from pandac.PandaModules import * from direct.interval.IntervalGlobal import * from direct.fsm import ClassicFSM, State from direct.fsm import State from direct.directnotify import DirectNotifyGlobal from . import DistributedSuitBase from direct.task.Task import Task import random from toontown.toonbase import ToontownGlobals from otp.level import LevelConstants from toontown.distributed.DelayDeletable import DelayDeletable class DistributedFactorySuit(DistributedSuitBase.DistributedSuitBase, DelayDeletable): notify = DirectNotifyGlobal.directNotify.newCategory('DistributedFactorySuit') def __init__(self, cr): try: self.DistributedSuit_initialized except: self.DistributedSuit_initialized = 1 DistributedSuitBase.DistributedSuitBase.__init__(self, cr) self.fsm = ClassicFSM.ClassicFSM('DistributedSuit', [State.State('Off', self.enterOff, self.exitOff, ['Walk', 'Battle']), State.State('Walk', self.enterWalk, self.exitWalk, ['WaitForBattle', 'Battle', 'Chase']), State.State('Chase', self.enterChase, self.exitChase, ['WaitForBattle', 'Battle', 'Return']), State.State('Return', self.enterReturn, self.exitReturn, ['WaitForBattle', 'Battle', 'Walk']), State.State('Battle', self.enterBattle, self.exitBattle, ['Walk', 'Chase', 'Return']), State.State('WaitForBattle', self.enterWaitForBattle, self.exitWaitForBattle, ['Battle'])], 'Off', 'Off') self.path = None self.walkTrack = None self.chaseTrack = None self.returnTrack = None self.fsm.enterInitialState() self.chasing = 0 self.paused = 0 self.pauseTime = 0 self.velocity = 3 self.factoryRequest = None return def generate(self): DistributedSuitBase.DistributedSuitBase.generate(self) def setLevelDoId(self, levelDoId): self.notify.debug('setLevelDoId(%s)' % levelDoId) self.levelDoId = levelDoId def setCogId(self, cogId): self.cogId = cogId def setReserve(self, reserve): self.reserve = reserve def denyBattle(self): self.notify.warning('denyBattle()') place = self.cr.playGame.getPlace() if place.fsm.getCurrentState().getName() == 'WaitForBattle': place.setState('walk') def doReparent(self): self.notify.debug('Suit requesting reparenting') if not hasattr(self, 'factory'): self.notify.warning('no factory, get Redmond to look at DistributedFactorySuit.announceGenerate()') self.factory.requestReparent(self, self.spec['parentEntId']) if self.pathEntId: self.factory.setEntityCreateCallback(self.pathEntId, self.setPath) else: self.setPath() def setCogSpec(self, spec): self.spec = spec self.setPos(spec['pos']) self.setH(spec['h']) self.originalPos = spec['pos'] self.escapePos = spec['pos'] self.pathEntId = spec['path'] self.behavior = spec['behavior'] self.skeleton = spec['skeleton'] self.revives = spec.get('revives') self.boss = spec['boss'] if self.reserve: self.reparentTo(hidden) else: self.doReparent() def comeOutOfReserve(self): self.doReparent() def getCogSpec(self, cogId): if self.reserve: return self.factory.getReserveCogSpec(cogId) else: return self.factory.getCogSpec(cogId) def announceGenerate(self): self.notify.debug('announceGenerate %s' % self.doId) def onFactoryGenerate(factoryList, self = self): self.factory = factoryList[0] def onFactoryReady(self = self): self.notify.debug('factory ready, read spec') spec = self.getCogSpec(self.cogId) self.setCogSpec(spec) self.factoryRequest = None return self.factory.setEntityCreateCallback(LevelConstants.LevelMgrEntId, onFactoryReady) self.factoryRequest = self.cr.relatedObjectMgr.requestObjects([self.levelDoId], onFactoryGenerate) DistributedSuitBase.DistributedSuitBase.announceGenerate(self) def disable(self): self.ignoreAll() if self.factoryRequest is not None: self.cr.relatedObjectMgr.abortRequest(self.factoryRequest) self.factoryRequest = None self.notify.debug('DistributedSuit %d: disabling' % self.getDoId()) self.setState('Off') if self.walkTrack: del self.walkTrack self.walkTrack = None DistributedSuitBase.DistributedSuitBase.disable(self) taskMgr.remove(self.taskName('returnTask')) taskMgr.remove(self.taskName('checkStray')) taskMgr.remove(self.taskName('chaseTask')) return def delete(self): try: self.DistributedSuit_deleted except: self.DistributedSuit_deleted = 1 self.notify.debug('DistributedSuit %d: deleting' % self.getDoId()) del self.fsm DistributedSuitBase.DistributedSuitBase.delete(self) def d_requestBattle(self, pos, hpr): self.cr.playGame.getPlace().setState('WaitForBattle') self.factory.lockVisibility(zoneNum=self.factory.getEntityZoneEntId(self.spec['parentEntId'])) self.sendUpdate('requestBattle', [pos[0], pos[1], pos[2], hpr[0], hpr[1], hpr[2]]) def handleBattleBlockerCollision(self): self.__handleToonCollision(None) return def __handleToonCollision(self, collEntry): if collEntry: if collEntry.getFromNodePath().getParent().getKey() != localAvatar.getKey(): return if hasattr(self, 'factory') and hasattr(self.factory, 'lastToonZone'): factoryZone = self.factory.lastToonZone unitsBelow = self.getPos(render)[2] - base.localAvatar.getPos(render)[2] if factoryZone == 24 and unitsBelow > 10.0: self.notify.warning('Ignoring toon collision in %d from %f below.' % (factoryZone, unitsBelow)) return if not base.localAvatar.wantBattles: return toonId = base.localAvatar.getDoId() self.notify.debug('Distributed suit %d: requesting a Battle with toon: %d' % (self.doId, toonId)) self.d_requestBattle(self.getPos(), self.getHpr()) self.setState('WaitForBattle') return None def setPath(self): self.notify.debug('setPath %s' % self.doId) if self.pathEntId != None: parent = self.factory.entities.get(self.spec['parentEntId']) self.path = self.factory.entities.get(self.pathEntId) self.idealPathNode = self.path.attachNewNode('idealPath') self.reparentTo(self.idealPathNode) self.setPos(0, 0, 0) self.path.reparentTo(parent) self.walkTrack = self.path.makePathTrack(self.idealPathNode, self.velocity, self.uniqueName('suitWalk')) self.setState('Walk') return def initializeBodyCollisions(self, collIdStr): DistributedSuitBase.DistributedSuitBase.initializeBodyCollisions(self, collIdStr) self.sSphere = CollisionSphere(0.0, 0.0, 0.0, 15) name = self.uniqueName('toonSphere') self.sSphereNode = CollisionNode(name) self.sSphereNode.addSolid(self.sSphere) self.sSphereNodePath = self.attachNewNode(self.sSphereNode) self.sSphereNodePath.hide() self.sSphereBitMask = ToontownGlobals.WallBitmask self.sSphereNode.setCollideMask(self.sSphereBitMask) self.sSphere.setTangible(0) self.accept('enter' + name, self.__handleToonCollision) def enableBattleDetect(self, name, handler): DistributedSuitBase.DistributedSuitBase.enableBattleDetect(self, name, handler) self.lookForToon(1) def disableBattleDetect(self): DistributedSuitBase.DistributedSuitBase.disableBattleDetect(self) self.lookForToon(0) def subclassManagesParent(self): return 1 def enterWalk(self, ts = 0): self.enableBattleDetect('walk', self.__handleToonCollision) if self.path: if self.walkTrack: self.walkTrack.loop() self.walkTrack.pause() if self.paused: self.walkTrack.setT(self.pauseTime) else: self.walkTrack.setT(ts) self.walkTrack.resume() self.loop('walk', 0) self.paused = 0 else: self.loop('neutral', 0) def exitWalk(self): self.disableBattleDetect() if self.walkTrack: self.pauseTime = self.walkTrack.pause() self.paused = 1 def lookForToon(self, on = 1): if self.behavior in ['chase']: if on: self.accept(self.uniqueName('entertoonSphere'), self.__handleToonAlert) else: self.ignore(self.uniqueName('entertoonSphere')) def __handleToonAlert(self, collEntry): self.notify.debug('%s: ahah! i saw you' % self.doId) toonZ = base.localAvatar.getZ(render) suitZ = self.getZ(render) dZ = abs(toonZ - suitZ) if dZ < 8.0: self.sendUpdate('setAlert', [base.localAvatar.doId]) def resumePath(self, state): self.setState('Walk') def enterChase(self): self.enableBattleDetect('walk', self.__handleToonCollision) self.startChaseTime = globalClock.getFrameTime() self.startCheckStrayTask(1) self.startChaseTask() def exitChase(self): self.disableBattleDetect() taskMgr.remove(self.taskName('chaseTask')) if self.chaseTrack: self.chaseTrack.pause() del self.chaseTrack self.chaseTrack = None self.chasing = 0 self.startCheckStrayTask(0) return def setConfrontToon(self, avId): self.notify.debug('DistributedFactorySuit.setConfrontToon %d' % avId) self.chasing = avId self.setState('Chase') def startChaseTask(self, delay = 0): self.notify.debug('DistributedFactorySuit.startChaseTask delay=%s' % delay) taskMgr.remove(self.taskName('chaseTask')) taskMgr.doMethodLater(delay, self.chaseTask, self.taskName('chaseTask')) def chaseTask(self, task): if not self.chasing: return Task.done av = base.cr.doId2do.get(self.chasing, None) if not av: self.notify.warning("avatar %s isn't here to chase" % self.chasing) return Task.done if globalClock.getFrameTime() - self.startChaseTime > 3.0: self.setReturn() return Task.done toonPos = av.getPos(self.getParent()) suitPos = self.getPos() distance = Vec3(suitPos - toonPos).length() if self.chaseTrack: self.chaseTrack.pause() del self.chaseTrack self.chaseTrack = None import random rand1 = 0.5 rand2 = 0.5 rand3 = 0.5 targetPos = Vec3(toonPos[0] + 4.0 * (rand1 - 0.5), toonPos[1] + 4.0 * (rand2 - 0.5), suitPos[2]) track = Sequence(Func(self.headsUp, targetPos[0], targetPos[1], targetPos[2]), Func(self.loop, 'walk', 0)) chaseSpeed = 4.0 duration = distance / chaseSpeed track.extend([LerpPosInterval(self, duration=duration, pos=Point3(targetPos), startPos=Point3(suitPos))]) self.chaseTrack = track self.chaseTrack.start() self.startChaseTask(1.0) return def startCheckStrayTask(self, on = 1): taskMgr.remove(self.taskName('checkStray')) if on: taskMgr.add(self.checkStrayTask, self.taskName('checkStray')) def checkStrayTask(self, task): curPos = self.getPos() distance = Vec3(curPos - self.originalPos).length() if distance > 10.0: self.sendUpdate('setStrayed', []) def enterReturn(self): self.enableBattleDetect('walk', self.__handleToonCollision) self.lookForToon(0) self.startReturnTask() def exitReturn(self): self.disableBattleDetect() taskMgr.remove(self.taskName('checkStray')) taskMgr.remove(self.taskName('returnTask')) if self.returnTrack: self.returnTrack.pause() self.returnTrack = None return def setReturn(self): self.notify.debug('DistributedFactorySuit.setReturn') self.setState('Return') def startReturnTask(self, delay = 0): taskMgr.remove(self.taskName('returnTask')) taskMgr.doMethodLater(delay, self.returnTask, self.taskName('returnTask')) def returnTask(self, task): self.factory.requestReparent(self, self.spec['parentEntId']) if self.returnTrack: self.returnTrack.pause() self.returnTrack = None if self.path: targetPos = VBase3(0, 0, 0) else: targetPos = self.originalPos track = Sequence(Func(self.headsUp, targetPos[0], targetPos[1], targetPos[2]), Func(self.loop, 'walk', 0)) curPos = self.getPos() distance = Vec3(curPos - targetPos).length() duration = distance / 3.0 track.append(LerpPosInterval(self, duration=duration, pos=Point3(targetPos), startPos=Point3(curPos))) track.append(Func(self.returnDone)) self.returnTrack = track self.returnTrack.start() return def returnDone(self): self.setHpr(self.spec['h'], 0, 0) self.setState('Walk') if not self.path: self.loop('neutral') def setActive(self, active): if active: self.setState('Walk') else: self.setState('Off') def disableBattleDetect(self): if self.battleDetectName: self.ignore('enter' + self.battleDetectName) self.battleDetectName = None if self.collNodePath: self.collNodePath.removeNode() self.collNodePath = None return def disableBodyCollisions(self): self.disableBattleDetect() self.enableRaycast(0) if self.cRayNodePath: self.cRayNodePath.removeNode() if hasattr(self, 'cRayNode'): del self.cRayNode if hasattr(self, 'cRay'): del self.cRay if hasattr(self, 'lifter'): del self.lifter def removeCollisions(self): self.enableRaycast(0) self.cRay = None self.cRayNode = None self.cRayNodePath = None self.lifter = None self.cTrav = None return def setVirtual(self, isVirtual = 1): self.virtual = isVirtual if self.virtual: actorNode = self.find('**/__Actor_modelRoot') actorCollection = actorNode.findAllMatches('*') parts = () for thingIndex in range(0, actorCollection.getNumPaths()): thing = actorCollection[thingIndex] if thing.getName() not in ('joint_attachMeter', 'joint_nameTag', 'def_nameTag'): thing.setColorScale(1.0, 0.0, 0.0, 1.0) thing.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd)) thing.setDepthWrite(False) thing.setBin('fixed', 1) def getVirtual(self): return self.virtual