from panda3d.core import * from direct.interval.IntervalGlobal import * from direct.distributed.ClockDelta import * from toontown.toonbase import ToontownGlobals from direct.directnotify import DirectNotifyGlobal from direct.fsm import ClassicFSM from toontown.building import DistributedDoor from toontown.hood import ZoneUtil from toontown.building import FADoorCodes from toontown.building import DoorTypes from toontown.toonbase import TTLocalizer from toontown.toontowngui import TeaserPanel class DistributedCogHQDoor(DistributedDoor.DistributedDoor): def __init__(self, cr): DistributedDoor.DistributedDoor.__init__(self, cr) self.openSfx = base.loader.loadSfx('phase_9/audio/sfx/CHQ_door_open.mp3') self.closeSfx = base.loader.loadSfx('phase_9/audio/sfx/CHQ_door_close.mp3') def wantsNametag(self): return 0 def getRequestStatus(self): zoneId = self.otherZoneId request = {'loader': ZoneUtil.getBranchLoaderName(zoneId), 'where': ZoneUtil.getToonWhereName(zoneId), 'how': 'doorIn', 'hoodId': ZoneUtil.getHoodId(zoneId), 'zoneId': zoneId, 'shardId': None, 'avId': -1, 'allowRedirect': 0, 'doorDoId': self.otherDoId} return request def enterClosing(self, ts): doorFrameHoleRight = self.findDoorNode('doorFrameHoleRight') if doorFrameHoleRight.isEmpty(): self.notify.warning('enterClosing(): did not find doorFrameHoleRight') return rightDoor = self.findDoorNode('rightDoor') if rightDoor.isEmpty(): self.notify.warning('enterClosing(): did not find rightDoor') return otherNP = self.getDoorNodePath() trackName = 'doorClose-%d' % self.doId if self.rightSwing: h = 100 else: h = -100 self.finishDoorTrack() self.doorTrack = Parallel(Sequence(LerpHprInterval(nodePath=rightDoor, duration=1.0, hpr=VBase3(0, 0, 0), startHpr=VBase3(h, 0, 0), other=otherNP, blendType='easeInOut'), Func(doorFrameHoleRight.hide), Func(self.hideIfHasFlat, rightDoor)), Sequence(Wait(0.5), SoundInterval(self.closeSfx, node=rightDoor)), name=trackName) self.doorTrack.start(ts) if hasattr(self, 'done'): request = self.getRequestStatus() messenger.send('doorDoneEvent', [request]) def exitDoorEnterClosing(self, ts): doorFrameHoleLeft = self.findDoorNode('doorFrameHoleLeft') if doorFrameHoleLeft.isEmpty(): self.notify.warning('enterOpening(): did not find flatDoors') return if ZoneUtil.isInterior(self.zoneId): doorFrameHoleLeft.setColor(1.0, 1.0, 1.0, 1.0) if self.leftSwing: h = -100 else: h = 100 leftDoor = self.findDoorNode('leftDoor') if not leftDoor.isEmpty(): otherNP = self.getDoorNodePath() trackName = 'doorExitTrack-%d' % self.doId self.doorExitTrack = Parallel(Sequence(LerpHprInterval(nodePath=leftDoor, duration=1.0, hpr=VBase3(0, 0, 0), startHpr=VBase3(h, 0, 0), other=otherNP, blendType='easeInOut'), Func(doorFrameHoleLeft.hide), Func(self.hideIfHasFlat, leftDoor)), Sequence(Wait(0.5), SoundInterval(self.closeSfx, node=leftDoor)), name=trackName) self.doorExitTrack.start(ts) def setZoneIdAndBlock(self, zoneId, block): self.zoneId = zoneId self.block = block canonicalZoneId = ZoneUtil.getCanonicalZoneId(zoneId) if canonicalZoneId in (ToontownGlobals.BossbotHQ, ToontownGlobals.BossbotLobby): self.doorX = 1.0 def enterDoor(self): if self.allowedToEnter(self.zoneId): messenger.send('DistributedDoor_doorTrigger') self.sendUpdate('requestEnter') else: place = base.cr.playGame.getPlace() if place: place.fsm.request('stopped') self.dialog = TeaserPanel.TeaserPanel(pageName='cogHQ', doneFunc=self.handleOkTeaser) def doorTrigger(self, args = None): if localAvatar.hasActiveBoardingGroup(): rejectText = TTLocalizer.BoardingCannotLeaveZone localAvatar.boardingParty.showMe(rejectText) return DistributedDoor.DistributedDoor.doorTrigger(self, args)