from panda3d.core import NodePath, Point3, VBase3, Vec3 from panda3d.otp import Nametag, NametagGroup from direct.directnotify.DirectNotifyGlobal import directNotify from direct.distributed.ClockDelta import globalClockDelta from direct.distributed.DistributedObject import DistributedObject from direct.fsm.ClassicFSM import ClassicFSM from direct.fsm.State import State from direct.interval.IntervalGlobal import ( ActorInterval, Func, HprInterval, LerpHprInterval, LerpPosHprInterval, LerpPosInterval, Parallel, PosHprInterval, Sequence, SoundInterval, Wait ) from direct.showbase.MessengerGlobal import messenger from direct.task.TaskManagerGlobal import taskMgr from toontown.building import DoorTypes from toontown.building import FADoorCodes from toontown.distributed.DelayDeletable import DelayDeletable from toontown.distributed.DelayDelete import DelayDelete, cleanupDelayDeletes from toontown.hood import ZoneUtil from toontown.suit.Suit import Suit from toontown.toonbase import ToontownGlobals from toontown.toonbase import TTLocalizer from toontown.toonbase.ToonBaseGlobal import base from toontown.toontowngui import TTDialog from toontown.toontowngui.TeaserPanel import TeaserPanel class DistributedDoor(DistributedObject, DelayDeletable): notify = directNotify.newCategory('DistributedDoor') def __init__(self, cr): DistributedObject.__init__(self, cr) self.openSfx = base.loader.loadSfx('phase_3.5/audio/sfx/Door_Open_1.ogg') self.closeSfx = base.loader.loadSfx('phase_3.5/audio/sfx/Door_Close_1.ogg') self.nametag = None self.fsm = ClassicFSM('DistributedDoor_right', [State('off', self.enterOff, self.exitOff, ['closing', 'closed', 'opening', 'open']), State('closing', self.enterClosing, self.exitClosing, ['closed', 'opening']), State('closed', self.enterClosed, self.exitClosed, ['opening']), State('opening', self.enterOpening, self.exitOpening, ['open']), State('open', self.enterOpen, self.exitOpen, ['closing', 'open'])], 'off', 'off') self.fsm.enterInitialState() self.exitDoorFSM = ClassicFSM('DistributedDoor_left', [State('off', self.exitDoorEnterOff, self.exitDoorExitOff, ['closing', 'closed', 'opening', 'open']), State('closing', self.exitDoorEnterClosing, self.exitDoorExitClosing, ['closed', 'opening']), State('closed', self.exitDoorEnterClosed, self.exitDoorExitClosed, ['opening']), State('opening', self.exitDoorEnterOpening, self.exitDoorExitOpening, ['open']), State('open', self.exitDoorEnterOpen, self.exitDoorExitOpen, ['closing', 'open'])], 'off', 'off') self.exitDoorFSM.enterInitialState() self.specialDoorTypes = {DoorTypes.EXT_HQ: 0, DoorTypes.EXT_COGHQ: 0, DoorTypes.INT_COGHQ: 0, DoorTypes.EXT_KS: 0, DoorTypes.INT_KS: 0} self.doorX = 1.5 def generate(self): DistributedObject.generate(self) self.avatarTracks = [] self.avatarExitTracks = [] self.avatarIDList = [] self.avatarExitIDList = [] self.doorTrack = None self.doorExitTrack = None def disable(self): self.clearNametag() taskMgr.remove(self.checkIsDoorHitTaskName()) self.ignore(self.getEnterTriggerEvent()) self.ignore(self.getExitTriggerEvent()) self.ignore('clearOutToonInterior') self.fsm.request('off') self.exitDoorFSM.request('off') if 'building' in self.__dict__: del self.building self.finishAllTracks() self.avatarIDList = [] self.avatarExitIDList = [] if hasattr(self, 'tempDoorNodePath'): self.tempDoorNodePath.removeNode() del self.tempDoorNodePath DistributedObject.disable(self) def delete(self): del self.fsm del self.exitDoorFSM del self.openSfx del self.closeSfx DistributedObject.delete(self) def wantsNametag(self): return not ZoneUtil.isInterior(self.zoneId) def setupNametag(self): if not self.wantsNametag(): return if self.nametag == None: self.nametag = NametagGroup() self.nametag.setFont(ToontownGlobals.getBuildingNametagFont()) if TTLocalizer.BuildingNametagShadow: self.nametag.setShadow(*TTLocalizer.BuildingNametagShadow) self.nametag.setContents(Nametag.CName) self.nametag.setColorCode(NametagGroup.CCToonBuilding) self.nametag.setActive(0) self.nametag.setAvatar(self.getDoorNodePath()) self.nametag.setObjectCode(self.block) name = self.cr.playGame.dnaStore.getTitleFromBlockNumber(self.block) self.nametag.setName(name) self.nametag.manage(base.marginManager) def clearNametag(self): if self.nametag != None: self.nametag.unmanage(base.marginManager) self.nametag.setAvatar(NodePath()) self.nametag = None def getTriggerName(self): if self.doorType == DoorTypes.INT_HQ or self.doorType in self.specialDoorTypes: return 'door_trigger_' + str(self.block) + '_' + str(self.doorIndex) else: return 'door_trigger_' + str(self.block) def getTriggerName_wip(self): name = 'door_trigger_%d' % (self.doId,) return name def getEnterTriggerEvent(self): return 'enter' + self.getTriggerName() def getExitTriggerEvent(self): return 'exit' + self.getTriggerName() def hideDoorParts(self): if self.doorType in self.specialDoorTypes: self.hideIfHasFlat(self.findDoorNode('rightDoor')) self.hideIfHasFlat(self.findDoorNode('leftDoor')) self.findDoorNode('doorFrameHoleRight').hide() self.findDoorNode('doorFrameHoleLeft').hide() def setTriggerName(self): if self.doorType in self.specialDoorTypes: building = self.getBuilding() doorTrigger = building.find('**/door_' + str(self.doorIndex) + '/**/door_trigger*') doorTrigger.node().setName(self.getTriggerName()) def setTriggerName_wip(self): building = self.getBuilding() doorTrigger = building.find('**/door_%d/**/door_trigger_%d' % (self.doorIndex, self.block)) if doorTrigger.isEmpty(): doorTrigger = building.find('**/door_trigger_%d' % (self.block,)) if doorTrigger.isEmpty(): doorTrigger = building.find('**/door_%d/**/door_trigger_*' % (self.doorIndex,)) if doorTrigger.isEmpty(): doorTrigger = building.find('**/door_trigger_*') doorTrigger.node().setName(self.getTriggerName()) def setZoneIdAndBlock(self, zoneId, block): self.zoneId = zoneId self.block = block def setDoorType(self, doorType): self.notify.debug('Door type = ' + str(doorType) + ' on door #' + str(self.doId)) self.doorType = doorType def setDoorIndex(self, doorIndex): self.doorIndex = doorIndex def setSwing(self, flags): self.leftSwing = flags & 1 != 0 self.rightSwing = flags & 2 != 0 def setOtherZoneIdAndDoId(self, zoneId, distributedObjectID): self.otherZoneId = zoneId self.otherDoId = distributedObjectID def setState(self, state, timestamp): self.fsm.request(state, [globalClockDelta.localElapsedTime(timestamp)]) def setExitDoorState(self, state, timestamp): self.exitDoorFSM.request(state, [globalClockDelta.localElapsedTime(timestamp)]) def announceGenerate(self): DistributedObject.announceGenerate(self) self.doPostAnnounceGenerate() def doPostAnnounceGenerate(self): if self.doorType == DoorTypes.INT_STANDARD: self.bHasFlat = True else: 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.setupNametag() def getBuilding(self): if 'building' not in self.__dict__: if self.doorType == DoorTypes.INT_STANDARD: door = base.render.find('**/leftDoor;+s') self.building = door.getParent() elif self.doorType == DoorTypes.INT_HQ: door = base.render.find('**/door_0') self.building = door.getParent() elif self.doorType == DoorTypes.INT_KS: self.building = base.render.find('**/KartShop_Interior*') elif self.doorType == DoorTypes.EXT_STANDARD or self.doorType == DoorTypes.EXT_HQ or self.doorType == DoorTypes.EXT_KS: self.building = self.cr.playGame.hood.loader.geom.find('**/??' + str(self.block) + ':*_landmark_*_DNARoot;+s') if self.building.isEmpty(): self.building = self.cr.playGame.hood.loader.geom.find('**/??' + str(self.block) + ':animated_building_*_DNARoot;+s') elif self.doorType == DoorTypes.EXT_COGHQ or self.doorType == DoorTypes.INT_COGHQ: self.building = self.cr.playGame.hood.loader.geom else: self.notify.error('No such door type as ' + str(self.doorType)) return self.building def getBuilding_wip(self): if 'building' not in self.__dict__: if 'block' in self.__dict__: self.building = self.cr.playGame.hood.loader.geom.find('**/??' + str(self.block) + ':*_landmark_*_DNARoot;+s') else: self.building = self.cr.playGame.hood.loader.geom print('---------------- door is interior -------') return self.building def readyToExit(self): base.transitions.fadeScreen(1.0) self.sendUpdate('requestExit') def avatarEnterDoorTrack(self, avatar, duration): trackName = 'avatarEnterDoor-%d-%d' % (self.doId, avatar.doId) track = Parallel(name=trackName) otherNP = self.getDoorNodePath() if hasattr(avatar, 'stopSmooth'): avatar.stopSmooth() if avatar.doId == base.localAvatar.doId: track.append(LerpPosHprInterval(nodePath=base.camera, other=avatar, duration=duration, pos=Point3(0, -8, avatar.getHeight()), hpr=VBase3(0, 0, 0), blendType='easeInOut')) finalPos = avatar.getParent().getRelativePoint(otherNP, Point3(self.doorX, 2, ToontownGlobals.FloorOffset)) moveHere = Sequence(self.getAnimStateInterval(avatar, 'walk'), LerpPosInterval(nodePath=avatar, duration=duration, pos=finalPos, blendType='easeIn')) track.append(moveHere) if avatar.doId == base.localAvatar.doId: track.append(Sequence(Wait(duration * 0.5), Func(base.transitions.irisOut, duration * 0.5), Wait(duration * 0.5), Func(avatar.b_setParent, ToontownGlobals.SPHidden))) track.delayDelete = DelayDelete(avatar, 'avatarEnterDoorTrack') return track def avatarEnqueueTrack(self, avatar, duration): if hasattr(avatar, 'stopSmooth'): avatar.stopSmooth() back = -5.0 - 2.0 * len(self.avatarIDList) if back < -9.0: back = -9.0 offset = Point3(self.doorX, back, ToontownGlobals.FloorOffset) otherNP = self.getDoorNodePath() walkLike = ActorInterval(avatar, 'walk', startTime=1, duration=duration, endTime=0.0001) standHere = Sequence(LerpPosHprInterval(nodePath=avatar, other=otherNP, duration=duration, pos=offset, hpr=VBase3(0, 0, 0), blendType='easeInOut'), self.getAnimStateInterval(avatar, 'neutral')) trackName = 'avatarEnqueueDoor-%d-%d' % (self.doId, avatar.doId) track = Parallel(walkLike, standHere, name=trackName) track.delayDelete = DelayDelete(avatar, 'avatarEnqueueTrack') return track def getAnimStateInterval(self, avatar, animName): isSuit = isinstance(avatar, Suit) if isSuit: return Func(avatar.loop, animName, 0) else: return Func(avatar.setAnimState, animName) def isDoorHit(self): vec = base.localAvatar.getRelativeVector(self.currentDoorNp, self.currentDoorVec) netScale = self.currentDoorNp.getNetTransform().getScale() yToTest = vec.getY() / netScale[1] return yToTest < -0.5 def enterDoor(self): if self.allowedToEnter(): messenger.send('DistributedDoor_doorTrigger') self.sendUpdate('requestEnter') else: place = base.cr.playGame.getPlace() if place: place.fsm.request('stopped') self.dialog = TeaserPanel(pageName='otherHoods', doneFunc=self.handleOkTeaser) def handleOkTeaser(self): self.accept(self.getEnterTriggerEvent(), self.doorTrigger) self.dialog.destroy() del self.dialog place = base.cr.playGame.getPlace() if place: place.fsm.request('walk') def allowedToEnter(self, zoneId = None): allowed = False if hasattr(base, 'ttAccess') and base.ttAccess: if zoneId: allowed = base.ttAccess.canAccess(zoneId) else: allowed = base.ttAccess.canAccess() return allowed def checkIsDoorHitTaskName(self): return 'checkIsDoorHit' + self.getTriggerName() def checkIsDoorHitTask(self, task): if self.isDoorHit(): self.ignore(self.checkIsDoorHitTaskName()) self.ignore(self.getExitTriggerEvent()) self.enterDoor() return task.done return task.cont def cancelCheckIsDoorHitTask(self, args): taskMgr.remove(self.checkIsDoorHitTaskName()) del self.currentDoorNp del self.currentDoorVec self.ignore(self.getExitTriggerEvent()) self.accept(self.getEnterTriggerEvent(), self.doorTrigger) def doorTrigger(self, args = None): self.ignore(self.getEnterTriggerEvent()) if args == None: self.enterDoor() else: self.currentDoorNp = NodePath(args.getIntoNodePath()) self.currentDoorVec = Vec3(args.getSurfaceNormal(self.currentDoorNp)) if self.isDoorHit(): self.enterDoor() else: self.accept(self.getExitTriggerEvent(), self.cancelCheckIsDoorHitTask) taskMgr.add(self.checkIsDoorHitTask, self.checkIsDoorHitTaskName()) def avatarEnter(self, avatarID): avatar = self.cr.doId2do.get(avatarID, None) if avatar: avatar.setAnimState('neutral') track = self.avatarEnqueueTrack(avatar, 0.5) track.start() self.avatarTracks.append(track) self.avatarIDList.append(avatarID) def rejectEnter(self, reason): message = FADoorCodes.reasonDict[reason] if message: self.__faRejectEnter(message) else: self.__basicRejectEnter() def __basicRejectEnter(self): self.accept(self.getEnterTriggerEvent(), self.doorTrigger) if self.cr.playGame.getPlace(): self.cr.playGame.getPlace().setState('walk') def __faRejectEnter(self, message): self.rejectDialog = TTDialog.TTGlobalDialog(message=message, doneEvent='doorRejectAck', style=TTDialog.Acknowledge) self.rejectDialog.show() self.rejectDialog.delayDelete = DelayDelete(self, '__faRejectEnter') event = 'clientCleanup' self.acceptOnce(event, self.__handleClientCleanup) base.cr.playGame.getPlace().setState('stopped') self.acceptOnce('doorRejectAck', self.__handleRejectAck) self.acceptOnce('stoppedAsleep', self.__handleFallAsleepDoor) def __handleClientCleanup(self): if hasattr(self, 'rejectDialog') and self.rejectDialog: self.rejectDialog.doneStatus = 'ok' self.__handleRejectAck() def __handleFallAsleepDoor(self): self.rejectDialog.doneStatus = 'ok' self.__handleRejectAck() def __handleRejectAck(self): self.ignore('doorRejectAck') self.ignore('stoppedAsleep') self.ignore('clientCleanup') doneStatus = self.rejectDialog.doneStatus if doneStatus != 'ok': self.notify.error('Unrecognized doneStatus: ' + str(doneStatus)) self.__basicRejectEnter() self.rejectDialog.delayDelete.destroy() self.rejectDialog.cleanup() del self.rejectDialog def getDoorNodePath(self): if self.doorType == DoorTypes.INT_STANDARD: otherNP = base.render.find('**/door_origin') elif self.doorType == DoorTypes.EXT_STANDARD: if hasattr(self, 'tempDoorNodePath'): return self.tempDoorNodePath else: posHpr = self.cr.playGame.dnaStore.getDoorPosHprFromBlockNumber(self.block) otherNP = NodePath('doorOrigin') otherNP.setPos(posHpr.getPos()) otherNP.setHpr(posHpr.getHpr()) self.tempDoorNodePath = otherNP elif self.doorType in self.specialDoorTypes: building = self.getBuilding() otherNP = building.find('**/door_origin_' + str(self.doorIndex)) elif self.doorType == DoorTypes.INT_HQ: otherNP = base.render.find('**/door_origin_' + str(self.doorIndex)) else: self.notify.error('No such door type as ' + str(self.doorType)) return otherNP def avatarExitTrack(self, avatar, duration): if hasattr(avatar, 'stopSmooth'): avatar.stopSmooth() otherNP = self.getDoorNodePath() trackName = 'avatarExitDoor-%d-%d' % (self.doId, avatar.doId) track = Sequence(name=trackName) track.append(self.getAnimStateInterval(avatar, 'walk')) track.append(PosHprInterval(avatar, Point3(-self.doorX, 0, ToontownGlobals.FloorOffset), VBase3(179, 0, 0), other=otherNP)) track.append(Func(avatar.setParent, ToontownGlobals.SPRender)) if avatar.doId == base.localAvatar.doId: track.append(PosHprInterval(base.camera, VBase3(-self.doorX, 5, avatar.getHeight()), VBase3(180, 0, 0), other=otherNP)) if avatar.doId == base.localAvatar.doId: finalPos = base.render.getRelativePoint(otherNP, Point3(-self.doorX, -6, ToontownGlobals.FloorOffset)) else: finalPos = base.render.getRelativePoint(otherNP, Point3(-self.doorX, -3, ToontownGlobals.FloorOffset)) track.append(LerpPosInterval(nodePath=avatar, duration=duration, pos=finalPos, blendType='easeInOut')) if avatar.doId == base.localAvatar.doId: track.append(Func(self.exitCompleted)) track.append(Func(base.transitions.irisIn)) if hasattr(avatar, 'startSmooth'): track.append(Func(avatar.startSmooth)) track.delayDelete = DelayDelete(avatar, 'DistributedDoor.avatarExitTrack') return track def exitCompleted(self): base.localAvatar.setAnimState('neutral') place = self.cr.playGame.getPlace() if place: place.setState('walk') base.localAvatar.d_setParent(ToontownGlobals.SPRender) def avatarExit(self, avatarID): if avatarID in self.avatarIDList: self.avatarIDList.remove(avatarID) if avatarID == base.localAvatar.doId: self.exitCompleted() else: self.avatarExitIDList.append(avatarID) def finishDoorTrack(self): if self.doorTrack: self.doorTrack.finish() self.doorTrack = None def finishDoorExitTrack(self): if self.doorExitTrack: self.doorExitTrack.finish() self.doorExitTrack = None def finishAllTracks(self): self.finishDoorTrack() self.finishDoorExitTrack() for t in self.avatarTracks: t.finish() cleanupDelayDeletes(t) self.avatarTracks = [] for t in self.avatarExitTracks: t.finish() cleanupDelayDeletes(t) self.avatarExitTracks = [] def enterOff(self): pass def exitOff(self): pass def getRequestStatus(self): zoneId = self.otherZoneId request = {'loader': ZoneUtil.getBranchLoaderName(zoneId), 'where': ZoneUtil.getToonWhereName(zoneId), 'how': 'doorIn', 'hoodId': ZoneUtil.getHoodId(zoneId), 'zoneId': zoneId, 'shardId': None, 'avId': -1, 'allowRedirect': 0, 'doorDoId': self.otherDoId} return request 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'): request = self.getRequestStatus() messenger.send('doorDoneEvent', [request]) def exitClosing(self): pass def enterClosed(self, ts): pass def exitClosed(self): pass def enterOpening(self, ts): doorFrameHoleRight = self.findDoorNode('doorFrameHoleRight') if doorFrameHoleRight.isEmpty(): self.notify.warning('enterOpening(): did not find doorFrameHoleRight') return rightDoor = self.findDoorNode('rightDoor') if rightDoor.isEmpty(): self.notify.warning('enterOpening(): did not find rightDoor') return otherNP = self.getDoorNodePath() trackName = 'doorOpen-%d' % self.doId if self.rightSwing: h = 100 else: h = -100 self.finishDoorTrack() self.doorTrack = Parallel(SoundInterval(self.openSfx, node=rightDoor), Sequence(HprInterval(rightDoor, VBase3(0, 0, 0), other=otherNP), Wait(0.4), Func(rightDoor.show), Func(doorFrameHoleRight.show), LerpHprInterval(nodePath=rightDoor, duration=0.6, hpr=VBase3(h, 0, 0), startHpr=VBase3(0, 0, 0), other=otherNP, blendType='easeInOut')), name=trackName) self.doorTrack.start(ts) def exitOpening(self): pass def enterOpen(self, ts): for avatarID in self.avatarIDList: avatar = self.cr.doId2do.get(avatarID) if avatar: track = self.avatarEnterDoorTrack(avatar, 1.0) track.start(ts) self.avatarTracks.append(track) if avatarID == base.localAvatar.doId: self.done = 1 self.avatarIDList = [] def exitOpen(self): for track in self.avatarTracks: track.finish() cleanupDelayDeletes(track) self.avatarTracks = [] def exitDoorEnterOff(self): pass def exitDoorExitOff(self): pass def exitDoorEnterClosing(self, ts): doorFrameHoleLeft = self.findDoorNode('doorFrameHoleLeft') if doorFrameHoleLeft.isEmpty(): self.notify.warning('enterOpening(): did not find flatDoors') return if self.leftSwing: h = -100 else: h = 100 leftDoor = self.findDoorNode('leftDoor') if not leftDoor.isEmpty(): otherNP = self.getDoorNodePath() trackName = 'doorExitTrack-%d' % self.doId self.finishDoorExitTrack() self.doorExitTrack = Sequence(LerpHprInterval(nodePath=leftDoor, duration=1.0, hpr=VBase3(0, 0, 0), startHpr=VBase3(h, 0, 0), other=otherNP, blendType='easeInOut'), Func(doorFrameHoleLeft.hide), Func(self.hideIfHasFlat, leftDoor), SoundInterval(self.closeSfx, node=leftDoor), name=trackName) self.doorExitTrack.start(ts) def exitDoorExitClosing(self): pass def exitDoorEnterClosed(self, ts): pass def exitDoorExitClosed(self): pass def exitDoorEnterOpening(self, ts): doorFrameHoleLeft = self.findDoorNode('doorFrameHoleLeft') if doorFrameHoleLeft.isEmpty(): self.notify.warning('enterOpening(): did not find flatDoors') return leftDoor = self.findDoorNode('leftDoor') if self.leftSwing: h = -100 else: h = 100 if not leftDoor.isEmpty(): otherNP = self.getDoorNodePath() trackName = 'doorDoorExitTrack-%d' % self.doId self.finishDoorExitTrack() self.doorExitTrack = Parallel(SoundInterval(self.openSfx, node=leftDoor), Sequence(Func(leftDoor.show), Func(doorFrameHoleLeft.show), LerpHprInterval(nodePath=leftDoor, duration=0.6, hpr=VBase3(h, 0, 0), startHpr=VBase3(0, 0, 0), other=otherNP, blendType='easeInOut')), name=trackName) self.doorExitTrack.start(ts) else: self.notify.warning('exitDoorEnterOpening(): did not find leftDoor') def exitDoorExitOpening(self): pass def exitDoorEnterOpen(self, ts): for avatarID in self.avatarExitIDList: avatar = self.cr.doId2do.get(avatarID) if avatar: track = self.avatarExitTrack(avatar, 0.2) track.start() self.avatarExitTracks.append(track) self.avatarExitIDList = [] def exitDoorExitOpen(self): for track in self.avatarExitTracks: track.finish() cleanupDelayDeletes(track) self.avatarExitTracks = [] def findDoorNode(self, string, allowEmpty = False): building = self.getBuilding() if not building: self.notify.warning('getBuilding() returned None, avoiding crash, remark 896029') foundNode = None else: foundNode = building.find('**/door_' + str(self.doorIndex) + '/**/' + string + '*;+s+i') if foundNode.isEmpty(): foundNode = building.find('**/' + string + '*;+s+i') if allowEmpty: return foundNode return foundNode def hideIfHasFlat(self, node): if self.bHasFlat: node.hide()