oldschool-toontown/toontown/building/DistributedTutorialInterior.py

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from toontown.toonbase.ToonBaseGlobal import *
from panda3d.core import *
from panda3d.toontown import *
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from direct.interval.IntervalGlobal import *
from direct.distributed.ClockDelta import *
from toontown.toonbase import ToontownGlobals
from . import ToonInterior
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from direct.directnotify import DirectNotifyGlobal
from direct.distributed import DistributedObject
import random
from . import ToonInteriorColors
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from toontown.hood import ZoneUtil
from toontown.char import Char
from toontown.suit import SuitDNA
from toontown.suit import Suit
from toontown.quest import QuestParser
class DistributedTutorialInterior(DistributedObject.DistributedObject):
def __init__(self, cr):
DistributedObject.DistributedObject.__init__(self, cr)
def generate(self):
DistributedObject.DistributedObject.generate(self)
def announceGenerate(self):
DistributedObject.DistributedObject.announceGenerate(self)
self.setup()
def disable(self):
self.interior.removeNode()
del self.interior
self.street.removeNode()
del self.street
self.sky.removeNode()
del self.sky
self.mickeyMovie.cleanup()
del self.mickeyMovie
self.suitWalkTrack.finish()
del self.suitWalkTrack
self.suit.delete()
del self.suit
self.ignore('enterTutotialInterior')
DistributedObject.DistributedObject.disable(self)
def delete(self):
DistributedObject.DistributedObject.delete(self)
def randomDNAItem(self, category, findFunc):
codeCount = self.dnaStore.getNumCatalogCodes(category)
index = self.randomGenerator.randint(0, codeCount - 1)
code = self.dnaStore.getCatalogCode(category, index)
return findFunc(code)
def replaceRandomInModel(self, model):
baseTag = 'random_'
npc = model.findAllMatches('**/' + baseTag + '???_*')
for i in range(npc.getNumPaths()):
np = npc.getPath(i)
name = np.getName()
b = len(baseTag)
category = name[b + 4:]
key1 = name[b]
key2 = name[b + 1]
if key1 == 'm':
model = self.randomDNAItem(category, self.dnaStore.findNode)
newNP = model.copyTo(np)
c = render.findAllMatches('**/collision')
c.stash()
if key2 == 'r':
self.replaceRandomInModel(newNP)
elif key1 == 't':
texture = self.randomDNAItem(category, self.dnaStore.findTexture)
np.setTexture(texture, 100)
newNP = np
if key2 == 'c':
if category == 'TI_wallpaper' or category == 'TI_wallpaper_border':
self.randomGenerator.seed(self.zoneId)
newNP.setColorScale(self.randomGenerator.choice(self.colors[category]))
else:
newNP.setColorScale(self.randomGenerator.choice(self.colors[category]))
def setup(self):
self.dnaStore = base.cr.playGame.dnaStore
self.randomGenerator = random.Random()
self.randomGenerator.seed(self.zoneId)
self.interior = loader.loadModel('phase_3.5/models/modules/toon_interior_tutorial')
self.interior.reparentTo(render)
dnaStore = DNAStorage()
node = loader.loadDNAFile(self.cr.playGame.hood.dnaStore, 'phase_3.5/dna/tutorial_street.dna')
self.street = render.attachNewNode(node)
self.street.flattenMedium()
self.street.setPosHpr(-17, 42, -0.5, 180, 0, 0)
self.street.find('**/tb2:toon_landmark_TT_A1_DNARoot').stash()
self.street.find('**/tb1:toon_landmark_hqTT_DNARoot/**/door_flat_0').stash()
self.street.findAllMatches('**/+CollisionNode').stash()
self.skyFile = 'phase_3.5/models/props/TT_sky'
self.sky = loader.loadModel(self.skyFile)
self.sky.setScale(0.8)
self.sky.reparentTo(render)
self.sky.setDepthTest(0)
self.sky.setDepthWrite(0)
self.sky.setBin('background', 100)
self.sky.find('**/Sky').reparentTo(self.sky, -1)
hoodId = ZoneUtil.getCanonicalHoodId(self.zoneId)
self.colors = ToonInteriorColors.colors[hoodId]
self.replaceRandomInModel(self.interior)
doorModelName = 'door_double_round_ul'
if doorModelName[-1:] == 'r':
doorModelName = doorModelName[:-1] + 'l'
else:
doorModelName = doorModelName[:-1] + 'r'
door = self.dnaStore.findNode(doorModelName)
door_origin = render.find('**/door_origin;+s')
doorNP = door.copyTo(door_origin)
door_origin.setScale(0.8, 0.8, 0.8)
door_origin.setPos(door_origin, 0, -0.025, 0)
color = self.randomGenerator.choice(self.colors['TI_door'])
DNADoor.setupDoor(doorNP, self.interior, door_origin, self.dnaStore, str(self.block), color)
doorFrame = doorNP.find('door_*_flat')
doorFrame.wrtReparentTo(self.interior)
doorFrame.setColor(color)
del self.colors
del self.dnaStore
del self.randomGenerator
self.interior.flattenMedium()
npcOrigin = self.interior.find('**/npc_origin_' + repr((self.npc.posIndex)))
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if not npcOrigin.isEmpty():
self.npc.reparentTo(npcOrigin)
self.npc.clearMat()
self.createSuit()
self.mickeyMovie = QuestParser.NPCMoviePlayer('tutorial_mickey', base.localAvatar, self.npc)
place = base.cr.playGame.getPlace()
if place and hasattr(place, 'fsm') and place.fsm.getCurrentState().getName():
self.notify.info('Tutorial movie: Place ready.')
self.playMovie()
else:
self.notify.info('Tutorial movie: Waiting for place=%s, has fsm=%s' % (place, hasattr(place, 'fsm')))
if hasattr(place, 'fsm'):
self.notify.info('Tutorial movie: place state=%s' % place.fsm.getCurrentState().getName())
self.acceptOnce('enterTutorialInterior', self.playMovie)
def playMovie(self):
self.notify.info('Tutorial movie: Play.')
self.mickeyMovie.play()
def createSuit(self):
self.suit = Suit.Suit()
suitDNA = SuitDNA.SuitDNA()
suitDNA.newSuit('f')
self.suit.setDNA(suitDNA)
self.suit.loop('neutral')
self.suit.setPosHpr(-20, 8, 0, 0, 0, 0)
self.suit.reparentTo(self.interior)
self.suitWalkTrack = Sequence(self.suit.hprInterval(0.1, Vec3(0, 0, 0)), Func(self.suit.loop, 'walk'), self.suit.posInterval(2, Point3(-20, 20, 0)), Func(self.suit.loop, 'neutral'), Wait(1.0), self.suit.hprInterval(0.1, Vec3(180, 0, 0)), Func(self.suit.loop, 'walk'), self.suit.posInterval(2, Point3(-20, 10, 0)), Func(self.suit.loop, 'neutral'), Wait(1.0))
self.suitWalkTrack.loop()
def setZoneIdAndBlock(self, zoneId, block):
self.zoneId = zoneId
self.block = block
def setTutorialNpcId(self, npcId):
self.npcId = npcId
self.npc = self.cr.doId2do[npcId]