oldschool-toontown/toontown/coghq/DistributedStageRoomAI.py

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2019-11-02 17:27:54 -05:00
from otp.level import DistributedLevelAI, LevelSpec
from direct.directnotify import DirectNotifyGlobal
from direct.task import Task
from otp.level import LevelSpec
from toontown.toonbase import ToontownGlobals, ToontownBattleGlobals
from toontown.coghq import FactoryEntityCreatorAI, StageRoomSpecs
from toontown.coghq import StageRoomBase, LevelSuitPlannerAI
from toontown.coghq import DistributedStageBattleAI
from toontown.suit import DistributedStageSuitAI
class DistributedStageRoomAI(DistributedLevelAI.DistributedLevelAI, StageRoomBase.StageRoomBase):
notify = DirectNotifyGlobal.directNotify.newCategory('DistributedStageRoomAI')
def __init__(self, air, stageId, stageDoId, zoneId, roomId, roomNum, avIds, battleExpAggreg):
DistributedLevelAI.DistributedLevelAI.__init__(self, air, zoneId, 0, avIds)
StageRoomBase.StageRoomBase.__init__(self)
self.setStageId(stageId)
self.setRoomId(roomId)
self.roomNum = roomNum
self.stageDoId = stageDoId
self.battleExpAggreg = battleExpAggreg
def createEntityCreator(self):
return FactoryEntityCreatorAI.FactoryEntityCreatorAI(level=self)
def getBattleCreditMultiplier(self):
return ToontownBattleGlobals.getStageCreditMultiplier(self.getFloorNum())
def getFloorNum(self):
stage = self.air.getDo(self.stageDoId)
if stage is None:
self.notify.warning('getFloorNum: could not find stage %s' % self.stageDoId)
return 0
return stage.floorNum
def generate(self):
self.notify.debug('generate %s: room=%s' % (self.doId, self.roomId))
self.notify.debug('loading spec')
specModule = StageRoomSpecs.getStageRoomSpecModule(self.roomId)
roomSpec = LevelSpec.LevelSpec(specModule)
if __dev__:
self.notify.debug('creating entity type registry')
typeReg = self.getEntityTypeReg()
roomSpec.setEntityTypeReg(typeReg)
self.notify.debug('creating entities')
DistributedLevelAI.DistributedLevelAI.generate(self, roomSpec)
self.notify.debug('creating cogs')
cogSpecModule = StageRoomSpecs.getCogSpecModule(self.roomId)
self.planner = LevelSuitPlannerAI.LevelSuitPlannerAI(self.air, self, DistributedStageSuitAI.DistributedStageSuitAI, DistributedStageBattleAI.DistributedStageBattleAI, cogSpecModule.CogData, cogSpecModule.ReserveCogData, cogSpecModule.BattleCells, battleExpAggreg=self.battleExpAggreg)
suitHandles = self.planner.genSuits()
messenger.send('plannerCreated-' + str(self.doId))
self.suits = suitHandles['activeSuits']
self.reserveSuits = suitHandles['reserveSuits']
self.d_setSuits()
self.notify.debug('finish stage room %s %s creation' % (self.roomId, self.doId))
def delete(self):
self.notify.debug('delete: %s' % self.doId)
suits = self.suits
for reserve in self.reserveSuits:
suits.append(reserve[0])
self.planner.destroy()
del self.planner
for suit in suits:
if not suit.isDeleted():
suit.factoryIsGoingDown()
suit.requestDelete()
del self.battleExpAggreg
DistributedLevelAI.DistributedLevelAI.delete(self, deAllocZone=False)
def getStageId(self):
return self.stageId
def getRoomId(self):
return self.roomId
def getRoomNum(self):
return self.roomNum
def getCogLevel(self):
return self.cogLevel
def d_setSuits(self):
self.sendUpdate('setSuits', [self.getSuits(), self.getReserveSuits()])
def getSuits(self):
suitIds = []
for suit in self.suits:
suitIds.append(suit.doId)
return suitIds
def getReserveSuits(self):
suitIds = []
for suit in self.reserveSuits:
suitIds.append(suit[0].doId)
return suitIds
def d_setBossConfronted(self, toonId):
if toonId not in self.avIdList:
self.notify.warning('d_setBossConfronted: %s not in list of participants' % toonId)
return
self.sendUpdate('setBossConfronted', [toonId])
def setVictors(self, victorIds):
activeVictors = []
activeVictorIds = []
for victorId in victorIds:
toon = self.air.doId2do.get(victorId)
if toon is not None:
activeVictors.append(toon)
activeVictorIds.append(victorId)
description = '%s|%s' % (self.stageId, activeVictorIds)
for avId in activeVictorIds:
self.air.writeServerEvent('stageDefeated', avId, description)
for toon in activeVictors:
simbase.air.questManager.toonDefeatedStage(toon, self.stageId, activeVictors)
return
def b_setDefeated(self):
self.d_setDefeated()
self.setDefeated()
def d_setDefeated(self):
self.sendUpdate('setDefeated')
def setDefeated(self):
pass
def allToonsGone(self, toonsThatCleared):
DistributedLevelAI.DistributedLevelAI.allToonsGone(self, toonsThatCleared)
if self.roomNum == 0:
stage = simbase.air.doId2do.get(self.stageDoId)
if stage is not None:
stage.allToonsGone()
else:
self.notify.warning('no stage %s in allToonsGone' % self.stageDoId)
return