from toontown.battle import DistributedBattleAI from toontown.battle import DistributedBattleBaseAI from direct.directnotify import DirectNotifyGlobal from direct.fsm import State from direct.fsm import ClassicFSM from toontown.battle.BattleBase import * import CogDisguiseGlobals from direct.showbase.PythonUtil import addListsByValue class DistributedLevelBattleAI(DistributedBattleAI.DistributedBattleAI): notify = DirectNotifyGlobal.directNotify.newCategory('DistributedLevelBattleAI') def __init__(self, air, battleMgr, pos, suit, toonId, zoneId, level, battleCellId, winState, roundCallback=None, finishCallback=None, maxSuits=4): self.blocker = None self.level = level self.battleCellId = battleCellId self.winState = winState self.roundCallback = roundCallback self.suitTrack = suit.dna.dept DistributedBattleAI.DistributedBattleAI.__init__(self, air, battleMgr, pos, suit, toonId, zoneId, finishCallback, maxSuits, tutorialFlag=0, levelFlag=1) isBossBattle = 0 for suit in self.battleMgr.level.planner.battleCellId2suits[battleCellId]: if suit.boss: isBossBattle = 1 break self.setBossBattle(isBossBattle) self.bossDefeated = 0 return def generate(self): DistributedBattleAI.DistributedBattleAI.generate(self) battleBlocker = self.battleMgr.battleBlockers.get(self.battleCellId) if battleBlocker: self.blocker = battleBlocker battleBlocker.b_setBattle(self.doId) def getLevelDoId(self): return self.level.doId def getBattleCellId(self): return self.battleCellId def getTaskZoneId(self): pass def localMovieDone(self, needUpdate, deadToons, deadSuits, lastActiveSuitDied): self.timer.stop() self.resumeNeedUpdate = needUpdate self.resumeDeadToons = deadToons self.resumeDeadSuits = deadSuits self.resumeLastActiveSuitDied = lastActiveSuitDied if len(self.toons) == 0: self.d_setMembers() self.b_setState('Resume') else: totalHp = 0 for suit in self.suits: if suit.currHP > 0: totalHp += suit.currHP self.roundCallback(self.battleCellId, self.activeToons, totalHp, deadSuits) def storeSuitsKilledThisBattle(self): self.suitsKilledPerFloor.append(self.suitsKilledThisBattle) def resume(self, topFloor=0): if len(self.suits) == 0: avList = [] for toonId in self.activeToons: toon = self.getToon(toonId) if toon: avList.append(toon) self.d_setMembers() self.storeSuitsKilledThisBattle() if self.bossBattle == 0: self.b_setState('Reward') else: self.handleToonsWon(avList) self.d_setBattleExperience() self.b_setState(self.winState) if self.blocker: if len(self.activeToons): self.blocker.b_setBattleFinished() else: if self.resumeNeedUpdate == 1: self.d_setMembers() if len(self.resumeDeadSuits) > 0 and self.resumeLastActiveSuitDied == 0 or len(self.resumeDeadToons) > 0: self.needAdjust = 1 self.setState('WaitForJoin') self.resumeNeedUpdate = 0 self.resumeDeadToons = [] self.resumeDeadSuits = [] self.resumeLastActiveSuitDied = 0 def handleToonsWon(self, toons): pass def enterFaceOff(self): self.notify.debug('DistributedLevelBattleAI.enterFaceOff()') self.joinableFsm.request('Joinable') self.runableFsm.request('Unrunable') self.suits[0].releaseControl() faceOffTime = self.calcToonMoveTime(self.pos, self.initialSuitPos) + FACEOFF_TAUNT_T + SERVER_BUFFER_TIME self.notify.debug('faceOffTime = %s' % faceOffTime) self.timer.startCallback(faceOffTime, self.__serverFaceOffDone) return None def __serverFaceOffDone(self): self.notify.debug('faceoff timed out on server') self.ignoreFaceOffDone = 1 self.handleFaceOffDone() def exitFaceOff(self): self.notify.debug('DistributedLevelBattleAI.exitFaceOff()') self.timer.stop() return None def faceOffDone(self): toonId = self.air.getAvatarIdFromSender() if self.ignoreFaceOffDone == 1: self.notify.debug('faceOffDone() - ignoring toon: %d' % toonId) return else: if self.fsm.getCurrentState().getName() != 'FaceOff': self.notify.warning('faceOffDone() - in state: %s' % self.fsm.getCurrentState().getName()) return else: if self.toons.count(toonId) == 0: self.notify.warning('faceOffDone() - toon: %d not in toon list' % toonId) return self.notify.debug('toon: %d done facing off' % toonId) if not self.ignoreFaceOffDone: self.handleFaceOffDone() def suitRequestJoin(self, suit): self.notify.debug('DistributedLevelBattleAI.suitRequestJoin(%d)' % suit.getDoId()) if suit in self.suits: self.notify.warning('suit %s already in this battle' % suit.getDoId()) return 0 DistributedBattleBaseAI.DistributedBattleBaseAI.suitRequestJoin(self, suit) def enterReward(self): self.joinableFsm.request('Unjoinable') self.runableFsm.request('Unrunable') self.timer.startCallback(FLOOR_REWARD_TIMEOUT, self.serverRewardDone) return None def exitReward(self): self.timer.stop() return None