oldschool-toontown/toontown/estate/DistributedHouseInterior.py

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2019-11-02 22:27:54 +00:00
from toontown.toonbase.ToontownGlobals import *
from toontown.toonbase.ToonBaseGlobal import *
from pandac.PandaModules import *
from direct.interval.IntervalGlobal import *
from direct.distributed.ClockDelta import *
from direct.directnotify import DirectNotifyGlobal
from direct.distributed import DistributedObject
from . import HouseGlobals
2019-11-02 22:27:54 +00:00
from toontown.catalog import CatalogItemList
from toontown.catalog import CatalogItem
from toontown.catalog import CatalogSurfaceItem
from toontown.catalog import CatalogWallpaperItem
from toontown.catalog import CatalogFlooringItem
from toontown.catalog import CatalogMouldingItem
from toontown.catalog import CatalogWainscotingItem
WindowPlugNames = ('**/windowcut_a*', '**/windowcut_b*', '**/windowcut_c*', '**/windowcut_d*', '**/windowcut_e*', '**/windowcut_f*')
RoomNames = ('**/group2', '**/group1')
WallNames = ('ceiling*', 'wall_side_middle*', 'wall_front_middle*', 'windowcut_*')
MouldingNames = ('wall_side_top*', 'wall_front_top*')
FloorNames = ('floor*',)
WainscotingNames = ('wall_side_bottom*', 'wall_front_bottom*')
BorderNames = ('wall_side_middle*_border', 'wall_front_middle*_border', 'windowcut_*_border')
WallpaperPieceNames = (WallNames,
MouldingNames,
FloorNames,
WainscotingNames,
BorderNames)
class DistributedHouseInterior(DistributedObject.DistributedObject):
def __init__(self, cr):
DistributedObject.DistributedObject.__init__(self, cr)
self.houseId = 0
self.houseIndex = 0
self.interior = None
self.exteriorWindowsHidden = 0
return
def generate(self):
DistributedObject.DistributedObject.generate(self)
def announceGenerate(self):
DistributedObject.DistributedObject.announceGenerate(self)
self.setup()
def disable(self):
self.interior.removeNode()
del self.interior
DistributedObject.DistributedObject.disable(self)
def delete(self):
self.ignore(self.uniqueName('enterclosetSphere'))
DistributedObject.DistributedObject.delete(self)
def setup(self):
dnaStore = base.cr.playGame.dnaStore
self.interior = loader.loadModel('phase_5.5/models/estate/tt_m_ara_int_estateHouseA')
self.interior.reparentTo(render)
doorModelName = 'door_double_round_ur'
door = dnaStore.findNode(doorModelName)
door_origin = self.interior.find('**/door_origin')
door_origin.setHpr(180, 0, 0)
door_origin.setScale(0.8, 0.8, 0.8)
door_origin.setPos(door_origin, 0, -0.025, 0)
doorNP = door.copyTo(door_origin)
houseColor = HouseGlobals.atticWood
color = Vec4(houseColor[0], houseColor[1], houseColor[2], 1)
DNADoor.setupDoor(doorNP, door_origin, door_origin, dnaStore, str(self.houseId), color)
doorFrame = doorNP.find('door_*_flat')
doorFrame.setColor(color)
self.interior.flattenMedium()
self.windowSlots = []
for name in WindowPlugNames:
plugNodes = self.interior.findAllMatches(name)
if plugNodes.isEmpty():
self.windowSlots.append((None, None))
else:
viewBase = plugNodes[0].getParent().attachNewNode('view')
viewBase.setTransform(plugNodes[0].getTransform())
plug = plugNodes[0].getParent().attachNewNode('plug')
plugNodes.reparentTo(plug)
plug.flattenLight()
self.windowSlots.append((plug, viewBase))
self.windowSlots[2][1].setPosHpr(16.0, -12.0, 5.51, -90, 0, 0)
self.windowSlots[4][1].setPosHpr(-12.0, 26.0, 5.51, 0, 0, 0)
self.__colorWalls()
self.__setupWindows()
messenger.send('houseInteriorLoaded-%d' % self.zoneId)
return None
def __colorWalls(self):
if not self.wallpaper:
self.notify.info('No wallpaper in interior; clearing.')
for str in WallNames + WainscotingNames:
nodes = self.interior.findAllMatches('**/%s' % str)
for node in nodes:
node.setTextureOff(1)
return
numSurfaceTypes = CatalogSurfaceItem.NUM_ST_TYPES
numRooms = min(len(self.wallpaper) / numSurfaceTypes, len(RoomNames))
for room in range(numRooms):
roomName = RoomNames[room]
roomNode = self.interior.find(roomName)
if not roomNode.isEmpty():
for surface in range(numSurfaceTypes):
slot = room * numSurfaceTypes + surface
wallpaper = self.wallpaper[slot]
color = wallpaper.getColor()
texture = wallpaper.loadTexture()
for str in WallpaperPieceNames[surface]:
nodes = roomNode.findAllMatches('**/%s' % str)
for node in nodes:
if str == 'ceiling*':
r, g, b, a = color
scale = 0.66
r *= scale
g *= scale
b *= scale
node.setColorScale(r, g, b, a)
else:
node.setColorScale(*color)
node.setTexture(texture, 1)
if wallpaper.getSurfaceType() == CatalogSurfaceItem.STWallpaper:
color2 = wallpaper.getBorderColor()
texture2 = wallpaper.loadBorderTexture()
nodes = roomNode.findAllMatches('**/%s_border' % str)
for node in nodes:
node.setColorScale(*color2)
node.setTexture(texture2, 1)
nodes = self.interior.findAllMatches('**/arch*')
for node in nodes:
node.setColorScale(*(HouseGlobals.archWood + (1,)))
def __setupWindows(self):
for plug, viewBase in self.windowSlots:
if plug:
plug.show()
if viewBase:
viewBase.getChildren().detach()
if not self.windows:
self.notify.info('No windows in interior; returning.')
return
for item in self.windows:
plug, viewBase = self.windowSlots[item.placement]
if plug:
plug.hide()
if viewBase:
model = item.loadModel()
model.reparentTo(viewBase)
if self.exteriorWindowsHidden:
model.findAllMatches('**/outside').stash()
def hideExteriorWindows(self):
self.exteriorWindowsHidden = 1
for item in self.windows:
plug, viewBase = self.windowSlots[item.placement]
if viewBase:
viewBase.findAllMatches('**/outside').stash()
def showExteriorWindows(self):
self.exteriorWindowsHidden = 0
for item in self.windows:
plug, viewBase = self.windowSlots[item.placement]
if viewBase:
viewBase.findAllMatches('**/outside;+s').unstash()
def setHouseId(self, index):
self.houseId = index
def setHouseIndex(self, index):
self.houseIndex = index
def setWallpaper(self, items):
self.wallpaper = CatalogItemList.CatalogItemList(items, store=CatalogItem.Customization)
if self.interior:
self.__colorWalls()
def setWindows(self, items):
self.windows = CatalogItemList.CatalogItemList(items, store=CatalogItem.Customization | CatalogItem.WindowPlacement)
if self.interior:
self.__setupWindows()
def testWallpaperCombo(self, wallpaperType, wallpaperColorIndex, borderIndex, borderColorIndex, mouldingType, mouldingColorIndex, flooringType, flooringColorIndex, wainscotingType, wainscotingColorIndex):
wallpaperItem = CatalogWallpaperItem.CatalogWallpaperItem(wallpaperType, wallpaperColorIndex, borderIndex, borderColorIndex)
mouldingItem = CatalogMouldingItem.CatalogMouldingItem(mouldingType, mouldingColorIndex)
flooringItem = CatalogFlooringItem.CatalogFlooringItem(flooringType, flooringColorIndex)
wainscotingItem = CatalogWainscotingItem.CatalogWainscotingItem(wainscotingType, wainscotingColorIndex)
self.wallpaper = CatalogItemList.CatalogItemList([wallpaperItem,
mouldingItem,
flooringItem,
wainscotingItem,
wallpaperItem,
mouldingItem,
flooringItem,
wainscotingItem], store=CatalogItem.Customization)
if self.interior:
self.__colorWalls()