from panda3d.core import * from direct.distributed.ClockDelta import * from direct.interval.IntervalGlobal import * from .ElevatorConstants import * from .ElevatorUtils import * from . import DistributedElevatorFSM from toontown.toonbase import ToontownGlobals from direct.directnotify import DirectNotifyGlobal from direct.fsm import ClassicFSM from direct.fsm import State from toontown.hood import ZoneUtil from toontown.toonbase import TTLocalizer from direct.fsm.FSM import FSM from direct.task import Task class DistributedElevatorFloor(DistributedElevatorFSM.DistributedElevatorFSM): notify = DirectNotifyGlobal.directNotify.newCategory('DistributedElevatorFloor') defaultTransitions = {'Off': ['Opening', 'Closed'], 'Opening': ['WaitEmpty', 'WaitCountdown', 'Opening', 'Closing'], 'WaitEmpty': ['WaitCountdown', 'Closing'], 'WaitCountdown': ['WaitEmpty', 'AllAboard', 'Closing', 'WaitCountdown'], 'AllAboard': ['WaitEmpty', 'Closing'], 'Closing': ['Closed', 'WaitEmpty', 'Closing', 'Opening'], 'Closed': ['Opening']} id = 0 def __init__(self, cr): DistributedElevatorFSM.DistributedElevatorFSM.__init__(self, cr) FSM.__init__(self, 'ElevatorFloor_%s_FSM' % self.id) self.type = ELEVATOR_STAGE self.countdownTime = ElevatorData[self.type]['countdown'] self.nametag = None self.currentFloor = -1 self.isLocked = 0 self.isEntering = 0 self.doorOpeningFlag = 0 self.doorsNeedToClose = 0 self.wantState = 0 self.latch = None self.lastState = self.state return def setupElevator2(self): self.elevatorModel = loader.loadModel('phase_4/models/modules/elevator') self.elevatorModel.reparentTo(hidden) self.elevatorModel.setScale(1.05) self.leftDoor = self.elevatorModel.find('**/left-door') self.rightDoor = self.elevatorModel.find('**/right-door') self.elevatorModel.find('**/light_panel').removeNode() self.elevatorModel.find('**/light_panel_frame').removeNode() if self.isSetup: self.elevatorSphereNodePath.removeNode() DistributedElevatorFSM.DistributedElevatorFSM.setupElevator(self) def setupElevator(self): self.elevatorModel = loader.loadModel('phase_11/models/lawbotHQ/LB_ElevatorScaled') if not self.elevatorModel: self.notify.error('No Elevator Model in DistributedElevatorFloor.setupElevator. Please inform JML. Fool!') self.leftDoor = self.elevatorModel.find('**/left-door') if self.leftDoor.isEmpty(): self.leftDoor = self.elevatorModel.find('**/left_door') self.rightDoor = self.elevatorModel.find('**/right-door') if self.rightDoor.isEmpty(): self.rightDoor = self.elevatorModel.find('**/right_door') DistributedElevatorFSM.DistributedElevatorFSM.setupElevator(self) def generate(self): DistributedElevatorFSM.DistributedElevatorFSM.generate(self) def announceGenerate(self): DistributedElevatorFSM.DistributedElevatorFSM.announceGenerate(self) if self.latch: self.notify.info('Setting latch in announce generate') self.setLatch(self.latch) def __placeElevator(self): self.notify.debug('PLACING ELEVATOR FOOL!!') if self.isEntering: elevatorNode = render.find('**/elevator_origin') if not elevatorNode.isEmpty(): self.elevatorModel.setPos(0, 0, 0) self.elevatorModel.reparentTo(elevatorNode) else: self.notify.debug('NO NODE elevator_origin!!') else: elevatorNode = render.find('**/SlidingDoor') if not elevatorNode.isEmpty(): self.elevatorModel.setPos(0, 10, -15) self.elevatorModel.setH(180) self.elevatorModel.reparentTo(elevatorNode) else: self.notify.debug('NO NODE SlidingDoor!!') def setLatch(self, markerId): self.notify.info('Setting latch') marker = self.cr.doId2do.get(markerId) self.latchRequest = self.cr.relatedObjectMgr.requestObjects([markerId], allCallback=self.set2Latch, timeout=5) self.latch = markerId def set2Latch(self, taskMgrFooler = None): if hasattr(self, 'cr'): marker = self.cr.doId2do.get(self.latch) if marker: self.elevatorModel.reparentTo(marker) return taskMgr.doMethodLater(10.0, self._repart2Marker, 'elevatorfloor-markerReparent') self.notify.warning('Using backup, do method later version of latch') def _repart2Marker(self, taskFoolio = 0): if hasattr(self, 'cr'): marker = self.cr.doId2do.get(self.latch) if marker: self.elevatorModel.reparentTo(marker) else: self.notify.error('could not find latch even in defered try') def setPos(self, x, y, z): self.elevatorModel.setPos(x, y, z) def setH(self, H): self.elevatorModel.setH(H) def delete(self): DistributedElevatorFSM.DistributedElevatorFSM.delete(self) self.elevatorModel.removeNode() del self.elevatorModel self.ignore('LawOffice_Spec_Loaded') self.ignoreAll() def disable(self): DistributedElevatorFSM.DistributedElevatorFSM.disable(self) def setEntranceId(self, entranceId): self.entranceId = entranceId if self.entranceId == 0: self.elevatorModel.setPosHpr(62.74, -85.31, 0.0, 2.0, 0.0, 0.0) elif self.entranceId == 1: self.elevatorModel.setPosHpr(-162.25, 26.43, 0.0, 269.0, 0.0, 0.0) else: self.notify.error('Invalid entranceId: %s' % entranceId) def gotBldg(self, buildingList): pass def setFloor(self, floorNumber): if self.currentFloor >= 0: if self.bldg.floorIndicator[self.currentFloor]: self.bldg.floorIndicator[self.currentFloor].setColor(LIGHT_OFF_COLOR) if floorNumber >= 0: if self.bldg.floorIndicator[floorNumber]: self.bldg.floorIndicator[floorNumber].setColor(LIGHT_ON_COLOR) self.currentFloor = floorNumber def handleEnterSphere(self, collEntry): self.cr.playGame.getPlace().detectedElevatorCollision(self) def handleEnterElevator(self): if base.localAvatar.hp > 0: toon = base.localAvatar self.sendUpdate('requestBoard', []) else: self.notify.warning('Tried to board elevator with hp: %d' % base.localAvatar.hp) def enterWaitEmpty(self, ts): self.lastState = self.state self.elevatorSphereNodePath.unstash() self.forceDoorsOpen() self.accept(self.uniqueName('enterelevatorSphere'), self.handleEnterSphere) self.accept(self.uniqueName('enterElevatorOK'), self.handleEnterElevator) DistributedElevatorFSM.DistributedElevatorFSM.enterWaitEmpty(self, ts) def exitWaitEmpty(self): self.lastState = self.state self.elevatorSphereNodePath.stash() self.ignore(self.uniqueName('enterelevatorSphere')) self.ignore(self.uniqueName('enterElevatorOK')) DistributedElevatorFSM.DistributedElevatorFSM.exitWaitEmpty(self) def enterWaitCountdown(self, ts): self.lastState = self.state DistributedElevatorFSM.DistributedElevatorFSM.enterWaitCountdown(self, ts) self.forceDoorsOpen() self.accept(self.uniqueName('enterElevatorOK'), self.handleEnterElevator) self.startCountdownClock(self.countdownTime, ts) def exitWaitCountdown(self): self.lastState = self.state self.ignore(self.uniqueName('enterElevatorOK')) DistributedElevatorFSM.DistributedElevatorFSM.exitWaitCountdown(self) def enterClosing(self, ts): self.lastState = self.state taskMgr.doMethodLater(1.0, self._delayIris, 'delayedIris') DistributedElevatorFSM.DistributedElevatorFSM.enterClosing(self, ts) def _delayIris(self, tskfooler = 0): base.transitions.irisOut(1.0) base.localAvatar.pauseGlitchKiller() return Task.done def kickToonsOut(self): if not self.localToonOnBoard: zoneId = self.cr.playGame.hood.hoodId self.cr.playGame.getPlace().fsm.request('teleportOut', [{'loader': ZoneUtil.getLoaderName(zoneId), 'where': ZoneUtil.getToonWhereName(zoneId), 'how': 'teleportIn', 'hoodId': zoneId, 'zoneId': zoneId, 'shardId': None, 'avId': -1}]) return def exitClosing(self): self.lastState = self.state DistributedElevatorFSM.DistributedElevatorFSM.exitClosing(self) def enterClosed(self, ts): self.lastState = self.state self.forceDoorsClosed() self.__doorsClosed(self.getZoneId()) def exitClosed(self): self.lastState = self.state DistributedElevatorFSM.DistributedElevatorFSM.exitClosed(self) def enterOff(self): self.lastState = self.state if self.wantState == 'closed': self.demand('Closing') elif self.wantState == 'waitEmpty': self.demand('WaitEmpty') DistributedElevatorFSM.DistributedElevatorFSM.enterOff(self) def exitOff(self): self.lastState = self.state DistributedElevatorFSM.DistributedElevatorFSM.exitOff(self) def enterOpening(self, ts): self.lastState = self.state DistributedElevatorFSM.DistributedElevatorFSM.enterOpening(self, ts) def exitOpening(self): DistributedElevatorFSM.DistributedElevatorFSM.exitOpening(self) self.kickEveryoneOut() def getZoneId(self): return 0 def setBldgDoId(self, bldgDoId): self.bldg = None self.setupElevator() return def getElevatorModel(self): return self.elevatorModel def kickEveryoneOut(self): bailFlag = 0 for avId, slot in list(self.boardedAvIds.items()): self.emptySlot(slot, avId, bailFlag, globalClockDelta.getRealNetworkTime()) if avId == base.localAvatar.doId: pass def __doorsClosed(self, zoneId): pass def onDoorCloseFinish(self): pass def setLocked(self, locked): self.isLocked = locked if locked: if self.state == 'WaitEmpty': self.request('Closing') if self.countFullSeats() == 0: self.wantState = 'closed' else: self.wantState = 'opening' else: self.wantState = 'waitEmpty' if self.state == 'Closed': self.request('Opening') def getLocked(self): return self.isLocked def setEntering(self, entering): self.isEntering = entering def getEntering(self): return self.isEntering def forceDoorsOpen(self): openDoors(self.leftDoor, self.rightDoor) def forceDoorsClosed(self): if self.openDoors.isPlaying(): self.doorsNeedToClose = 1 else: self.closeDoors.finish() closeDoors(self.leftDoor, self.rightDoor) def enterOff(self): self.lastState = self.state def exitOff(self): pass def setLawOfficeInteriorZone(self, zoneId): if self.localToonOnBoard: hoodId = self.cr.playGame.hood.hoodId doneStatus = {'loader': 'cogHQLoader', 'where': 'factoryInterior', 'how': 'teleportIn', 'zoneId': zoneId, 'hoodId': hoodId} self.cr.playGame.getPlace().elevator.signalDone(doneStatus)