oldschool-toontown/toontown/coghq/DistributedLevelBattle.py

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2019-11-02 22:27:54 +00:00
from pandac.PandaModules import *
from direct.interval.IntervalGlobal import *
from toontown.battle.BattleBase import *
from toontown.battle import DistributedBattle
from direct.directnotify import DirectNotifyGlobal
from toontown.toon import TTEmote
from otp.avatar import Emote
from toontown.battle import SuitBattleGlobals
import random
from toontown.suit import SuitDNA
from direct.fsm import State
from direct.fsm import ClassicFSM
from toontown.toonbase import ToontownGlobals
class DistributedLevelBattle(DistributedBattle.DistributedBattle):
notify = DirectNotifyGlobal.directNotify.newCategory('DistributedLevelBattle')
def __init__(self, cr):
DistributedBattle.DistributedBattle.__init__(self, cr)
self.levelRequest = None
self.levelBattle = 1
return
def setLevelDoId(self, levelDoId):
self.levelDoId = levelDoId
def setBattleCellId(self, battleCellId):
self.battleCellId = battleCellId
def doPlacement(levelList, self = self):
self.levelRequest = None
self.level = levelList[0]
spec = self.level.getBattleCellSpec(self.battleCellId)
self.level.requestReparent(self, spec['parentEntId'])
self.setPos(spec['pos'])
print('spec = %s' % spec)
print('h = %s' % spec.get('h'))
2019-11-02 22:27:54 +00:00
self.wrtReparentTo(render)
return
level = base.cr.doId2do.get(self.levelDoId)
if level is None:
self.notify.warning('level %s not in doId2do yet, battle %s will be mispositioned.' % self.levelDoId, self.doId)
self.levelRequest = self.cr.relatedObjectMgr.requestObjects([self.levelDoId], doPlacement)
else:
doPlacement([level])
return
def setPosition(self, *args):
pass
def setInitialSuitPos(self, x, y, z):
self.initialSuitPos = Point3(x, y, z)
def disable(self):
if self.hasLocalToon():
self.unlockLevelViz()
if self.levelRequest is not None:
self.cr.relatedObjectMgr.abortRequest(self.levelRequest)
self.levelRequest = None
DistributedBattle.DistributedBattle.disable(self)
return
def delete(self):
self.ignoreAll()
DistributedBattle.DistributedBattle.delete(self)
def handleBattleBlockerCollision(self):
messenger.send(self.getCollisionName(), [None])
return
def lockLevelViz(self):
level = base.cr.doId2do.get(self.levelDoId)
if level:
level.lockVisibility(zoneId=self.zoneId)
else:
self.notify.warning("lockLevelViz: couldn't find level %s" % self.levelDoId)
def unlockLevelViz(self):
level = base.cr.doId2do.get(self.levelDoId)
if level:
level.unlockVisibility()
else:
self.notify.warning("unlockLevelViz: couldn't find level %s" % self.levelDoId)
def onWaitingForJoin(self):
self.lockLevelViz()
def __faceOff(self, ts, name, callback):
if len(self.suits) == 0:
self.notify.warning('__faceOff(): no suits.')
return
if len(self.toons) == 0:
self.notify.warning('__faceOff(): no toons.')
return
toon = self.toons[0]
point = self.toonPoints[0][0]
toonPos = point[0]
toonHpr = VBase3(point[1], 0.0, 0.0)
p = toon.getPos(self)
toon.setPos(self, p[0], p[1], 0.0)
toon.setShadowHeight(0)
if len(self.suits) == 1:
leaderIndex = 0
elif self.bossBattle == 1:
for suit in self.suits:
if suit.boss:
leaderIndex = self.suits.index(suit)
break
else:
maxTypeNum = -1
for suit in self.suits:
suitTypeNum = SuitDNA.getSuitType(suit.dna.name)
if maxTypeNum < suitTypeNum:
maxTypeNum = suitTypeNum
leaderIndex = self.suits.index(suit)
delay = FACEOFF_TAUNT_T
suitTrack = Parallel()
suitLeader = None
for suit in self.suits:
suit.setState('Battle')
suitIsLeader = 0
oneSuitTrack = Sequence()
oneSuitTrack.append(Func(suit.loop, 'neutral'))
oneSuitTrack.append(Func(suit.headsUp, toonPos))
if self.suits.index(suit) == leaderIndex:
suitLeader = suit
suitIsLeader = 1
if self.bossBattle == 1 and self.levelDoId in base.cr.doId2do:
level = base.cr.doId2do[self.levelDoId]
if suit.boss:
taunt = level.getBossTaunt()
else:
taunt = level.getBossBattleTaunt()
else:
taunt = SuitBattleGlobals.getFaceoffTaunt(suit.getStyleName(), suit.doId)
oneSuitTrack.append(Func(suit.setChatAbsolute, taunt, CFSpeech | CFTimeout))
destPos, destHpr = self.getActorPosHpr(suit, self.suits)
oneSuitTrack.append(Wait(delay))
if suitIsLeader == 1:
oneSuitTrack.append(Func(suit.clearChat))
oneSuitTrack.append(self.createAdjustInterval(suit, destPos, destHpr))
suitTrack.append(oneSuitTrack)
suitHeight = suitLeader.getHeight()
suitOffsetPnt = Point3(0, 0, suitHeight)
toonTrack = Parallel()
for toon in self.toons:
oneToonTrack = Sequence()
destPos, destHpr = self.getActorPosHpr(toon, self.toons)
oneToonTrack.append(Wait(delay))
oneToonTrack.append(self.createAdjustInterval(toon, destPos, destHpr, toon=1, run=1))
toonTrack.append(oneToonTrack)
if self.hasLocalToon():
MidTauntCamHeight = suitHeight * 0.66
MidTauntCamHeightLim = suitHeight - 1.8
if MidTauntCamHeight < MidTauntCamHeightLim:
MidTauntCamHeight = MidTauntCamHeightLim
TauntCamY = 18
TauntCamX = 0
TauntCamHeight = random.choice((MidTauntCamHeight, 1, 11))
camTrack = Sequence()
camTrack.append(Func(camera.reparentTo, suitLeader))
camTrack.append(Func(base.camLens.setFov, self.camFOFov))
camTrack.append(Func(camera.setPos, TauntCamX, TauntCamY, TauntCamHeight))
camTrack.append(Func(camera.lookAt, suitLeader, suitOffsetPnt))
camTrack.append(Wait(delay))
camTrack.append(Func(base.camLens.setFov, self.camFov))
camTrack.append(Func(camera.wrtReparentTo, self))
camTrack.append(Func(camera.setPos, self.camFOPos))
camTrack.append(Func(camera.lookAt, suit))
mtrack = Parallel(suitTrack, toonTrack)
if self.hasLocalToon():
NametagGlobals.setMasterArrowsOn(0)
mtrack = Parallel(mtrack, camTrack)
done = Func(callback)
track = Sequence(mtrack, done, name=name)
track.start(ts)
self.storeInterval(track, name)
return
def enterFaceOff(self, ts):
if len(self.toons) > 0 and base.localAvatar == self.toons[0]:
Emote.globalEmote.disableAll(self.toons[0], 'dbattlebldg, enterFaceOff')
self.delayDeleteMembers()
self.__faceOff(ts, self.faceOffName, self.__handleFaceOffDone)
def __handleFaceOffDone(self):
self.notify.debug('FaceOff done')
self.d_faceOffDone(base.localAvatar.doId)
def exitFaceOff(self):
self.notify.debug('exitFaceOff()')
if len(self.toons) > 0 and base.localAvatar == self.toons[0]:
Emote.globalEmote.releaseAll(self.toons[0], 'dbattlebldg exitFaceOff')
self.clearInterval(self.faceOffName)
self._removeMembersKeep()
def __playReward(self, ts, callback):
toonTracks = Parallel()
for toon in self.toons:
toonTracks.append(Sequence(Func(toon.loop, 'victory'), Wait(FLOOR_REWARD_TIMEOUT), Func(toon.loop, 'neutral')))
name = self.uniqueName('floorReward')
track = Sequence(toonTracks, Func(callback), name=name)
camera.setPos(0, 0, 1)
camera.setHpr(180, 10, 0)
self.storeInterval(track, name)
track.start(ts)
def enterReward(self, ts):
self.notify.info('enterReward()')
self.disableCollision()
self.delayDeleteMembers()
self.__playReward(ts, self.__handleFloorRewardDone)
def __handleFloorRewardDone(self):
pass
def exitReward(self):
self.notify.info('exitReward()')
self.clearInterval(self.uniqueName('floorReward'))
self._removeMembersKeep()
NametagGlobals.setMasterArrowsOn(1)
for toon in self.toons:
toon.startSmooth()