128 lines
No EOL
5.1 KiB
Python
128 lines
No EOL
5.1 KiB
Python
from panda3d.core import *
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from direct.directnotify import DirectNotifyGlobal
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from . import DistributedDoorAI
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from . import DistributedHQInteriorAI
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from . import FADoorCodes
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from . import DoorTypes
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from toontown.toon import NPCToons
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from toontown.quest import Quests
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from toontown.toonbase import TTLocalizer
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# This is not a distributed class... It just owns and manages some distributed
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# classes.
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class TutorialHQBuildingAI:
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def __init__(self, air, exteriorZone, interiorZone, blockNumber):
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# While this is not a distributed object, it needs to know about
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# the repository.
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self.air = air
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self.exteriorZone = exteriorZone
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self.interiorZone = interiorZone
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self.setup(blockNumber)
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def cleanup(self):
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self.interior.requestDelete()
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del self.interior
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self.npc.requestDelete()
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del self.npc
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self.door0.requestDelete()
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del self.door0
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self.door1.requestDelete()
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del self.door1
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self.insideDoor0.requestDelete()
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del self.insideDoor0
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self.insideDoor1.requestDelete()
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del self.insideDoor1
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return
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def setup(self, blockNumber):
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# The interior
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self.interior=DistributedHQInteriorAI.DistributedHQInteriorAI(
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blockNumber, self.air, self.interiorZone)
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# We do not use a standard npc toon here becuase these npcs are created on
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# the fly for as many tutorials as we need. The interior zone is not known
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# until the ai allocates a zone, so we fabricate the description here.
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desc = (self.interiorZone, TTLocalizer.TutorialHQOfficerName, ('dls', 'ms', 'm', 'm', 6,0,6,6,0,10,0,10,2,9), "m", 1, 0)
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self.npc = NPCToons.createNPC(self.air, Quests.ToonHQ, desc,
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self.interiorZone,
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questCallback=self.unlockInsideDoor1)
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# Flag npc as part of tutorial
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self.npc.setTutorial(1)
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self.interior.generateWithRequired(self.interiorZone)
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# Outside door 0. Locked til you defeat the Flunky:
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door0=DistributedDoorAI.DistributedDoorAI(
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self.air, blockNumber, DoorTypes.EXT_HQ,
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doorIndex=0,
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lockValue=FADoorCodes.DEFEAT_FLUNKY_HQ)
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# Outside door 1. Always locked.
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door1=DistributedDoorAI.DistributedDoorAI(
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self.air, blockNumber, DoorTypes.EXT_HQ,
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doorIndex=1,
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lockValue=FADoorCodes.GO_TO_PLAYGROUND)
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# Inside door 0. Always locked, but the message will change.
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insideDoor0=DistributedDoorAI.DistributedDoorAI(
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self.air,
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blockNumber,
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DoorTypes.INT_HQ,
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doorIndex=0,
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lockValue=FADoorCodes.TALK_TO_HQ)
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# Inside door 1. Locked til you get your HQ reward.
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insideDoor1=DistributedDoorAI.DistributedDoorAI(
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self.air,
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blockNumber,
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DoorTypes.INT_HQ,
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doorIndex=1,
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lockValue=FADoorCodes.TALK_TO_HQ)
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# Tell them about each other:
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door0.setOtherDoor(insideDoor0)
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insideDoor0.setOtherDoor(door0)
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door1.setOtherDoor(insideDoor1)
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insideDoor1.setOtherDoor(door1)
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# Put them in the right zones
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door0.zoneId=self.exteriorZone
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door1.zoneId=self.exteriorZone
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insideDoor0.zoneId=self.interiorZone
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insideDoor1.zoneId=self.interiorZone
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# Now that they both now about each other, generate them:
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door0.generateWithRequired(self.exteriorZone)
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door1.generateWithRequired(self.exteriorZone)
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door0.sendUpdate("setDoorIndex", [door0.getDoorIndex()])
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door1.sendUpdate("setDoorIndex", [door1.getDoorIndex()])
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insideDoor0.generateWithRequired(self.interiorZone)
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insideDoor1.generateWithRequired(self.interiorZone)
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insideDoor0.sendUpdate("setDoorIndex", [insideDoor0.getDoorIndex()])
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insideDoor1.sendUpdate("setDoorIndex", [insideDoor1.getDoorIndex()])
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# keep track of them:
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self.door0=door0
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self.door1=door1
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self.insideDoor0=insideDoor0
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self.insideDoor1=insideDoor1
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# hide the periscope
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self.interior.setTutorial(1)
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return
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def unlockDoor(self, door):
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door.setDoorLock(FADoorCodes.UNLOCKED)
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def battleOverCallback(self):
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# There is an if statement here because it is possible for
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# the callback to get called after cleanup has already taken
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# place.
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if hasattr(self, "door0"):
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self.unlockDoor(self.door0)
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# This callback type happens to give zoneId. We don't need it.
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def unlockInsideDoor1(self):
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# There is an if statement here because it is possible for
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# the callback to get called after cleanup has already taken
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# place.
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if hasattr(self, "insideDoor1"):
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self.unlockDoor(self.insideDoor1)
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# Change the message on this locked door to tell you to go
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# through the other door. Maybe this door should not be
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# here at all?
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if hasattr(self, "insideDoor0"):
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self.insideDoor0.setDoorLock(FADoorCodes.WRONG_DOOR_HQ) |