import math from pandac.PandaModules import CollisionTube from pandac.PandaModules import CollisionNode from pandac.PandaModules import Point3 from pandac.PandaModules import VBase3 from pandac.PandaModules import RopeNode from direct.interval.IntervalGlobal import LerpPosHprInterval from direct.interval.IntervalGlobal import LerpPosInterval from direct.interval.IntervalGlobal import Wait from direct.interval.IntervalGlobal import ActorInterval from direct.interval.MetaInterval import Sequence from direct.interval.MetaInterval import Parallel from direct.interval.FunctionInterval import Func from direct.showutil.Rope import Rope from direct.showbase.PythonUtil import fitDestAngle2Src from direct.fsm.StatePush import StateVar, FunctionCall from toontown.toonbase import TTLocalizer from toontown.toonbase import ToontownGlobals from toontown.effects import Splash from toontown.minigame.MinigamePowerMeter import MinigamePowerMeter from toontown.minigame.ArrowKeys import ArrowKeys import PartyGlobals import PartyUtils from DistributedPartyTeamActivity import DistributedPartyTeamActivity class DistributedPartyTugOfWarActivity(DistributedPartyTeamActivity): notify = directNotify.newCategory('DistributedPartyTugOfWarActivity') def __init__(self, cr): DistributedPartyTeamActivity.__init__(self, cr, PartyGlobals.ActivityIds.PartyTugOfWar, startDelay=PartyGlobals.TugOfWarStartDelay) self.buttons = [0, 1] self.arrowKeys = None self.keyTTL = [] self.idealRate = 0.0 self.keyRate = 0 self.allOutMode = False self.rateMatchAward = 0.0 self.toonIdsToStartPositions = {} self.toonIdsToIsPullingFlags = {} self.toonIdsToRightHands = {} self.fallenToons = [] self.fallenPositions = [] self.unusedFallenPositionsIndices = [0, 1, 2, 3] self.toonIdsToAnimIntervals = {} self.tugRopes = [] return def generate(self): DistributedPartyTeamActivity.generate(self) self._hopOffFinishedSV = StateVar(True) self._rewardFinishedSV = StateVar(True) self._isWalkStateReadyFC = FunctionCall(self._testWalkStateReady, self._hopOffFinishedSV, self._rewardFinishedSV) def delete(self): self._isWalkStateReadyFC.destroy() self._hopOffFinishedSV.destroy() self._rewardFinishedSV.destroy() DistributedPartyTeamActivity.delete(self) def handleToonJoined(self, toonId): DistributedPartyTeamActivity.handleToonJoined(self, toonId) self.toonIdsToAnimIntervals[toonId] = None if toonId == base.localAvatar.doId: base.cr.playGame.getPlace().fsm.request('activity') camera.wrtReparentTo(self.root) self.cameraMoveIval = LerpPosHprInterval(camera, 1.5, PartyGlobals.TugOfWarCameraPos, PartyGlobals.TugOfWarCameraInitialHpr, other=self.root) self.cameraMoveIval.start() self.localToonPosIndex = self.getIndex(base.localAvatar.doId, self.localToonTeam) self.notify.debug('posIndex: %d' % self.localToonPosIndex) toon = self.getAvatar(toonId) targetPos = self.dockPositions[self.localToonTeam][self.localToonPosIndex] if toon.getZ(self.root) < PartyGlobals.TugOfWarToonPositionZ: toon.setZ(self.root, PartyGlobals.TugOfWarToonPositionZ) targetH = fitDestAngle2Src(toon.getH(self.root), PartyGlobals.TugOfWarHeadings[self.localToonTeam]) travelVector = targetPos - toon.getPos(self.root) duration = travelVector.length() / 5.0 if self.toonIdsToAnimIntervals[toonId] is not None: self.toonIdsToAnimIntervals[toonId].finish() self.toonIdsToAnimIntervals[toonId] = Sequence(Func(toon.startPosHprBroadcast, 0.1), Func(toon.b_setAnimState, 'run'), LerpPosHprInterval(toon, duration, targetPos, VBase3(targetH, 0.0, 0.0), other=self.root), Func(toon.stopPosHprBroadcast), Func(toon.b_setAnimState, 'neutral')) self.toonIdsToAnimIntervals[toonId].start() return def handleToonExited(self, toonId): DistributedPartyTeamActivity.handleToonExited(self, toonId) if toonId == base.localAvatar.doId: self.cameraMoveIval.pause() if toonId not in self.fallenToons: if toonId in self.toonIdsToAnimIntervals and self.toonIdsToAnimIntervals[toonId] is not None: self.toonIdsToAnimIntervals[toonId].finish() toon = self.getAvatar(toonId) targetH = fitDestAngle2Src(toon.getH(self.root), 180.0) targetPos = self.hopOffPositions[self.getTeam(toonId)][self.getIndex(toonId, self.getTeam(toonId))] hopOffAnim = Sequence(Func(toon.startPosHprBroadcast, 0.1), toon.hprInterval(0.2, VBase3(targetH, 0.0, 0.0), other=self.root), Func(toon.b_setAnimState, 'jump', 1.0), Wait(0.4), PartyUtils.arcPosInterval(0.75, toon, targetPos, 5.0, self.root), Func(toon.stopPosHprBroadcast), Func(toon.sendCurrentPosition), Func(self.hopOffFinished, toonId)) self.toonIdsToAnimIntervals[toonId] = hopOffAnim self._hopOffFinishedSV.set(False) self.toonIdsToAnimIntervals[toonId].start() else: self._hopOffFinishedSV.set(True) del self.toonIdsToAnimIntervals[toonId] return def handleRewardDone(self): self._rewardFinishedSV.set(True) def _testWalkStateReady(self, hoppedOff, rewardFinished): if hoppedOff and rewardFinished: DistributedPartyTeamActivity.handleRewardDone(self) def hopOffFinished(self, toonId): if hasattr(self, 'toonIdsToAnimIntervals') and toonId in self.toonIdsToAnimIntervals: del self.toonIdsToAnimIntervals[toonId] if toonId == base.localAvatar.doId: if hasattr(self._hopOffFinishedSV, '_value'): self._hopOffFinishedSV.set(True) def handleToonShifted(self, toonId): if toonId == base.localAvatar.doId: self.localToonPosIndex = self.getIndex(base.localAvatar.doId, self.localToonTeam) if self.toonIdsToAnimIntervals[toonId] is not None: self.toonIdsToAnimIntervals[toonId].finish() toon = self.getAvatar(toonId) targetPos = self.dockPositions[self.localToonTeam][self.localToonPosIndex] self.toonIdsToAnimIntervals[toonId] = Sequence(Wait(0.6), Func(toon.startPosHprBroadcast, 0.1), Func(toon.b_setAnimState, 'run'), toon.posInterval(0.5, targetPos, other=self.root), Func(toon.stopPosHprBroadcast), Func(toon.b_setAnimState, 'neutral')) self.toonIdsToAnimIntervals[toonId].start() return def handleToonDisabled(self, toonId): if self.toonIdsToAnimIntervals.has_key(toonId): if self.toonIdsToAnimIntervals[toonId]: if self.toonIdsToAnimIntervals[toonId].isPlaying(): self.toonIdsToAnimIntervals[toonId].finish() else: self.notify.debug('self.toonIdsToAnimIntervals[%d] is none' % toonId) def setToonsPlaying(self, leftTeamToonIds, rightTeamToonIds): DistributedPartyTeamActivity.setToonsPlaying(self, leftTeamToonIds, rightTeamToonIds) self.toonIdsToRightHands.clear() for toonId in self.getToonIdsAsList(): toon = self.getAvatar(toonId) if toon: self.toonIdsToRightHands[toonId] = toon.getRightHands()[0] def load(self): DistributedPartyTeamActivity.load(self) self.loadModels() self.loadGuiElements() self.loadSounds() self.loadIntervals() self.arrowKeys = ArrowKeys() def loadModels(self): self.playArea = loader.loadModel('phase_13/models/parties/partyTugOfWar') self.playArea.reparentTo(self.root) self.sign.reparentTo(self.playArea.find('**/TugOfWar_sign_locator')) self.dockPositions = [[], []] for i in range(4): self.dockPositions[0].append(Point3(-PartyGlobals.TugOfWarInitialToonPositionsXOffset - PartyGlobals.TugOfWarToonPositionXSeparation * i, 0.0, PartyGlobals.TugOfWarToonPositionZ)) for i in range(4): self.dockPositions[1].append(Point3(PartyGlobals.TugOfWarInitialToonPositionsXOffset + PartyGlobals.TugOfWarToonPositionXSeparation * i, 0.0, PartyGlobals.TugOfWarToonPositionZ)) self.hopOffPositions = [[], []] for i in range(1, 5): self.hopOffPositions[PartyGlobals.TeamActivityTeams.LeftTeam].append(self.playArea.find('**/leftTeamHopOff%d_locator' % i).getPos()) self.hopOffPositions[PartyGlobals.TeamActivityTeams.RightTeam].append(self.playArea.find('**/rightTeamHopOff%d_locator' % i).getPos()) for i in range(1, 5): pos = self.playArea.find('**/fallenToon%d_locator' % i).getPos() self.fallenPositions.append(pos) self.joinCollision = [] self.joinCollisionNodePaths = [] for i in range(len(PartyGlobals.TeamActivityTeams)): collShape = CollisionTube(PartyGlobals.TugOfWarJoinCollisionEndPoints[0], PartyGlobals.TugOfWarJoinCollisionEndPoints[1], PartyGlobals.TugOfWarJoinCollisionRadius) collShape.setTangible(True) self.joinCollision.append(CollisionNode('TugOfWarJoinCollision%d' % i)) self.joinCollision[i].addSolid(collShape) tubeNp = self.playArea.attachNewNode(self.joinCollision[i]) tubeNp.node().setCollideMask(ToontownGlobals.WallBitmask) self.joinCollisionNodePaths.append(tubeNp) self.joinCollisionNodePaths[i].setPos(PartyGlobals.TugOfWarJoinCollisionPositions[i]) self.__enableCollisions() ropeModel = loader.loadModel('phase_4/models/minigames/tug_of_war_rope') self.ropeTexture = ropeModel.findTexture('*') ropeModel.removeNode() for i in range(PartyGlobals.TugOfWarMaximumPlayersPerTeam * 2 - 1): rope = Rope(self.uniqueName('TugRope%d' % i)) if rope.showRope: rope.ropeNode.setRenderMode(RopeNode.RMBillboard) rope.ropeNode.setThickness(0.2) rope.setTexture(self.ropeTexture) rope.ropeNode.setUvMode(RopeNode.UVDistance) rope.ropeNode.setUvDirection(1) rope.setTransparency(1) rope.setColor(0.89, 0.89, 0.6, 1.0) rope.reparentTo(self.root) rope.stash() self.tugRopes.append(rope) self.splash = Splash.Splash(self.root) self.splash.setScale(2.0, 4.0, 1.0) pos = self.fallenPositions[0] self.splash.setPos(pos[0], pos[1], PartyGlobals.TugOfWarSplashZOffset) self.splash.hide() def loadGuiElements(self): self.powerMeter = MinigamePowerMeter(PartyGlobals.TugOfWarPowerMeterSize) self.powerMeter.reparentTo(aspect2d) self.powerMeter.setPos(0.0, 0.0, 0.6) self.powerMeter.hide() self.arrows = [None] * 2 for x in range(len(self.arrows)): self.arrows[x] = loader.loadModel('phase_3/models/props/arrow') self.arrows[x].reparentTo(self.powerMeter) self.arrows[x].setScale(0.2 - 0.4 * x, 0.2, 0.2) self.arrows[x].setPos(0.12 - 0.24 * x, 0, -.26) return def loadSounds(self): self.splashSound = base.loadSfx('phase_4/audio/sfx/MG_cannon_splash.mp3') self.whistleSound = base.loadSfx('phase_4/audio/sfx/AA_sound_whistle.mp3') def loadIntervals(self): self.updateIdealRateInterval = Sequence() self.updateIdealRateInterval.append(Wait(PartyGlobals.TugOfWarTargetRateList[0][0])) for i in range(1, len(PartyGlobals.TugOfWarTargetRateList)): duration = PartyGlobals.TugOfWarTargetRateList[i][0] idealRate = PartyGlobals.TugOfWarTargetRateList[i][1] self.updateIdealRateInterval.append(Func(self.setIdealRate, idealRate)) if i == len(PartyGlobals.TugOfWarTargetRateList) - 1: self.updateIdealRateInterval.append(Func(setattr, self, 'allOutMode', True)) else: self.updateIdealRateInterval.append(Wait(duration)) self.updateKeyPressRateInterval = Sequence(Wait(PartyGlobals.TugOfWarKeyPressUpdateRate), Func(self.updateKeyPressRate)) self.reportToServerInterval = Sequence(Wait(PartyGlobals.TugOfWarKeyPressReportRate), Func(self.reportToServer)) self.setupInterval = Parallel() self.globalSetupInterval = Sequence(Wait(PartyGlobals.TugOfWarReadyDuration + PartyGlobals.TugOfWarGoDuration), Func(self.tightenRopes)) self.localSetupInterval = Sequence(Func(self.setStatus, TTLocalizer.PartyTugOfWarReady), Func(self.showStatus), Wait(PartyGlobals.TugOfWarReadyDuration), Func(base.playSfx, self.whistleSound), Func(self.setStatus, TTLocalizer.PartyTugOfWarGo), Wait(PartyGlobals.TugOfWarGoDuration), Func(self.enableKeys), Func(self.hideStatus), Func(self.updateIdealRateInterval.start), Func(self.updateKeyPressRateInterval.loop), Func(self.reportToServerInterval.loop)) self.splashInterval = Sequence(Func(base.playSfx, self.splashSound), Func(self.splash.play)) def unload(self): DistributedPartyTeamActivity.unload(self) self.arrowKeys.destroy() self.unloadIntervals() self.unloadModels() self.unloadGuiElements() self.unloadSounds() if hasattr(self, 'toonIds'): del self.toonIds del self.buttons del self.arrowKeys del self.keyTTL del self.idealRate del self.keyRate del self.allOutMode del self.rateMatchAward del self.toonIdsToStartPositions del self.toonIdsToIsPullingFlags del self.toonIdsToRightHands del self.fallenToons del self.fallenPositions del self.unusedFallenPositionsIndices self.toonIdsToAnimIntervals.clear() del self.toonIdsToAnimIntervals def unloadModels(self): self.playArea.removeNode() del self.playArea del self.dockPositions del self.hopOffPositions self.__disableCollisions() while len(self.joinCollision) > 0: collNode = self.joinCollision.pop() del collNode while len(self.joinCollisionNodePaths) > 0: collNodePath = self.joinCollisionNodePaths.pop() collNodePath.removeNode() del collNodePath while len(self.tugRopes) > 0: rope = self.tugRopes.pop() if rope is not None: rope.removeNode() del rope del self.tugRopes self.splash.destroy() del self.splash return def unloadGuiElements(self): for arrow in self.arrows: if arrow is not None: arrow.removeNode() del arrow del self.arrows if self.powerMeter is not None: self.powerMeter.cleanup() del self.powerMeter return def unloadSounds(self): del self.splashSound del self.whistleSound def unloadIntervals(self): self.updateIdealRateInterval.pause() del self.updateIdealRateInterval self.updateKeyPressRateInterval.pause() del self.updateKeyPressRateInterval self.reportToServerInterval.pause() del self.reportToServerInterval self.setupInterval.pause() del self.setupInterval self.globalSetupInterval.pause() del self.globalSetupInterval self.localSetupInterval.pause() del self.localSetupInterval self.splashInterval.pause() del self.splashInterval def __enableCollisions(self): for i in range(len(PartyGlobals.TeamActivityTeams)): self.accept('enterTugOfWarJoinCollision%d' % i, getattr(self, '_join%s' % PartyGlobals.TeamActivityTeams.getString(i))) def __disableCollisions(self): for i in range(len(PartyGlobals.TeamActivityTeams)): self.ignore('enterTugOfWarJoinCollision%d' % i) def startWaitForEnough(self): DistributedPartyTeamActivity.startWaitForEnough(self) self.__enableCollisions() def finishWaitForEnough(self): DistributedPartyTeamActivity.finishWaitForEnough(self) self.__disableCollisions() def startWaitToStart(self, waitStartTimestamp): DistributedPartyTeamActivity.startWaitToStart(self, waitStartTimestamp) self.__enableCollisions() def finishWaitToStart(self): DistributedPartyTeamActivity.finishWaitToStart(self) self.__disableCollisions() def startRules(self): DistributedPartyTeamActivity.startRules(self) self.setUpRopes() if self.isLocalToonPlaying: self.showControls() def finishRules(self): DistributedPartyTeamActivity.finishRules(self) if self.activityFSM.getCurrentOrNextState() == 'WaitForEnough': self.hideRopes() self.hideControls() def finishWaitForServer(self): DistributedPartyTeamActivity.finishWaitForServer(self) if self.activityFSM.getCurrentOrNextState() == 'WaitForEnough': self.hideRopes() self.hideControls() def startActive(self): DistributedPartyTeamActivity.startActive(self) self.toonIdsToStartPositions.clear() self.toonIdsToIsPullingFlags.clear() for toonId in self.getToonIdsAsList(): self.toonIdsToIsPullingFlags[toonId] = False toon = self.getAvatar(toonId) if toon: self.toonIdsToStartPositions[toonId] = toon.getPos(self.root) else: self.notify.warning("couldn't find toon %d assigning 0,0,0 to startPos" % toonId) self.toonIdsToStartPositions[toonId] = Point3(0, 0, 0) self.unusedFallenPositionsIndices = [0, 1, 2, 3] self.setupInterval = Parallel(self.globalSetupInterval) if self.isLocalToonPlaying: self.keyTTL = [] self.idealForce = 0.0 self.keyRate = 0 self.rateMatchAward = 0.0 self.allOutMode = False self.setIdealRate(PartyGlobals.TugOfWarTargetRateList[0][1]) self.setupInterval.append(self.localSetupInterval) self.setupInterval.start() def finishActive(self): DistributedPartyTeamActivity.finishActive(self) self.hideControls() self.disableKeys() self.setupInterval.pause() self.reportToServerInterval.pause() self.updateKeyPressRateInterval.pause() self.updateIdealRateInterval.pause() self.hideRopes() def startConclusion(self, losingTeam): DistributedPartyTeamActivity.startConclusion(self, losingTeam) if self.isLocalToonPlaying: self._rewardFinishedSV.set(False) if losingTeam == PartyGlobals.TeamActivityNeitherTeam: self.setStatus(TTLocalizer.PartyTeamActivityGameTie) else: self.setStatus(TTLocalizer.PartyTugOfWarGameEnd) self.showStatus() if losingTeam == PartyGlobals.TeamActivityNeitherTeam: for toonId in self.getToonIdsAsList(): if self.getAvatar(toonId): self.getAvatar(toonId).loop('neutral') else: for toonId in self.toonIds[losingTeam]: if self.getAvatar(toonId): self.getAvatar(toonId).loop('neutral') for toonId in self.toonIds[1 - losingTeam]: if self.getAvatar(toonId): self.getAvatar(toonId).loop('victory') for ival in self.toonIdsToAnimIntervals.values(): if ival is not None: ival.finish() return def finishConclusion(self): DistributedPartyTeamActivity.finishConclusion(self) self.fallenToons = [] def getTitle(self): return TTLocalizer.PartyTugOfWarTitle def getInstructions(self): return TTLocalizer.TugOfWarInstructions def showControls(self): for arrow in self.arrows: arrow.setColor(PartyGlobals.TugOfWarDisabledArrowColor) self.powerMeter.setTarget(PartyGlobals.TugOfWarTargetRateList[0][1]) self.powerMeter.setPower(PartyGlobals.TugOfWarTargetRateList[0][1]) self.powerMeter.setBarColor((0.0, 1.0, 0.0, 0.5)) self.powerMeter.clearTooSlowTooFast() self.powerMeter.show() def hideControls(self): self.powerMeter.hide() def setUpRopes(self): self.notify.debug('setUpRopes') ropeIndex = 0 leftToonId = -1 if self.toonIds[PartyGlobals.TeamActivityTeams.LeftTeam]: leftToonId = self.toonIds[PartyGlobals.TeamActivityTeams.LeftTeam][0] rightToonId = -1 if self.toonIds[PartyGlobals.TeamActivityTeams.RightTeam]: rightToonId = self.toonIds[PartyGlobals.TeamActivityTeams.RightTeam][0] if leftToonId in self.toonIdsToRightHands and rightToonId in self.toonIdsToRightHands: self.tugRopes[ropeIndex].setup(3, ((self.toonIdsToRightHands[leftToonId], (0, 0, 0)), (self.root, (0.0, 0.0, 2.5)), (self.toonIdsToRightHands[rightToonId], (0, 0, 0))), [0, 0, 0, 1, 1, 1]) self.tugRopes[ropeIndex].unstash() ropeIndex += 1 teams = [PartyGlobals.TeamActivityTeams.LeftTeam, PartyGlobals.TeamActivityTeams.RightTeam] for currTeam in teams: numToons = len(self.toonIds[currTeam]) if numToons > 1: for i in range(numToons - 1, 0, -1): toon1 = self.toonIds[currTeam][i] toon2 = self.toonIds[currTeam][i - 1] if not self.toonIdsToRightHands.has_key(toon1): self.notify.warning('Toon in tug of war activity but not properly setup: %s' % toon1) elif not self.toonIdsToRightHands.has_key(toon2): self.notify.warning('Toon in tug of war activity but not properly setup: %s' % toon2) else: self.notify.debug('Connecting rope between toon %d and toon %d of team %d.' % (i, i - 1, currTeam)) self.tugRopes[ropeIndex].setup(3, ((self.toonIdsToRightHands[toon1], (0, 0, 0)), (self.toonIdsToRightHands[toon1], (0, 0, 0)), (self.toonIdsToRightHands[toon2], (0, 0, 0))), [0, 0, 0, 1, 1, 1]) self.tugRopes[ropeIndex].unstash() ropeIndex += 1 def tightenRopes(self): self.notify.debug('tightenRopes') self.tugRopes[0].setup(3, ((self.toonIdsToRightHands[self.toonIds[PartyGlobals.TeamActivityTeams.LeftTeam][0]], (0, 0, 0)), (self.toonIdsToRightHands[self.toonIds[PartyGlobals.TeamActivityTeams.LeftTeam][0]], (0, 0, 0)), (self.toonIdsToRightHands[self.toonIds[PartyGlobals.TeamActivityTeams.RightTeam][0]], (0, 0, 0))), [0, 0, 0, 1, 1, 1]) def hideRopes(self): self.notify.debug('hideRopes') for rope in self.tugRopes: rope.stash() def handleGameTimerExpired(self): self.disableKeys() def setIdealRate(self, idealRate): self.notify.debug('setIdealRate( %d )' % idealRate) self.idealRate = idealRate self.idealForce = self.advantage * (4 + 0.4 * self.idealRate) def updateKeyPressRate(self): for i in range(len(self.keyTTL)): self.keyTTL[i] -= PartyGlobals.TugOfWarKeyPressUpdateRate for i in range(len(self.keyTTL)): if self.keyTTL[i] <= 0.0: a = self.keyTTL[0:i] del self.keyTTL self.keyTTL = a break self.keyRate = len(self.keyTTL) if self.keyRate == self.idealRate or self.keyRate == self.idealRate + 1: self.rateMatchAward += 0.3 else: self.rateMatchAward = 0.0 def reportToServer(self): self.currentForce = self.computeForce(self.keyRate) self.sendUpdate('reportKeyRateForce', [self.keyRate, self.currentForce]) self.setSpeedGauge() self.setAnimState(base.localAvatar.doId, self.keyRate) def computeForce(self, keyRate): F = 0 if self.allOutMode: F = 0.75 * keyRate else: stdDev = 0.25 * self.idealRate F = self.advantage * (self.rateMatchAward + 4 + 0.4 * self.idealRate) * math.pow(math.e, -math.pow(keyRate - self.idealRate, 2) / (2.0 * math.pow(stdDev, 2))) return F def setSpeedGauge(self): self.powerMeter.setPower(self.keyRate) self.powerMeter.setTarget(self.idealRate) if not self.allOutMode: self.powerMeter.updateTooSlowTooFast() index = float(self.currentForce) / self.idealForce bonus = 0.0 if index > 1.0: bonus = max(1.0, index - 1.0) index = 1.0 color = (0, 0.75 * index + 0.25 * bonus, 0.75 * (1 - index), 0.5) self.powerMeter.setBarColor(color) else: self.powerMeter.setBarColor((0.0, 1.0, 0.0, 0.5)) def updateToonKeyRate(self, toonId, keyRate): if toonId != base.localAvatar.doId: self.setAnimState(toonId, keyRate) def setAnimState(self, toonId, keyRate): if self.activityFSM.state != 'Active': return toon = self.getAvatar(toonId) if not self.toonIdsToIsPullingFlags.has_key(toonId): if self.getTeam(toonId) == None: self.notify.warning("setAnimState called with toonId (%d) that wasn't in self.toonIds" % toonId) return else: self.notify.warning('setAnimState called with toonId (%d) that was in self.toonIds but not in self.toonIdsToIsPullingFlags. Adding it.' % toonId) self.toonIdsToIsPullingFlags[toonId] = False if keyRate > 0 and not self.toonIdsToIsPullingFlags[toonId]: if toon: toon.loop('tug-o-war') else: self.notify.warning('toon %d is None, skipping toon.loop(tugowar)' % toonId) self.toonIdsToIsPullingFlags[toonId] = True if keyRate <= 0 and self.toonIdsToIsPullingFlags[toonId]: if toon: toon.pose('tug-o-war', 3) toon.startLookAround() else: self.notify.warning('toon %d is None, skipping toon.startLookAround' % toonId) self.toonIdsToIsPullingFlags[toonId] = False return def enableKeys(self): self.notify.debug('enableKeys') self.arrowKeys.setPressHandlers([lambda : self.__pressHandler(2), lambda : self.__pressHandler(3), lambda : self.__pressHandler(1), lambda : self.__pressHandler(0)]) self.arrowKeys.setReleaseHandlers([lambda : self.__releaseHandler(2), lambda : self.__releaseHandler(3), lambda : self.__releaseHandler(1), lambda : self.__releaseHandler(0)]) for arrow in self.arrows: arrow.setColor(PartyGlobals.TugOfWarEnabledArrowColor) def disableKeys(self): self.arrowKeys.setPressHandlers(self.arrowKeys.NULL_HANDLERS) self.arrowKeys.setReleaseHandlers(self.arrowKeys.NULL_HANDLERS) def __pressHandler(self, index): if index == self.buttons[0]: self.arrows[index].setColor(PartyGlobals.TugOfWarHilightedArrowColor) self.keyTTL.insert(0, PartyGlobals.TugOfWarKeyPressTimeToLive) self.buttons.reverse() def __releaseHandler(self, index): if index in self.buttons: self.arrows[index].setColor(PartyGlobals.TugOfWarEnabledArrowColor) def updateToonPositions(self, offset): if self.activityFSM.state != 'Active': return if self.isLocalToonPlaying: camera.lookAt(self.root, offset, 0.0, PartyGlobals.TugOfWarCameraLookAtHeightOffset) for toonId in self.getToonIdsAsList(): if hasattr(self, 'fallenToons') and toonId not in self.fallenToons: toon = self.getAvatar(toonId) if toon is not None: origPos = self.toonIdsToStartPositions[toonId] curPos = toon.getPos(self.root) newPos = Point3(origPos[0] + offset, curPos[1], curPos[2]) if self.toonIdsToAnimIntervals[toonId] != None: if self.toonIdsToAnimIntervals[toonId].isPlaying(): self.toonIdsToAnimIntervals[toonId].finish() self.checkIfFallen(toonId) if toonId not in self.fallenToons: self.toonIdsToAnimIntervals[toonId] = Sequence(LerpPosInterval(toon, duration=PartyGlobals.TugOfWarKeyPressReportRate, pos=newPos, other=self.root), Func(self.checkIfFallen, toonId)) self.toonIdsToAnimIntervals[toonId].start() return def checkIfFallen(self, toonId): if hasattr(self, 'fallenToons') and toonId not in self.fallenToons: toon = self.getAvatar(toonId) if toon: curPos = toon.getPos(self.root) team = self.getTeam(toonId) if team == PartyGlobals.TeamActivityTeams.LeftTeam and curPos[0] > -2.0 or team == PartyGlobals.TeamActivityTeams.RightTeam and curPos[0] < 2.0: losingTeam = self.getTeam(toonId) self.throwTeamInWater(losingTeam) self.sendUpdate('reportFallIn', [losingTeam]) def throwTeamInWater(self, losingTeam): self.notify.debug('throwTeamInWater( %s )' % PartyGlobals.TeamActivityTeams.getString(losingTeam)) splashSet = False for toonId in self.toonIds[losingTeam]: self.fallenToons.append(toonId) toon = self.getAvatar(toonId) fallenPosIndex = self.toonIds[losingTeam].index(toonId) if fallenPosIndex < 0 or fallenPosIndex >= 4: fallenPosIndex = 0 newPos = self.fallenPositions[fallenPosIndex] if self.toonIdsToAnimIntervals.has_key(toonId) and self.toonIdsToAnimIntervals[toonId] is not None: if self.toonIdsToAnimIntervals[toonId].isPlaying(): self.toonIdsToAnimIntervals[toonId].finish() if toon: parallel = Parallel(ActorInterval(actor=toon, animName='slip-forward', duration=2.0), LerpPosInterval(toon, duration=2.0, pos=newPos, other=self.root)) else: self.notify.warning('toon %d is none, skipping slip-forward' % toonId) parallel = Parallel() if not splashSet: splashSet = True parallel.append(self.splashInterval) if toon: self.toonIdsToAnimIntervals[toonId] = Sequence(parallel, Func(toon.loop, 'neutral')) else: self.notify.warning('toon %d is none, skipping toon.loop(neutral)' % toonId) self.toonIdsToAnimIntervals[toonId] = parallel self.toonIdsToAnimIntervals[toonId].start() return def setAdvantage(self, advantage): DistributedPartyTeamActivity.setAdvantage(self, advantage) if self.isLocalToonPlaying: self.setIdealRate(PartyGlobals.TugOfWarTargetRateList[0][1])