oldschool-toontown/toontown/cogdominium/CogdoBarrelRoom.py

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2019-11-02 17:27:54 -05:00
import random
from pandac.PandaModules import *
from direct.interval.IntervalGlobal import *
from direct.directnotify import DirectNotifyGlobal
from toontown.toonbase import ToontownGlobals, ToontownTimer
from toontown.cogdominium import CogdoBarrelRoomConsts, CogdoBarrelRoomRewardPanel
from toontown.distributed import DelayDelete
class CogdoBarrelRoom:
notify = DirectNotifyGlobal.directNotify.newCategory('DistributedCogdoBarrelRoom')
def __init__(self):
self.timer = None
self.model = None
self._isLoaded = False
self.dummyElevInNode = None
self.cogdoBarrelsNode = None
self.entranceNode = None
self.nearBattleNode = None
self.rewardUi = None
self.rewardUiTaskName = 'CogdoBarrelRoom-RewardUI'
self.rewardCameraTaskName = 'CogdoBarrelRoom-RewardCamera'
self.fog = None
self.defaultFar = None
self.stomperSfx = None
return
def destroy(self):
self.unload()
def load(self):
if self._isLoaded:
return
self.timer = ToontownTimer.ToontownTimer()
self.timer.stash()
self.model = loader.loadModel(CogdoBarrelRoomConsts.BarrelRoomModel)
self.model.setPos(*CogdoBarrelRoomConsts.BarrelRoomModelPos)
self.model.reparentTo(render)
self.model.stash()
self.dummyElevInNode = self.model.attachNewNode('elevator-in')
self.dummyElevInNode.hide()
self.entranceNode = self.model.attachNewNode('door-entrance')
self.entranceNode.setPos(0, -65, 0)
self.nearBattleNode = self.model.attachNewNode('near-battle')
self.nearBattleNode.setPos(0, -25, 0)
self.rewardUi = CogdoBarrelRoomRewardPanel.CogdoBarrelRoomRewardPanel()
self.hideRewardUi()
self.stomperSfx = base.loader.loadSfx(CogdoBarrelRoomConsts.StomperSound)
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self.fog = Fog('barrel-room-fog')
self.fog.setColor(CogdoBarrelRoomConsts.BarrelRoomFogColor)
self.fog.setLinearRange(*CogdoBarrelRoomConsts.BarrelRoomFogLinearRange)
self._isLoaded = True
def unload(self):
if self.model:
self.model.removeNode()
self.model = None
if self.timer:
self.timer.destroy()
self.timer = None
if self.rewardUi:
self.rewardUi.destroy()
self.rewardUi = None
if self.fog:
render.setFogOff()
del self.fog
taskMgr.remove(self.rewardUiTaskName)
taskMgr.remove(self.rewardCameraTaskName)
self._isLoaded = False
return
def isLoaded(self):
return self._isLoaded
def show(self):
if not self.cogdoBarrelsNode:
self.cogdoBarrelsNode = render.find('**/@@CogdoBarrels')
self.cogdoBarrelsNode.reparentTo(self.model)
self.cogdoBarrelsNode.unstash()
self.defaultFar = base.camLens.getFar()
base.camLens.setFar(CogdoBarrelRoomConsts.BarrelRoomCameraFar)
self.showBattleAreaLight(True)
render.setFog(self.fog)
self.model.unstash()
def hide(self):
self.model.stash()
render.setFogOff()
if self.defaultFar is not None:
base.camLens.setFar(self.defaultFar)
return
def activate(self):
self.notify.info('Activating barrel room: %d sec timer.' % CogdoBarrelRoomConsts.CollectionTime)
self.timer.unstash()
self.timer.posAboveShtikerBook()
self.timer.countdown(CogdoBarrelRoomConsts.CollectionTime)
base.cr.playGame.getPlace().fsm.request('walk')
def deactivate(self):
self.notify.info('Deactivating barrel room.')
self.timer.stop()
self.timer.stash()
def placeToonsAtEntrance(self, toons):
for i in range(len(toons)):
toons[i].setPosHpr(self.entranceNode, *CogdoBarrelRoomConsts.BarrelRoomPlayerSpawnPoints[i])
def placeToonsNearBattle(self, toons):
for i in range(len(toons)):
toons[i].setPosHpr(self.nearBattleNode, *CogdoBarrelRoomConsts.BarrelRoomPlayerSpawnPoints[i])
def showBattleAreaLight(self, visible = True):
lightConeNode = self.model.find('**/battleCone')
if lightConeNode != None and not lightConeNode.isEmpty():
if visible:
lightConeNode.show()
else:
lightConeNode.hide()
return
def getIntroInterval(self):
avatar = base.localAvatar
trackName = '__introBarrelRoom-%d' % avatar.doId
track = Parallel(name=trackName)
track.append(self.__stomperIntervals())
track.append(Sequence(Func(camera.reparentTo, render), Func(camera.setPosHpr, self.model, -20.0, -87.9, 12.0, -30, 0, 0), Func(base.transitions.irisIn, 0.5), Wait(1.0), LerpHprInterval(camera, duration=2.0, startHpr=Vec3(-30, 0, 0), hpr=Vec3(0, 0, 0), blendType='easeInOut'), Wait(2.5), LerpHprInterval(camera, duration=3.0, startHpr=Vec3(0, 0, 0), hpr=Vec3(-45, 0, 0), blendType='easeInOut'), Wait(2.5)))
track.delayDelete = DelayDelete.DelayDelete(avatar, 'introBarrelRoomTrack')
track.setDoneEvent(trackName)
return (track, trackName)
def __stomperIntervals(self):
ivals = [SoundInterval(self.stomperSfx)]
i = 0
for stomperDef in CogdoBarrelRoomConsts.StomperProps:
stomperNode = render.find(stomperDef['path'])
if stomperNode:
maxZ = random.uniform(10, 20)
minZ = maxZ - 10
if stomperDef['motion'] == 'up':
startZ, destZ = minZ, maxZ
else:
startZ, destZ = maxZ, minZ
stomperNode.setPos(Point3(0, 0, startZ))
ivals.append(LerpPosInterval(stomperNode, CogdoBarrelRoomConsts.StomperHaltTime, Point3(0, 0, destZ), blendType='easeOut'))
i += 1
return Parallel(*tuple(ivals))
def __rewardUiTimeout(self, callback):
self.hideRewardUi()
if callback is not None:
callback()
return
def __rewardCamera(self):
trackName = 'cogdoBarrelRoom-RewardCamera'
track = Sequence(Func(camera.reparentTo, render), Func(camera.setPosHpr, self.model, 0, 0, 11.0, 0, -14, 0), Func(self.showBattleAreaLight, False), name=trackName)
return (track, trackName)
def showRewardUi(self, results, callback = None):
track, trackName = self.__rewardCamera()
if CogdoBarrelRoomConsts.ShowRewardUI:
self.rewardUi.setRewards(results)
self.rewardUi.unstash()
taskMgr.doMethodLater(CogdoBarrelRoomConsts.RewardUiTime, self.__rewardUiTimeout, self.rewardUiTaskName, extraArgs=[callback])
return (track, trackName)
def setRewardResults(self, results):
self.rewardUi.setRewards(results)
def hideRewardUi(self):
self.rewardUi.stash()
taskMgr.remove(self.rewardUiTaskName)