oldschool-toontown/toontown/suit/DistributedSuitAI.py

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2019-11-02 17:27:54 -05:00
from otp.ai.AIBaseGlobal import *
from pandac.PandaModules import *
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from libtoontown import *
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from direct.distributed.ClockDelta import *
from otp.avatar import DistributedAvatarAI
import SuitTimings
from direct.task import Task
import SuitPlannerBase, SuitBase, SuitDialog, SuitDNA
from direct.directnotify import DirectNotifyGlobal
from toontown.battle import SuitBattleGlobals
from toontown.building import FADoorCodes
import DistributedSuitBaseAI
from toontown.hood import ZoneUtil
import random
class DistributedSuitAI(DistributedSuitBaseAI.DistributedSuitBaseAI):
SUIT_BUILDINGS = simbase.config.GetBool('want-suit-buildings', 1)
DEBUG_SUIT_POSITIONS = simbase.config.GetBool('debug-suit-positions', 0)
UPDATE_TIMESTAMP_INTERVAL = 180.0
myId = 0
notify = DirectNotifyGlobal.directNotify.newCategory('DistributedSuitAI')
def __init__(self, air, suitPlanner):
DistributedSuitBaseAI.DistributedSuitBaseAI.__init__(self, air, suitPlanner)
self.bldgTrack = None
self.branchId = None
if suitPlanner:
self.branchId = suitPlanner.zoneId
self.pathEndpointStart = 0
self.pathEndpointEnd = 0
self.minPathLen = 0
self.maxPathLen = 0
self.pathPositionIndex = 0
self.pathPositionTimestamp = 0.0
self.pathState = 0
self.currentLeg = 0
self.legType = SuitLeg.TOff
self.flyInSuit = 0
self.buildingSuit = 0
self.attemptingTakeover = 0
self.takeoverIsCogdo = False
self.buildingDestination = None
self.buildingDestinationIsCogdo = False
return
def stopTasks(self):
taskMgr.remove(self.taskName('flyAwayNow'))
taskMgr.remove(self.taskName('danceNowFlyAwayLater'))
taskMgr.remove(self.taskName('move'))
def pointInMyPath(self, point, elapsedTime):
if self.pathState != 1:
return 0
then = globalClock.getFrameTime() + elapsedTime
elapsed = then - self.pathStartTime
if not self.sp:
pass
return self.legList.isPointInRange(point, elapsed - self.sp.PATH_COLLISION_BUFFER, elapsed + self.sp.PATH_COLLISION_BUFFER)
def requestBattle(self, x, y, z, h, p, r):
toonId = self.air.getAvatarIdFromSender()
if self.air.doId2do.get(toonId) == None:
return
if self.pathState == 3:
pass
else:
if self.pathState != 1:
if self.notify.getDebug():
self.notify.debug('requestBattle() - suit %d not on path' % self.getDoId())
if self.pathState == 2 or self.pathState == 4:
self.b_setBrushOff(SuitDialog.getBrushOffIndex(self.getStyleName()))
self.d_denyBattle(toonId)
return
else:
if self.legType != SuitLeg.TWalk:
if self.notify.getDebug():
self.notify.debug('requestBattle() - suit %d not in Bellicose' % self.getDoId())
self.b_setBrushOff(SuitDialog.getBrushOffIndex(self.getStyleName()))
self.d_denyBattle(toonId)
return
self.confrontPos = Point3(x, y, z)
self.confrontHpr = Vec3(h, p, r)
if self.sp.requestBattle(self.zoneId, self, toonId):
if self.notify.getDebug():
self.notify.debug('Suit %d requesting battle in zone %d' % (self.getDoId(), self.zoneId))
else:
if self.notify.getDebug():
self.notify.debug('requestBattle from suit %d - denied by battle manager' % self.getDoId())
self.b_setBrushOff(SuitDialog.getBrushOffIndex(self.getStyleName()))
self.d_denyBattle(toonId)
return
def getConfrontPosHpr(self):
return (
self.confrontPos, self.confrontHpr)
def flyAwayNow(self):
self.b_setPathState(2)
self.stopPathNow()
name = self.taskName('flyAwayNow')
taskMgr.remove(name)
taskMgr.doMethodLater(SuitTimings.toSky, self.finishFlyAwayNow, name)
def danceNowFlyAwayLater(self):
self.b_setPathState(4)
self.stopPathNow()
name = self.taskName('danceNowFlyAwayLater')
taskMgr.remove(name)
taskMgr.doMethodLater(SuitTimings.victoryDance + SuitTimings.toSky, self.finishFlyAwayNow, name)
def finishFlyAwayNow(self, task):
self.notify.debug('Suit %s finishFlyAwayNow' % self.doId)
self.requestRemoval()
return Task.done
def d_setSPDoId(self, doId):
self.sendUpdate('setSPDoId', [doId])
def getSPDoId(self):
if self.sp:
return self.sp.getDoId()
else:
return 0
def releaseControl(self):
self.b_setPathState(0)
def b_setPathEndpoints(self, start, end, minPathLen, maxPathLen):
self.setPathEndpoints(start, end, minPathLen, maxPathLen)
self.d_setPathEndpoints(start, end, minPathLen, maxPathLen)
def d_setPathEndpoints(self, start, end, minPathLen, maxPathLen):
self.sendUpdate('setPathEndpoints', [start, end, minPathLen, maxPathLen])
def setPathEndpoints(self, start, end, minPathLen, maxPathLen):
self.pathEndpointStart = start
self.pathEndpointEnd = end
self.minPathLen = minPathLen
self.maxPathLen = maxPathLen
def getPathEndpoints(self):
return (
self.pathEndpointStart, self.pathEndpointEnd, self.minPathLen, self.maxPathLen)
def b_setPathPosition(self, index, timestamp):
self.setPathPosition(index, timestamp)
self.d_setPathPosition(index, timestamp)
def d_setPathPosition(self, index, timestamp):
self.notify.debug('Suit %d reaches point %d at time %0.2f' % (self.getDoId(), index, timestamp))
self.sendUpdate('setPathPosition', [index, globalClockDelta.localToNetworkTime(timestamp)])
def setPathPosition(self, index, timestamp):
self.pathPositionIndex = index
self.pathPositionTimestamp = timestamp
def getPathPosition(self):
return (
self.pathPositionIndex, globalClockDelta.localToNetworkTime(self.pathPositionTimestamp))
def b_setPathState(self, state):
self.setPathState(state)
self.d_setPathState(state)
def d_setPathState(self, state):
self.sendUpdate('setPathState', [state])
def setPathState(self, state):
if self.pathState != state:
self.pathState = state
if state == 0:
self.stopPathNow()
elif state == 1:
self.moveToNextLeg(None)
elif state == 2:
self.stopPathNow()
elif state == 3:
pass
elif state == 4:
self.stopPathNow()
else:
self.notify.error('Invalid state: ' + str(state))
return
def getPathState(self):
return self.pathState
def d_debugSuitPosition(self, elapsed, currentLeg, x, y, timestamp):
timestamp = globalClockDelta.localToNetworkTime(timestamp)
self.sendUpdate('debugSuitPosition', [
elapsed, currentLeg, x, y, timestamp])
def initializePath(self):
self.makeLegList()
if self.notify.getDebug():
self.notify.debug('Leg list:')
print self.legList
idx1 = self.startPoint.getIndex()
idx2 = self.endPoint.getIndex()
self.pathStartTime = globalClock.getFrameTime()
self.setPathEndpoints(idx1, idx2, self.minPathLen, self.maxPathLen)
self.setPathPosition(0, self.pathStartTime)
self.pathState = 1
self.currentLeg = 0
self.zoneId = ZoneUtil.getTrueZoneId(self.legList.getZoneId(0), self.branchId)
self.legType = self.legList.getType(0)
if self.notify.getDebug():
self.notify.debug('creating suit in zone %d' % self.zoneId)
def resync(self):
self.b_setPathPosition(self.currentLeg, self.pathStartTime + self.legList.getStartTime(self.currentLeg))
def moveToNextLeg(self, task):
now = globalClock.getFrameTime()
elapsed = now - self.pathStartTime
nextLeg = self.legList.getLegIndexAtTime(elapsed, self.currentLeg)
numLegs = self.legList.getNumLegs()
if self.currentLeg != nextLeg:
self.currentLeg = nextLeg
self.__beginLegType(self.legList.getType(nextLeg))
zoneId = self.legList.getZoneId(nextLeg)
zoneId = ZoneUtil.getTrueZoneId(zoneId, self.branchId)
self.__enterZone(zoneId)
self.notify.debug('Suit %d reached leg %d of %d in zone %d.' % (self.getDoId(), nextLeg, numLegs - 1, self.zoneId))
if self.DEBUG_SUIT_POSITIONS:
leg = self.legList.getLeg(nextLeg)
pos = leg.getPosAtTime(elapsed - leg.getStartTime())
self.d_debugSuitPosition(elapsed, nextLeg, pos[0], pos[1], now)
if now - self.pathPositionTimestamp > self.UPDATE_TIMESTAMP_INTERVAL:
self.resync()
if self.pathState != 1:
return Task.done
nextLeg += 1
while nextLeg + 1 < numLegs and self.legList.getZoneId(nextLeg) == ZoneUtil.getCanonicalZoneId(self.zoneId) and self.legList.getType(nextLeg) == self.legType:
nextLeg += 1
if nextLeg < numLegs:
nextTime = self.legList.getStartTime(nextLeg)
delay = nextTime - elapsed
taskMgr.remove(self.taskName('move'))
taskMgr.doMethodLater(delay, self.moveToNextLeg, self.taskName('move'))
else:
if self.attemptingTakeover:
self.startTakeOver()
self.requestRemoval()
return Task.done
def stopPathNow(self):
taskMgr.remove(self.taskName('move'))
def __enterZone(self, zoneId):
if zoneId != self.zoneId:
self.sp.zoneChange(self, self.zoneId, zoneId)
self.air.sendSetZone(self, zoneId)
self.zoneId = zoneId
if self.pathState == 1:
self.sp.checkForBattle(zoneId, self)
def __beginLegType(self, legType):
self.legType = legType
if legType == SuitLeg.TWalkFromStreet:
self.checkBuildingState()
else:
if legType == SuitLeg.TToToonBuilding:
self.openToonDoor()
else:
if legType == SuitLeg.TToSuitBuilding:
self.openSuitDoor()
else:
if legType == SuitLeg.TToCoghq:
self.openCogHQDoor(1)
else:
if legType == SuitLeg.TFromCoghq:
self.openCogHQDoor(0)
def resume(self):
self.notify.debug('Suit %s resume' % self.doId)
if self.currHP <= 0:
self.notify.debug('Suit %s dead after resume' % self.doId)
self.requestRemoval()
else:
self.danceNowFlyAwayLater()
def prepareToJoinBattle(self):
self.b_setPathState(0)
def interruptMove(self):
SuitBase.SuitBase.interruptMove(self)
def checkBuildingState(self):
blockNumber = self.buildingDestination
if blockNumber == None:
return
building = self.sp.buildingMgr.getBuilding(blockNumber)
if self.attemptingTakeover:
if not building.isToonBlock():
self.flyAwayNow()
return
if not hasattr(building, 'door'):
self.flyAwayNow()
return
building.door.setDoorLock(FADoorCodes.SUIT_APPROACHING)
else:
if not building.isSuitBlock():
self.flyAwayNow()
return
def openToonDoor(self):
blockNumber = self.buildingDestination
building = self.sp.buildingMgr.getBuilding(blockNumber)
if not building.isToonBlock():
self.flyAwayNow()
return
if not hasattr(building, 'door'):
self.flyAwayNow()
return
building.door.requestSuitEnter(self.getDoId())
def openSuitDoor(self):
blockNumber = self.buildingDestination
building = self.sp.buildingMgr.getBuilding(blockNumber)
if not building.isSuitBlock():
self.flyAwayNow()
return
def openCogHQDoor(self, enter):
blockNumber = self.legList.getBlockNumber(self.currentLeg)
try:
door = self.sp.cogHQDoors[blockNumber]
except:
self.notify.error('No CogHQ door %s in zone %s' % (blockNumber, self.sp.zoneId))
return
if enter:
door.requestSuitEnter(self.getDoId())
else:
door.requestSuitExit(self.getDoId())
def startTakeOver(self):
if not self.SUIT_BUILDINGS:
return
blockNumber = self.buildingDestination
if not self.sp.buildingMgr.isSuitBlock(blockNumber):
self.notify.debug('Suit %d taking over building %d in %d' % (self.getDoId(), blockNumber, self.zoneId))
difficulty = self.getActualLevel() - 1
dept = SuitDNA.getSuitDept(self.dna.name)
if self.buildingDestinationIsCogdo:
self.sp.cogdoTakeOver(blockNumber, dept, difficulty, self.buildingHeight)
else:
self.sp.suitTakeOver(blockNumber, dept, difficulty, self.buildingHeight)