from otp.ai.AIBase import * from toontown.toonbase import ToontownGlobals from direct.distributed.ClockDelta import * from toontown.building.ElevatorConstants import * from toontown.building import DistributedElevatorExtAI from direct.fsm import ClassicFSM from direct.fsm import State from direct.task import Task class DistributedFactoryElevatorExtAI(DistributedElevatorExtAI.DistributedElevatorExtAI): def __init__(self, air, bldg, factoryId, entranceId, antiShuffle=0, minLaff=0): DistributedElevatorExtAI.DistributedElevatorExtAI.__init__(self, air, bldg, antiShuffle=antiShuffle, minLaff=minLaff) self.factoryId = factoryId self.entranceId = entranceId def getEntranceId(self): return self.entranceId def elevatorClosed(self): numPlayers = self.countFullSeats() if numPlayers > 0: players = [] for i in self.seats: if i not in [None, 0]: players.append(i) factoryZone = self.bldg.createFactory(self.factoryId, self.entranceId, players) for seatIndex in range(len(self.seats)): avId = self.seats[seatIndex] if avId: self.sendUpdateToAvatarId(avId, 'setFactoryInteriorZone', [factoryZone]) self.clearFullNow(seatIndex) else: self.notify.warning('The elevator left, but was empty.') self.fsm.request('closed') return def enterClosed(self): DistributedElevatorExtAI.DistributedElevatorExtAI.enterClosed(self) self.fsm.request('opening') def sendAvatarsToDestination(self, avIdList): if len(avIdList) > 0: factoryZone = self.bldg.createFactory(self.factoryId, self.entranceId, avIdList) for avId in avIdList: if avId: self.sendUpdateToAvatarId(avId, 'setFactoryInteriorZoneForce', [ factoryZone])