oldschool-toontown/toontown/coghq/DistributedLaserFieldAI.py

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from otp.ai.AIBase import *
from direct.interval.IntervalGlobal import *
from direct.directnotify import DirectNotifyGlobal
from direct.distributed import ClockDelta
from direct.task import Task
from otp.level import DistributedEntityAI
from otp.level import BasicEntities
from direct.directnotify import DirectNotifyGlobal
from toontown.coghq import BattleBlockerAI
from toontown.coghq import LaserGameMineSweeper
from toontown.coghq import LaserGameRoll
from toontown.coghq import LaserGameAvoid
from toontown.coghq import LaserGameDrag
import random
class DistributedLaserFieldAI(BattleBlockerAI.BattleBlockerAI, NodePath, BasicEntities.NodePathAttribs):
def __init__(self, level, entId):
BattleBlockerAI.BattleBlockerAI.__init__(self, level, entId)
node = hidden.attachNewNode('DistributedLaserFieldAI')
NodePath.__init__(self, node)
if not hasattr(self, 'switchId'):
self.switchId = 0
self.gridScale = 1
self.game = LaserGameRoll.LaserGameRoll(self.trapDisable, self.trapFire, self.sendField, self.setGrid)
if not hasattr(self, 'gridGame'):
self.gridGame = 'Roll'
self.enabled = 1
self.hasShownSuits = 0
self.healReady = 1
self.playedSound = 0
self.canButton = 1
self.title = 'MemTag: This is a laserField %s' % random.random()
def setGridGame(self, gameName):
if gameName == 'Random':
gameName = random.choice(['MineSweeper', 'Roll', 'Avoid', 'Drag'])
self.gridGame = gameName
if hasattr(self, 'game'):
self.game.delete()
self.game = None
if gameName == 'Drag':
self.game = LaserGameDrag.LaserGameDrag(self.trapDisable, self.trapFire, self.sendField, self.setGrid)
else:
if gameName == 'MineSweeper':
self.game = LaserGameMineSweeper.LaserGameMineSweeper(self.trapDisable, self.trapFire, self.sendField, self.setGrid)
else:
if gameName == 'Roll':
self.game = LaserGameRoll.LaserGameRoll(self.trapDisable, self.trapFire, self.sendField, self.setGrid)
else:
if gameName == 'Avoid':
self.game = LaserGameAvoid.LaserGameAvoid(self.trapDisable, self.trapFire, self.sendField, self.setGrid)
else:
self.game = LaserGameMineSweeper.LaserGameMineSweeper(self.trapDisable, self.trapFire, self.sendField, self.setGrid)
self.game.startGrid()
self.sendField()
self.sendUpdate('setGridGame', [gameName])
return
def generate(self):
BattleBlockerAI.BattleBlockerAI.generate(self)
if self.switchId != 0:
self.accept(self.getOutputEventName(self.switchId), self.reactToSwitch)
self.detectName = 'laserField %s' % self.doId
taskMgr.doMethodLater(1.0, self.__detect, self.detectName)
self.setPos(self.pos)
self.setHpr(self.hpr)
self.setGridGame(self.gridGame)
def registerBlocker(self):
BattleBlockerAI.BattleBlockerAI.registerBlocker(self)
self.hideSuits()
def delete(self):
taskMgr.remove(self.detectName)
self.ignoreAll()
self.game.delete()
self.game = None
BattleBlockerAI.BattleBlockerAI.delete(self)
return
def destroy(self):
self.notify.info('destroy entity(laserField) %s' % self.entId)
BattleBlockerAI.BattleBlockerAI.destroy(self)
def setGrid(self, gridNumX, gridNumY):
self.game.setGridSize(gridNumX, gridNumY)
def getGrid(self):
return (
self.game.gridNumX, self.game.gridNumY)
def getField(self):
fieldData = []
fieldData.append(self.game.gridNumX)
fieldData.append(self.game.gridNumY)
for column in range(0, self.game.gridNumX):
for row in range(0, self.game.gridNumY):
fieldData.append(self.game.gridData[column][row])
return fieldData
def sendField(self):
self.sendUpdate('setField', [self.getField()])
def __detect(self, task):
isThereAnyToons = False
if hasattr(self, 'level'):
toonInRange = 0
for avId in self.level.presentAvIds:
if avId in self.air.doId2do:
av = self.air.doId2do[avId]
isThereAnyToons = True
distance = self.getDistance(av)
if isThereAnyToons:
taskMgr.doMethodLater(1.0, self.__detect, self.detectName)
self.__run()
return Task.done
def hit(self, hitX, hitY, oldX, oldY):
if self.enabled:
self.game.hit(hitX, hitY, oldX, oldY)
def __run(self):
pass
def __toonHit(self):
self.gridNumX = random.randint(1, 4)
self.gridNumY = random.randint(1, 4)
self.gridScale = random.randint(1, 4)
self.sendUpdate('setGrid', [self.gridNumX, self.gridNumY, self.gridScale])
def reactToSwitch(self, on):
if on and self.canButton:
self.trapDisable()
self.game.win()
def trapFire(self):
if not self.enabled:
return
self.enabled = 0
self.game.lose()
self.showSuits()
stage = self.air.getDo(self.level.stageDoId)
stage.resetPuzzelReward()
self.healReady = 0
if not __dev__ and 1:
self.canButton = 0
self.sendUpdate('setActiveLF', [0])
if not self.playedSound:
self.sendUpdate('setSuccess', [0])
self.playedSound = 1
def setBattleFinished(self):
print('battle Finished')
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BattleBlockerAI.BattleBlockerAI.setBattleFinished(self)
messenger.send(self.getOutputEventName(), [1])
self.switchFire()
def switchFire(self):
print('switchFire')
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if self.switchId != 0:
switch = self.level.getEntity(self.switchId)
if switch:
switch.setIsOn(1)
def trapDisable(self):
if not self.enabled:
return
self.enabled = 0
suits = self.level.planner.battleCellId2suits.get(self.cellId)
messenger.send(self.getOutputEventName(), [1])
if self.hasShownSuits == 0:
for suit in suits:
suit.requestRemoval()
self.sendUpdate('setActiveLF', [0])
stage = self.air.getDo(self.level.stageDoId)
reward = stage.getPuzzelReward()
if self.healReady:
for avId in self.level.presentAvIds:
av = self.air.doId2do.get(avId)
if av:
av.toonUp(reward)
stage.increasePuzzelReward()
self.healReady = 0
if not self.playedSound:
self.sendUpdate('setSuccess', [1])
self.playedSound = 1
self.switchFire()
def hideSuits(self):
suits = self.level.planner.battleCellId2suits.get(self.cellId)
suitArray = []
for suit in suits:
suitArray.append(suit.doId)
if suitArray:
self.sendUpdate('hideSuit', [suitArray])
def showSuits(self):
if self.hasShownSuits == 0:
suits = self.level.planner.battleCellId2suits.get(self.cellId)
suitArray = []
for suit in suits:
suit.setVirtual()
suitArray.append(suit.doId)
if suitArray:
self.sendUpdate('showSuit', [suitArray])
self.hasShownSuits = 1
def addSuit(self, suit):
print('Adding Suit %s' % suit.doId)
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BattleBlockerAI.BattleBlockerAI.addSuit(self, suit)