oldschool-toontown/toontown/building/SuitPlannerInteriorAI.py

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from otp.ai.AIBaseGlobal import *
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import random, functools
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from toontown.suit import SuitDNA
from direct.directnotify import DirectNotifyGlobal
from toontown.suit import DistributedSuitAI
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from toontown.building import SuitBuildingGlobals
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class SuitPlannerInteriorAI:
notify = DirectNotifyGlobal.directNotify.newCategory('SuitPlannerInteriorAI')
def __init__(self, numFloors, bldgLevel, bldgTrack, zone, respectInvasions=1):
self.dbg_nSuits1stRound = config.GetBool('n-suits-1st-round', 0)
self.dbg_4SuitsPerFloor = config.GetBool('4-suits-per-floor', 0)
self.dbg_1SuitPerFloor = config.GetBool('1-suit-per-floor', 0)
self.zoneId = zone
self.numFloors = numFloors
self.respectInvasions = respectInvasions
dbg_defaultSuitName = simbase.config.GetString('suit-type', 'random')
if dbg_defaultSuitName == 'random':
self.dbg_defaultSuitType = None
else:
self.dbg_defaultSuitType = SuitDNA.getSuitType(dbg_defaultSuitName)
if isinstance(bldgLevel, str):
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self.notify.warning('bldgLevel is a string!')
bldgLevel = int(bldgLevel)
self._genSuitInfos(numFloors, bldgLevel, bldgTrack)
return
def __genJoinChances(self, num):
joinChances = []
for currChance in range(num):
joinChances.append(random.randint(1, 100))
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joinChances.sort(key=functools.cmp_to_key(cmp))
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return joinChances
def _genSuitInfos(self, numFloors, bldgLevel, bldgTrack):
self.suitInfos = []
self.notify.debug('\n\ngenerating suitsInfos with numFloors (' + str(numFloors) + ') bldgLevel (' + str(bldgLevel) + '+1) and bldgTrack (' + str(bldgTrack) + ')')
for currFloor in range(numFloors):
infoDict = {}
lvls = self.__genLevelList(bldgLevel, currFloor, numFloors)
activeDicts = []
maxActive = min(4, len(lvls))
if self.dbg_nSuits1stRound:
numActive = min(self.dbg_nSuits1stRound, maxActive)
else:
numActive = random.randint(1, maxActive)
if currFloor + 1 == numFloors and len(lvls) > 1:
origBossSpot = len(lvls) - 1
if numActive == 1:
newBossSpot = numActive - 1
else:
newBossSpot = numActive - 2
tmp = lvls[newBossSpot]
lvls[newBossSpot] = lvls[origBossSpot]
lvls[origBossSpot] = tmp
bldgInfo = SuitBuildingGlobals.SuitBuildingInfo[bldgLevel]
if len(bldgInfo) > SuitBuildingGlobals.SUIT_BLDG_INFO_REVIVES:
revives = bldgInfo[SuitBuildingGlobals.SUIT_BLDG_INFO_REVIVES][0]
else:
revives = 0
for currActive in range(numActive - 1, -1, -1):
level = lvls[currActive]
type = self.__genNormalSuitType(level)
activeDict = {}
activeDict['type'] = type
activeDict['track'] = bldgTrack
activeDict['level'] = level
activeDict['revives'] = revives
activeDicts.append(activeDict)
infoDict['activeSuits'] = activeDicts
reserveDicts = []
numReserve = len(lvls) - numActive
joinChances = self.__genJoinChances(numReserve)
for currReserve in range(numReserve):
level = lvls[currReserve + numActive]
type = self.__genNormalSuitType(level)
reserveDict = {}
reserveDict['type'] = type
reserveDict['track'] = bldgTrack
reserveDict['level'] = level
reserveDict['revives'] = revives
reserveDict['joinChance'] = joinChances[currReserve]
reserveDicts.append(reserveDict)
infoDict['reserveSuits'] = reserveDicts
self.suitInfos.append(infoDict)
def __genNormalSuitType(self, lvl):
if self.dbg_defaultSuitType != None:
return self.dbg_defaultSuitType
return SuitDNA.getRandomSuitType(lvl)
def __genLevelList(self, bldgLevel, currFloor, numFloors):
bldgInfo = SuitBuildingGlobals.SuitBuildingInfo[bldgLevel]
if self.dbg_1SuitPerFloor:
return [1]
else:
if self.dbg_4SuitsPerFloor:
return [5, 6, 7, 10]
lvlPoolRange = bldgInfo[SuitBuildingGlobals.SUIT_BLDG_INFO_LVL_POOL]
maxFloors = bldgInfo[SuitBuildingGlobals.SUIT_BLDG_INFO_FLOORS][1]
lvlPoolMults = bldgInfo[SuitBuildingGlobals.SUIT_BLDG_INFO_LVL_POOL_MULTS]
floorIdx = min(currFloor, maxFloors - 1)
lvlPoolMin = lvlPoolRange[0] * lvlPoolMults[floorIdx]
lvlPoolMax = lvlPoolRange[1] * lvlPoolMults[floorIdx]
lvlPool = random.randint(int(lvlPoolMin), int(lvlPoolMax))
lvlMin = bldgInfo[SuitBuildingGlobals.SUIT_BLDG_INFO_SUIT_LVLS][0]
lvlMax = bldgInfo[SuitBuildingGlobals.SUIT_BLDG_INFO_SUIT_LVLS][1]
self.notify.debug('Level Pool: ' + str(lvlPool))
lvlList = []
while lvlPool >= lvlMin:
newLvl = random.randint(lvlMin, min(lvlPool, lvlMax))
lvlList.append(newLvl)
lvlPool -= newLvl
if currFloor + 1 == numFloors:
bossLvlRange = bldgInfo[SuitBuildingGlobals.SUIT_BLDG_INFO_BOSS_LVLS]
newLvl = random.randint(bossLvlRange[0], bossLvlRange[1])
lvlList.append(newLvl)
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lvlList.sort(key=functools.cmp_to_key(cmp))
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self.notify.debug('LevelList: ' + repr(lvlList))
return lvlList
def __setupSuitInfo(self, suit, bldgTrack, suitLevel, suitType):
suitName, skeleton = simbase.air.suitInvasionManager.getInvadingCog()
if suitName and self.respectInvasions:
suitType = SuitDNA.getSuitType(suitName)
bldgTrack = SuitDNA.getSuitDept(suitName)
suitLevel = min(max(suitLevel, suitType), suitType + 4)
dna = SuitDNA.SuitDNA()
dna.newSuitRandom(suitType, bldgTrack)
suit.dna = dna
self.notify.debug('Creating suit type ' + suit.dna.name + ' of level ' + str(suitLevel) + ' from type ' + str(suitType) + ' and track ' + str(bldgTrack))
suit.setLevel(suitLevel)
return skeleton
def __genSuitObject(self, suitZone, suitType, bldgTrack, suitLevel, revives=0):
newSuit = DistributedSuitAI.DistributedSuitAI(simbase.air, None)
skel = self.__setupSuitInfo(newSuit, bldgTrack, suitLevel, suitType)
if skel:
newSuit.setSkelecog(1)
newSuit.setSkeleRevives(revives)
newSuit.generateWithRequired(suitZone)
newSuit.node().setName('suit-%s' % newSuit.doId)
return newSuit
def myPrint(self):
self.notify.info('Generated suits for building: ')
for currInfo in suitInfos:
whichSuitInfo = suitInfos.index(currInfo) + 1
self.notify.debug(' Floor ' + str(whichSuitInfo) + ' has ' + str(len(currInfo[0])) + ' active suits.')
for currActive in range(len(currInfo[0])):
self.notify.debug(' Active suit ' + str(currActive + 1) + ' is of type ' + str(currInfo[0][currActive][0]) + ' and of track ' + str(currInfo[0][currActive][1]) + ' and of level ' + str(currInfo[0][currActive][2]))
self.notify.debug(' Floor ' + str(whichSuitInfo) + ' has ' + str(len(currInfo[1])) + ' reserve suits.')
for currReserve in range(len(currInfo[1])):
self.notify.debug(' Reserve suit ' + str(currReserve + 1) + ' is of type ' + str(currInfo[1][currReserve][0]) + ' and of track ' + str(currInfo[1][currReserve][1]) + ' and of lvel ' + str(currInfo[1][currReserve][2]) + ' and has ' + str(currInfo[1][currReserve][3]) + '% join restriction.')
def genFloorSuits(self, floor):
suitHandles = {}
floorInfo = self.suitInfos[floor]
activeSuits = []
for activeSuitInfo in floorInfo['activeSuits']:
suit = self.__genSuitObject(self.zoneId, activeSuitInfo['type'], activeSuitInfo['track'], activeSuitInfo['level'], activeSuitInfo['revives'])
activeSuits.append(suit)
suitHandles['activeSuits'] = activeSuits
reserveSuits = []
for reserveSuitInfo in floorInfo['reserveSuits']:
suit = self.__genSuitObject(self.zoneId, reserveSuitInfo['type'], reserveSuitInfo['track'], reserveSuitInfo['level'], reserveSuitInfo['revives'])
reserveSuits.append((suit, reserveSuitInfo['joinChance']))
suitHandles['reserveSuits'] = reserveSuits
return suitHandles
def genSuits(self):
suitHandles = []
for floor in range(len(self.suitInfos)):
floorSuitHandles = self.genFloorSuits(floor)
suitHandles.append(floorSuitHandles)
return suitHandles