oldschool-toontown/toontown/battle/DistributedBattleFinalAI.py

127 lines
4.8 KiB
Python

from otp.ai.AIBase import *
from .BattleBase import *
from .BattleCalculatorAI import *
from toontown.toonbase.ToontownBattleGlobals import *
from .SuitBattleGlobals import *
from . import DistributedBattleBaseAI
from direct.task import Task
from direct.directnotify import DirectNotifyGlobal
from direct.fsm import State
from direct.showbase.PythonUtil import addListsByValue
import random, types
class DistributedBattleFinalAI(DistributedBattleBaseAI.DistributedBattleBaseAI):
notify = DirectNotifyGlobal.directNotify.newCategory('DistributedBattleFinalAI')
def __init__(self, air, bossCog, roundCallback, finishCallback, battleSide):
DistributedBattleBaseAI.DistributedBattleBaseAI.__init__(self, air, bossCog.zoneId, finishCallback)
self.bossCogId = bossCog.doId
self.battleNumber = bossCog.battleNumber
self.rewardDuration = bossCog.getEndOfBattleMovieDuration()
self.battleSide = battleSide
self.streetBattle = 0
self.roundCallback = roundCallback
self.elevatorPos = Point3(0, 0, 0)
self.pos = Point3(0, 30, 0)
self.resumeNeedUpdate = 0
self.fsm.addState(State.State('ReservesJoining', self.enterReservesJoining, self.exitReservesJoining, [
'WaitForJoin']))
offState = self.fsm.getStateNamed('Off')
offState.addTransition('ReservesJoining')
waitForJoinState = self.fsm.getStateNamed('WaitForJoin')
waitForJoinState.addTransition('ReservesJoining')
playMovieState = self.fsm.getStateNamed('PlayMovie')
playMovieState.addTransition('ReservesJoining')
def getBossCogId(self):
return self.bossCogId
def getBattleNumber(self):
return self.battleNumber
def getBattleSide(self):
return self.battleSide
def startBattle(self, toonIds, suits):
self.joinableFsm.request('Joinable')
for toonId in toonIds:
if self.addToon(toonId):
self.activeToons.append(toonId)
self.d_setMembers()
for suit in suits:
joined = self.suitRequestJoin(suit)
self.d_setMembers()
self.b_setState('ReservesJoining')
def localMovieDone(self, needUpdate, deadToons, deadSuits, lastActiveSuitDied):
self.timer.stop()
self.resumeNeedUpdate = needUpdate
self.resumeDeadToons = deadToons
self.resumeDeadSuits = deadSuits
self.resumeLastActiveSuitDied = lastActiveSuitDied
if len(self.toons) == 0:
self.d_setMembers()
self.b_setState('Resume')
else:
totalHp = 0
for suit in self.suits:
if suit.currHP > 0:
totalHp += suit.currHP
self.roundCallback(self.activeToons, totalHp, deadSuits)
def resume(self, joinedReserves):
if len(joinedReserves) != 0:
for info in joinedReserves:
joined = self.suitRequestJoin(info[0])
self.d_setMembers()
self.b_setState('ReservesJoining')
else:
if len(self.suits) == 0:
battleMultiplier = getBossBattleCreditMultiplier(self.battleNumber)
for toonId in self.activeToons:
toon = self.getToon(toonId)
if toon:
recovered, notRecovered = self.air.questManager.recoverItems(toon, self.suitsKilledThisBattle, self.zoneId)
self.toonItems[toonId][0].extend(recovered)
self.toonItems[toonId][1].extend(notRecovered)
self.d_setMembers()
self.d_setBattleExperience()
self.b_setState('Reward')
else:
if self.resumeNeedUpdate == 1:
self.d_setMembers()
if len(self.resumeDeadSuits) > 0 and self.resumeLastActiveSuitDied == 0 or len(self.resumeDeadToons) > 0:
self.needAdjust = 1
self.setState('WaitForJoin')
self.resumeNeedUpdate = 0
self.resumeDeadToons = []
self.resumeDeadSuits = []
self.resumeLastActiveSuitDied = 0
def enterReservesJoining(self, ts=0):
self.beginBarrier('ReservesJoining', self.toons, 15, self.__doneReservesJoining)
def __doneReservesJoining(self, avIds):
self.b_setState('WaitForJoin')
def exitReservesJoining(self, ts=0):
return None
def enterReward(self):
self.timer.startCallback(FLOOR_REWARD_TIMEOUT + self.rewardDuration, self.serverRewardDone)
return None
def exitReward(self):
self.timer.stop()
return None
def enterResume(self):
self.joinableFsm.request('Unjoinable')
self.runableFsm.request('Unrunable')
DistributedBattleBaseAI.DistributedBattleBaseAI.enterResume(self)
self.finishCallback(self.zoneId, self.activeToons)