151 lines
5.6 KiB
Python
151 lines
5.6 KiB
Python
from direct.directnotify import DirectNotifyGlobal
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from toontown.battle import SuitBattleGlobals
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import random
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from direct.task import Task
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class SuitInvasionManagerAI:
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"""
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Manages invasions of Suits
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"""
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notify = DirectNotifyGlobal.directNotify.newCategory('SuitInvasionManagerAI')
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def __init__(self, air):
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self.air = air
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self.invading = 0
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self.cogType = None
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self.skeleton = 0
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self.totalNumCogs = 0
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self.numCogsRemaining = 0
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# Set of cog types to choose from See
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# SuitBattleGlobals.SuitAttributes.keys() for all choices I did not
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# put the highest level Cogs from each track in here to keep them
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# special and only found in buildings. I threw in the Flunky just
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# for fun.
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self.invadingCogTypes = (
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# Corporate
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'f', # Flunky
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'hh', # Head Hunter
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'cr', # Corporate Raider
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# Sales
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'tf', # Two-faced
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'm', # Mingler
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# Money
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'mb', # Money Bags
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'ls', # Loan shark
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# Legal
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'sd', # Spin Doctor
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'le', # Legal Eagle
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)
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# Picked from randomly how many cogs will invade
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# This might need to be adjusted based on population(?)
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self.invadingNumList = (1000, 2000, 3000, 4000)
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# Minimum time between invasions on this shard (in seconds)
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# No more than 1 per 2 days
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self.invasionMinDelay = 2 * 24 * 60 * 60
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# Maximum time between invasions on this shard (in seconds)
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# At least once every 7 days
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self.invasionMaxDelay = 7 * 24 * 60 * 60
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# Kick off the first invasion
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self.waitForNextInvasion()
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def delete(self):
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taskMgr.remove(self.taskName("cogInvasionMgr"))
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def computeInvasionDelay(self):
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# Compute the delay until the next invasion
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return ((self.invasionMaxDelay - self.invasionMinDelay) * random.random()
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+ self.invasionMinDelay)
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def tryInvasionAndWaitForNext(self, task):
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# Start the invasion if there is not one already
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if self.getInvading():
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self.notify.warning("invasionTask: tried to start random invasion, but one is in progress")
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else:
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self.notify.info("invasionTask: starting random invasion")
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cogType = random.choice(self.invadingCogTypes)
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totalNumCogs = random.choice(self.invadingNumList)
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self.startInvasion(cogType, totalNumCogs)
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# In either case, fire off the next invasion
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self.waitForNextInvasion()
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return Task.done
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def waitForNextInvasion(self):
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taskMgr.remove(self.taskName("cogInvasionMgr"))
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delay = self.computeInvasionDelay()
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self.notify.info("invasionTask: waiting %s seconds until next invasion" % delay)
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taskMgr.doMethodLater(delay, self.tryInvasionAndWaitForNext,
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self.taskName("cogInvasionMgr"))
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def getInvading(self):
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return self.invading
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def getCogType(self):
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return self.cogType, self.isSkeleton
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def getNumCogsRemaining(self):
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return self.numCogsRemaining
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def getTotalNumCogs(self):
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return self.totalNumCogs
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def startInvasion(self, cogType, totalNumCogs, skeleton=0):
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if self.invading:
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self.notify.warning("startInvasion: already invading cogType: %s numCogsRemaining: %s" %
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(cogType, self.numCogsRemaining))
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return 0
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if not SuitBattleGlobals.SuitAttributes.get(cogType):
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self.notify.warning("startInvasion: unknown cogType: %s" % cogType)
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return 0
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self.notify.info("startInvasion: cogType: %s totalNumCogs: %s skeleton: %s" %
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(cogType, totalNumCogs, skeleton))
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self.invading = 1
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self.cogType = cogType
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self.isSkeleton = skeleton
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self.totalNumCogs = totalNumCogs
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self.numCogsRemaining = self.totalNumCogs
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# Tell the news manager that an invasion is beginning
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self.air.newsManager.invasionBegin(self.cogType, self.totalNumCogs, self.isSkeleton)
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# Get rid of all the current cogs on the streets
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# (except those already in battle, they can stay)
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for suitPlanner in list(self.air.suitPlanners.values()):
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suitPlanner.flySuits()
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# Success!
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return 1
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def getInvadingCog(self):
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if self.invading:
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self.numCogsRemaining -= 1
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if self.numCogsRemaining <= 0:
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self.stopInvasion()
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self.notify.debug("getInvadingCog: returned cog: %s, num remaining: %s" %
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(self.cogType, self.numCogsRemaining))
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return self.cogType, self.isSkeleton
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else:
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self.notify.debug("getInvadingCog: not currently invading")
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return None, None
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def stopInvasion(self):
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self.notify.info("stopInvasion: invasion is over now")
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# Tell the news manager that an invasion is ending
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self.air.newsManager.invasionEnd(self.cogType, 0, self.isSkeleton)
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self.invading = 0
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self.cogType = None
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self.isSkeleton = 0
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self.totalNumCogs = 0
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self.numCogsRemaining = 0
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# Get rid of all the current invasion cogs on the streets
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# (except those already in battle, they can stay)
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for suitPlanner in list(self.air.suitPlanners.values()):
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suitPlanner.flySuits()
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# Need this here since this is not a distributed object
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def taskName(self, taskString):
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return (taskString + "-" + str(hash(self)))
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