oldschool-toontown/toontown/building/DistributedBuildingAI.py

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from otp.ai.AIBaseGlobal import *
from direct.distributed.ClockDelta import *
import types
from direct.task.Task import Task
from direct.directnotify import DirectNotifyGlobal
from direct.distributed import DistributedObjectAI
from direct.fsm import State
from direct.fsm import ClassicFSM, State
from toontown.toonbase.ToontownGlobals import ToonHall
from . import DistributedToonInteriorAI, DistributedToonHallInteriorAI, DistributedSuitInteriorAI, DistributedDoorAI, DoorTypes, DistributedElevatorExtAI, DistributedKnockKnockDoorAI, SuitPlannerInteriorAI, SuitBuildingGlobals, FADoorCodes
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from toontown.hood import ZoneUtil
import random, time
from toontown.cogdominium.DistributedCogdoInteriorAI import DistributedCogdoInteriorAI
from toontown.cogdominium.SuitPlannerCogdoInteriorAI import SuitPlannerCogdoInteriorAI
from toontown.cogdominium.CogdoLayout import CogdoLayout
from toontown.cogdominium.DistributedCogdoElevatorExtAI import DistributedCogdoElevatorExtAI
class DistributedBuildingAI(DistributedObjectAI.DistributedObjectAI):
FieldOfficeNumFloors = 1
def __init__(self, air, blockNumber, zoneId, trophyMgr):
DistributedObjectAI.DistributedObjectAI.__init__(self, air)
self.block = blockNumber
self.zoneId = zoneId
self.canonicalZoneId = ZoneUtil.getCanonicalZoneId(zoneId)
self.trophyMgr = trophyMgr
self.victorResponses = None
self.fsm = ClassicFSM.ClassicFSM('DistributedBuildingAI', [
State.State('off', self.enterOff, self.exitOff, [
'waitForVictors', 'becomingToon', 'toon', 'clearOutToonInterior', 'becomingSuit', 'suit', 'clearOutToonInteriorForCogdo', 'becomingCogdo', 'becomingCogdoFromCogdo', 'cogdo']),
State.State('waitForVictors', self.enterWaitForVictors, self.exitWaitForVictors, [
'becomingToon']),
State.State('waitForVictorsFromCogdo', self.enterWaitForVictorsFromCogdo, self.exitWaitForVictorsFromCogdo, [
'becomingToonFromCogdo', 'becomingCogdoFromCogdo']),
State.State('becomingToon', self.enterBecomingToon, self.exitBecomingToon, [
'toon']),
State.State('becomingToonFromCogdo', self.enterBecomingToonFromCogdo, self.exitBecomingToonFromCogdo, [
'toon']),
State.State('toon', self.enterToon, self.exitToon, [
'clearOutToonInterior', 'clearOutToonInteriorForCogdo']),
State.State('clearOutToonInterior', self.enterClearOutToonInterior, self.exitClearOutToonInterior, [
'becomingSuit']),
State.State('becomingSuit', self.enterBecomingSuit, self.exitBecomingSuit, [
'suit']),
State.State('suit', self.enterSuit, self.exitSuit, [
'waitForVictors', 'becomingToon']),
State.State('clearOutToonInteriorForCogdo', self.enterClearOutToonInteriorForCogdo, self.exitClearOutToonInteriorForCogdo, [
'becomingCogdo']),
State.State('becomingCogdo', self.enterBecomingCogdo, self.exitBecomingCogdo, [
'cogdo']),
State.State('becomingCogdoFromCogdo', self.enterBecomingCogdoFromCogdo, self.exitBecomingCogdoFromCogdo, [
'cogdo']),
State.State('cogdo', self.enterCogdo, self.exitCogdo, [
'waitForVictorsFromCogdo', 'becomingToonFromCogdo'])], 'off', 'off')
self.fsm.enterInitialState()
self.track = 'c'
self.difficulty = 1
self.numFloors = 0
self.savedBy = []
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self.becameSuitTime = 0
self.frontDoorPoint = None
self.suitPlannerExt = None
self.fSkipElevatorOpening = False
return
def cleanup(self):
if self.isDeleted():
return
self.fsm.requestFinalState()
if hasattr(self, 'interior'):
self.interior.requestDelete()
del self.interior
if hasattr(self, 'door'):
self.door.requestDelete()
del self.door
self.insideDoor.requestDelete()
del self.insideDoor
self.knockKnock.requestDelete()
del self.knockKnock
if hasattr(self, 'elevator'):
self.elevator.requestDelete()
del self.elevator
self.requestDelete()
def delete(self):
taskMgr.remove(self.taskName('suitbldg-time-out'))
taskMgr.remove(self.taskName(str(self.block) + '_becomingToon-timer'))
taskMgr.remove(self.taskName(str(self.block) + '_becomingSuit-timer'))
DistributedObjectAI.DistributedObjectAI.delete(self)
del self.fsm
def getBuildingData(self):
buildingData = {
'state': str(self.fsm.getCurrentState().getName()),
'block': str(self.block),
'track': str(self.track),
'difficulty': str(self.difficulty),
'numFloors': str(self.numFloors),
'savedBy': self.savedBy,
'becameSuitTime': self.becameSuitTime
}
return buildingData
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def _getMinMaxFloors(self, difficulty):
return SuitBuildingGlobals.SuitBuildingInfo[difficulty][0]
def suitTakeOver(self, suitTrack, difficulty, buildingHeight):
if not self.isToonBlock():
return
self.updateSavedBy([])
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difficulty = min(difficulty, len(SuitBuildingGlobals.SuitBuildingInfo) - 1)
minFloors, maxFloors = self._getMinMaxFloors(difficulty)
if buildingHeight == None:
numFloors = random.randint(minFloors, maxFloors)
else:
numFloors = buildingHeight + 1
if numFloors < minFloors or numFloors > maxFloors:
numFloors = random.randint(minFloors, maxFloors)
self.track = suitTrack
self.difficulty = difficulty
self.numFloors = numFloors
self.becameSuitTime = time.time()
self.fsm.request('clearOutToonInterior')
return
def cogdoTakeOver(self, suitTrack, difficulty, buildingHeight):
if not self.isToonBlock():
return
self.updateSavedBy([])
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numFloors = self.FieldOfficeNumFloors
self.track = suitTrack
self.difficulty = difficulty
self.numFloors = numFloors
self.becameSuitTime = time.time()
self.fsm.request('clearOutToonInteriorForCogdo')
return
def toonTakeOver(self):
isCogdo = 'cogdo' in self.fsm.getCurrentState().getName().lower()
takenOver = True
if isCogdo:
if self.buildingDefeated:
self.fsm.request('becomingToonFromCogdo')
else:
self.fsm.request('becomingCogdoFromCogdo')
takenOver = False
else:
self.fsm.request('becomingToon')
if takenOver and self.suitPlannerExt:
self.suitPlannerExt.recycleBuilding(isCogdo)
if hasattr(self, 'interior'):
self.interior.requestDelete()
del self.interior
def getFrontDoorPoint(self):
return self.frontDoorPoint
def setFrontDoorPoint(self, point):
self.frontDoorPoint = point
def getBlock(self):
dummy, interiorZoneId = self.getExteriorAndInteriorZoneId()
return [
self.block, interiorZoneId]
def getSuitData(self):
return [
ord(self.track), self.difficulty, self.numFloors]
def getState(self):
return [
self.fsm.getCurrentState().getName(), globalClockDelta.getRealNetworkTime()]
def setState(self, state, timestamp=0):
self.fsm.request(state)
def isSuitBuilding(self):
state = self.fsm.getCurrentState().getName()
return state == 'suit' or state == 'becomingSuit' or state == 'clearOutToonInterior'
def isCogdo(self):
state = self.fsm.getCurrentState().getName()
return state == 'cogdo' or state == 'becomingCogdo' or state == 'becomingCogdoFromCogdo' or state == 'clearOutToonInteriorForCogdo'
def isSuitBlock(self):
state = self.fsm.getCurrentState().getName()
return self.isSuitBuilding() or self.isCogdo()
def isEstablishedSuitBlock(self):
state = self.fsm.getCurrentState().getName()
return state == 'suit'
def isToonBlock(self):
state = self.fsm.getCurrentState().getName()
return state in ('toon', 'becomingToon', 'becomingToonFromCogdo')
def getExteriorAndInteriorZoneId(self):
blockNumber = self.block
dnaStore = self.air.dnaStoreMap[self.canonicalZoneId]
zoneId = dnaStore.getZoneFromBlockNumber(blockNumber)
zoneId = ZoneUtil.getTrueZoneId(zoneId, self.zoneId)
interiorZoneId = zoneId - zoneId % 100 + 500 + blockNumber
return (
zoneId, interiorZoneId)
def d_setState(self, state):
self.sendUpdate('setState', [state, globalClockDelta.getRealNetworkTime()])
def b_setVictorList(self, victorList):
self.setVictorList(victorList)
self.d_setVictorList(victorList)
def d_setVictorList(self, victorList):
self.sendUpdate('setVictorList', [victorList])
def setVictorList(self, victorList):
self.victorList = victorList
def findVictorIndex(self, avId):
for i in range(len(self.victorList)):
if self.victorList[i] == avId:
return i
return None
def recordVictorResponse(self, avId):
index = self.findVictorIndex(avId)
if index == None:
self.air.writeServerEvent('suspicious', avId, 'DistributedBuildingAI.setVictorReady from toon not in %s.' % self.victorList)
return
self.victorResponses[index] = avId
return
def allVictorsResponded(self):
if self.victorResponses == self.victorList:
return 1
else:
return 0
def setVictorReady(self):
avId = self.air.getAvatarIdFromSender()
if self.victorResponses == None:
self.air.writeServerEvent('suspicious', avId, 'DistributedBuildingAI.setVictorReady in state %s.' % self.fsm.getCurrentState().getName())
return
event = self.air.getAvatarExitEvent(avId)
self.ignore(event)
if self.allVictorsResponded():
return
self.recordVictorResponse(avId)
if self.allVictorsResponded():
self.toonTakeOver()
return
def setVictorExited(self, avId):
print('victor %d exited unexpectedly for bldg %d' % (avId, self.doId))
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self.recordVictorResponse(avId)
if self.allVictorsResponded():
self.toonTakeOver()
def victorsTimedOutTask(self, task):
if self.allVictorsResponded():
return
if hasattr(self, 'interior'):
self.notify.info('victorsTimedOutTask: ejecting players by deleting interior.')
self.interior.requestDelete()
del self.interior
task.delayTime = 15.0
return task.again
self.notify.info('victorsTimedOutTask: suspicious players remaining, advancing state.')
for i in range(len(self.victorList)):
if self.victorList[i] and self.victorResponses[i] == 0:
self.air.writeServerEvent('suspicious', self.victorList[i], 'DistributedBuildingAI toon client refused to leave building.')
self.recordVictorResponse(self.victorList[i])
event = self.air.getAvatarExitEvent(self.victorList[i])
self.ignore(event)
self.toonTakeOver()
return Task.done
def enterOff(self):
pass
def exitOff(self):
pass
def getToon(self, toonId):
if toonId in self.air.doId2do:
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return self.air.doId2do[toonId]
else:
self.notify.warning('getToon() - toon: %d not in repository!' % toonId)
return None
def updateSavedBy(self, savedBy):
if self.savedBy:
for avId, name, dna in self.savedBy:
if not ZoneUtil.isWelcomeValley(self.zoneId):
self.trophyMgr.removeTrophy(avId, self.numFloors)
self.savedBy = savedBy
if self.savedBy:
for avId, name, dna in self.savedBy:
if not ZoneUtil.isWelcomeValley(self.zoneId):
self.trophyMgr.addTrophy(avId, name, self.numFloors)
def enterWaitForVictors(self, victorList, savedBy):
activeToons = []
for t in victorList:
toon = None
if t:
toon = self.getToon(t)
if toon != None:
activeToons.append(toon)
for t in victorList:
toon = None
if t:
toon = self.getToon(t)
self.air.writeServerEvent('buildingDefeated', t, '%s|%s|%s|%s' % (self.track, self.numFloors, self.zoneId, victorList))
if toon != None:
self.air.questManager.toonKilledBuilding(toon, self.track, self.difficulty, self.numFloors, self.zoneId, activeToons)
for i in range(0, 4):
victor = victorList[i]
if victor == None or victor not in self.air.doId2do:
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victorList[i] = 0
else:
event = self.air.getAvatarExitEvent(victor)
self.accept(event, self.setVictorExited, extraArgs=[victor])
self.b_setVictorList(victorList)
self.updateSavedBy(savedBy)
self.victorResponses = [
0, 0, 0, 0]
self.d_setState('waitForVictors')
return
def exitWaitForVictors(self):
self.victorResponses = None
for victor in self.victorList:
event = simbase.air.getAvatarExitEvent(victor)
self.ignore(event)
return
def enterWaitForVictorsFromCogdo(self, victorList, savedBy):
activeToons = []
for t in victorList:
toon = None
if t:
toon = self.getToon(t)
if toon != None:
activeToons.append(toon)
self.buildingDefeated = len(savedBy) > 0
if self.buildingDefeated:
for t in victorList:
toon = None
if t:
toon = self.getToon(t)
self.air.writeServerEvent('buildingDefeated', t, '%s|%s|%s|%s' % (self.track, self.numFloors, self.zoneId, victorList))
if toon != None:
self.air.questManager.toonKilledCogdo(toon, self.difficulty, self.numFloors, self.zoneId, activeToons)
for i in range(0, 4):
victor = victorList[i]
if victor == None or victor not in self.air.doId2do:
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victorList[i] = 0
else:
event = self.air.getAvatarExitEvent(victor)
self.accept(event, self.setVictorExited, extraArgs=[victor])
self.b_setVictorList(victorList)
self.updateSavedBy(savedBy)
self.victorResponses = [
0, 0, 0, 0]
taskMgr.doMethodLater(30, self.victorsTimedOutTask, self.taskName(str(self.block) + '_waitForVictors-timer'))
self.d_setState('waitForVictorsFromCogdo')
return
def exitWaitForVictorsFromCogdo(self):
taskMgr.remove(self.taskName(str(self.block) + '_waitForVictors-timer'))
self.victorResponses = None
for victor in self.victorList:
event = simbase.air.getAvatarExitEvent(victor)
self.ignore(event)
return
def enterBecomingToon(self):
self.d_setState('becomingToon')
name = self.taskName(str(self.block) + '_becomingToon-timer')
taskMgr.doMethodLater(SuitBuildingGlobals.VICTORY_SEQUENCE_TIME, self.becomingToonTask, name)
def exitBecomingToon(self):
name = self.taskName(str(self.block) + '_becomingToon-timer')
taskMgr.remove(name)
def enterBecomingToonFromCogdo(self):
self.d_setState('becomingToonFromCogdo')
name = self.taskName(str(self.block) + '_becomingToonFromCogdo-timer')
taskMgr.doMethodLater(SuitBuildingGlobals.VICTORY_SEQUENCE_TIME, self.becomingToonTask, name)
def exitBecomingToonFromCogdo(self):
name = self.taskName(str(self.block) + '_becomingToonFromCogdo-timer')
taskMgr.remove(name)
def becomingToonTask(self, task):
self.fsm.request('toon')
self.suitPlannerExt.buildingMgr.save()
return Task.done
def enterToon(self):
self.d_setState('toon')
exteriorZoneId, interiorZoneId = self.getExteriorAndInteriorZoneId()
if simbase.config.GetBool('want-new-toonhall', 1) and ZoneUtil.getCanonicalZoneId(interiorZoneId) == ToonHall:
self.interior = DistributedToonHallInteriorAI.DistributedToonHallInteriorAI(self.block, self.air, interiorZoneId, self)
else:
self.interior = DistributedToonInteriorAI.DistributedToonInteriorAI(self.block, self.air, interiorZoneId, self)
self.interior.generateWithRequired(interiorZoneId)
door = self.createExteriorDoor()
insideDoor = DistributedDoorAI.DistributedDoorAI(self.air, self.block, DoorTypes.INT_STANDARD)
door.setOtherDoor(insideDoor)
insideDoor.setOtherDoor(door)
door.zoneId = exteriorZoneId
insideDoor.zoneId = interiorZoneId
door.generateWithRequired(exteriorZoneId)
insideDoor.generateWithRequired(interiorZoneId)
self.door = door
self.insideDoor = insideDoor
self.becameSuitTime = 0
self.knockKnock = DistributedKnockKnockDoorAI.DistributedKnockKnockDoorAI(self.air, self.block)
self.knockKnock.generateWithRequired(exteriorZoneId)
self.air.writeServerEvent('building-toon', self.doId, '%s|%s' % (self.zoneId, self.block))
def createExteriorDoor(self):
result = DistributedDoorAI.DistributedDoorAI(self.air, self.block, DoorTypes.EXT_STANDARD)
return result
def exitToon(self):
self.door.setDoorLock(FADoorCodes.BUILDING_TAKEOVER)
def enterClearOutToonInterior(self):
self.d_setState('clearOutToonInterior')
if hasattr(self, 'interior'):
self.interior.setState('beingTakenOver')
name = self.taskName(str(self.block) + '_clearOutToonInterior-timer')
taskMgr.doMethodLater(SuitBuildingGlobals.CLEAR_OUT_TOON_BLDG_TIME, self.clearOutToonInteriorTask, name)
def exitClearOutToonInterior(self):
name = self.taskName(str(self.block) + '_clearOutToonInterior-timer')
taskMgr.remove(name)
def clearOutToonInteriorTask(self, task):
self.fsm.request('becomingSuit')
return Task.done
def enterBecomingSuit(self):
self.sendUpdate('setSuitData', [
ord(self.track), self.difficulty, self.numFloors])
self.d_setState('becomingSuit')
name = self.taskName(str(self.block) + '_becomingSuit-timer')
taskMgr.doMethodLater(SuitBuildingGlobals.TO_SUIT_BLDG_TIME, self.becomingSuitTask, name)
def exitBecomingSuit(self):
name = self.taskName(str(self.block) + '_becomingSuit-timer')
taskMgr.remove(name)
if hasattr(self, 'interior'):
self.interior.requestDelete()
del self.interior
self.door.requestDelete()
del self.door
self.insideDoor.requestDelete()
del self.insideDoor
self.knockKnock.requestDelete()
del self.knockKnock
def becomingSuitTask(self, task):
self.fsm.request('suit')
self.suitPlannerExt.buildingMgr.save()
return Task.done
def enterSuit(self):
self.sendUpdate('setSuitData', [
ord(self.track), self.difficulty, self.numFloors])
zoneId, interiorZoneId = self.getExteriorAndInteriorZoneId()
self.planner = SuitPlannerInteriorAI.SuitPlannerInteriorAI(self.numFloors, self.difficulty, self.track, interiorZoneId)
self.d_setState('suit')
exteriorZoneId, interiorZoneId = self.getExteriorAndInteriorZoneId()
self.elevator = DistributedElevatorExtAI.DistributedElevatorExtAI(self.air, self)
self.elevator.generateWithRequired(exteriorZoneId)
self.air.writeServerEvent('building-cog', self.doId, '%s|%s|%s|%s' % (self.zoneId, self.block, self.track, self.numFloors))
def exitSuit(self):
del self.planner
if hasattr(self, 'elevator'):
self.elevator.requestDelete()
del self.elevator
def enterClearOutToonInteriorForCogdo(self):
self.d_setState('clearOutToonInteriorForCogdo')
if hasattr(self, 'interior'):
self.interior.setState('beingTakenOver')
name = self.taskName(str(self.block) + '_clearOutToonInteriorForCogdo-timer')
taskMgr.doMethodLater(SuitBuildingGlobals.CLEAR_OUT_TOON_BLDG_TIME, self.clearOutToonInteriorForCogdoTask, name)
def exitClearOutToonInteriorForCogdo(self):
name = self.taskName(str(self.block) + '_clearOutToonInteriorForCogdo-timer')
taskMgr.remove(name)
def clearOutToonInteriorForCogdoTask(self, task):
self.fsm.request('becomingCogdo')
return Task.done
def enterBecomingCogdo(self):
self.sendUpdate('setSuitData', [
ord(self.track), self.difficulty, self.numFloors])
self.d_setState('becomingCogdo')
name = self.taskName(str(self.block) + '_becomingCogdo-timer')
taskMgr.doMethodLater(SuitBuildingGlobals.TO_SUIT_BLDG_TIME, self.becomingCogdoTask, name)
def exitBecomingCogdo(self):
name = self.taskName(str(self.block) + '_becomingCogdo-timer')
taskMgr.remove(name)
if hasattr(self, 'interior'):
self.interior.requestDelete()
del self.interior
self.door.requestDelete()
del self.door
self.insideDoor.requestDelete()
del self.insideDoor
self.knockKnock.requestDelete()
del self.knockKnock
def enterBecomingCogdoFromCogdo(self):
self.d_setState('becomingCogdoFromCogdo')
name = self.taskName(str(self.block) + '_becomingCogdoFromCogdo-timer')
taskMgr.doMethodLater(SuitBuildingGlobals.VICTORY_RUN_TIME, self.becomingCogdoTask, name)
def exitBecomingCogdoFromCogdo(self):
self.fSkipElevatorOpening = True
name = self.taskName(str(self.block) + '_becomingCogdoFromCogdo-timer')
taskMgr.remove(name)
def becomingCogdoTask(self, task):
self.fsm.request('cogdo')
self.suitPlannerExt.buildingMgr.save()
return Task.done
def enterCogdo(self):
self.sendUpdate('setSuitData', [
ord(self.track), self.difficulty, self.numFloors])
zoneId, interiorZoneId = self.getExteriorAndInteriorZoneId()
self._cogdoLayout = CogdoLayout(self.numFloors)
self.planner = SuitPlannerCogdoInteriorAI(self._cogdoLayout, self.difficulty, self.track, interiorZoneId)
self.d_setState('cogdo')
exteriorZoneId, interiorZoneId = self.getExteriorAndInteriorZoneId()
self.elevator = DistributedCogdoElevatorExtAI(self.air, self, fSkipOpening=self.fSkipElevatorOpening)
self.fSkipElevatorOpening = False
self.elevator.generateWithRequired(exteriorZoneId)
self.air.writeServerEvent('building-cogdo', self.doId, '%s|%s|%s' % (self.zoneId, self.block, self.numFloors))
def exitCogdo(self):
del self.planner
if hasattr(self, 'elevator'):
self.elevator.requestDelete()
del self.elevator
def setSuitPlannerExt(self, planner):
self.suitPlannerExt = planner
def _createSuitInterior(self):
return DistributedSuitInteriorAI.DistributedSuitInteriorAI(self.air, self.elevator)
def _createCogdoInterior(self):
return DistributedCogdoInteriorAI(self.air, self.elevator)
def createSuitInterior(self):
self.interior = self._createSuitInterior()
dummy, interiorZoneId = self.getExteriorAndInteriorZoneId()
self.interior.fsm.request('WaitForAllToonsInside')
self.interior.generateWithRequired(interiorZoneId)
def createCogdoInterior(self):
self.interior = self._createCogdoInterior()
dummy, interiorZoneId = self.getExteriorAndInteriorZoneId()
self.interior.fsm.request('WaitForAllToonsInside')
self.interior.generateWithRequired(interiorZoneId)
def deleteSuitInterior(self):
if hasattr(self, 'interior'):
self.interior.requestDelete()
del self.interior
if hasattr(self, 'elevator'):
self.elevator.d_setFloor(-1)
self.elevator.open()
def deleteCogdoInterior(self):
self.deleteSuitInterior()