from panda3d.core import Point3, CollisionNode, CollisionSphere, CollisionHandlerEvent from direct.interval.IntervalGlobal import Func, Sequence, Wait from direct.showbase.PythonUtil import bound as clamp from direct.directnotify import DirectNotifyGlobal from toontown.toonbase import TTLocalizer from toontown.minigame.OrthoDrive import OrthoDrive from toontown.minigame.OrthoWalk import OrthoWalk from toontown.toonbase import ToontownGlobals from . import CogdoGameConsts from . import CogdoMazeGameGlobals as Globals from .CogdoMazePlayer import CogdoMazePlayer from .CogdoMazeCameraManager import CogdoMazeCameraManager class CogdoMazeLocalPlayer(CogdoMazePlayer): notify = directNotify.newCategory('CogdoMazeLocalPlayer') def __init__(self, id, toon, game, guiMgr): CogdoMazePlayer.__init__(self, id, toon) self.disableGagCollision() self.game = game self.maze = self.game.maze self._guiMgr = guiMgr self.cameraMgr = CogdoMazeCameraManager(self.toon, self.maze, camera, render) self._proximityRadius = self.maze.cellWidth * Globals.CameraRemoteToonRadius orthoDrive = OrthoDrive(Globals.ToonRunSpeed, maxFrameMove=self.maze.cellWidth / 2, customCollisionCallback=self.maze.doOrthoCollisions, wantSound=True) self.orthoWalk = OrthoWalk(orthoDrive) self._audioMgr = base.cogdoGameAudioMgr self._getMemoSfx = self._audioMgr.createSfx('getMemo', source=self.toon) self._waterCoolerFillSfx = self._audioMgr.createSfx('waterCoolerFill', source=self.toon) self._hitByDropSfx = self._audioMgr.createSfx('toonHitByDrop', source=self.toon) self._winSfx = self._audioMgr.createSfx('win') self._loseSfx = self._audioMgr.createSfx('lose') self.enabled = False self.pickupCount = 0 self.numEntered = 0 self.throwPending = False self.coolDownAfterHitInterval = Sequence(Wait(Globals.HitCooldownTime), Func(self.setInvulnerable, False), name='coolDownAfterHitInterval-%i' % self.toon.doId) self.invulnerable = False self.gagHandler = CollisionHandlerEvent() self.gagHandler.addInPattern('%fn-into-%in') self.exited = False self.hints = {'find': False, 'throw': False, 'squashed': False, 'boss': False, 'minion': False} self.accept('control', self.controlKeyPressed) def destroy(self): self.toon.showName() self.ignoreAll() self.coolDownAfterHitInterval.clearToInitial() del self.coolDownAfterHitInterval del self._getMemoSfx del self._waterCoolerFillSfx del self._hitByDropSfx del self._winSfx self.orthoWalk.stop() self.orthoWalk.destroy() del self.orthoWalk CogdoMazePlayer.destroy(self) def __initCollisions(self): collSphere = CollisionSphere(0, 0, 0, Globals.PlayerCollisionRadius) collSphere.setTangible(0) self.mazeCollisionName = Globals.LocalPlayerCollisionName collNode = CollisionNode(self.mazeCollisionName) collNode.addSolid(collSphere) collNodePath = self.toon.attachNewNode(collNode) collNodePath.hide() handler = CollisionHandlerEvent() handler.addInPattern('%fn-into-%in') base.cTrav.addCollider(collNodePath, handler) self.handler = handler self._collNodePath = collNodePath def clearCollisions(self): self.handler.clear() def __disableCollisions(self): self._collNodePath.removeNode() del self._collNodePath def _isNearPlayer(self, player): return self.toon.getDistance(player.toon) <= self._proximityRadius def update(self, dt): if self.getCurrentOrNextState() != 'Off': self._updateCamera(dt) def _updateCamera(self, dt): numPlayers = 0.0 for player in self.game.players: if player != self and player.toon and self._isNearPlayer(player): numPlayers += 1 d = clamp(Globals.CameraMinDistance + numPlayers / (CogdoGameConsts.MaxPlayers - 1) * (Globals.CameraMaxDistance - Globals.CameraMinDistance), Globals.CameraMinDistance, Globals.CameraMaxDistance) self.cameraMgr.setCameraTargetDistance(d) self.cameraMgr.update(dt) def enterOff(self): CogdoMazePlayer.enterOff(self) def exitOff(self): CogdoMazePlayer.exitOff(self) self.toon.hideName() def enterReady(self): CogdoMazePlayer.enterReady(self) self.cameraMgr.enable() def exitReady(self): CogdoMazePlayer.enterReady(self) def enterNormal(self): CogdoMazePlayer.enterNormal(self) self.orthoWalk.start() def exitNormal(self): CogdoMazePlayer.exitNormal(self) self.orthoWalk.stop() def enterHit(self, elapsedTime = 0.0): CogdoMazePlayer.enterHit(self, elapsedTime) self.setInvulnerable(True) def exitHit(self): CogdoMazePlayer.exitHit(self) self.coolDownAfterHitInterval.clearToInitial() self.coolDownAfterHitInterval.start() def enterDone(self): CogdoMazePlayer.enterDone(self) self._guiMgr.hideQuestArrow() self.ignore('control') self._guiMgr.setMessage('') if self.exited == False: self.lostMemos() def exitDone(self): CogdoMazePlayer.exitDone(self) def hitByDrop(self): if self.equippedGag is not None and not self.hints['squashed']: self._guiMgr.setMessageTemporary(TTLocalizer.CogdoMazeSquashHint, Globals.HintTimeout) self.hints['squashed'] = True self._hitByDropSfx.play() CogdoMazePlayer.hitByDrop(self) return def equipGag(self): CogdoMazePlayer.equipGag(self) self._waterCoolerFillSfx.play() messenger.send(Globals.WaterCoolerHideEventName, []) if not self.hints['throw']: self._guiMgr.setMessage(TTLocalizer.CogdoMazeThrowHint) self.hints['throw'] = True def hitSuit(self, suitType): if suitType == Globals.SuitTypes.Boss and not self.hints['boss']: self._guiMgr.setMessageTemporary(TTLocalizer.CogdoMazeBossHint, Globals.HintTimeout) self.hints['boss'] = True if suitType != Globals.SuitTypes.Boss and not self.hints['minion']: self._guiMgr.setMessageTemporary(TTLocalizer.CogdoMazeMinionHint, Globals.HintTimeout) self.hints['minion'] = True def createThrowGag(self, gag): throwGag = CogdoMazePlayer.createThrowGag(self, gag) collSphere = CollisionSphere(0, 0, 0, 0.5) collSphere.setTangible(0) name = Globals.GagCollisionName collNode = CollisionNode(name) collNode.setFromCollideMask(ToontownGlobals.PieBitmask) collNode.addSolid(collSphere) colNp = throwGag.attachNewNode(collNode) base.cTrav.addCollider(colNp, self.gagHandler) return throwGag def showToonThrowingGag(self, heading, pos): self._guiMgr.clearMessage() return CogdoMazePlayer.showToonThrowingGag(self, heading, pos) def removeGag(self): if self.equippedGag is None: return CogdoMazePlayer.removeGag(self) self.throwPending = False messenger.send(Globals.WaterCoolerShowEventName, []) return def controlKeyPressed(self): if self.game.finished or self.throwPending or self.getCurrentOrNextState() == 'Hit' or self.equippedGag == None: return self.throwPending = True heading = self.toon.getH() pos = self.toon.getPos() self.game.requestUseGag(pos.getX(), pos.getY(), heading) return def completeThrow(self): self.clearCollisions() CogdoMazePlayer.completeThrow(self) def shakeCamera(self, strength): self.cameraMgr.shake(strength) def getCameraShake(self): return self.cameraMgr.shakeStrength def setInvulnerable(self, bool): self.invulnerable = bool def handleGameStart(self): self.numEntered = len(self.game.players) self.__initCollisions() self._guiMgr.startGame(TTLocalizer.CogdoMazeFindHint) self.hints['find'] = True self.notify.info('toonId:%d laff:%d/%d %d player(s) started maze game' % (self.toon.doId, self.toon.hp, self.toon.maxHp, len(self.game.players))) def handleGameExit(self): self.cameraMgr.disable() self.__disableCollisions() def handlePickUp(self, toonId): if toonId == self.toon.doId: self.pickupCount += 1 self._guiMgr.setPickupCount(self.pickupCount) if self.pickupCount == 1: self._guiMgr.showPickupCounter() self._getMemoSfx.play() def handleOpenDoor(self, door): self._guiMgr.setMessage(TTLocalizer.CogdoMazeGameDoorOpens) self._guiMgr.showQuestArrow(self.toon, door, Point3(0, 0, self.toon.getHeight() + 2)) def handleTimeAlert(self): self._guiMgr.setMessageTemporary(TTLocalizer.CogdoMazeGameTimeAlert) def handleToonRevealsDoor(self, toonId, door): if toonId == self.toon.doId: self._guiMgr.setMessageTemporary(TTLocalizer.CogdoMazeGameLocalToonFoundExit) def handleToonEntersDoor(self, toonId, door): self.exited = True message = '' if door.getPlayerCount() < len(self.game.players): message = TTLocalizer.CogdoMazeGameWaitingForToons if toonId == self.toon.doId: self._guiMgr.setMessage(message) self._winSfx.play() self._audioMgr.stopMusic() self.notify.info('toonId:%d laff:%d/%d %d player(s) succeeded in maze game. Going to the executive suit building.' % (toonId, self.toon.hp, self.toon.maxHp, len(self.game.players))) if self.numEntered > len(self.game.players): self.notify.info('%d player(s) failed in maze game' % (self.numEntered - len(self.game.players))) def lostMemos(self): self.pickupCount = 0 self._guiMgr.setMessageTemporary(TTLocalizer.CogdoMazeGameTimeOut) self._guiMgr.setPickupCount(self.pickupCount) self.notify.info('toonId:%d laff:%d/%d %d player(s) failed in maze game' % (self.toon.doId, self.toon.hp, self.toon.maxHp, len(self.game.players)))