oldschool-toontown/toontown/building/DistributedAnimDoor.py

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from panda3d.core import NodePath, VBase3
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from direct.directnotify import DirectNotifyGlobal
from direct.interval.IntervalGlobal import Parallel, Sequence, Wait, HprInterval, LerpHprInterval, SoundInterval
from toontown.building import DistributedDoor
from toontown.building import DoorTypes
if (__debug__):
import pdb
class DistributedAnimDoor(DistributedDoor.DistributedDoor):
def __init__(self, cr):
DistributedDoor.DistributedDoor.__init__(self, cr)
base.animDoor = self
def getBuilding(self):
if 'building' not in self.__dict__:
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if self.doorType == DoorTypes.EXT_ANIM_STANDARD:
searchStr = '**/??' + str(self.block) + ':animated_building_*_DNARoot;+s'
self.notify.debug('searchStr=%s' % searchStr)
self.building = self.cr.playGame.hood.loader.geom.find(searchStr)
else:
self.notify.error('DistributedAnimDoor.getBuiding with doorType=%s' % self.doorType)
return self.building
def getDoorNodePath(self):
if self.doorType == DoorTypes.EXT_ANIM_STANDARD:
if hasattr(self, 'tempDoorNodePath'):
return self.tempDoorNodePath
else:
building = self.getBuilding()
doorNP = building.find('**/door_origin')
self.notify.debug('creating doorOrigin at %s %s' % (str(doorNP.getPos()), str(doorNP.getHpr())))
otherNP = NodePath('doorOrigin')
otherNP.setPos(doorNP.getPos())
otherNP.setHpr(doorNP.getHpr())
otherNP.reparentTo(doorNP.getParent())
self.tempDoorNodePath = otherNP
else:
self.notify.error('DistributedAnimDoor.getDoorNodePath with doorType=%s' % self.doorType)
return otherNP
def setTriggerName(self):
if self.doorType == DoorTypes.EXT_ANIM_STANDARD:
building = self.getBuilding()
if not building.isEmpty():
doorTrigger = building.find('**/door_0_door_trigger')
if not doorTrigger.isEmpty():
doorTrigger.node().setName(self.getTriggerName())
else:
self.notify.warning('setTriggerName failed no building')
else:
self.notify.error('setTriggerName doorTYpe=%s' % self.doorType)
def getAnimBuilding(self):
if 'animBuilding' not in self.__dict__:
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if self.doorType == DoorTypes.EXT_ANIM_STANDARD:
bldg = self.getBuilding()
key = bldg.getParent().getParent()
animPropList = self.cr.playGame.hood.loader.animPropDict.get(key)
if animPropList:
for prop in animPropList:
if bldg == prop.getActor().getParent():
self.animBuilding = prop
break
else:
self.notify.error('could not find' + str(key))
else:
self.notify.error('No such door type as ' + str(self.doorType))
return self.animBuilding
def getBuildingActor(self):
result = self.getAnimBuilding().getActor()
return result
def enterOpening(self, ts):
bldgActor = self.getBuildingActor()
rightDoor = bldgActor.controlJoint(None, 'modelRoot', 'def_right_door')
if rightDoor.isEmpty():
self.notify.warning('enterOpening(): did not find rightDoor')
return
otherNP = self.getDoorNodePath()
trackName = 'doorOpen-%d' % self.doId
if self.rightSwing:
h = 100
else:
h = -100
self.finishDoorTrack()
self.doorTrack = Parallel(SoundInterval(self.openSfx, node=rightDoor), Sequence(HprInterval(rightDoor, VBase3(0, 0, 0)), Wait(0.4), LerpHprInterval(nodePath=rightDoor, duration=0.6, hpr=VBase3(h, 0, 0), startHpr=VBase3(0, 0, 0), blendType='easeInOut')), name=trackName)
self.doorTrack.start(ts)
return
def enterClosing(self, ts):
bldgActor = self.getBuildingActor()
rightDoor = bldgActor.controlJoint(None, 'modelRoot', 'def_right_door')
if rightDoor.isEmpty():
self.notify.warning('enterClosing(): did not find rightDoor')
return
otherNP = self.getDoorNodePath()
trackName = 'doorClose-%d' % self.doId
if self.rightSwing:
h = 100
else:
h = -100
self.finishDoorTrack()
self.doorTrack = Sequence(LerpHprInterval(nodePath=rightDoor, duration=1.0, hpr=VBase3(0, 0, 0), startHpr=VBase3(h, 0, 0), blendType='easeInOut'), SoundInterval(self.closeSfx, node=rightDoor), name=trackName)
self.doorTrack.start(ts)
if hasattr(self, 'done'):
request = self.getRequestStatus()
messenger.send('doorDoneEvent', [request])
return
def exitDoorEnterOpening(self, ts):
bldgActor = self.getBuildingActor()
leftDoor = bldgActor.controlJoint(None, 'modelRoot', 'def_left_door')
if self.leftSwing:
h = -100
else:
h = 100
if not leftDoor.isEmpty():
otherNP = self.getDoorNodePath()
trackName = 'doorDoorExitTrack-%d' % self.doId
self.finishDoorExitTrack()
self.doorExitTrack = Parallel(SoundInterval(self.openSfx, node=leftDoor), Sequence(LerpHprInterval(nodePath=leftDoor, duration=0.6, hpr=VBase3(h, 0, 0), startHpr=VBase3(0, 0, 0), blendType='easeInOut')), name=trackName)
self.doorExitTrack.start(ts)
else:
self.notify.warning('exitDoorEnterOpening(): did not find leftDoor')
return
def exitDoorEnterClosing(self, ts):
bldgActor = self.getBuildingActor()
leftDoor = bldgActor.controlJoint(None, 'modelRoot', 'def_left_door')
if self.leftSwing:
h = -100
else:
h = 100
if not leftDoor.isEmpty():
otherNP = self.getDoorNodePath()
trackName = 'doorExitTrack-%d' % self.doId
self.finishDoorExitTrack()
self.doorExitTrack = Sequence(LerpHprInterval(nodePath=leftDoor, duration=1.0, hpr=VBase3(0, 0, 0), startHpr=VBase3(h, 0, 0), blendType='easeInOut'), SoundInterval(self.closeSfx, node=leftDoor), name=trackName)
self.doorExitTrack.start(ts)
return