oldschool-toontown/toontown/building/DistributedAnimDoor.py
Little Cat 1801d2b9fb
all: replace pandac.PandaModules imports.
UD/AI + Client boots up.
2022-12-16 20:40:57 -04:00

143 lines
6.3 KiB
Python

from panda3d.core import NodePath, VBase3
from direct.directnotify import DirectNotifyGlobal
from direct.interval.IntervalGlobal import Parallel, Sequence, Wait, HprInterval, LerpHprInterval, SoundInterval
from toontown.building import DistributedDoor
from toontown.building import DoorTypes
if (__debug__):
import pdb
class DistributedAnimDoor(DistributedDoor.DistributedDoor):
def __init__(self, cr):
DistributedDoor.DistributedDoor.__init__(self, cr)
base.animDoor = self
def getBuilding(self):
if 'building' not in self.__dict__:
if self.doorType == DoorTypes.EXT_ANIM_STANDARD:
searchStr = '**/??' + str(self.block) + ':animated_building_*_DNARoot;+s'
self.notify.debug('searchStr=%s' % searchStr)
self.building = self.cr.playGame.hood.loader.geom.find(searchStr)
else:
self.notify.error('DistributedAnimDoor.getBuiding with doorType=%s' % self.doorType)
return self.building
def getDoorNodePath(self):
if self.doorType == DoorTypes.EXT_ANIM_STANDARD:
if hasattr(self, 'tempDoorNodePath'):
return self.tempDoorNodePath
else:
building = self.getBuilding()
doorNP = building.find('**/door_origin')
self.notify.debug('creating doorOrigin at %s %s' % (str(doorNP.getPos()), str(doorNP.getHpr())))
otherNP = NodePath('doorOrigin')
otherNP.setPos(doorNP.getPos())
otherNP.setHpr(doorNP.getHpr())
otherNP.reparentTo(doorNP.getParent())
self.tempDoorNodePath = otherNP
else:
self.notify.error('DistributedAnimDoor.getDoorNodePath with doorType=%s' % self.doorType)
return otherNP
def setTriggerName(self):
if self.doorType == DoorTypes.EXT_ANIM_STANDARD:
building = self.getBuilding()
if not building.isEmpty():
doorTrigger = building.find('**/door_0_door_trigger')
if not doorTrigger.isEmpty():
doorTrigger.node().setName(self.getTriggerName())
else:
self.notify.warning('setTriggerName failed no building')
else:
self.notify.error('setTriggerName doorTYpe=%s' % self.doorType)
def getAnimBuilding(self):
if 'animBuilding' not in self.__dict__:
if self.doorType == DoorTypes.EXT_ANIM_STANDARD:
bldg = self.getBuilding()
key = bldg.getParent().getParent()
animPropList = self.cr.playGame.hood.loader.animPropDict.get(key)
if animPropList:
for prop in animPropList:
if bldg == prop.getActor().getParent():
self.animBuilding = prop
break
else:
self.notify.error('could not find' + str(key))
else:
self.notify.error('No such door type as ' + str(self.doorType))
return self.animBuilding
def getBuildingActor(self):
result = self.getAnimBuilding().getActor()
return result
def enterOpening(self, ts):
bldgActor = self.getBuildingActor()
rightDoor = bldgActor.controlJoint(None, 'modelRoot', 'def_right_door')
if rightDoor.isEmpty():
self.notify.warning('enterOpening(): did not find rightDoor')
return
otherNP = self.getDoorNodePath()
trackName = 'doorOpen-%d' % self.doId
if self.rightSwing:
h = 100
else:
h = -100
self.finishDoorTrack()
self.doorTrack = Parallel(SoundInterval(self.openSfx, node=rightDoor), Sequence(HprInterval(rightDoor, VBase3(0, 0, 0)), Wait(0.4), LerpHprInterval(nodePath=rightDoor, duration=0.6, hpr=VBase3(h, 0, 0), startHpr=VBase3(0, 0, 0), blendType='easeInOut')), name=trackName)
self.doorTrack.start(ts)
return
def enterClosing(self, ts):
bldgActor = self.getBuildingActor()
rightDoor = bldgActor.controlJoint(None, 'modelRoot', 'def_right_door')
if rightDoor.isEmpty():
self.notify.warning('enterClosing(): did not find rightDoor')
return
otherNP = self.getDoorNodePath()
trackName = 'doorClose-%d' % self.doId
if self.rightSwing:
h = 100
else:
h = -100
self.finishDoorTrack()
self.doorTrack = Sequence(LerpHprInterval(nodePath=rightDoor, duration=1.0, hpr=VBase3(0, 0, 0), startHpr=VBase3(h, 0, 0), blendType='easeInOut'), SoundInterval(self.closeSfx, node=rightDoor), name=trackName)
self.doorTrack.start(ts)
if hasattr(self, 'done'):
request = self.getRequestStatus()
messenger.send('doorDoneEvent', [request])
return
def exitDoorEnterOpening(self, ts):
bldgActor = self.getBuildingActor()
leftDoor = bldgActor.controlJoint(None, 'modelRoot', 'def_left_door')
if self.leftSwing:
h = -100
else:
h = 100
if not leftDoor.isEmpty():
otherNP = self.getDoorNodePath()
trackName = 'doorDoorExitTrack-%d' % self.doId
self.finishDoorExitTrack()
self.doorExitTrack = Parallel(SoundInterval(self.openSfx, node=leftDoor), Sequence(LerpHprInterval(nodePath=leftDoor, duration=0.6, hpr=VBase3(h, 0, 0), startHpr=VBase3(0, 0, 0), blendType='easeInOut')), name=trackName)
self.doorExitTrack.start(ts)
else:
self.notify.warning('exitDoorEnterOpening(): did not find leftDoor')
return
def exitDoorEnterClosing(self, ts):
bldgActor = self.getBuildingActor()
leftDoor = bldgActor.controlJoint(None, 'modelRoot', 'def_left_door')
if self.leftSwing:
h = -100
else:
h = 100
if not leftDoor.isEmpty():
otherNP = self.getDoorNodePath()
trackName = 'doorExitTrack-%d' % self.doId
self.finishDoorExitTrack()
self.doorExitTrack = Sequence(LerpHprInterval(nodePath=leftDoor, duration=1.0, hpr=VBase3(0, 0, 0), startHpr=VBase3(h, 0, 0), blendType='easeInOut'), SoundInterval(self.closeSfx, node=leftDoor), name=trackName)
self.doorExitTrack.start(ts)
return