oldschool-toontown/toontown/battle/DistributedBattleDiners.py

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import random
from panda3d.core import VBase3, Point3
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from direct.interval.IntervalGlobal import Sequence, Wait, Func, Parallel, Track, LerpPosInterval, ProjectileInterval, SoundInterval, ActorInterval
from direct.directnotify import DirectNotifyGlobal
from toontown.battle import DistributedBattleFinal
from toontown.suit import SuitTimings
from toontown.toonbase import ToontownGlobals
from toontown.battle import BattleProps
class DistributedBattleDiners(DistributedBattleFinal.DistributedBattleFinal):
notify = DirectNotifyGlobal.directNotify.newCategory('DistributedBattleDiners')
def __init__(self, cr):
DistributedBattleFinal.DistributedBattleFinal.__init__(self, cr)
self.initialReservesJoiningDone = False
base.dbw = self
def announceGenerate(self):
DistributedBattleFinal.DistributedBattleFinal.announceGenerate(self)
self.moveSuitsToInitialPos()
def showSuitsJoining(self, suits, ts, name, callback):
if len(suits) == 0 and not self.initialReservesJoiningDone:
self.initialReservesJoiningDone = True
self.doInitialSuitsJoining(ts, name, callback)
return
self.showSuitsFalling(suits, ts, name, callback)
def doInitialSuitsJoining(self, ts, name, callback):
done = Func(callback)
if self.hasLocalToon():
camera.reparentTo(self)
if random.choice([0, 1]):
camera.setPosHpr(20, -4, 7, 60, 0, 0)
else:
camera.setPosHpr(-20, -4, 7, -60, 0, 0)
track = Sequence(Wait(0.5), done, name=name)
track.start(ts)
self.storeInterval(track, name)
def moveSuitsToInitialPos(self):
battlePts = self.suitPoints[len(self.suitPendingPoints) - 1]
for i in range(len(self.suits)):
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suit = self.suits[i]
suit.reparentTo(self)
destPos, destHpr = self.getActorPosHpr(suit, self.suits)
suit.setPos(destPos)
suit.setHpr(destHpr)
def showSuitsFalling(self, suits, ts, name, callback):
if self.bossCog == None:
return
suitTrack = Parallel()
delay = 0
for suit in suits:
suit.setState('Battle')
if suit.dna.dept == 'l':
suit.reparentTo(self.bossCog)
suit.setPos(0, 0, 0)
if suit in self.joiningSuits:
i = len(self.pendingSuits) + self.joiningSuits.index(suit)
destPos, h = self.suitPendingPoints[i]
destHpr = VBase3(h, 0, 0)
else:
destPos, destHpr = self.getActorPosHpr(suit, self.suits)
startPos = destPos + Point3(0, 0, SuitTimings.fromSky * ToontownGlobals.SuitWalkSpeed)
self.notify.debug('startPos for %s = %s' % (suit, startPos))
suit.reparentTo(self)
suit.setPos(startPos)
suit.headsUp(self)
moveIval = Sequence()
chairInfo = self.bossCog.claimOneChair()
if chairInfo:
moveIval = self.createDinerMoveIval(suit, destPos, chairInfo)
suitTrack.append(Track((delay, Sequence(moveIval, Func(suit.loop, 'neutral')))))
delay += 1
if self.hasLocalToon():
camera.reparentTo(self)
self.notify.debug('self.battleSide =%s' % self.battleSide)
camHeading = -20
camX = -4
if self.battleSide == 0:
camHeading = 20
camX = 4
camera.setPosHpr(camX, -15, 7, camHeading, 0, 0)
done = Func(callback)
track = Sequence(suitTrack, done, name=name)
track.start(ts)
self.storeInterval(track, name)
return
def createDinerMoveIval(self, suit, destPos, chairInfo):
dur = suit.getDuration('landing')
fr = suit.getFrameRate('landing')
landingDur = dur
totalDur = 7.3
animTimeInAir = totalDur - dur
flyingDur = animTimeInAir
impactLength = dur - animTimeInAir
tableIndex = chairInfo[0]
chairIndex = chairInfo[1]
table = self.bossCog.tables[tableIndex]
chairLocator = table.chairLocators[chairIndex]
chairPos = chairLocator.getPos(self)
chairHpr = chairLocator.getHpr(self)
suit.setPos(chairPos)
table.setDinerStatus(chairIndex, table.HIDDEN)
suit.setHpr(chairHpr)
wayPoint = (chairPos + destPos) / 2.0
wayPoint.setZ(wayPoint.getZ() + 20)
moveIval = Sequence(Func(suit.headsUp, self), Func(suit.pose, 'landing', 0), ProjectileInterval(suit, duration=flyingDur, startPos=chairPos, endPos=destPos, gravityMult=0.25), ActorInterval(suit, 'landing'))
if suit.prop == None:
suit.prop = BattleProps.globalPropPool.getProp('propeller')
propDur = suit.prop.getDuration('propeller')
lastSpinFrame = 8
fr = suit.prop.getFrameRate('propeller')
spinTime = lastSpinFrame / fr
openTime = (lastSpinFrame + 1) / fr
suit.attachPropeller()
propTrack = Parallel(SoundInterval(suit.propInSound, duration=flyingDur, node=suit), Sequence(ActorInterval(suit.prop, 'propeller', constrainedLoop=1, duration=flyingDur + 1, startTime=0.0, endTime=spinTime), ActorInterval(suit.prop, 'propeller', duration=landingDur, startTime=openTime), Func(suit.detachPropeller)))
result = Parallel(moveIval, propTrack)
return result