from pandac.PandaModules import Point3, VBase4 from direct.fsm.FSM import FSM from direct.interval.IntervalGlobal import Sequence, Parallel, ActorInterval, Func, Wait, ParticleInterval, Track, LerpColorScaleInterval, LerpScaleInterval, LerpHprInterval from direct.task.Task import Task from toontown.battle import BattleParticles from toontown.battle import MovieUtil from toontown.minigame.MazeSuit import MazeSuit from .CogdoMazeGameObjects import CogdoMazeSplattable from . import CogdoMazeGameGlobals as Globals import random class CogdoMazeSuit(MazeSuit, FSM, CogdoMazeSplattable): GagHitEventName = 'CogdoMazeSuit_GagHit' DeathEventName = 'CogdoMazeSuit_Death' ThinkEventName = 'CogdoMazeSuit_Think' def __init__(self, serialNum, maze, randomNumGen, difficulty, startTile, cogdoSuitType, walkAnimName = None): data = Globals.SuitData[cogdoSuitType] MazeSuit.__init__(self, serialNum, maze, randomNumGen, data['cellWalkPeriod'], difficulty, data['dnaName'], startTile=startTile, walkSameDirectionProb=Globals.SuitWalkSameDirectionProb, walkTurnAroundProb=Globals.SuitWalkTurnAroundProb, uniqueRandomNumGen=False, walkAnimName=walkAnimName) FSM.__init__(self, 'CogdoMazeSuit') CogdoMazeSplattable.__init__(self, self.suit, '%s-%i' % (Globals.SuitCollisionName, self.serialNum), 1.5) if 'scale' in data: self.suit.setScale(data['scale']) self.hp = data['hp'] self.type = cogdoSuitType self.memos = data['memos'] self.deathSuit = self.suit.getLoseActor() self.deathSuit.pose('lose', 0) BattleParticles.loadParticles() self._initSfx() def _initSfx(self): audioMgr = base.cogdoGameAudioMgr self._deathSoundIval = Sequence(audioMgr.createSfxIval('cogSpin', duration=1.6, startTime=0.6, volume=0.8, source=self.deathSuit), audioMgr.createSfxIval('cogDeath', volume=0.32, source=self.deathSuit)) def _destroySfx(self): if self._deathSoundIval.isPlaying(): self._deathSoundIval.finish() del self._deathSoundIval def destroy(self): BattleParticles.unloadParticles() self.ignoreAll() self._destroySfx() CogdoMazeSplattable.destroy(self) MazeSuit.destroy(self) def handleEnterSphere(self, collEntry): messenger.send(self.COLLISION_EVENT_NAME, [self.type, self.serialNum]) def gameStart(self, gameStartTime): MazeSuit.gameStart(self, gameStartTime) self.accept(Globals.GagCollisionName + '-into-' + self.gagCollisionName, self.handleGagHit) messenger.send(self.ThinkEventName, [self, self.TX, self.TY]) def initCollisions(self): MazeSuit.initCollisions(self) self.collNodePath.setScale(0.75) self.accept(self.uniqueName('again' + self.COLL_SPHERE_NAME), self.handleEnterSphere) def think(self, curTic, curT, unwalkables): MazeSuit.think(self, curTic, curT, unwalkables) messenger.send(self.ThinkEventName, [self, self.TX, self.TY]) def handleGagHit(self, collEntry): gagNodePath = collEntry.getFromNodePath().getParent() messenger.send(self.GagHitEventName, [self.type, self.serialNum, gagNodePath]) def _getSuitAnimationIval(self, animName, startFrame = 0, duration = 1, partName = None, nextState = None): totalFrames = self.suit.getNumFrames(animName) frames = totalFrames - 1 - startFrame frameRate = self.suit.getFrameRate(animName) newRate = frames / duration playRate = newRate / frameRate ival = Sequence(ActorInterval(self.suit, animName, startTime=startFrame / newRate, endTime=totalFrames / newRate, playRate=playRate, partName=partName)) if nextState is not None: def done(): self.request(nextState) ival.append(Func(done)) return ival def hitByGag(self): self.hp = self.hp - 1 self.doSplat() if self.hp <= 0: self.explode() def explode(self): self.doDeathTrack() messenger.send(self.DeathEventName, [self.type, self.serialNum]) def doDeathTrack(self): def removeDeathSuit(suit, deathSuit): if not deathSuit.isEmpty(): deathSuit.detachNode() suit.cleanupLoseActor() self.deathSuit.reparentTo(self.suit.getParent()) self.deathSuit.setScale(self.suit.getScale()) self.deathSuit.setPos(render, self.suit.getPos(render)) self.deathSuit.setHpr(render, self.suit.getHpr(render)) self.suit.hide() self.collNodePath.reparentTo(self.deathSuit) gearPoint = Point3(0, 0, self.suit.height / 2.0 + 2.0) smallGears = BattleParticles.createParticleEffect(file='gearExplosionSmall') singleGear = BattleParticles.createParticleEffect('GearExplosion', numParticles=1) smallGearExplosion = BattleParticles.createParticleEffect('GearExplosion', numParticles=10) bigGearExplosion = BattleParticles.createParticleEffect('BigGearExplosion', numParticles=30) smallGears.setPos(gearPoint) singleGear.setPos(gearPoint) smallGearExplosion.setPos(gearPoint) bigGearExplosion.setPos(gearPoint) smallGears.setDepthWrite(False) singleGear.setDepthWrite(False) smallGearExplosion.setDepthWrite(False) bigGearExplosion.setDepthWrite(False) suitTrack = Sequence(Func(self.collNodePath.stash), ActorInterval(self.deathSuit, 'lose', startFrame=80, endFrame=140), Func(removeDeathSuit, self.suit, self.deathSuit, name='remove-death-suit')) explosionTrack = Sequence(Wait(1.5), MovieUtil.createKapowExplosionTrack(self.deathSuit, explosionPoint=gearPoint)) gears1Track = Sequence(ParticleInterval(smallGears, self.deathSuit, worldRelative=0, duration=4.3, cleanup=True), name='gears1Track') gears2MTrack = Track((0.0, explosionTrack), (0.7, ParticleInterval(singleGear, self.deathSuit, worldRelative=0, duration=5.7, cleanup=True)), (5.2, ParticleInterval(smallGearExplosion, self.deathSuit, worldRelative=0, duration=1.2, cleanup=True)), (5.4, ParticleInterval(bigGearExplosion, self.deathSuit, worldRelative=0, duration=1.0, cleanup=True)), name='gears2MTrack') def removeParticle(particle): if particle and hasattr(particle, 'renderParent'): particle.cleanup() del particle removeParticles = Sequence(Func(removeParticle, smallGears), Func(removeParticle, singleGear), Func(removeParticle, smallGearExplosion), Func(removeParticle, bigGearExplosion)) self.deathTrack = Sequence(Parallel(suitTrack, gears2MTrack, gears1Track, self._deathSoundIval), removeParticles) self.deathTrack.start() class CogdoMazeSlowMinionSuit(CogdoMazeSuit): def __init__(self, serialNum, maze, randomNumGen, difficulty, startTile = None): CogdoMazeSuit.__init__(self, serialNum, maze, randomNumGen, difficulty, startTile, Globals.SuitTypes.SlowMinion) self.defaultTransitions = {'Off': ['Normal'], 'Normal': ['Attack', 'Off'], 'Attack': ['Normal']} def gameStart(self, gameStartTime): CogdoMazeSuit.gameStart(self, gameStartTime) self.request('Normal') def enterNormal(self): self.startWalkAnim() def exitNormal(self): pass def enterAttack(self, elapsedTime): self._attackIval = self._getSuitAnimationIval('finger-wag', duration=2.0, nextState='Normal') self._attackIval.start(elapsedTime) def filterAttack(self, request, args): if request == 'Attack': return None else: return self.defaultFilter(request, args) return None def exitAttack(self): self._attackIval.pause() del self._attackIval class CogdoMazeFastMinionSuit(CogdoMazeSuit): def __init__(self, serialNum, maze, randomNumGen, difficulty, startTile = None): CogdoMazeSuit.__init__(self, serialNum, maze, randomNumGen, difficulty, startTile, Globals.SuitTypes.FastMinion) class CogdoMazeBossSuit(CogdoMazeSuit): BlinkTaskName = 'CogdoMazeBossBlinkTask' ShakeTaskName = 'CogdoMazeBossShakeTask' StartWalkTaskName = 'CogdoMazeBossStartWalkTask' ShakeEventName = 'CogdoMazeSuitShake' def __init__(self, serialNum, maze, randomNumGen, difficulty, startTile = None): CogdoMazeSuit.__init__(self, serialNum, maze, randomNumGen, difficulty, startTile, Globals.SuitTypes.Boss, walkAnimName='stomp') self.dropTimer = 0 self._walkSpeed = float(self.maze.cellWidth) / self.cellWalkDuration * 0.5 def _initSfx(self): CogdoMazeSuit._initSfx(self) audioMgr = base.cogdoGameAudioMgr self._stompSfxIval = audioMgr.createSfxIval('cogStomp', source=self.suit, cutoff=Globals.BossStompSfxCutoff, volume=0.3) self._hitSfx = audioMgr.createSfx('bossCogAngry', self.suit) def _destroySfx(self): del self._hitSfx if self._stompSfxIval.isPlaying(): self._stompSfxIval.finish() del self._stompSfxIval CogdoMazeSuit._destroySfx(self) def spin(self): part = self.suit time = Globals.BossSpinTime degrees = 360 * Globals.BossSpinCount spinIval = LerpHprInterval(part, time, (self.suit.getH() + degrees, 0, 0), blendType='easeOut') spinIval.start() def hitByGag(self): if self.hp >= 2: self._hitSfx.play() self.spin() self.suit.setColorScale(Globals.BlinkColor) self.__startBlinkTask() elif self.hp == 1: self.__stopBlinkTask() CogdoMazeSuit.hitByGag(self) def gameStart(self, gameStartTime): CogdoMazeSuit.gameStart(self, gameStartTime) def startWalkAnim(self): self.suit.loop(self._walkAnimName, fromFrame=43, toFrame=81) self.suit.setPlayRate(self._walkSpeed * Globals.BossCogStompAnimationPlayrateFactor, self._walkAnimName) self.__startShakeTask() def destroy(self): CogdoMazeSuit.destroy(self) self.__stopShakeTask() self.__stopBlinkTask() def pickRandomValidSpot(self, r = 5): validSpots = [] for x in range(self.TX - r, self.TX + r): for y in range(self.TY - r, self.TY + r): if self.maze.isWalkable(x, y): validSpots.append([x, y]) return self.rng.choice(validSpots) def __startShakeTask(self): self.__stopShakeTask() taskMgr.doMethodLater(Globals.BossShakeTime, self.__shake, self.uniqueName(CogdoMazeBossSuit.ShakeTaskName)) self.bossShakeLastTime = 0 def __stopShakeTask(self): taskMgr.remove(self.uniqueName(CogdoMazeBossSuit.ShakeTaskName)) def __shake(self, task): if task.time - self.bossShakeLastTime > Globals.BossShakeTime: self.suit.setPlayRate(self._walkSpeed * Globals.BossCogStompAnimationPlayrateFactor, self._walkAnimName) self._stompSfxIval.start() messenger.send(self.ShakeEventName, [self, Globals.BossShakeStrength]) self.bossShakeLastTime = task.time return task.cont def __startBlinkTask(self): self.__stopBlinkTask() taskMgr.doMethodLater(Globals.BlinkFrequency, self.__blink, CogdoMazeBossSuit.BlinkTaskName) def __stopBlinkTask(self): taskMgr.remove(CogdoMazeBossSuit.BlinkTaskName) def __blink(self, task): blink = Sequence(LerpColorScaleInterval(self.suit, Globals.BlinkSpeed, VBase4(1.0, 1.0, 1.0, 1.0)), LerpColorScaleInterval(self.suit, Globals.BlinkSpeed, Globals.BlinkColor)) blink.start() return Task.again