oldschool-toontown/toontown/suit/DistributedSellbotBossAI.py

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from otp.ai.AIBaseGlobal import *
from direct.distributed.ClockDelta import *
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from toontown.suit import DistributedBossCogAI
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from direct.directnotify import DirectNotifyGlobal
from otp.avatar import DistributedAvatarAI
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from toontown.suit import DistributedSuitAI
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from toontown.battle import BattleExperienceAI
from direct.fsm import FSM
from toontown.toonbase import ToontownGlobals
from toontown.toon import InventoryBase
from toontown.toonbase import TTLocalizer
from toontown.battle import BattleBase
from toontown.toon import NPCToons
from toontown.suit import SellbotBossGlobals
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from toontown.suit import SuitDNA
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import random
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class DistributedSellbotBossAI(DistributedBossCogAI.DistributedBossCogAI, FSM.FSM):
notify = DirectNotifyGlobal.directNotify.newCategory('DistributedSellbotBossAI')
limitHitCount = 6
numPies = ToontownGlobals.FullPies
def __init__(self, air):
DistributedBossCogAI.DistributedBossCogAI.__init__(self, air, 's')
FSM.FSM.__init__(self, 'DistributedSellbotBossAI')
self.doobers = []
self.nerfed = ToontownGlobals.SELLBOT_NERF_HOLIDAY in self.air.holidayManager.currentHolidays
if self.nerfed:
self.bossMaxDamage = ToontownGlobals.SellbotBossMaxDamageNerfed
self.pieHitToonup = SellbotBossGlobals.PieToonupNerfed
self.pieDamageMult = SellbotBossGlobals.PieDamageMultNerfed
self.hitCountDamage = SellbotBossGlobals.HitCountDamageNerfed
else:
self.bossMaxDamage = ToontownGlobals.SellbotBossMaxDamage
self.pieHitToonup = SellbotBossGlobals.PieToonup
self.pieDamageMult = SellbotBossGlobals.PieDamageMult
self.hitCountDamage = SellbotBossGlobals.HitCountDamage
self.recoverRate = 0
self.recoverStartTime = 0
def generateWithRequired(self, zoneId):
self.numRentalDiguises, self.numNormalDiguises = self.countDisguises()
self.__setCagedToonNpcId()
DistributedBossCogAI.DistributedBossCogAI.generateWithRequired(self, zoneId)
def delete(self):
self.destroyEasyModeBarrels()
return DistributedBossCogAI.DistributedBossCogAI.delete(self)
def getHoodId(self):
return ToontownGlobals.SellbotHQ
def getCagedToonNpcId(self):
return self.cagedToonNpcId
def __setCagedToonNpcId(self):
def npcFriendsMaxStars(stars):
return [ id for id in list(NPCToons.npcFriends.keys()) if NPCToons.getNPCTrackLevelHpRarity(id)[3] <= stars ]
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if self.numRentalDiguises >= 4:
self.cagedToonNpcId = random.choice(NPCToons.npcFriendsMinMaxStars(3, 3))
else:
if 1 <= self.numRentalDiguises <= 3:
self.cagedToonNpcId = random.choice(NPCToons.npcFriendsMinMaxStars(3, 4))
else:
self.cagedToonNpcId = random.choice(NPCToons.npcFriendsMinMaxStars(3, 5))
def magicWordHit(self, damage, avId):
if self.attackCode != ToontownGlobals.BossCogDizzyNow:
self.hitBossInsides()
self.hitBoss(damage)
def hitBoss(self, bossDamage):
avId = self.air.getAvatarIdFromSender()
if not self.validate(avId, avId in self.involvedToons, 'DistributedSellbotBossAI.hitBoss from unknown avatar'):
return
self.validate(avId, bossDamage == 1, 'invalid bossDamage %s' % bossDamage)
bossDamage = int(round(bossDamage * self.pieDamageMult))
if bossDamage < 1:
return
currState = self.getCurrentOrNextState()
if currState != 'BattleThree':
return
if self.attackCode != ToontownGlobals.BossCogDizzyNow:
return
bossDamage = min(self.getBossDamage() + bossDamage, self.bossMaxDamage)
self.b_setBossDamage(bossDamage, 0, 0)
if self.bossDamage >= self.bossMaxDamage:
self.setState('NearVictory')
else:
self.__recordHit()
def hitBossInsides(self):
avId = self.air.getAvatarIdFromSender()
if not self.validate(avId, avId in self.involvedToons, 'hitBossInsides from unknown avatar'):
return
currState = self.getCurrentOrNextState()
if currState != 'BattleThree':
return
self.b_setAttackCode(ToontownGlobals.BossCogDizzyNow)
self.b_setBossDamage(self.getBossDamage(), 0, 0)
def hitToon(self, toonId):
avId = self.air.getAvatarIdFromSender()
if not self.validate(avId, avId != toonId, 'hitToon on self'):
return
if avId not in self.involvedToons or toonId not in self.involvedToons:
return
toon = self.air.doId2do.get(toonId)
if toon:
self.healToon(toon, self.pieHitToonup)
def getDamageMultiplier(self):
if self.nerfed:
return SellbotBossGlobals.AttackMultNerfed
else:
return SellbotBossGlobals.AttackMult
def touchCage(self):
avId = self.air.getAvatarIdFromSender()
currState = self.getCurrentOrNextState()
if currState != 'BattleThree' and currState != 'NearVictory':
return
if not self.validate(avId, avId in self.involvedToons, 'touchCage from unknown avatar'):
return
toon = simbase.air.doId2do.get(avId)
if toon:
toon.b_setNumPies(self.numPies)
toon.__touchedCage = 1
self.__goodJump(avId)
def finalPieSplat(self):
if self.state != 'NearVictory':
return
self.b_setState('Victory')
def doNextAttack(self, task):
if self.attackCode == ToontownGlobals.BossCogDizzyNow:
attackCode = ToontownGlobals.BossCogRecoverDizzyAttack
else:
attackCode = random.choice([ToontownGlobals.BossCogAreaAttack, ToontownGlobals.BossCogFrontAttack, ToontownGlobals.BossCogDirectedAttack, ToontownGlobals.BossCogDirectedAttack, ToontownGlobals.BossCogDirectedAttack, ToontownGlobals.BossCogDirectedAttack])
if attackCode == ToontownGlobals.BossCogAreaAttack:
self.__doAreaAttack()
else:
if attackCode == ToontownGlobals.BossCogDirectedAttack:
self.__doDirectedAttack()
else:
self.b_setAttackCode(attackCode)
def __doAreaAttack(self):
self.b_setAttackCode(ToontownGlobals.BossCogAreaAttack)
if self.recoverRate:
newRecoverRate = min(200, self.recoverRate * 1.2)
else:
newRecoverRate = 2
now = globalClock.getFrameTime()
self.b_setBossDamage(self.getBossDamage(), newRecoverRate, now)
def __doDirectedAttack(self):
if self.nearToons:
toonId = random.choice(self.nearToons)
self.b_setAttackCode(ToontownGlobals.BossCogDirectedAttack, toonId)
else:
self.__doAreaAttack()
def b_setBossDamage(self, bossDamage, recoverRate, recoverStartTime):
self.d_setBossDamage(bossDamage, recoverRate, recoverStartTime)
self.setBossDamage(bossDamage, recoverRate, recoverStartTime)
def setBossDamage(self, bossDamage, recoverRate, recoverStartTime):
self.bossDamage = bossDamage
self.recoverRate = recoverRate
self.recoverStartTime = recoverStartTime
def getBossDamage(self):
now = globalClock.getFrameTime()
elapsed = now - self.recoverStartTime
return int(max(self.bossDamage - self.recoverRate * elapsed / 60.0, 0))
def d_setBossDamage(self, bossDamage, recoverRate, recoverStartTime):
timestamp = globalClockDelta.localToNetworkTime(recoverStartTime)
self.sendUpdate('setBossDamage', [bossDamage, recoverRate, timestamp])
def waitForNextStrafe(self, delayTime):
currState = self.getCurrentOrNextState()
if currState == 'BattleThree':
taskName = self.uniqueName('NextStrafe')
taskMgr.remove(taskName)
taskMgr.doMethodLater(delayTime, self.doNextStrafe, taskName)
def stopStrafes(self):
taskName = self.uniqueName('NextStrafe')
taskMgr.remove(taskName)
def doNextStrafe(self, task):
if self.attackCode != ToontownGlobals.BossCogDizzyNow:
side = random.choice([0, 1])
direction = random.choice([0, 1])
self.sendUpdate('doStrafe', [side, direction])
delayTime = 9
self.waitForNextStrafe(delayTime)
def __sendDooberIds(self):
dooberIds = []
for suit in self.doobers:
dooberIds.append(suit.doId)
self.sendUpdate('setDooberIds', [dooberIds])
def d_cagedToonBattleThree(self, index, avId):
self.sendUpdate('cagedToonBattleThree', [index, avId])
def formatReward(self):
return str(self.cagedToonNpcId)
def makeBattleOneBattles(self):
self.postBattleState = 'RollToBattleTwo'
self.initializeBattles(1, ToontownGlobals.SellbotBossBattleOnePosHpr)
@staticmethod
def getEndOfBattleMovieDuration():
return 5
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def generateSuits(self, battleNumber):
if self.nerfed:
if battleNumber == 1:
return self.invokeSuitPlanner(15, 0)
else:
return self.invokeSuitPlanner(16, 1)
else:
if battleNumber == 1:
return self.invokeSuitPlanner(9, 0)
else:
return self.invokeSuitPlanner(10, 1)
def removeToon(self, avId):
toon = simbase.air.doId2do.get(avId)
if toon:
toon.b_setNumPies(0)
DistributedBossCogAI.DistributedBossCogAI.removeToon(self, avId)
def enterOff(self):
DistributedBossCogAI.DistributedBossCogAI.enterOff(self)
self.__resetDoobers()
def enterElevator(self):
DistributedBossCogAI.DistributedBossCogAI.enterElevator(self)
self.b_setBossDamage(0, 0, 0)
if self.nerfed:
self.createEasyModeBarrels()
def enterIntroduction(self):
DistributedBossCogAI.DistributedBossCogAI.enterIntroduction(self)
self.__makeDoobers()
self.b_setBossDamage(0, 0, 0)
def exitIntroduction(self):
DistributedBossCogAI.DistributedBossCogAI.exitIntroduction(self)
self.__resetDoobers()
def enterRollToBattleTwo(self):
self.divideToons()
self.barrier = self.beginBarrier('RollToBattleTwo', self.involvedToons, 45, self.__doneRollToBattleTwo)
def __doneRollToBattleTwo(self, avIds):
self.b_setState('PrepareBattleTwo')
def exitRollToBattleTwo(self):
self.ignoreBarrier(self.barrier)
def enterPrepareBattleTwo(self):
self.barrier = self.beginBarrier('PrepareBattleTwo', self.involvedToons, 30, self.__donePrepareBattleTwo)
self.makeBattleTwoBattles()
def __donePrepareBattleTwo(self, avIds):
self.b_setState('BattleTwo')
def exitPrepareBattleTwo(self):
self.ignoreBarrier(self.barrier)
def makeBattleTwoBattles(self):
self.postBattleState = 'PrepareBattleThree'
self.initializeBattles(2, ToontownGlobals.SellbotBossBattleTwoPosHpr)
def enterBattleTwo(self):
if self.battleA:
self.battleA.startBattle(self.toonsA, self.suitsA)
if self.battleB:
self.battleB.startBattle(self.toonsB, self.suitsB)
def exitBattleTwo(self):
self.resetBattles()
def enterPrepareBattleThree(self):
self.barrier = self.beginBarrier('PrepareBattleThree', self.involvedToons, 30, self.__donePrepareBattleThree)
def __donePrepareBattleThree(self, avIds):
self.b_setState('BattleThree')
def exitPrepareBattleThree(self):
self.ignoreBarrier(self.barrier)
def enterBattleThree(self):
self.resetBattles()
self.setPieType()
self.b_setBossDamage(0, 0, 0)
self.battleThreeStart = globalClock.getFrameTime()
for toonId in self.involvedToons:
toon = simbase.air.doId2do.get(toonId)
if toon:
toon.__touchedCage = 0
self.waitForNextAttack(5)
self.waitForNextStrafe(9)
self.cagedToonDialogIndex = 100
self.__saySomethingLater()
def __saySomething(self, task=None):
index = None
avId = 0
if len(self.involvedToons) == 0:
return
avId = random.choice(self.involvedToons)
toon = simbase.air.doId2do.get(avId)
if toon.__touchedCage:
if self.cagedToonDialogIndex <= TTLocalizer.CagedToonBattleThreeMaxAdvice:
index = self.cagedToonDialogIndex
self.cagedToonDialogIndex += 1
elif random.random() < 0.2:
index = random.randrange(100, TTLocalizer.CagedToonBattleThreeMaxAdvice + 1)
else:
index = random.randrange(20, TTLocalizer.CagedToonBattleThreeMaxTouchCage + 1)
if index:
self.d_cagedToonBattleThree(index, avId)
self.__saySomethingLater()
return
def __saySomethingLater(self, delayTime=15):
taskName = self.uniqueName('CagedToonSaySomething')
taskMgr.remove(taskName)
taskMgr.doMethodLater(delayTime, self.__saySomething, taskName)
def __goodJump(self, avId):
currState = self.getCurrentOrNextState()
if currState != 'BattleThree':
return
index = random.randrange(10, TTLocalizer.CagedToonBattleThreeMaxGivePies + 1)
self.d_cagedToonBattleThree(index, avId)
self.__saySomethingLater()
def exitBattleThree(self):
self.stopAttacks()
self.stopStrafes()
taskName = self.uniqueName('CagedToonSaySomething')
taskMgr.remove(taskName)
def enterNearVictory(self):
self.resetBattles()
def exitNearVictory(self):
pass
def enterVictory(self):
self.resetBattles()
self.suitsKilled.append({'type': None, 'level': None, 'track': self.dna.dept, 'isSkelecog': 0, 'isForeman': 0, 'isVP': 1, 'isCFO': 0, 'isSupervisor': 0, 'isVirtual': 0, 'activeToons': self.involvedToons[:]})
self.barrier = self.beginBarrier('Victory', self.involvedToons, 10, self.__doneVictory)
return
def __doneVictory(self, avIds):
self.d_setBattleExperience()
self.b_setState('Reward')
BattleExperienceAI.assignRewards(self.involvedToons, self.toonSkillPtsGained, self.suitsKilled, ToontownGlobals.dept2cogHQ(self.dept), self.helpfulToons)
for toonId in self.involvedToons:
toon = self.air.doId2do.get(toonId)
if toon:
configMax = simbase.config.GetInt('max-sos-cards', 16)
if configMax == 8:
maxNumCalls = 1
else:
maxNumCalls = 2
if not toon.attemptAddNPCFriend(self.cagedToonNpcId, numCalls=maxNumCalls):
self.notify.info('%s.unable to add NPCFriend %s to %s.' % (self.doId, self.cagedToonNpcId, toonId))
if self.__shouldPromoteToon(toon):
toon.b_promote(self.deptIndex)
self.sendUpdateToAvatarId(toonId, 'toonPromoted', [1])
else:
self.sendUpdateToAvatarId(toonId, 'toonPromoted', [0])
def __shouldPromoteToon(self, toon):
if not toon.readyForPromotion(self.deptIndex):
return False
else:
if self.isToonWearingRentalSuit(toon.doId):
return False
return True
def exitVictory(self):
self.takeAwayPies()
def enterFrolic(self):
DistributedBossCogAI.DistributedBossCogAI.enterFrolic(self)
self.b_setBossDamage(0, 0, 0)
def __resetDoobers(self):
for suit in self.doobers:
suit.requestDelete()
self.doobers = []
def __makeDoobers(self):
self.__resetDoobers()
for i in range(8):
suit = DistributedSuitAI.DistributedSuitAI(self.air, None)
level = random.randrange(len(SuitDNA.suitsPerLevel))
suit.dna = SuitDNA.SuitDNA()
suit.dna.newSuitRandom(level=level, dept=self.dna.dept)
suit.setLevel(level)
suit.generateWithRequired(self.zoneId)
self.doobers.append(suit)
self.__sendDooberIds()
return
def setPieType(self):
for toonId in self.involvedToons:
toon = simbase.air.doId2do.get(toonId)
if toon:
toon.d_setPieType(4)
def takeAwayPies(self):
for toonId in self.involvedToons:
toon = simbase.air.doId2do.get(toonId)
if toon:
toon.b_setNumPies(0)
def __recordHit(self):
now = globalClock.getFrameTime()
self.hitCount += 1
if self.hitCount < self.limitHitCount or self.bossDamage < self.hitCountDamage:
return
self.b_setAttackCode(ToontownGlobals.BossCogRecoverDizzyAttack)
def createEasyModeBarrels(self):
self.barrels = []
for entId, entDef in SellbotBossGlobals.BarrelDefs.items():
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barrelType = entDef['type']
barrel = barrelType(self.air, entId)
SellbotBossGlobals.setBarrelAttr(barrel, entId)
barrel.generateWithRequired(self.zoneId)
self.barrels.append(barrel)
def destroyEasyModeBarrels(self):
if hasattr(self, 'barrels') and self.barrels:
for barrel in self.barrels:
barrel.requestDelete()
self.barrels = []
def getNextState(self):
currState = self.getCurrentOrNextState()
if currState == "Elevator":
return "Introduction"
elif currState == "Introduction":
return "BattleOne"
elif currState == "BattleOne":
return "RollToBattleTwo"
elif currState == "RollToBattleTwo":
return "PrepareBattleTwo"
elif currState in ("PrepareBattleTwo", "BattleTwo"):
return "PrepareBattleThree"
elif currState in ("PrepareBattleThree", "BattleThree", "NearVictory"):
return "Victory"
# Do not skip Victory, weird stuff may happen, like not collecting their rewards.
elif currState == "Reward":
return "Epilogue"
return None