oldschool-toontown/toontown/cogdominium/CogdoMazeLocalPlayer.py

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from panda3d.core import Point3, CollisionNode, CollisionSphere, CollisionHandlerEvent
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from direct.interval.IntervalGlobal import Func, Sequence, Wait
from direct.showbase.PythonUtil import bound as clamp
from direct.directnotify import DirectNotifyGlobal
from toontown.toonbase import TTLocalizer
from toontown.minigame.OrthoDrive import OrthoDrive
from toontown.minigame.OrthoWalk import OrthoWalk
from toontown.toonbase import ToontownGlobals
from . import CogdoGameConsts
from . import CogdoMazeGameGlobals as Globals
from .CogdoMazePlayer import CogdoMazePlayer
from .CogdoMazeCameraManager import CogdoMazeCameraManager
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class CogdoMazeLocalPlayer(CogdoMazePlayer):
notify = directNotify.newCategory('CogdoMazeLocalPlayer')
def __init__(self, id, toon, game, guiMgr):
CogdoMazePlayer.__init__(self, id, toon)
self.disableGagCollision()
self.game = game
self.maze = self.game.maze
self._guiMgr = guiMgr
self.cameraMgr = CogdoMazeCameraManager(self.toon, self.maze, camera, render)
self._proximityRadius = self.maze.cellWidth * Globals.CameraRemoteToonRadius
orthoDrive = OrthoDrive(Globals.ToonRunSpeed, maxFrameMove=self.maze.cellWidth / 2, customCollisionCallback=self.maze.doOrthoCollisions, wantSound=True)
self.orthoWalk = OrthoWalk(orthoDrive)
self._audioMgr = base.cogdoGameAudioMgr
self._getMemoSfx = self._audioMgr.createSfx('getMemo', source=self.toon)
self._waterCoolerFillSfx = self._audioMgr.createSfx('waterCoolerFill', source=self.toon)
self._hitByDropSfx = self._audioMgr.createSfx('toonHitByDrop', source=self.toon)
self._winSfx = self._audioMgr.createSfx('win')
self._loseSfx = self._audioMgr.createSfx('lose')
self.enabled = False
self.pickupCount = 0
self.numEntered = 0
self.throwPending = False
self.coolDownAfterHitInterval = Sequence(Wait(Globals.HitCooldownTime), Func(self.setInvulnerable, False), name='coolDownAfterHitInterval-%i' % self.toon.doId)
self.invulnerable = False
self.gagHandler = CollisionHandlerEvent()
self.gagHandler.addInPattern('%fn-into-%in')
self.exited = False
self.hints = {'find': False,
'throw': False,
'squashed': False,
'boss': False,
'minion': False}
self.accept('control', self.controlKeyPressed)
def destroy(self):
self.toon.showName()
self.ignoreAll()
self.coolDownAfterHitInterval.clearToInitial()
del self.coolDownAfterHitInterval
del self._getMemoSfx
del self._waterCoolerFillSfx
del self._hitByDropSfx
del self._winSfx
self.orthoWalk.stop()
self.orthoWalk.destroy()
del self.orthoWalk
CogdoMazePlayer.destroy(self)
def __initCollisions(self):
collSphere = CollisionSphere(0, 0, 0, Globals.PlayerCollisionRadius)
collSphere.setTangible(0)
self.mazeCollisionName = Globals.LocalPlayerCollisionName
collNode = CollisionNode(self.mazeCollisionName)
collNode.addSolid(collSphere)
collNodePath = self.toon.attachNewNode(collNode)
collNodePath.hide()
handler = CollisionHandlerEvent()
handler.addInPattern('%fn-into-%in')
base.cTrav.addCollider(collNodePath, handler)
self.handler = handler
self._collNodePath = collNodePath
def clearCollisions(self):
self.handler.clear()
def __disableCollisions(self):
self._collNodePath.removeNode()
del self._collNodePath
def _isNearPlayer(self, player):
return self.toon.getDistance(player.toon) <= self._proximityRadius
def update(self, dt):
if self.getCurrentOrNextState() != 'Off':
self._updateCamera(dt)
def _updateCamera(self, dt):
numPlayers = 0.0
for player in self.game.players:
if player != self and player.toon and self._isNearPlayer(player):
numPlayers += 1
d = clamp(Globals.CameraMinDistance + numPlayers / (CogdoGameConsts.MaxPlayers - 1) * (Globals.CameraMaxDistance - Globals.CameraMinDistance), Globals.CameraMinDistance, Globals.CameraMaxDistance)
self.cameraMgr.setCameraTargetDistance(d)
self.cameraMgr.update(dt)
def enterOff(self):
CogdoMazePlayer.enterOff(self)
def exitOff(self):
CogdoMazePlayer.exitOff(self)
self.toon.hideName()
def enterReady(self):
CogdoMazePlayer.enterReady(self)
self.cameraMgr.enable()
def exitReady(self):
CogdoMazePlayer.enterReady(self)
def enterNormal(self):
CogdoMazePlayer.enterNormal(self)
self.orthoWalk.start()
def exitNormal(self):
CogdoMazePlayer.exitNormal(self)
self.orthoWalk.stop()
def enterHit(self, elapsedTime = 0.0):
CogdoMazePlayer.enterHit(self, elapsedTime)
self.setInvulnerable(True)
def exitHit(self):
CogdoMazePlayer.exitHit(self)
self.coolDownAfterHitInterval.clearToInitial()
self.coolDownAfterHitInterval.start()
def enterDone(self):
CogdoMazePlayer.enterDone(self)
self._guiMgr.hideQuestArrow()
self.ignore('control')
self._guiMgr.setMessage('')
if self.exited == False:
self.lostMemos()
def exitDone(self):
CogdoMazePlayer.exitDone(self)
def hitByDrop(self):
if self.equippedGag is not None and not self.hints['squashed']:
self._guiMgr.setMessageTemporary(TTLocalizer.CogdoMazeSquashHint, Globals.HintTimeout)
self.hints['squashed'] = True
self._hitByDropSfx.play()
CogdoMazePlayer.hitByDrop(self)
return
def equipGag(self):
CogdoMazePlayer.equipGag(self)
self._waterCoolerFillSfx.play()
messenger.send(Globals.WaterCoolerHideEventName, [])
if not self.hints['throw']:
self._guiMgr.setMessage(TTLocalizer.CogdoMazeThrowHint)
self.hints['throw'] = True
def hitSuit(self, suitType):
if suitType == Globals.SuitTypes.Boss and not self.hints['boss']:
self._guiMgr.setMessageTemporary(TTLocalizer.CogdoMazeBossHint, Globals.HintTimeout)
self.hints['boss'] = True
if suitType != Globals.SuitTypes.Boss and not self.hints['minion']:
self._guiMgr.setMessageTemporary(TTLocalizer.CogdoMazeMinionHint, Globals.HintTimeout)
self.hints['minion'] = True
def createThrowGag(self, gag):
throwGag = CogdoMazePlayer.createThrowGag(self, gag)
collSphere = CollisionSphere(0, 0, 0, 0.5)
collSphere.setTangible(0)
name = Globals.GagCollisionName
collNode = CollisionNode(name)
collNode.setFromCollideMask(ToontownGlobals.PieBitmask)
collNode.addSolid(collSphere)
colNp = throwGag.attachNewNode(collNode)
base.cTrav.addCollider(colNp, self.gagHandler)
return throwGag
def showToonThrowingGag(self, heading, pos):
self._guiMgr.clearMessage()
return CogdoMazePlayer.showToonThrowingGag(self, heading, pos)
def removeGag(self):
if self.equippedGag is None:
return
CogdoMazePlayer.removeGag(self)
self.throwPending = False
messenger.send(Globals.WaterCoolerShowEventName, [])
return
def controlKeyPressed(self):
if self.game.finished or self.throwPending or self.getCurrentOrNextState() == 'Hit' or self.equippedGag == None:
return
self.throwPending = True
heading = self.toon.getH()
pos = self.toon.getPos()
self.game.requestUseGag(pos.getX(), pos.getY(), heading)
return
def completeThrow(self):
self.clearCollisions()
CogdoMazePlayer.completeThrow(self)
def shakeCamera(self, strength):
self.cameraMgr.shake(strength)
def getCameraShake(self):
return self.cameraMgr.shakeStrength
def setInvulnerable(self, bool):
self.invulnerable = bool
def handleGameStart(self):
self.numEntered = len(self.game.players)
self.__initCollisions()
self._guiMgr.startGame(TTLocalizer.CogdoMazeFindHint)
self.hints['find'] = True
self.notify.info('toonId:%d laff:%d/%d %d player(s) started maze game' % (self.toon.doId,
self.toon.hp,
self.toon.maxHp,
len(self.game.players)))
def handleGameExit(self):
self.cameraMgr.disable()
self.__disableCollisions()
def handlePickUp(self, toonId):
if toonId == self.toon.doId:
self.pickupCount += 1
self._guiMgr.setPickupCount(self.pickupCount)
if self.pickupCount == 1:
self._guiMgr.showPickupCounter()
self._getMemoSfx.play()
def handleOpenDoor(self, door):
self._guiMgr.setMessage(TTLocalizer.CogdoMazeGameDoorOpens)
self._guiMgr.showQuestArrow(self.toon, door, Point3(0, 0, self.toon.getHeight() + 2))
def handleTimeAlert(self):
self._guiMgr.setMessageTemporary(TTLocalizer.CogdoMazeGameTimeAlert)
def handleToonRevealsDoor(self, toonId, door):
if toonId == self.toon.doId:
self._guiMgr.setMessageTemporary(TTLocalizer.CogdoMazeGameLocalToonFoundExit)
def handleToonEntersDoor(self, toonId, door):
self.exited = True
message = ''
if door.getPlayerCount() < len(self.game.players):
message = TTLocalizer.CogdoMazeGameWaitingForToons
if toonId == self.toon.doId:
self._guiMgr.setMessage(message)
self._winSfx.play()
self._audioMgr.stopMusic()
self.notify.info('toonId:%d laff:%d/%d %d player(s) succeeded in maze game. Going to the executive suit building.' % (toonId,
self.toon.hp,
self.toon.maxHp,
len(self.game.players)))
if self.numEntered > len(self.game.players):
self.notify.info('%d player(s) failed in maze game' % (self.numEntered - len(self.game.players)))
def lostMemos(self):
self.pickupCount = 0
self._guiMgr.setMessageTemporary(TTLocalizer.CogdoMazeGameTimeOut)
self._guiMgr.setPickupCount(self.pickupCount)
self.notify.info('toonId:%d laff:%d/%d %d player(s) failed in maze game' % (self.toon.doId,
self.toon.hp,
self.toon.maxHp,
len(self.game.players)))