from otp.level import DistributedLevelAI from direct.directnotify import DirectNotifyGlobal from . import LevelSuitPlannerAI, LawOfficeBase from direct.task import Task from . import FactoryEntityCreatorAI, FactorySpecs from otp.level import LevelSpec from . import CogDisguiseGlobals from toontown.suit import DistributedFactorySuitAI from toontown.toonbase import ToontownGlobals, ToontownBattleGlobals from toontown.coghq import DistributedBattleFactoryAI from toontown.coghq import LawOfficeLayout from toontown.coghq import DistributedLawOfficeElevatorIntAI from direct.distributed import DistributedObjectAI from toontown.ai.ToonBarrier import * class DistributedLawOfficeFloorAI(DistributedLevelAI.DistributedLevelAI, LawOfficeBase.LawOfficeBase): notify = DirectNotifyGlobal.directNotify.newCategory('DistributedLawOfficeAI') def __init__(self, air, lawOfficeId, zoneId, entranceId, avIds, spec): DistributedLevelAI.DistributedLevelAI.__init__(self, air, zoneId, entranceId, avIds) LawOfficeBase.LawOfficeBase.__init__(self) self.setLawOfficeId(lawOfficeId) self.layout = None self.elevator = None self.level = None self.spec = spec return def createEntityCreator(self): return FactoryEntityCreatorAI.FactoryEntityCreatorAI(level=self) def getBattleCreditMultiplier(self): return ToontownBattleGlobals.getFactoryCreditMultiplier(self.lawOfficeId) def generate(self): self.notify.info('generate') self.notify.info('start factory %s %s creation, frame=%s' % (self.lawOfficeId, self.doId, globalClock.getFrameCount())) self.layout = LawOfficeLayout.LawOfficeLayout(self.lawOfficeId) self.startFloor() def startFloor(self): self.notify.info('loading spec') self.factorySpec = LevelSpec.LevelSpec(self.spec) if __dev__: self.notify.info('creating entity type registry') typeReg = self.getEntityTypeReg() self.factorySpec.setEntityTypeReg(typeReg) self.notify.info('creating entities') DistributedLevelAI.DistributedLevelAI.generate(self, self.factorySpec) self.notify.info('creating cogs') cogSpecModule = FactorySpecs.getCogSpecModule(self.lawOfficeId) self.planner = LevelSuitPlannerAI.LevelSuitPlannerAI(self.air, self, DistributedFactorySuitAI.DistributedFactorySuitAI, DistributedBattleFactoryAI.DistributedBattleFactoryAI, cogSpecModule.CogData, cogSpecModule.ReserveCogData, cogSpecModule.BattleCells) suitHandles = self.planner.genSuits() messenger.send('plannerCreated-' + str(self.doId)) self.suits = suitHandles['activeSuits'] self.reserveSuits = suitHandles['reserveSuits'] self.d_setSuits() scenario = 0 description = '%s|%s|%s|%s' % (self.lawOfficeId, self.entranceId, scenario, self.avIdList) for avId in self.avIdList: self.air.writeServerEvent('DAOffice Entered', avId, description) self.notify.info('finish factory %s %s creation' % (self.lawOfficeId, self.doId)) def delete(self): self.notify.info('delete: %s' % self.doId) suits = self.suits for reserve in self.reserveSuits: suits.append(reserve[0]) self.planner.destroy() del self.planner for suit in suits: if not suit.isDeleted(): suit.factoryIsGoingDown() suit.requestDelete() DistributedLevelAI.DistributedLevelAI.delete(self, False) def readyForNextFloor(self): toonId = self.air.getAvatarIdFromSender() self.__barrier.clear(toonId) def dumpEveryone(self): pass def getTaskZoneId(self): return self.lawOfficeId def getLawOfficeId(self): return self.lawOfficeId def d_setForemanConfronted(self, avId): if avId in self.avIdList: self.sendUpdate('setForemanConfronted', [avId]) else: self.notify.warning('%s: d_setForemanConfronted: av %s not in av list %s' % (self.doId, avId, self.avIdList)) def setVictors(self, victorIds): activeVictors = [] activeVictorIds = [] for victorId in victorIds: toon = self.air.doId2do.get(victorId) if toon is not None: activeVictors.append(toon) activeVictorIds.append(victorId) scenario = 0 description = '%s|%s|%s|%s' % (self.lawOfficeId, self.entranceId, scenario, activeVictorIds) for avId in activeVictorIds: self.air.writeServerEvent('DAOffice Defeated', avId, description) for toon in activeVictors: simbase.air.questManager.toonDefeatedFactory(toon, self.lawOfficeId, activeVictors) return def b_setDefeated(self): self.d_setDefeated() self.setDefeated() def d_setDefeated(self): self.sendUpdate('setDefeated') def setDefeated(self): pass def getCogLevel(self): return self.cogLevel def d_setSuits(self): self.sendUpdate('setSuits', [self.getSuits(), self.getReserveSuits()]) def getSuits(self): suitIds = [] for suit in self.suits: suitIds.append(suit.doId) return suitIds def getReserveSuits(self): suitIds = [] for suit in self.reserveSuits: suitIds.append(suit[0].doId) return suitIds