from otp.ai.AIBaseGlobal import * from pandac.PandaModules import * from libtoontown import * from direct.distributed.ClockDelta import * from otp.avatar import DistributedAvatarAI import SuitTimings from direct.task import Task import SuitPlannerBase, SuitBase, SuitDialog, SuitDNA from direct.directnotify import DirectNotifyGlobal from toontown.battle import SuitBattleGlobals from toontown.building import FADoorCodes import DistributedSuitBaseAI from toontown.hood import ZoneUtil import random class DistributedSuitAI(DistributedSuitBaseAI.DistributedSuitBaseAI): SUIT_BUILDINGS = simbase.config.GetBool('want-suit-buildings', 1) DEBUG_SUIT_POSITIONS = simbase.config.GetBool('debug-suit-positions', 0) UPDATE_TIMESTAMP_INTERVAL = 180.0 myId = 0 notify = DirectNotifyGlobal.directNotify.newCategory('DistributedSuitAI') def __init__(self, air, suitPlanner): DistributedSuitBaseAI.DistributedSuitBaseAI.__init__(self, air, suitPlanner) self.bldgTrack = None self.branchId = None if suitPlanner: self.branchId = suitPlanner.zoneId self.pathEndpointStart = 0 self.pathEndpointEnd = 0 self.minPathLen = 0 self.maxPathLen = 0 self.pathPositionIndex = 0 self.pathPositionTimestamp = 0.0 self.pathState = 0 self.currentLeg = 0 self.legType = SuitLeg.TOff self.flyInSuit = 0 self.buildingSuit = 0 self.attemptingTakeover = 0 self.takeoverIsCogdo = False self.buildingDestination = None self.buildingDestinationIsCogdo = False return def stopTasks(self): taskMgr.remove(self.taskName('flyAwayNow')) taskMgr.remove(self.taskName('danceNowFlyAwayLater')) taskMgr.remove(self.taskName('move')) def pointInMyPath(self, point, elapsedTime): if self.pathState != 1: return 0 then = globalClock.getFrameTime() + elapsedTime elapsed = then - self.pathStartTime if not self.sp: pass return self.legList.isPointInRange(point, elapsed - self.sp.PATH_COLLISION_BUFFER, elapsed + self.sp.PATH_COLLISION_BUFFER) def requestBattle(self, x, y, z, h, p, r): toonId = self.air.getAvatarIdFromSender() if self.air.doId2do.get(toonId) == None: return if self.pathState == 3: pass else: if self.pathState != 1: if self.notify.getDebug(): self.notify.debug('requestBattle() - suit %d not on path' % self.getDoId()) if self.pathState == 2 or self.pathState == 4: self.b_setBrushOff(SuitDialog.getBrushOffIndex(self.getStyleName())) self.d_denyBattle(toonId) return else: if self.legType != SuitLeg.TWalk: if self.notify.getDebug(): self.notify.debug('requestBattle() - suit %d not in Bellicose' % self.getDoId()) self.b_setBrushOff(SuitDialog.getBrushOffIndex(self.getStyleName())) self.d_denyBattle(toonId) return self.confrontPos = Point3(x, y, z) self.confrontHpr = Vec3(h, p, r) if self.sp.requestBattle(self.zoneId, self, toonId): if self.notify.getDebug(): self.notify.debug('Suit %d requesting battle in zone %d' % (self.getDoId(), self.zoneId)) else: if self.notify.getDebug(): self.notify.debug('requestBattle from suit %d - denied by battle manager' % self.getDoId()) self.b_setBrushOff(SuitDialog.getBrushOffIndex(self.getStyleName())) self.d_denyBattle(toonId) return def getConfrontPosHpr(self): return ( self.confrontPos, self.confrontHpr) def flyAwayNow(self): self.b_setPathState(2) self.stopPathNow() name = self.taskName('flyAwayNow') taskMgr.remove(name) taskMgr.doMethodLater(SuitTimings.toSky, self.finishFlyAwayNow, name) def danceNowFlyAwayLater(self): self.b_setPathState(4) self.stopPathNow() name = self.taskName('danceNowFlyAwayLater') taskMgr.remove(name) taskMgr.doMethodLater(SuitTimings.victoryDance + SuitTimings.toSky, self.finishFlyAwayNow, name) def finishFlyAwayNow(self, task): self.notify.debug('Suit %s finishFlyAwayNow' % self.doId) self.requestRemoval() return Task.done def d_setSPDoId(self, doId): self.sendUpdate('setSPDoId', [doId]) def getSPDoId(self): if self.sp: return self.sp.getDoId() else: return 0 def releaseControl(self): self.b_setPathState(0) def b_setPathEndpoints(self, start, end, minPathLen, maxPathLen): self.setPathEndpoints(start, end, minPathLen, maxPathLen) self.d_setPathEndpoints(start, end, minPathLen, maxPathLen) def d_setPathEndpoints(self, start, end, minPathLen, maxPathLen): self.sendUpdate('setPathEndpoints', [start, end, minPathLen, maxPathLen]) def setPathEndpoints(self, start, end, minPathLen, maxPathLen): self.pathEndpointStart = start self.pathEndpointEnd = end self.minPathLen = minPathLen self.maxPathLen = maxPathLen def getPathEndpoints(self): return ( self.pathEndpointStart, self.pathEndpointEnd, self.minPathLen, self.maxPathLen) def b_setPathPosition(self, index, timestamp): self.setPathPosition(index, timestamp) self.d_setPathPosition(index, timestamp) def d_setPathPosition(self, index, timestamp): self.notify.debug('Suit %d reaches point %d at time %0.2f' % (self.getDoId(), index, timestamp)) self.sendUpdate('setPathPosition', [index, globalClockDelta.localToNetworkTime(timestamp)]) def setPathPosition(self, index, timestamp): self.pathPositionIndex = index self.pathPositionTimestamp = timestamp def getPathPosition(self): return ( self.pathPositionIndex, globalClockDelta.localToNetworkTime(self.pathPositionTimestamp)) def b_setPathState(self, state): self.setPathState(state) self.d_setPathState(state) def d_setPathState(self, state): self.sendUpdate('setPathState', [state]) def setPathState(self, state): if self.pathState != state: self.pathState = state if state == 0: self.stopPathNow() elif state == 1: self.moveToNextLeg(None) elif state == 2: self.stopPathNow() elif state == 3: pass elif state == 4: self.stopPathNow() else: self.notify.error('Invalid state: ' + str(state)) return def getPathState(self): return self.pathState def d_debugSuitPosition(self, elapsed, currentLeg, x, y, timestamp): timestamp = globalClockDelta.localToNetworkTime(timestamp) self.sendUpdate('debugSuitPosition', [ elapsed, currentLeg, x, y, timestamp]) def initializePath(self): self.makeLegList() if self.notify.getDebug(): self.notify.debug('Leg list:') print self.legList idx1 = self.startPoint.getIndex() idx2 = self.endPoint.getIndex() self.pathStartTime = globalClock.getFrameTime() self.setPathEndpoints(idx1, idx2, self.minPathLen, self.maxPathLen) self.setPathPosition(0, self.pathStartTime) self.pathState = 1 self.currentLeg = 0 self.zoneId = ZoneUtil.getTrueZoneId(self.legList.getZoneId(0), self.branchId) self.legType = self.legList.getType(0) if self.notify.getDebug(): self.notify.debug('creating suit in zone %d' % self.zoneId) def resync(self): self.b_setPathPosition(self.currentLeg, self.pathStartTime + self.legList.getStartTime(self.currentLeg)) def moveToNextLeg(self, task): now = globalClock.getFrameTime() elapsed = now - self.pathStartTime nextLeg = self.legList.getLegIndexAtTime(elapsed, self.currentLeg) numLegs = self.legList.getNumLegs() if self.currentLeg != nextLeg: self.currentLeg = nextLeg self.__beginLegType(self.legList.getType(nextLeg)) zoneId = self.legList.getZoneId(nextLeg) zoneId = ZoneUtil.getTrueZoneId(zoneId, self.branchId) self.__enterZone(zoneId) self.notify.debug('Suit %d reached leg %d of %d in zone %d.' % (self.getDoId(), nextLeg, numLegs - 1, self.zoneId)) if self.DEBUG_SUIT_POSITIONS: leg = self.legList.getLeg(nextLeg) pos = leg.getPosAtTime(elapsed - leg.getStartTime()) self.d_debugSuitPosition(elapsed, nextLeg, pos[0], pos[1], now) if now - self.pathPositionTimestamp > self.UPDATE_TIMESTAMP_INTERVAL: self.resync() if self.pathState != 1: return Task.done nextLeg += 1 while nextLeg + 1 < numLegs and self.legList.getZoneId(nextLeg) == ZoneUtil.getCanonicalZoneId(self.zoneId) and self.legList.getType(nextLeg) == self.legType: nextLeg += 1 if nextLeg < numLegs: nextTime = self.legList.getStartTime(nextLeg) delay = nextTime - elapsed taskMgr.remove(self.taskName('move')) taskMgr.doMethodLater(delay, self.moveToNextLeg, self.taskName('move')) else: if self.attemptingTakeover: self.startTakeOver() self.requestRemoval() return Task.done def stopPathNow(self): taskMgr.remove(self.taskName('move')) def __enterZone(self, zoneId): if zoneId != self.zoneId: self.sp.zoneChange(self, self.zoneId, zoneId) self.air.sendSetZone(self, zoneId) self.zoneId = zoneId if self.pathState == 1: self.sp.checkForBattle(zoneId, self) def __beginLegType(self, legType): self.legType = legType if legType == SuitLeg.TWalkFromStreet: self.checkBuildingState() else: if legType == SuitLeg.TToToonBuilding: self.openToonDoor() else: if legType == SuitLeg.TToSuitBuilding: self.openSuitDoor() else: if legType == SuitLeg.TToCoghq: self.openCogHQDoor(1) else: if legType == SuitLeg.TFromCoghq: self.openCogHQDoor(0) def resume(self): self.notify.debug('Suit %s resume' % self.doId) if self.currHP <= 0: self.notify.debug('Suit %s dead after resume' % self.doId) self.requestRemoval() else: self.danceNowFlyAwayLater() def prepareToJoinBattle(self): self.b_setPathState(0) def interruptMove(self): SuitBase.SuitBase.interruptMove(self) def checkBuildingState(self): blockNumber = self.buildingDestination if blockNumber == None: return building = self.sp.buildingMgr.getBuilding(blockNumber) if self.attemptingTakeover: if not building.isToonBlock(): self.flyAwayNow() return if not hasattr(building, 'door'): self.flyAwayNow() return building.door.setDoorLock(FADoorCodes.SUIT_APPROACHING) else: if not building.isSuitBlock(): self.flyAwayNow() return def openToonDoor(self): blockNumber = self.buildingDestination building = self.sp.buildingMgr.getBuilding(blockNumber) if not building.isToonBlock(): self.flyAwayNow() return if not hasattr(building, 'door'): self.flyAwayNow() return building.door.requestSuitEnter(self.getDoId()) def openSuitDoor(self): blockNumber = self.buildingDestination building = self.sp.buildingMgr.getBuilding(blockNumber) if not building.isSuitBlock(): self.flyAwayNow() return def openCogHQDoor(self, enter): blockNumber = self.legList.getBlockNumber(self.currentLeg) try: door = self.sp.cogHQDoors[blockNumber] except: self.notify.error('No CogHQ door %s in zone %s' % (blockNumber, self.sp.zoneId)) return if enter: door.requestSuitEnter(self.getDoId()) else: door.requestSuitExit(self.getDoId()) def startTakeOver(self): if not self.SUIT_BUILDINGS: return blockNumber = self.buildingDestination if not self.sp.buildingMgr.isSuitBlock(blockNumber): self.notify.debug('Suit %d taking over building %d in %d' % (self.getDoId(), blockNumber, self.zoneId)) difficulty = self.getActualLevel() - 1 dept = SuitDNA.getSuitDept(self.dna.name) if self.buildingDestinationIsCogdo: self.sp.cogdoTakeOver(blockNumber, dept, difficulty, self.buildingHeight) else: self.sp.suitTakeOver(blockNumber, dept, difficulty, self.buildingHeight)