from toontown.toonbase.ToonBaseGlobal import * from panda3d.core import * from direct.interval.IntervalGlobal import * from direct.distributed.ClockDelta import * from direct.distributed import DistributedObject from toontown.toonbase import ToontownGlobals from direct.directnotify import DirectNotifyGlobal from direct.showbase.MessengerGlobal import messenger from direct.fsm import ClassicFSM from toontown.building import DistributedDoor from toontown.hood import ZoneUtil from toontown.suit import Suit from toontown.building import FADoorCodes from toontown.building import DoorTypes class DistributedHouseDoor(DistributedDoor.DistributedDoor): def __init__(self, cr): DistributedDoor.DistributedDoor.__init__(self, cr) def disable(self): DistributedDoor.DistributedDoor.disable(self) self.ignoreAll() def setZoneIdAndBlock(self, zoneId, block): self.houseId = block DistributedDoor.DistributedDoor.setZoneIdAndBlock(self, zoneId, block) def getTriggerName(self): return 'door_trigger_' + str(self.houseId) def hideDoorParts(self): pass def announceGenerate(self): DistributedObject.DistributedObject.announceGenerate(self) if self.doorType == DoorTypes.EXT_STANDARD: house = base.cr.doId2do.get(self.houseId) if house and house.house_loaded: self.__gotRelatedHouse() else: self.acceptOnce('houseLoaded-%d' % self.houseId, self.__gotRelatedHouse) elif self.doorType == DoorTypes.INT_STANDARD: door = render.find('**/leftDoor;+s') if door.isEmpty(): self.acceptOnce('houseInteriorLoaded-%d' % self.zoneId, self.__gotRelatedHouse) else: self.__gotRelatedHouse() def __gotRelatedHouse(self): self.doPostAnnounceGenerate() self.bHasFlat = not self.findDoorNode('door*flat', True).isEmpty() self.hideDoorParts() self.setTriggerName() self.accept(self.getEnterTriggerEvent(), self.doorTrigger) self.acceptOnce('clearOutToonInterior', self.doorTrigger) self.zoneDoneLoading = 0 def getBuilding(self, allowEmpty = False): if 'building' not in self.__dict__: if self.doorType == DoorTypes.INT_STANDARD: door = render.find('**/leftDoor;+s') self.building = door.getParent() elif self.doorType == DoorTypes.EXT_STANDARD: if self.houseId: self.building = self.cr.playGame.hood.loader.houseId2house.get(self.houseId, None) if allowEmpty: return self.building return self.building def isInterior(self): if self.doorType == DoorTypes.INT_STANDARD: return 1 return 0 def getDoorNodePath(self): if self.doorType == DoorTypes.INT_STANDARD: otherNP = render.find('**/door_origin') elif self.doorType == DoorTypes.EXT_STANDARD: building = self.getBuilding() otherNP = building.find('**/door') if otherNP.isEmpty(): otherNP = building.find('**/door_origin') else: self.notify.error('No such door type as ' + str(self.doorType)) return otherNP def enterClosing(self, ts): doorFrameHoleRight = self.findDoorNode('doorFrameHoleRight') if doorFrameHoleRight.isEmpty(): self.notify.warning('enterClosing(): did not find doorFrameHoleRight') return rightDoor = self.findDoorNode('rightDoor') if rightDoor.isEmpty(): self.notify.warning('enterClosing(): did not find rightDoor') return otherNP = self.getDoorNodePath() trackName = 'doorClose-%d' % self.doId if self.rightSwing: h = 100 else: h = -100 self.finishDoorTrack() self.doorTrack = Sequence(LerpHprInterval(nodePath=rightDoor, duration=1.0, hpr=VBase3(0, 0, 0), startHpr=VBase3(h, 0, 0), other=otherNP, blendType='easeInOut'), Func(doorFrameHoleRight.hide), Func(self.hideIfHasFlat, rightDoor), SoundInterval(self.closeSfx, node=rightDoor), name=trackName) self.doorTrack.start(ts) if hasattr(self, 'done'): base.cr.playGame.hood.loader.setHouse(self.houseId) zoneId = self.otherZoneId if self.doorType == DoorTypes.EXT_STANDARD: whereTo = 'house' else: whereTo = 'estate' request = {'loader': 'safeZoneLoader', 'where': whereTo, 'how': 'doorIn', 'hoodId': ToontownGlobals.MyEstate, 'zoneId': zoneId, 'shardId': None, 'avId': -1, 'allowRedirect': 0, 'doorDoId': self.otherDoId} messenger.send('doorDoneEvent', [request]) return