oldschool-toontown/toontown/coghq/DistributedLawOfficeElevatorInt.py

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from panda3d.core import *
2019-11-02 17:27:54 -05:00
from direct.distributed.ClockDelta import *
from direct.interval.IntervalGlobal import *
from toontown.building.ElevatorConstants import *
from toontown.building.ElevatorUtils import *
from toontown.building import DistributedElevatorFloor
from toontown.building import DistributedElevator
from toontown.toonbase import ToontownGlobals
from direct.fsm import ClassicFSM
from direct.fsm import State
from toontown.hood import ZoneUtil
from toontown.toonbase import TTLocalizer
class DistributedLawOfficeElevatorInt(DistributedElevatorFloor.DistributedElevatorFloor):
def __init__(self, cr):
DistributedElevatorFloor.DistributedElevatorFloor.__init__(self, cr)
def generate(self):
DistributedElevator.DistributedElevator.generate(self)
self.accept('LawOffice_Spec_Loaded', self.__placeElevator)
def delete(self):
self.elevatorModel.removeNode()
del self.elevatorModel
DistributedElevatorFloor.DistributedElevatorFloor.delete(self)
self.ignore('LawOffice_Spec_Loaded')
def setEntranceId(self, entranceId):
self.entranceId = entranceId
if self.entranceId == 0:
self.elevatorModel.setPosHpr(62.74, -85.31, 0.0, 2.0, 0.0, 0.0)
elif self.entranceId == 1:
self.elevatorModel.setPosHpr(-162.25, 26.43, 0.0, 269.0, 0.0, 0.0)
else:
self.notify.error('Invalid entranceId: %s' % entranceId)
def setupElevator(self):
self.elevatorModel = loader.loadModel('phase_4/models/modules/elevator')
self.elevatorModel.reparentTo(render)
self.elevatorModel.setScale(1.05)
self.leftDoor = self.elevatorModel.find('**/left-door')
self.rightDoor = self.elevatorModel.find('**/right-door')
self.elevatorModel.find('**/light_panel').removeNode()
self.elevatorModel.find('**/light_panel_frame').removeNode()
DistributedElevatorFloor.DistributedElevatorFloor.setupElevator(self)
def __placeElevator(self):
self.notify.debug('PLACING ELEVATOR FOOL!!')
if self.isEntering:
elevatorNode = render.find('**/elevator_origin')
if not elevatorNode.isEmpty():
self.elevatorModel.setPos(0, 0, 0)
self.elevatorModel.reparentTo(elevatorNode)
else:
self.notify.debug('NO NODE elevator_origin!!')
else:
elevatorNode = render.find('**/SlidingDoor')
if not elevatorNode.isEmpty():
self.elevatorModel.setPos(0, 0, -15)
self.elevatorModel.reparentTo(elevatorNode)
else:
self.notify.debug('NO NODE SlidingDoor!!')
def getElevatorModel(self):
return self.elevatorModel
def setBldgDoId(self, bldgDoId):
self.bldg = None
self.setupElevator()
return
def getZoneId(self):
return 0
def __doorsClosed(self, zoneId):
pass
def setLawOfficeInteriorZone(self, zoneId):
if self.localToonOnBoard:
hoodId = self.cr.playGame.hood.hoodId
doneStatus = {'loader': 'cogHQLoader',
'where': 'factoryInterior',
'how': 'teleportIn',
'zoneId': zoneId,
'hoodId': hoodId}
self.cr.playGame.getPlace().elevator.signalDone(doneStatus)