91 lines
No EOL
3.7 KiB
Python
91 lines
No EOL
3.7 KiB
Python
from panda3d.core import *
|
|
from direct.directnotify import DirectNotifyGlobal
|
|
from . import DistributedDoorAI
|
|
from . import DistributedTutorialInteriorAI
|
|
from . import FADoorCodes
|
|
from . import DoorTypes
|
|
from toontown.toon import NPCToons
|
|
from toontown.toonbase import TTLocalizer
|
|
|
|
# This is not a distributed class... It just owns and manages some distributed
|
|
# classes.
|
|
|
|
class TutorialBuildingAI:
|
|
def __init__(self, air, exteriorZone, interiorZone, blockNumber):
|
|
# While this is not a distributed object, it needs to know about
|
|
# the repository.
|
|
self.air = air
|
|
self.exteriorZone = exteriorZone
|
|
self.interiorZone = interiorZone
|
|
|
|
# This is because we are "pretending" to be a DistributedBuilding.
|
|
# The DistributedTutorialInterior takes a peek at savedBy. It really
|
|
# should make a function call. Perhaps TutorialBuildingAI and
|
|
# DistributedBuildingAI should inherit from each other somehow,
|
|
# but I can't see an easy way to do that.
|
|
self.savedBy = None
|
|
|
|
self.setup(blockNumber)
|
|
|
|
def cleanup(self):
|
|
self.interior.requestDelete()
|
|
del self.interior
|
|
self.door.requestDelete()
|
|
del self.door
|
|
self.insideDoor.requestDelete()
|
|
del self.insideDoor
|
|
self.gagShopNPC.requestDelete()
|
|
del self.gagShopNPC
|
|
return
|
|
|
|
def setup(self, blockNumber):
|
|
# Put an NPC in here. Give him id# 20000. When he has assigned
|
|
# his quest, he will unlock the interior door.
|
|
self.gagShopNPC = NPCToons.createNPC(
|
|
self.air, 20000,
|
|
(self.interiorZone,
|
|
TTLocalizer.NPCToonNames[20000],
|
|
("dll" ,"ms" ,"m" ,"m" ,7 ,0 ,7 ,7 ,2 ,6 ,2 ,6 ,2 ,16), "m", 1, NPCToons.NPC_REGULAR),
|
|
self.interiorZone,
|
|
questCallback=self.unlockInteriorDoor)
|
|
# Flag him as being part of tutorial
|
|
self.gagShopNPC.setTutorial(1)
|
|
npcId = self.gagShopNPC.getDoId()
|
|
# Toon interior (with tutorial flag set to 1)
|
|
self.interior=DistributedTutorialInteriorAI.DistributedTutorialInteriorAI(
|
|
blockNumber, self.air, self.interiorZone, self, npcId)
|
|
self.interior.generateWithRequired(self.interiorZone)
|
|
# Outside door:
|
|
door=DistributedDoorAI.DistributedDoorAI(self.air, blockNumber,
|
|
DoorTypes.EXT_STANDARD,
|
|
lockValue=FADoorCodes.DEFEAT_FLUNKY_TOM)
|
|
# Inside door. Locked until you get your gags.
|
|
insideDoor=DistributedDoorAI.DistributedDoorAI(
|
|
self.air,
|
|
blockNumber,
|
|
DoorTypes.INT_STANDARD,
|
|
lockValue=FADoorCodes.TALK_TO_TOM)
|
|
# Tell them about each other:
|
|
door.setOtherDoor(insideDoor)
|
|
insideDoor.setOtherDoor(door)
|
|
door.zoneId=self.exteriorZone
|
|
insideDoor.zoneId=self.interiorZone
|
|
# Now that they both now about each other, generate them:
|
|
door.generateWithRequired(self.exteriorZone)
|
|
#door.sendUpdate("setDoorIndex", [door.getDoorIndex()])
|
|
insideDoor.generateWithRequired(self.interiorZone)
|
|
#insideDoor.sendUpdate("setDoorIndex", [door.getDoorIndex()])
|
|
# keep track of them:
|
|
self.door=door
|
|
self.insideDoor=insideDoor
|
|
return
|
|
|
|
def unlockInteriorDoor(self):
|
|
self.insideDoor.setDoorLock(FADoorCodes.UNLOCKED)
|
|
|
|
def battleOverCallback(self):
|
|
# There is an if statement here because it is possible for
|
|
# the callback to get called after cleanup has already taken
|
|
# place.
|
|
if hasattr(self, "door"):
|
|
self.door.setDoorLock(FADoorCodes.TALK_TO_HQ_TOM) |