oldschool-toontown/toontown/cogdominium/DistCogdoMazeGame.py
2019-12-30 01:07:56 -05:00

232 lines
7.9 KiB
Python

from direct.distributed.ClockDelta import globalClockDelta
from toontown.toonbase import TTLocalizer
from .DistCogdoGame import DistCogdoGame
from toontown.cogdominium.DistCogdoMazeGameBase import DistCogdoMazeGameBase
from .CogdoMazeGame import CogdoMazeGame
from .CogdoMaze import CogdoMazeFactory
from . import CogdoMazeGameGlobals
from . import CogdoMazeGameGlobals as Globals
class DistCogdoMazeGame(DistCogdoGame, DistCogdoMazeGameBase):
notify = directNotify.newCategory('DistCogdoMazeGame')
def __init__(self, cr):
DistCogdoGame.__init__(self, cr)
self.game = CogdoMazeGame(self)
self._numSuits = (0, 0, 0)
if __debug__ and base.config.GetBool('schellgames-dev', True):
self.accept('onCodeReload', self.__sgOnCodeReload)
def delete(self):
del self.randomNumGen
del self.game
DistCogdoGame.delete(self)
def getTitle(self):
return TTLocalizer.CogdoMazeGameTitle
def getInstructions(self):
return TTLocalizer.CogdoMazeGameInstructions
def generate(self):
self.randomNumGen = self.createRandomNumGen()
DistCogdoGame.generate(self)
def placeEntranceElev(self, elev):
DistCogdoGame.placeEntranceElev(self, elev)
self.game.placeEntranceElevator(elev)
def _gameInProgress(self):
return self.fsm.getCurrentState().getName() == 'Game'
def enterLoaded(self):
DistCogdoGame.enterLoaded(self)
mazeFactory = self.createMazeFactory(self.createRandomNumGen())
bossCode = None
if self._numSuits[0] > 0:
bossCode = ''
for u in range(self._numSuits[0]):
bossCode += '%X' % self.randomNumGen.randint(0, 15)
self.game.load(mazeFactory, self._numSuits, bossCode)
return
def exitLoaded(self):
self.game.unload()
self.ignoreAll()
DistCogdoGame.exitLoaded(self)
def enterVisible(self):
DistCogdoGame.enterVisible(self)
self.game.initPlayers()
self.game.onstage()
def exitVisible(self):
DistCogdoGame.exitVisible(self)
def enterIntro(self):
DistCogdoGame.enterIntro(self, Globals.IntroDurationSeconds)
self.game.startIntro()
def exitIntro(self):
DistCogdoGame.exitIntro(self)
self.game.endIntro()
self.stashEntranceElevator()
def enterGame(self):
DistCogdoGame.enterGame(self)
self.game.start()
def exitGame(self):
DistCogdoGame.exitGame(self)
self.game.exit()
def enterFinish(self):
DistCogdoGame.enterFinish(self)
self.game.startFinish()
def exitFinish(self):
DistCogdoGame.exitFinish(self)
self.game.endFinish()
self.game.offstage()
def setNumSuits(self, numSuits):
self._numSuits = numSuits
def d_sendRequestAction(self, action, data):
self.sendUpdate('requestAction', [action, data])
def toonUsedGag(self, toonId, x, y, h, networkTime):
if not self._gameInProgress():
return
if not self.getToon(base.localAvatar.doId):
return
if toonId == localAvatar.doId:
return
elapsedTime = globalClockDelta.localElapsedTime(networkTime)
self.game.toonUsedGag(toonId, x, y, h, elapsedTime)
def d_requestUseGag(self, x, y, h):
networkTime = globalClockDelta.localToNetworkTime(globalClock.getFrameTime())
self.sendUpdate('requestUseGag', [x,
y,
h,
networkTime])
def b_toonUsedGag(self, x, y, h):
self.d_requestUseGag(x, y, h)
self.game.toonUsedGag(base.localAvatar.doId, x, y, h)
def suitHitByGag(self, toonId, suitType, suitNum):
if not self._gameInProgress():
return
if not self.getToon(base.localAvatar.doId):
return
if toonId == localAvatar.doId:
return
self.game.suitHitByGag(toonId, suitType, suitNum)
def d_requestSuitHitByGag(self, suitType, suitNum):
self.sendUpdate('requestSuitHitByGag', [suitType, suitNum])
def b_suitHitByGag(self, suitType, suitNum):
self.d_requestSuitHitByGag(suitType, suitNum)
self.game.suitHitByGag(base.localAvatar.doId, suitType, suitNum)
def toonHitByGag(self, toonId, hitToon, networkTime):
if not self._gameInProgress():
return
if not self.getToon(base.localAvatar.doId):
return
if toonId == localAvatar.doId:
return
elapsedTime = globalClockDelta.localElapsedTime(networkTime)
self.game.toonHitByGag(toonId, hitToon, elapsedTime)
def d_broadcastSendToonHitByGag(self, toonId):
pass
def b_toonHitByGag(self, toonId):
self.d_broadcastSendToonHitByGag(toonId)
self.game.toonHitByGag(base.localAvatar.doId, toonId)
def toonHitBySuit(self, toonId, suitType, suitNum, networkTime):
if not self._gameInProgress():
return
if not self.getToon(base.localAvatar.doId):
return
if toonId == localAvatar.doId:
return
elapsedTime = globalClockDelta.localElapsedTime(networkTime)
self.game.toonHitBySuit(toonId, suitType, suitNum, elapsedTime)
def d_requestHitBySuit(self, suitType, suitNum):
networkTime = globalClockDelta.localToNetworkTime(globalClock.getFrameTime())
self.sendUpdate('requestHitBySuit', [suitType, suitNum, networkTime])
def b_toonHitBySuit(self, suitType, suitNum):
self.d_requestHitBySuit(suitType, suitNum)
self.game.toonHitBySuit(base.localAvatar.doId, suitType, suitNum)
def toonHitByDrop(self, toonId):
if not self._gameInProgress():
return
if not self.getToon(base.localAvatar.doId):
return
if toonId == localAvatar.doId:
return
self.game.toonHitByDrop(toonId)
def d_requestHitByDrop(self):
self.sendUpdate('requestHitByDrop', [])
def b_toonHitByDrop(self):
self.d_requestHitByDrop()
self.game.toonHitByDrop(base.localAvatar.doId)
def d_sendRequestPickUp(self, pickupNum):
self.sendUpdate('requestPickUp', [pickupNum])
def pickUp(self, toonId, pickupNum, networkTime):
if not self._gameInProgress():
return
if not self.getToon(base.localAvatar.doId):
return
elapsedTime = globalClockDelta.localElapsedTime(networkTime)
self.game.pickUp(toonId, pickupNum, elapsedTime)
def d_sendRequestGag(self, waterCoolerIndex):
self.game.localPlayer.orthoWalk.sendCurrentPosition()
self.sendUpdate('requestGag', [waterCoolerIndex])
def hasGag(self, toonId, networkTime):
if not self._gameInProgress():
return
if not self.getToon(base.localAvatar.doId):
return
elapsedTime = globalClockDelta.localElapsedTime(networkTime)
self.game.hasGag(toonId, elapsedTime)
def doAction(self, action, data, networkTime):
if not self._gameInProgress():
return
if action == Globals.GameActions.RevealDoor:
self.game.toonRevealsDoor(data)
elif action == Globals.GameActions.EnterDoor:
self.game.toonEntersDoor(data)
elif action == Globals.GameActions.OpenDoor:
timeLeft = Globals.SecondsUntilGameEnds - globalClockDelta.localElapsedTime(networkTime)
self.game.openDoor(timeLeft)
elif action == Globals.GameActions.Countdown:
countdownTimeLeft = Globals.SecondsUntilTimeout
self.game.countdown(countdownTimeLeft)
elif action == Globals.GameActions.TimeAlert:
self.game.timeAlert()
def setToonSad(self, toonId):
DistCogdoGame.setToonSad(self, toonId)
self.game.handleToonWentSad(toonId)
def setToonDisconnect(self, toonId):
DistCogdoGame.setToonDisconnect(self, toonId)
self.game.handleToonDisconnected(toonId)