2022-12-16 18:40:57 -06:00
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from panda3d.core import *
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2019-11-02 17:27:54 -05:00
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from direct.distributed.ClockDelta import *
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from direct.interval.IntervalGlobal import *
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from direct.directnotify import DirectNotifyGlobal
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from direct.distributed import DistributedNode
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from direct.fsm import ClassicFSM
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from direct.fsm import State
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from direct.directutil import Mopath
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from toontown.toonbase import ToontownGlobals
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from direct.actor import Actor
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2019-12-30 00:07:56 -06:00
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from . import FishingTargetGlobals
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2019-11-02 17:27:54 -05:00
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import random
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import math
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from toontown.effects import Bubbles
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class DistributedFishingTarget(DistributedNode.DistributedNode):
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notify = DirectNotifyGlobal.directNotify.newCategory('DistributedFishingTarget')
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radius = 2.5
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def __init__(self, cr):
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DistributedNode.DistributedNode.__init__(self, cr)
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NodePath.__init__(self)
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self.pond = None
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self.centerPoint = (0, 0, 0)
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self.maxRadius = 1.0
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self.track = None
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return
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def generate(self):
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self.assign(render.attachNewNode('DistributedFishingTarget'))
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shadow = loader.loadModel('phase_3/models/props/drop_shadow')
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shadow.setPos(0, 0, -0.1)
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shadow.setScale(0.33)
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shadow.setColorScale(1, 1, 1, 0.75)
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shadow.reparentTo(self)
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self.bubbles = Bubbles.Bubbles(self, render)
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self.bubbles.renderParent.setDepthWrite(0)
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self.bubbles.start()
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DistributedNode.DistributedNode.generate(self)
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def disable(self):
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if self.track:
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self.track.finish()
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self.track = None
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self.bubbles.destroy()
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del self.bubbles
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self.pond.removeTarget(self)
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self.pond = None
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DistributedNode.DistributedNode.disable(self)
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return
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def delete(self):
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del self.pond
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DistributedNode.DistributedNode.delete(self)
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def setPondDoId(self, pondDoId):
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self.pond = base.cr.doId2do[pondDoId]
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self.pond.addTarget(self)
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self.centerPoint = FishingTargetGlobals.getTargetCenter(self.pond.getArea())
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self.maxRadius = FishingTargetGlobals.getTargetRadius(self.pond.getArea())
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def getDestPos(self, angle, radius):
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x = radius * math.cos(angle) + self.centerPoint[0]
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y = radius * math.sin(angle) + self.centerPoint[1]
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z = self.centerPoint[2]
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return (x, y, z)
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def setState(self, stateIndex, angle, radius, time, timeStamp):
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ts = globalClockDelta.localElapsedTime(timeStamp)
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pos = self.getDestPos(angle, radius)
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if self.track and self.track.isPlaying():
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self.track.finish()
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self.track = Sequence(LerpPosInterval(self, time - ts, Point3(*pos), blendType='easeInOut'))
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self.track.start()
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def getRadius(self):
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return self.radius
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