ToonTownRewritten/toontown/building/DistributedSuitInteriorAI.py
2014-05-04 20:43:26 -05:00

448 lines
15 KiB
Python

from toontown.toonbase.ToontownBattleGlobals import *
from otp.ai.AIBaseGlobal import *
from direct.distributed.ClockDelta import *
from ElevatorConstants import *
from direct.directnotify import DirectNotifyGlobal
from direct.fsm import ClassicFSM, State
from direct.distributed import DistributedObjectAI
from direct.fsm import State
from toontown.battle import DistributedBattleBldgAI
from toontown.battle import BattleBase
from direct.task import Timer
import DistributedElevatorIntAI
import copy
class DistributedSuitInteriorAI(DistributedObjectAI.DistributedObjectAI):
def __init__(self, air, elevator):
self.air = air
DistributedObjectAI.DistributedObjectAI.__init__(self, air)
self.extZoneId, self.zoneId = elevator.bldg.getExteriorAndInteriorZoneId()
self.numFloors = elevator.bldg.planner.numFloors
self.avatarExitEvents = []
self.toons = []
self.toonSkillPtsGained = {}
self.toonExp = {}
self.toonOrigQuests = {}
self.toonItems = {}
self.toonOrigMerits = {}
self.toonMerits = {}
self.toonParts = {}
self.helpfulToons = []
self.currentFloor = 0
self.topFloor = self.numFloors - 1
self.bldg = elevator.bldg
self.elevator = elevator
self.suits = []
self.activeSuits = []
self.reserveSuits = []
self.joinedReserves = []
self.suitsKilled = []
self.suitsKilledPerFloor = []
self.battle = None
self.timer = Timer.Timer()
self.responses = {}
self.ignoreResponses = 0
self.ignoreElevatorDone = 0
self.ignoreReserveJoinDone = 0
self.toonIds = copy.copy(elevator.seats)
for toonId in self.toonIds:
if toonId != None:
self.__addToon(toonId)
self.savedByMap = {}
self.fsm = ClassicFSM.ClassicFSM('DistributedSuitInteriorAI', [State.State('WaitForAllToonsInside', self.enterWaitForAllToonsInside, self.exitWaitForAllToonsInside, ['Elevator']),
State.State('Elevator', self.enterElevator, self.exitElevator, ['Battle']),
State.State('Battle', self.enterBattle, self.exitBattle, ['ReservesJoining', 'BattleDone']),
State.State('ReservesJoining', self.enterReservesJoining, self.exitReservesJoining, ['Battle']),
State.State('BattleDone', self.enterBattleDone, self.exitBattleDone, ['Resting', 'Reward']),
State.State('Resting', self.enterResting, self.exitResting, ['Elevator']),
State.State('Reward', self.enterReward, self.exitReward, ['Off']),
State.State('Off', self.enterOff, self.exitOff, ['WaitForAllToonsInside'])], 'Off', 'Off', onUndefTransition=ClassicFSM.ClassicFSM.ALLOW)
self.fsm.enterInitialState()
return
def delete(self):
self.ignoreAll()
self.toons = []
self.toonIds = []
self.fsm.requestFinalState()
del self.fsm
del self.bldg
del self.elevator
self.timer.stop()
del self.timer
self.__cleanupFloorBattle()
taskName = self.taskName('deleteInterior')
taskMgr.remove(taskName)
DistributedObjectAI.DistributedObjectAI.delete(self)
def __handleUnexpectedExit(self, toonId):
self.notify.warning('toon: %d exited unexpectedly' % toonId)
self.__removeToon(toonId)
if len(self.toons) == 0:
self.timer.stop()
if self.fsm.getCurrentState().getName() == 'Resting':
pass
elif self.battle == None:
self.bldg.deleteSuitInterior()
return
def __addToon(self, toonId):
if not self.air.doId2do.has_key(toonId):
self.notify.warning('addToon() - no toon for doId: %d' % toonId)
return
event = self.air.getAvatarExitEvent(toonId)
self.avatarExitEvents.append(event)
self.accept(event, self.__handleUnexpectedExit, extraArgs=[toonId])
self.toons.append(toonId)
self.responses[toonId] = 0
def __removeToon(self, toonId):
if self.toons.count(toonId):
self.toons.remove(toonId)
if self.toonIds.count(toonId):
self.toonIds[self.toonIds.index(toonId)] = None
if self.responses.has_key(toonId):
del self.responses[toonId]
event = self.air.getAvatarExitEvent(toonId)
if self.avatarExitEvents.count(event):
self.avatarExitEvents.remove(event)
self.ignore(event)
return
def __resetResponses(self):
self.responses = {}
for toon in self.toons:
self.responses[toon] = 0
self.ignoreResponses = 0
def __allToonsResponded(self):
for toon in self.toons:
if self.responses[toon] == 0:
return 0
self.ignoreResponses = 1
return 1
def getZoneId(self):
return self.zoneId
def getExtZoneId(self):
return self.extZoneId
def getDistBldgDoId(self):
return self.bldg.getDoId()
def getNumFloors(self):
return self.numFloors
def d_setToons(self):
self.sendUpdate('setToons', self.getToons())
def getToons(self):
sendIds = []
for toonId in self.toonIds:
if toonId == None:
sendIds.append(0)
else:
sendIds.append(toonId)
return [sendIds, 0]
def d_setSuits(self):
self.sendUpdate('setSuits', self.getSuits())
def getSuits(self):
suitIds = []
for suit in self.activeSuits:
suitIds.append(suit.doId)
reserveIds = []
values = []
for info in self.reserveSuits:
reserveIds.append(info[0].doId)
values.append(info[1])
return [suitIds, reserveIds, values]
def b_setState(self, state):
self.d_setState(state)
self.setState(state)
def d_setState(self, state):
stime = globalClock.getRealTime() + BattleBase.SERVER_BUFFER_TIME
self.sendUpdate('setState', [state, globalClockDelta.localToNetworkTime(stime)])
def setState(self, state):
self.fsm.request(state)
def getState(self):
return [self.fsm.getCurrentState().getName(), globalClockDelta.getRealNetworkTime()]
def setAvatarJoined(self):
avId = self.air.getAvatarIdFromSender()
if self.toons.count(avId) == 0:
self.air.writeServerEvent('suspicious', avId=avId, issue='DistributedSuitInteriorAI.setAvatarJoined from toon not in %s.' % self.toons)
self.notify.warning('setAvatarJoined() - av: %d not in list' % avId)
return
avatar = self.air.doId2do.get(avId)
if avatar != None:
self.savedByMap[avId] = (avatar.getName(), avatar.dna.asTuple())
self.responses[avId] += 1
if self.__allToonsResponded():
self.fsm.request('Elevator')
return
def elevatorDone(self):
toonId = self.air.getAvatarIdFromSender()
if self.ignoreResponses == 1:
return
elif self.fsm.getCurrentState().getName() != 'Elevator':
self.notify.warning('elevatorDone() - in state: %s' % self.fsm.getCurrentState().getName())
return
elif self.toons.count(toonId) == 0:
self.notify.warning('elevatorDone() - toon not in toon list: %d' % toonId)
return
self.responses[toonId] += 1
if self.__allToonsResponded() and self.ignoreElevatorDone == 0:
self.b_setState('Battle')
def reserveJoinDone(self):
toonId = self.air.getAvatarIdFromSender()
if self.ignoreResponses == 1:
return
elif self.fsm.getCurrentState().getName() != 'ReservesJoining':
self.notify.warning('reserveJoinDone() - in state: %s' % self.fsm.getCurrentState().getName())
return
elif self.toons.count(toonId) == 0:
self.notify.warning('reserveJoinDone() - toon not in list: %d' % toonId)
return
self.responses[toonId] += 1
if self.__allToonsResponded() and self.ignoreReserveJoinDone == 0:
self.b_setState('Battle')
def enterOff(self):
return None
def exitOff(self):
return None
def enterWaitForAllToonsInside(self):
self.__resetResponses()
return None
def exitWaitForAllToonsInside(self):
self.__resetResponses()
return None
def enterElevator(self):
suitHandles = self.bldg.planner.genFloorSuits(self.currentFloor)
self.suits = suitHandles['activeSuits']
self.activeSuits = []
for suit in self.suits:
self.activeSuits.append(suit)
self.reserveSuits = suitHandles['reserveSuits']
self.d_setToons()
self.d_setSuits()
self.__resetResponses()
self.d_setState('Elevator')
self.timer.startCallback(BattleBase.ELEVATOR_T + ElevatorData[ELEVATOR_NORMAL]['openTime'] + BattleBase.SERVER_BUFFER_TIME, self.__serverElevatorDone)
return None
def __serverElevatorDone(self):
self.ignoreElevatorDone = 1
self.b_setState('Battle')
def exitElevator(self):
self.timer.stop()
self.__resetResponses()
return None
def __createFloorBattle(self):
if self.currentFloor == self.topFloor:
bossBattle = 1
else:
bossBattle = 0
self.battle = DistributedBattleBldgAI.DistributedBattleBldgAI(self.air, self.zoneId, self.__handleRoundDone, self.__handleBattleDone, bossBattle=bossBattle)
self.battle.suitsKilled = self.suitsKilled
self.battle.suitsKilledPerFloor = self.suitsKilledPerFloor
self.battle.battleCalc.toonSkillPtsGained = self.toonSkillPtsGained
self.battle.toonExp = self.toonExp
self.battle.toonOrigQuests = self.toonOrigQuests
self.battle.toonItems = self.toonItems
self.battle.toonOrigMerits = self.toonOrigMerits
self.battle.toonMerits = self.toonMerits
self.battle.toonParts = self.toonParts
self.battle.helpfulToons = self.helpfulToons
self.battle.setInitialMembers(self.toons, self.suits)
self.battle.generateWithRequired(self.zoneId)
mult = getCreditMultiplier(self.currentFloor)
if self.air.suitInvasionManager.getInvading():
mult *= getInvasionMultiplier()
self.battle.battleCalc.setSkillCreditMultiplier(mult)
def __cleanupFloorBattle(self):
for suit in self.suits:
self.notify.debug('cleaning up floor suit: %d' % suit.doId)
if suit.isDeleted():
self.notify.debug('whoops, suit %d is deleted.' % suit.doId)
else:
suit.requestDelete()
self.suits = []
self.reserveSuits = []
self.activeSuits = []
if self.battle != None:
self.battle.requestDelete()
self.battle = None
return
def __handleRoundDone(self, toonIds, totalHp, deadSuits):
totalMaxHp = 0
for suit in self.suits:
totalMaxHp += suit.maxHP
for suit in deadSuits:
self.activeSuits.remove(suit)
if len(self.reserveSuits) > 0 and len(self.activeSuits) < 4:
self.joinedReserves = []
hpPercent = 100 - totalHp / totalMaxHp * 100.0
for info in self.reserveSuits:
if info[1] <= hpPercent and len(self.activeSuits) < 4:
self.suits.append(info[0])
self.activeSuits.append(info[0])
self.joinedReserves.append(info)
for info in self.joinedReserves:
self.reserveSuits.remove(info)
if len(self.joinedReserves) > 0:
self.fsm.request('ReservesJoining')
self.d_setSuits()
return
if len(self.activeSuits) == 0:
self.fsm.request('BattleDone', [toonIds])
else:
self.battle.resume()
def __handleBattleDone(self, zoneId, toonIds):
if len(toonIds) == 0:
taskName = self.taskName('deleteInterior')
taskMgr.doMethodLater(10, self.__doDeleteInterior, taskName)
elif self.currentFloor == self.topFloor:
self.setState('Reward')
else:
self.b_setState('Resting')
def __doDeleteInterior(self, task):
self.bldg.deleteSuitInterior()
def enterBattle(self):
if self.battle == None:
self.__createFloorBattle()
self.elevator.d_setFloor(self.currentFloor)
return
def exitBattle(self):
return None
def enterReservesJoining(self):
self.__resetResponses()
self.timer.startCallback(ElevatorData[ELEVATOR_NORMAL]['openTime'] + SUIT_HOLD_ELEVATOR_TIME + BattleBase.SERVER_BUFFER_TIME, self.__serverReserveJoinDone)
return None
def __serverReserveJoinDone(self):
self.ignoreReserveJoinDone = 1
self.b_setState('Battle')
def exitReservesJoining(self):
self.timer.stop()
self.__resetResponses()
for info in self.joinedReserves:
self.battle.suitRequestJoin(info[0])
self.battle.resume()
self.joinedReserves = []
return None
def enterBattleDone(self, toonIds):
if len(toonIds) != len(self.toons):
deadToons = []
for toon in self.toons:
if toonIds.count(toon) == 0:
deadToons.append(toon)
for toon in deadToons:
self.__removeToon(toon)
self.d_setToons()
if len(self.toons) == 0:
self.bldg.deleteSuitInterior()
elif self.currentFloor == self.topFloor:
self.battle.resume(self.currentFloor, topFloor=1)
else:
self.battle.resume(self.currentFloor, topFloor=0)
return None
def exitBattleDone(self):
self.__cleanupFloorBattle()
return None
def __handleEnterElevator(self):
self.fsm.request('Elevator')
def enterResting(self):
self.intElevator = DistributedElevatorIntAI.DistributedElevatorIntAI(self.air, self, self.toons)
self.intElevator.generateWithRequired(self.zoneId)
return None
def handleAllAboard(self, seats):
if not hasattr(self, 'fsm'):
return
numOfEmptySeats = seats.count(None)
if numOfEmptySeats == 4:
self.bldg.deleteSuitInterior()
return
elif numOfEmptySeats >= 0 and numOfEmptySeats <= 3:
pass
else:
self.error('Bad number of empty seats: %s' % numOfEmptySeats)
for toon in self.toons:
if seats.count(toon) == 0:
self.__removeToon(toon)
self.toonIds = copy.copy(seats)
self.toons = []
for toonId in self.toonIds:
if toonId != None:
self.toons.append(toonId)
self.d_setToons()
self.currentFloor += 1
self.fsm.request('Elevator')
return
def exitResting(self):
self.intElevator.requestDelete()
del self.intElevator
return None
def enterReward(self):
victors = self.toonIds[:]
savedBy = []
for v in victors:
tuple = self.savedByMap.get(v)
if tuple:
savedBy.append([v, tuple[0], tuple[1]])
self.bldg.fsm.request('waitForVictors', [victors, savedBy])
self.d_setState('Reward')
return None
def exitReward(self):
return None
# VERIFICATION FAILED