import random from panda3d.core 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) 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)