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