toons, battleNode, camLoc, arrayOfObjs = False, waiter = False):
seq = Sequence()
if not toons:
return seq
self.notify.debug('battleNode=%s camLoc=%s' % (battleNode, camLoc))
if camLoc:
seq.append(Func(camera.setPosHpr, battleNode, *camLoc))
suitsOff = Parallel()
if arrayOfObjs:
toonArray = toons
else:
toonArray = []
for toonId in toons:
toon = base.cr.doId2do.get(toonId)
if toon:
toonArray.append(toon)
for toon in toonArray:
dustCloud = DustCloud.DustCloud()
dustCloud.setPos(0, 2, 3)
dustCloud.setScale(0.5)
dustCloud.setDepthWrite(0)
dustCloud.setBin('fixed', 0)
dustCloud.createTrack()
makeWaiter = Sequence()
if waiter:
makeWaiter = Func(toon.makeWaiter)
suitsOff.append(Sequence(Func(dustCloud.reparentTo, toon), Parallel(dustCloud.track, Sequence(Wait(0.3), Func(self.putToonInCogSuit, toon), makeWaiter, Wait(0.7))), Func(dustCloud.detachNode)))
seq.append(suitsOff)
return seq