from pandac.PandaModules import NodePath, VBase3 from direct.directnotify import DirectNotifyGlobal from direct.interval.IntervalGlobal import Parallel, Sequence, Wait, HprInterval, LerpHprInterval, SoundInterval from toontown.building import DistributedDoor from toontown.building import DoorTypes if (__debug__): import pdb class DistributedAnimDoor(DistributedDoor.DistributedDoor): def __init__(self, cr): DistributedDoor.DistributedDoor.__init__(self, cr) base.animDoor = self def getBuilding(self): if not self.__dict__.has_key('building'): if self.doorType == DoorTypes.EXT_ANIM_STANDARD: searchStr = '**/??' + str(self.block) + ':animated_building_*_DNARoot;+s' self.notify.debug('searchStr=%s' % searchStr) self.building = self.cr.playGame.hood.loader.geom.find(searchStr) else: self.notify.error('DistributedAnimDoor.getBuiding with doorType=%s' % self.doorType) return self.building def getDoorNodePath(self): if self.doorType == DoorTypes.EXT_ANIM_STANDARD: if hasattr(self, 'tempDoorNodePath'): return self.tempDoorNodePath else: building = self.getBuilding() doorNP = building.find('**/door_origin') self.notify.debug('creating doorOrigin at %s %s' % (str(doorNP.getPos()), str(doorNP.getHpr()))) otherNP = NodePath('doorOrigin') otherNP.setPos(doorNP.getPos()) otherNP.setHpr(doorNP.getHpr()) otherNP.reparentTo(doorNP.getParent()) self.tempDoorNodePath = otherNP else: self.notify.error('DistributedAnimDoor.getDoorNodePath with doorType=%s' % self.doorType) return otherNP def setTriggerName(self): if self.doorType == DoorTypes.EXT_ANIM_STANDARD: building = self.getBuilding() if not building.isEmpty(): doorTrigger = building.find('**/door_0_door_trigger') if not doorTrigger.isEmpty(): doorTrigger.node().setName(self.getTriggerName()) else: self.notify.warning('setTriggerName failed no building') else: self.notify.error('setTriggerName doorTYpe=%s' % self.doorType) def getAnimBuilding(self): if not self.__dict__.has_key('animBuilding'): if self.doorType == DoorTypes.EXT_ANIM_STANDARD: bldg = self.getBuilding() key = bldg.getParent().getParent() animPropList = self.cr.playGame.hood.loader.animPropDict.get(key) if animPropList: for prop in animPropList: if bldg == prop.getActor().getParent(): self.animBuilding = prop break else: self.notify.error('could not find' + str(key)) else: self.notify.error('No such door type as ' + str(self.doorType)) return self.animBuilding def getBuildingActor(self): result = self.getAnimBuilding().getActor() return result def enterOpening(self, ts): bldgActor = self.getBuildingActor() rightDoor = bldgActor.controlJoint(None, 'modelRoot', 'def_right_door') 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)), Wait(0.4), LerpHprInterval(nodePath=rightDoor, duration=0.6, hpr=VBase3(h, 0, 0), startHpr=VBase3(0, 0, 0), blendType='easeInOut')), name=trackName) self.doorTrack.start(ts) return def enterClosing(self, ts): bldgActor = self.getBuildingActor() rightDoor = bldgActor.controlJoint(None, 'modelRoot', 'def_right_door') 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), blendType='easeInOut'), SoundInterval(self.closeSfx, node=rightDoor), name=trackName) self.doorTrack.start(ts) if hasattr(self, 'done'): request = self.getRequestStatus() messenger.send('doorDoneEvent', [request]) return def exitDoorEnterOpening(self, ts): bldgActor = self.getBuildingActor() leftDoor = bldgActor.controlJoint(None, 'modelRoot', 'def_left_door') 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(LerpHprInterval(nodePath=leftDoor, duration=0.6, hpr=VBase3(h, 0, 0), startHpr=VBase3(0, 0, 0), blendType='easeInOut')), name=trackName) self.doorExitTrack.start(ts) else: self.notify.warning('exitDoorEnterOpening(): did not find leftDoor') return def exitDoorEnterClosing(self, ts): bldgActor = self.getBuildingActor() leftDoor = bldgActor.controlJoint(None, 'modelRoot', 'def_left_door') if self.leftSwing: h = -100 else: h = 100 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), blendType='easeInOut'), SoundInterval(self.closeSfx, node=leftDoor), name=trackName) self.doorExitTrack.start(ts) return