from toontown.toonbase.ToontownBattleGlobals import * from otp.ai.AIBaseGlobal import * from direct.distributed.ClockDelta import * from ElevatorConstants import * from direct.directnotify import DirectNotifyGlobal from direct.fsm import ClassicFSM, State from direct.distributed import DistributedObjectAI from direct.fsm import State from toontown.battle import DistributedBattleBldgAI from toontown.battle import BattleBase from direct.task import Timer import DistributedElevatorIntAI, copy class DistributedSuitInteriorAI(DistributedObjectAI.DistributedObjectAI): def __init__(self, air, elevator): self.air = air DistributedObjectAI.DistributedObjectAI.__init__(self, air) self.extZoneId, self.zoneId = elevator.bldg.getExteriorAndInteriorZoneId() self.numFloors = elevator.bldg.planner.numFloors self.avatarExitEvents = [] self.toons = [] self.toonSkillPtsGained = {} self.toonExp = {} self.toonOrigQuests = {} self.toonItems = {} self.toonOrigMerits = {} self.toonMerits = {} self.toonParts = {} self.helpfulToons = [] self.currentFloor = 0 self.topFloor = self.numFloors - 1 self.bldg = elevator.bldg self.elevator = elevator self.suits = [] self.activeSuits = [] self.reserveSuits = [] self.joinedReserves = [] self.suitsKilled = [] self.suitsKilledPerFloor = [] self.battle = None self.timer = Timer.Timer() self.responses = {} self.ignoreResponses = 0 self.ignoreElevatorDone = 0 self.ignoreReserveJoinDone = 0 self.toonIds = copy.copy(elevator.seats) for toonId in self.toonIds: if toonId != None: self.__addToon(toonId) self.savedByMap = {} self.fsm = ClassicFSM.ClassicFSM('DistributedSuitInteriorAI', [ State.State('WaitForAllToonsInside', self.enterWaitForAllToonsInside, self.exitWaitForAllToonsInside, [ 'Elevator']), State.State('Elevator', self.enterElevator, self.exitElevator, [ 'Battle']), State.State('Battle', self.enterBattle, self.exitBattle, [ 'ReservesJoining', 'BattleDone']), State.State('ReservesJoining', self.enterReservesJoining, self.exitReservesJoining, [ 'Battle']), State.State('BattleDone', self.enterBattleDone, self.exitBattleDone, [ 'Resting', 'Reward']), State.State('Resting', self.enterResting, self.exitResting, [ 'Elevator']), State.State('Reward', self.enterReward, self.exitReward, [ 'Off']), State.State('Off', self.enterOff, self.exitOff, [ 'WaitForAllToonsInside'])], 'Off', 'Off', onUndefTransition=ClassicFSM.ClassicFSM.ALLOW) self.fsm.enterInitialState() return def delete(self): self.ignoreAll() self.toons = [] self.toonIds = [] self.fsm.requestFinalState() del self.fsm del self.bldg del self.elevator self.timer.stop() del self.timer self.__cleanupFloorBattle() taskName = self.taskName('deleteInterior') taskMgr.remove(taskName) DistributedObjectAI.DistributedObjectAI.delete(self) def __handleUnexpectedExit(self, toonId): self.notify.warning('toon: %d exited unexpectedly' % toonId) self.__removeToon(toonId) if len(self.toons) == 0: self.timer.stop() if self.fsm.getCurrentState().getName() == 'Resting': pass elif self.battle == None: self.bldg.deleteSuitInterior() return def __addToon(self, toonId): if not self.air.doId2do.has_key(toonId): self.notify.warning('addToon() - no toon for doId: %d' % toonId) return event = self.air.getAvatarExitEvent(toonId) self.avatarExitEvents.append(event) self.accept(event, self.__handleUnexpectedExit, extraArgs=[toonId]) self.toons.append(toonId) self.responses[toonId] = 0 def __removeToon(self, toonId): if self.toons.count(toonId): self.toons.remove(toonId) if self.toonIds.count(toonId): self.toonIds[self.toonIds.index(toonId)] = None if self.responses.has_key(toonId): del self.responses[toonId] event = self.air.getAvatarExitEvent(toonId) if self.avatarExitEvents.count(event): self.avatarExitEvents.remove(event) self.ignore(event) return def __resetResponses(self): self.responses = {} for toon in self.toons: self.responses[toon] = 0 self.ignoreResponses = 0 def __allToonsResponded(self): for toon in self.toons: if self.responses[toon] == 0: return 0 self.ignoreResponses = 1 return 1 def getZoneId(self): return self.zoneId def getExtZoneId(self): return self.extZoneId def getDistBldgDoId(self): return self.bldg.getDoId() def getNumFloors(self): return self.numFloors def d_setToons(self): self.sendUpdate('setToons', self.getToons()) def getToons(self): sendIds = [] for toonId in self.toonIds: if toonId == None: sendIds.append(0) else: sendIds.append(toonId) return [sendIds, 0] def d_setSuits(self): self.sendUpdate('setSuits', self.getSuits()) def getSuits(self): suitIds = [] for suit in self.activeSuits: suitIds.append(suit.doId) reserveIds = [] values = [] for info in self.reserveSuits: reserveIds.append(info[0].doId) values.append(info[1]) return [suitIds, reserveIds, values] def b_setState(self, state): self.d_setState(state) self.setState(state) def d_setState(self, state): stime = globalClock.getRealTime() + BattleBase.SERVER_BUFFER_TIME self.sendUpdate('setState', [state, globalClockDelta.localToNetworkTime(stime)]) def setState(self, state): self.fsm.request(state) def getState(self): return [ self.fsm.getCurrentState().getName(), globalClockDelta.getRealNetworkTime()] def setAvatarJoined(self): avId = self.air.getAvatarIdFromSender() if self.toons.count(avId) == 0: self.air.writeServerEvent('suspicious', avId, 'DistributedSuitInteriorAI.setAvatarJoined from toon not in %s.' % self.toons) self.notify.warning('setAvatarJoined() - av: %d not in list' % avId) return avatar = self.air.doId2do.get(avId) if avatar != None: self.savedByMap[avId] = ( avatar.getName(), avatar.dna.asTuple()) self.responses[avId] += 1 if self.__allToonsResponded(): self.fsm.request('Elevator') return def elevatorDone(self): toonId = self.air.getAvatarIdFromSender() if self.ignoreResponses == 1: return else: if self.fsm.getCurrentState().getName() != 'Elevator': self.notify.warning('elevatorDone() - in state: %s' % self.fsm.getCurrentState().getName()) return else: if self.toons.count(toonId) == 0: self.notify.warning('elevatorDone() - toon not in toon list: %d' % toonId) return self.responses[toonId] += 1 if self.__allToonsResponded() and self.ignoreElevatorDone == 0: self.b_setState('Battle') def reserveJoinDone(self): toonId = self.air.getAvatarIdFromSender() if self.ignoreResponses == 1: return else: if self.fsm.getCurrentState().getName() != 'ReservesJoining': self.notify.warning('reserveJoinDone() - in state: %s' % self.fsm.getCurrentState().getName()) return else: if self.toons.count(toonId) == 0: self.notify.warning('reserveJoinDone() - toon not in list: %d' % toonId) return self.responses[toonId] += 1 if self.__allToonsResponded() and self.ignoreReserveJoinDone == 0: self.b_setState('Battle') def enterOff(self): return None def exitOff(self): return None def enterWaitForAllToonsInside(self): self.__resetResponses() return None def exitWaitForAllToonsInside(self): self.__resetResponses() return None def enterElevator(self): suitHandles = self.bldg.planner.genFloorSuits(self.currentFloor) self.suits = suitHandles['activeSuits'] self.activeSuits = [] for suit in self.suits: self.activeSuits.append(suit) self.reserveSuits = suitHandles['reserveSuits'] self.d_setToons() self.d_setSuits() self.__resetResponses() self.d_setState('Elevator') self.timer.startCallback(BattleBase.ELEVATOR_T + ElevatorData[ELEVATOR_NORMAL]['openTime'] + BattleBase.SERVER_BUFFER_TIME, self.__serverElevatorDone) return None def __serverElevatorDone(self): self.ignoreElevatorDone = 1 self.b_setState('Battle') def exitElevator(self): self.timer.stop() self.__resetResponses() return None def __createFloorBattle(self): if self.currentFloor == self.topFloor: bossBattle = 1 else: bossBattle = 0 self.battle = DistributedBattleBldgAI.DistributedBattleBldgAI(self.air, self.zoneId, self.__handleRoundDone, self.__handleBattleDone, bossBattle=bossBattle) self.battle.suitsKilled = self.suitsKilled self.battle.suitsKilledPerFloor = self.suitsKilledPerFloor self.battle.battleCalc.toonSkillPtsGained = self.toonSkillPtsGained self.battle.toonExp = self.toonExp self.battle.toonOrigQuests = self.toonOrigQuests self.battle.toonItems = self.toonItems self.battle.toonOrigMerits = self.toonOrigMerits self.battle.toonMerits = self.toonMerits self.battle.toonParts = self.toonParts self.battle.helpfulToons = self.helpfulToons self.battle.setInitialMembers(self.toons, self.suits) self.battle.generateWithRequired(self.zoneId) mult = getCreditMultiplier(self.currentFloor) if self.air.suitInvasionManager.getInvading(): mult *= getInvasionMultiplier() self.battle.battleCalc.setSkillCreditMultiplier(mult) def __cleanupFloorBattle(self): for suit in self.suits: self.notify.debug('cleaning up floor suit: %d' % suit.doId) if suit.isDeleted(): self.notify.debug('whoops, suit %d is deleted.' % suit.doId) else: suit.requestDelete() self.suits = [] self.reserveSuits = [] self.activeSuits = [] if self.battle != None: self.battle.requestDelete() self.battle = None return def __handleRoundDone(self, toonIds, totalHp, deadSuits): totalMaxHp = 0 for suit in self.suits: totalMaxHp += suit.maxHP for suit in deadSuits: self.activeSuits.remove(suit) if len(self.reserveSuits) > 0 and len(self.activeSuits) < 4: self.joinedReserves = [] hpPercent = 100 - totalHp / totalMaxHp * 100.0 for info in self.reserveSuits: if info[1] <= hpPercent and len(self.activeSuits) < 4: self.suits.append(info[0]) self.activeSuits.append(info[0]) self.joinedReserves.append(info) for info in self.joinedReserves: self.reserveSuits.remove(info) if len(self.joinedReserves) > 0: self.fsm.request('ReservesJoining') self.d_setSuits() return if len(self.activeSuits) == 0: self.fsm.request('BattleDone', [toonIds]) else: self.battle.resume() def __handleBattleDone(self, zoneId, toonIds): if len(toonIds) == 0: taskName = self.taskName('deleteInterior') taskMgr.doMethodLater(10, self.__doDeleteInterior, taskName) else: if self.currentFloor == self.topFloor: self.setState('Reward') else: self.b_setState('Resting') def __doDeleteInterior(self, task): self.bldg.deleteSuitInterior() def enterBattle(self): if self.battle == None: self.__createFloorBattle() self.elevator.d_setFloor(self.currentFloor) return None def exitBattle(self): return None def enterReservesJoining(self): self.__resetResponses() self.timer.startCallback(ElevatorData[ELEVATOR_NORMAL]['openTime'] + SUIT_HOLD_ELEVATOR_TIME + BattleBase.SERVER_BUFFER_TIME, self.__serverReserveJoinDone) return None def __serverReserveJoinDone(self): self.ignoreReserveJoinDone = 1 self.b_setState('Battle') def exitReservesJoining(self): self.timer.stop() self.__resetResponses() for info in self.joinedReserves: self.battle.suitRequestJoin(info[0]) self.battle.resume() self.joinedReserves = [] return None def enterBattleDone(self, toonIds): if len(toonIds) != len(self.toons): deadToons = [] for toon in self.toons: if toonIds.count(toon) == 0: deadToons.append(toon) for toon in deadToons: self.__removeToon(toon) self.d_setToons() if len(self.toons) == 0: self.bldg.deleteSuitInterior() else: if self.currentFloor == self.topFloor: self.battle.resume(self.currentFloor, topFloor=1) else: self.battle.resume(self.currentFloor, topFloor=0) return None def exitBattleDone(self): self.__cleanupFloorBattle() return None def __handleEnterElevator(self): self.fsm.request('Elevator') def enterResting(self): self.intElevator = DistributedElevatorIntAI.DistributedElevatorIntAI(self.air, self, self.toons) self.intElevator.generateWithRequired(self.zoneId) return None def handleAllAboard(self, seats): if not hasattr(self, 'fsm'): return if __dev__: pass else: currState = self.fsm.getCurrentState().getName() if not currState == 'Resting': avId = self.air.getAvatarIdFromSender() self.air.writeServerEvent('suspicious', avId, 'unexpected state for DistributedSuitInteriorAI.handleAllAboard(). Current State = %s.' % currState) self.notify.warning('unexpected state for DistributedSuitInteriorAI.handleAllAboard(). Current State = %s' % currState) return numOfEmptySeats = seats.count(None) if numOfEmptySeats == 4: self.bldg.deleteSuitInterior() return else: if numOfEmptySeats >= 0 and numOfEmptySeats <= 3: pass else: self.error('Bad number of empty seats: %s' % numOfEmptySeats) for toon in self.toons: if seats.count(toon) == 0: self.__removeToon(toon) self.toonIds = copy.copy(seats) self.toons = [] for toonId in self.toonIds: if toonId != None: self.toons.append(toonId) self.d_setToons() self.currentFloor += 1 self.fsm.request('Elevator') return None def exitResting(self): self.intElevator.requestDelete() del self.intElevator return None def enterReward(self): victors = self.toonIds[:] savedBy = [] for v in victors: tuple = self.savedByMap.get(v) if tuple: savedBy.append([v, tuple[0], tuple[1]]) self.bldg.fsm.request('waitForVictors', [victors, savedBy]) self.d_setState('Reward') return None def exitReward(self): return None