mirror of
https://github.com/panda3d/panda3d.git
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762 lines
29 KiB
Python
Executable File
762 lines
29 KiB
Python
Executable File
"""DistributedLevel.py: contains the DistributedLevel class"""
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from ClockDelta import *
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from PandaModules import *
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from PythonUtil import Functor, sameElements, list2dict, uniqueElements
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from IntervalGlobal import *
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from ToontownMsgTypes import *
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import ToontownGlobals
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import DistributedObject
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import Level
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import LevelConstants
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import DirectNotifyGlobal
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import EntityCreator
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import OnscreenText
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import Task
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import LevelUtil
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import FactoryCameraViews
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class DistributedLevel(DistributedObject.DistributedObject,
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Level.Level):
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"""DistributedLevel"""
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notify = DirectNotifyGlobal.directNotify.newCategory('DistributedLevel')
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WantVisibility = config.GetBool('level-visibility', 1)
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HideZones = config.GetBool('level-hidezones', 1)
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# TODO: move level-model stuff to LevelMgr or FactoryLevelMgr?
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FloorCollPrefix = 'zoneFloor'
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OuchTaskName = 'ouchTask'
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VisChangeTaskName = 'visChange'
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def __init__(self, cr):
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DistributedObject.DistributedObject.__init__(self, cr)
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Level.Level.__init__(self)
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self.lastToonZone = 0
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self.lastCamZone = 0
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self.titleColor = (1,1,1,1)
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self.titleText = OnscreenText.OnscreenText(
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"",
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fg = self.titleColor,
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shadow = (0,0,0,1),
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font = ToontownGlobals.getSuitFont(),
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pos = (0,-0.5),
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scale = 0.16,
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drawOrder = 0,
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mayChange = 1,
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)
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self.smallTitleText = OnscreenText.OnscreenText(
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"",
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fg = self.titleColor,
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font = ToontownGlobals.getSuitFont(),
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pos = (0.65,0.9),
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scale = 0.08,
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drawOrder = 0,
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mayChange = 1,
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bg = (.5,.5,.5,.5),
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align = TextNode.ARight,
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)
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self.zonesEnteredList = []
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self.fColorZones = 0
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# we use these to track setZone requests
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self.setZonesRequested = 0
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self.setZonesReceived = 0
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def generate(self):
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DistributedLevel.notify.debug('generate')
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DistributedObject.DistributedObject.generate(self)
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# this dict stores entity reparents if the parent hasn't been
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# created yet
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self.parent2pendingChildren = {}
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# if the AI sends us a full spec, it will be put here
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self.curSpec = None
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# Most (if not all) of the timed entities of levels
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# run on looping intervals that are started once based on
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# the level's start time.
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# This sync request is *NOT* guaranteed to finish by the time
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# the entities get created.
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# We should listen for any and all time-sync events and re-sync
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# all our entities at that time.
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toonbase.tcr.timeManager.synchronize('DistributedLevel.generate')
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# add factory menu to SpeedChat
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toonbase.localToon.chatMgr.chatInputSpeedChat.addFactoryMenu()
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# add special camera views
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self.factoryViews = FactoryCameraViews.FactoryCameraViews(self)
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# the real required fields
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def setLevelZoneId(self, zoneId):
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# this is the zone that the level is in; we should listen to this
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# zone the entire time we're in here
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self.levelZone = zoneId
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def setPlayerIds(self, avIdList):
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self.avIdList = avIdList
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assert toonbase.localToon.doId in self.avIdList
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def setEntranceId(self, entranceId):
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self.entranceId = entranceId
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def getEntranceId(self):
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return self.entranceId
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# "required" fields (these ought to be required fields, but
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# the AI level obj doesn't know the data values until it has been
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# generated.)
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def setZoneIds(self, zoneIds):
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DistributedLevel.notify.debug('setZoneIds: %s' % zoneIds)
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self.zoneIds = zoneIds
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def setStartTimestamp(self, timestamp):
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DistributedLevel.notify.debug('setStartTimestamp: %s' % timestamp)
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self.startTime = globalClockDelta.networkToLocalTime(timestamp,bits=32)
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def setScenarioIndex(self, scenarioIndex):
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self.scenarioIndex = scenarioIndex
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# ugly hack: we treat a few DC fields as if they were required,
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# and use 'levelAnnounceGenerate()' in place of regular old
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# announceGenerate(). Note that we have to call
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# gotAllRequired() in the last 'faux-required' DC update
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# handler. If you add another field, move this to the last one.
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self.privGotAllRequired()
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def privGotAllRequired(self):
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self.levelAnnounceGenerate()
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def levelAnnounceGenerate(self):
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pass
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def initializeLevel(self, levelSpec):
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"""subclass should call this as soon as it's located its level spec.
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Must be called after obj has been generated."""
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if __dev__:
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# if we're in dev, give the server the opportunity to send us
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# a full spec
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self.candidateSpec = levelSpec
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self.sendUpdate('requestCurrentLevelSpec',
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[hash(levelSpec),
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levelSpec.entTypeReg.getHashStr()])
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else:
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self.privGotSpec(levelSpec)
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if __dev__:
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def setSpecDeny(self, reason):
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DistributedLevel.notify.error(reason)
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def setSpecSenderDoId(self, doId):
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DistributedLevel.notify.debug('setSpecSenderDoId: %s' % doId)
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blobSender = toonbase.tcr.doId2do[doId]
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def setSpecBlob(specBlob, blobSender=blobSender, self=self):
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blobSender.sendAck()
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from LevelSpec import LevelSpec
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spec = eval(specBlob)
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if spec is None:
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spec = self.candidateSpec
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del self.candidateSpec
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self.privGotSpec(spec)
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if blobSender.isComplete():
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setSpecBlob(blobSender.getBlob())
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else:
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evtName = self.uniqueName('specDone')
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blobSender.setDoneEvent(evtName)
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self.acceptOnce(evtName, setSpecBlob)
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def privGotSpec(self, levelSpec):
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Level.Level.initializeLevel(self, self.doId, levelSpec,
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self.scenarioIndex)
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# all of the local entities have been created now.
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# TODO: have any of the distributed entities been created at this point?
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# there should not be any pending reparents left at this point
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# TODO: is it possible for a local entity to be parented to a
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# distributed entity? I think so!
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assert len(self.parent2pendingChildren) == 0
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# make sure the zoneNums from the model match the zoneNums from
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# the zone entities
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modelZoneNums = self.zoneNums
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entityZoneNums = self.zoneNum2entId.keys()
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if not sameElements(modelZoneNums, entityZoneNums):
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DistributedLevel.notify.error(
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'model zone nums (%s) do not match entity zone nums (%s)\n'
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'use SpecUtil.updateSpec' %
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(modelZoneNums, entityZoneNums))
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# load stuff
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self.initVisibility()
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self.placeLocalToon()
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def announceLeaving(self):
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"""call this just before leaving the level; this may result in
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the factory being destroyed on the AI"""
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self.doneBarrier()
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def placeLocalToon(self):
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# the entrancePoint entities register themselves with us
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if self.entranceId not in self.entranceId2entity:
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self.notify.warning('unknown entranceId %s' % self.entranceId)
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toonbase.localToon.setPos(0,0,0)
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else:
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epEnt = self.entranceId2entity[self.entranceId]
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epEnt.placeToon(toonbase.localToon,
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self.avIdList.index(toonbase.localToon.doId),
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len(self.avIdList))
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# kickstart the visibility
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firstZoneEnt = self.getEntity(epEnt.getZoneEntId())
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self.enterZone(firstZoneEnt.getZoneNum())
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def createEntityCreator(self):
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"""Create the object that will be used to create Entities.
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Inheritors, override if desired."""
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return EntityCreator.EntityCreator(level=self)
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def onEntityTypePostCreate(self, entType):
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"""listen for certain entity types to be created"""
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Level.Level.onEntityTypePostCreate(self, entType)
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# NOTE: these handlers are private in order to avoid overriding
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# similar handlers in base classes
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if entType == 'levelMgr':
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self.__handleLevelMgrCreated()
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def __handleLevelMgrCreated(self):
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# as soon as the levelMgr has been created, load up the model
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# and extract zone info. We need to do this before any entities
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# get parented to the level!
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levelMgr = self.getEntity(LevelConstants.LevelMgrEntId)
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self.geom = levelMgr.geom
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# find the zones in the model and fix them up
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self.zoneNum2node = LevelUtil.getZoneNum2Node(self.geom)
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self.zoneNums = self.zoneNum2node.keys()
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self.zoneNums.sort()
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DistributedLevel.notify.debug('zones: %s' % self.zoneNums)
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# fix up the floor collisions for walkable zones *before*
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# any entities get put under the model
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for zoneNum,zoneNode in self.zoneNum2node.items():
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# don't do this to the uberzone
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if zoneNum == LevelConstants.UberZoneNum:
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continue
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# if this is a walkable zone, fix up the model
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allColls = zoneNode.findAllMatches('**/+CollisionNode').asList()
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# which of them, if any, are floors?
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floorColls = []
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for coll in allColls:
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bitmask = coll.node().getIntoCollideMask()
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if not (bitmask & ToontownGlobals.FloorBitmask).isZero():
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floorColls.append(coll)
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if len(floorColls) > 0:
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# rename the floor collision nodes, and make sure no other
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# nodes under the ZoneNode have that name
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floorCollName = '%s%s' % (DistributedLevel.FloorCollPrefix,
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zoneNum)
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others = zoneNode.findAllMatches(
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'**/%s' % floorCollName).asList()
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for other in others:
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other.setName('%s_renamed' % floorCollName)
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for floorColl in floorColls:
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floorColl.setName(floorCollName)
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# listen for zone enter events from floor collisions
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def handleZoneEnter(collisionEntry,
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self=self, zoneNum=zoneNum):
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self.toonEnterZone(zoneNum)
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floorNode = collisionEntry.getIntoNode()
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if floorNode.hasTag('ouch'):
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ouchLevel = int(floorNode.getTag('ouch'))
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self.startOuch(ouchLevel*2)
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self.accept('enter%s' % floorCollName, handleZoneEnter)
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# also listen for zone exit events for the sake of the
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# ouch system
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def handleZoneExit(collisionEntry,
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self=self, zoneNum=zoneNum):
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floorNode = collisionEntry.getIntoNode()
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if floorNode.hasTag('ouch'):
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self.stopOuch()
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self.accept('exit%s' % floorCollName, handleZoneExit)
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def announceGenerate(self):
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DistributedLevel.notify.debug('announceGenerate')
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DistributedObject.DistributedObject.announceGenerate(self)
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def disable(self):
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DistributedLevel.notify.debug('disable')
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# geom is owned by the levelMgr
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if hasattr(self, 'geom'):
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del self.geom
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self.shutdownVisibility()
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self.destroyLevel()
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DistributedObject.DistributedObject.disable(self)
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self.ignoreAll()
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# NOTE: this should be moved to FactoryInterior
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if self.smallTitleText:
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self.smallTitleText.cleanup()
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self.smallTitleText = None
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if self.titleText:
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self.titleText.cleanup()
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self.titleText = None
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self.zonesEnteredList = []
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def delete(self):
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DistributedLevel.notify.debug('delete')
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DistributedObject.DistributedObject.delete(self)
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# remove factory menu to SpeedChat
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toonbase.localToon.chatMgr.chatInputSpeedChat.removeFactoryMenu()
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# remove special camera views
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del self.factoryViews
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# make sure the ouch task is stopped
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self.stopOuch()
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def getZoneNode(self, zoneNum):
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return self.zoneNum2node[zoneNum]
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def requestReparent(self, entity, parentId):
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if __debug__:
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# some things (like cogs) are not actually entities yet;
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# they don't have an entId. Big deal, let it go through.
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if hasattr(entity, 'entId'):
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assert(entity.entId != parentId)
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parent = self.getEntity(parentId)
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if parent is not None:
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# parent has already been created
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entity.reparentTo(parent.getNodePath())
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else:
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# parent hasn't been created yet; schedule the reparent
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DistributedLevel.notify.debug(
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'entity %s requesting reparent to %s, not yet created' %
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(entity, parentId))
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entity.reparentTo(hidden)
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# if this parent doesn't already have another child pending,
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# do some setup
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if not self.parent2pendingChildren.has_key(parentId):
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self.parent2pendingChildren[parentId] = []
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# do the reparent(s) once the parent is initialized
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def doReparent(parentId=parentId, self=self):
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assert self.parent2pendingChildren.has_key(parentId)
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parent=self.getEntity(parentId)
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for child in self.parent2pendingChildren[parentId]:
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DistributedLevel.notify.debug(
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'performing pending reparent of %s to %s' %
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(child, parent))
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child.reparentTo(parent.getNodePath())
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del self.parent2pendingChildren[parentId]
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self.ignore(self.getEntityCreateEvent(parentId))
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self.accept(self.getEntityCreateEvent(parentId), doReparent)
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self.parent2pendingChildren[parentId].append(entity)
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def showZone(self, zoneNum):
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zone = self.zoneNum2node[zoneNum]
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zone.unstash()
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zone.clearColor()
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def setColorZones(self, fColorZones):
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self.fColorZones = fColorZones
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def getColorZones(self):
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return self.fColorZones
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def hideZone(self, zoneNum):
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zone = self.zoneNum2node[zoneNum]
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if self.fColorZones:
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zone.unstash()
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zone.setColor(1,0,0)
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else:
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zone.stash()
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def setTransparency(self, alpha, zone=None):
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self.geom.setTransparency(1)
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if zone is None:
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node = self.geom
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else:
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node = self.zoneNum2node[zone]
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node.setAlphaScale(alpha)
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def initVisibility(self):
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# start out with every zone visible, since none of the zones have
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# been hidden
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self.curVisibleZoneNums = list2dict(self.zoneNums)
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# the UberZone is always visible, so it's not included in the
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# zones' viz lists
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del self.curVisibleZoneNums[0]
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# we have not entered any zone yet
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self.curZoneNum = None
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self.visChangedThisFrame = 0
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# listen for camera-ray/floor collision events
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def handleCameraRayFloorCollision(collEntry, self=self):
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name = collEntry.getIntoNode().getName()
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print 'camera floor ray collided with: %s' % name
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prefixLen = len(DistributedLevel.FloorCollPrefix)
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if (name[:prefixLen] == DistributedLevel.FloorCollPrefix):
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try:
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zoneNum = int(name[prefixLen:])
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except:
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DistributedLevel.notify.warning(
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'Invalid zone floor collision node: %s'
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% name)
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else:
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self.camEnterZone(zoneNum)
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self.accept('on-floor', handleCameraRayFloorCollision)
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# register our datagram handler to listen for setZone msgs
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self.oldTcrHandler = toonbase.tcr.handler
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toonbase.tcr.handler = self.handleDatagram
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# if no viz, listen to all the zones
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if not DistributedLevel.WantVisibility:
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zoneNums = list(self.zoneNums)
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zoneNums.remove(LevelConstants.UberZoneNum)
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self.setVisibility(zoneNums)
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# send out any zone changes at the end of the frame, just before
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# rendering
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taskMgr.add(self.visChangeTask,
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self.uniqueName(DistributedLevel.VisChangeTaskName),
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priority=49)
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def shutdownVisibility(self):
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taskMgr.remove(self.uniqueName(DistributedLevel.VisChangeTaskName))
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if toonbase.tcr.handler == self.handleDatagram:
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toonbase.tcr.handler = self.oldTcrHandler
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del self.oldTcrHandler
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def getSetZoneCompleteEvent(self, num):
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return self.uniqueName('setZoneComplete-%s' % num)
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def getNextSetZoneCompleteEvent(self):
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return self.uniqueName('setZoneComplete-%s' % self.setZonesRequested)
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def handleDatagram(self, msgType, di):
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if msgType == CLIENT_DONE_SET_ZONE_RESP:
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# snoop to see what zone we're talking about
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di2 = DatagramIterator(di)
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zone = di2.getUint32()
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if zone != self.levelZone:
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self.notify.warning('got setZoneComplete for unknown zone %s' %
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zone)
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else:
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self.notify.info('setZone #%s complete' % self.setZonesReceived)
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messenger.send(self.getSetZoneCompleteEvent(
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self.setZonesReceived))
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self.setZonesReceived += 1
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if self.oldTcrHandler is None:
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toonbase.tcr.handleUnexpectedMsgType(msgType, di)
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else:
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self.oldTcrHandler(msgType, di)
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def toonEnterZone(self, zoneNum, ouchLevel=None):
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"""
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zoneNum is an int.
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ouchLevel is a ??.
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The avatar (and not necessarily the camera) has entered
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a zone.
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See camEnterZone()
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"""
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DistributedLevel.notify.info('toonEnterZone%s' % zoneNum)
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if zoneNum != self.lastToonZone:
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self.lastToonZone = zoneNum
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print "toon is standing in zone %s" % zoneNum
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messenger.send("factoryZoneChanged", [zoneNum])
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def camEnterZone(self, zoneNum):
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"""
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zoneNum is an int.
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The camera (and not necessarily the avatar) has entered
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a zone.
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See toonEnterZone()
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"""
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DistributedLevel.notify.info('camEnterZone%s' % zoneNum)
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self.enterZone(zoneNum)
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if zoneNum != self.lastCamZone:
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self.lastCamZone = zoneNum
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self.smallTitleText.hide()
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self.spawnTitleText()
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def lockVisibility(self, zoneNum=None, zoneId=None):
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"""call this to lock the visibility to a particular zone
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pass in either network zoneId or model zoneNum
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this was added for battles in the HQ factories; if you engage a suit
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|
in zone A with your camera in zone B, and you don't call this func,
|
|
your client will remain in zone B. If there's a door between A and B,
|
|
and it closes, zone B might disappear, along with the suit and the
|
|
battle objects.
|
|
"""
|
|
assert (zoneNum is None) or (zoneId is None)
|
|
assert not ((zoneNum is None) and (zoneId is None))
|
|
if zoneId is not None:
|
|
zoneNum = self.getZoneNumFromId(zoneId)
|
|
|
|
self.notify.info('lockVisibility to zoneNum %s' % zoneNum)
|
|
self.lockVizZone = zoneNum
|
|
self.enterZone(self.lockVizZone)
|
|
|
|
def unlockVisibility(self):
|
|
"""release the visibility lock"""
|
|
self.notify.info('unlockVisibility')
|
|
if not hasattr(self, 'lockVizZone'):
|
|
self.notify.warning('visibility already unlocked')
|
|
else:
|
|
del self.lockVizZone
|
|
self.updateVisibility()
|
|
|
|
|
|
def enterZone(self, zoneNum):
|
|
DistributedLevel.notify.info("entering zone %s" % zoneNum)
|
|
|
|
if not DistributedLevel.WantVisibility:
|
|
return
|
|
|
|
if zoneNum == self.curZoneNum:
|
|
return
|
|
|
|
if zoneNum not in self.zoneNum2entId:
|
|
DistributedLevel.notify.error(
|
|
'no ZoneEntity for this zone (%s)!!' % zoneNum)
|
|
|
|
self.updateVisibility(zoneNum)
|
|
|
|
def updateVisibility(self, zoneNum=None):
|
|
"""update the visibility assuming that we're in the specified
|
|
zone; don't check to see if it's the zone we're already in"""
|
|
#print 'updateVisibility %s' % globalClock.getFrameCount()
|
|
if zoneNum is None:
|
|
zoneNum = self.curZoneNum
|
|
if hasattr(self, 'lockVizZone'):
|
|
zoneNum = self.lockVizZone
|
|
|
|
zoneEntId = self.zoneNum2entId[zoneNum]
|
|
zoneEnt = self.getEntity(zoneEntId)
|
|
# use dicts to efficiently ensure that there are no duplicates
|
|
visibleZoneNums = list2dict([zoneNum])
|
|
visibleZoneNums.update(list2dict(zoneEnt.getVisibleZoneNums()))
|
|
|
|
# we should not have the uberZone in the list at this point
|
|
assert not 0 in visibleZoneNums
|
|
|
|
if DistributedLevel.HideZones:
|
|
# figure out which zones are new and which are going invisible
|
|
# use dicts because it's faster to use dict.has_key(x)
|
|
# than 'x in list'
|
|
addedZoneNums = []
|
|
removedZoneNums = []
|
|
allVZ = dict(visibleZoneNums)
|
|
allVZ.update(self.curVisibleZoneNums)
|
|
for vz,dummy in allVZ.items():
|
|
new = vz in visibleZoneNums
|
|
old = vz in self.curVisibleZoneNums
|
|
if new and old:
|
|
continue
|
|
if new:
|
|
addedZoneNums.append(vz)
|
|
else:
|
|
removedZoneNums.append(vz)
|
|
# show the new, hide the old
|
|
DistributedLevel.notify.info('showing zones %s' % addedZoneNums)
|
|
for az in addedZoneNums:
|
|
self.showZone(az)
|
|
DistributedLevel.notify.info('hiding zones %s' % removedZoneNums)
|
|
for rz in removedZoneNums:
|
|
self.hideZone(rz)
|
|
|
|
self.setVisibility(visibleZoneNums.keys())
|
|
self.setZonesRequested += 1
|
|
|
|
self.curZoneNum = zoneNum
|
|
self.curVisibleZoneNums = visibleZoneNums
|
|
|
|
def setVisibility(self, vizList):
|
|
"""
|
|
vizList is a list of visible zone numbers.
|
|
"""
|
|
# convert the zone numbers into their actual zoneIds
|
|
# always include Toontown and factory uberZones
|
|
uberZone = self.getZoneId(zoneNum=LevelConstants.UberZoneNum)
|
|
# the level itself is in the 'level zone'
|
|
visibleZoneIds = [ToontownGlobals.UberZone, self.levelZone, uberZone]
|
|
for vz in vizList:
|
|
visibleZoneIds.append(self.getZoneId(zoneNum=vz))
|
|
assert(uniqueElements(visibleZoneIds))
|
|
DistributedLevel.notify.info('new viz list: %s' % visibleZoneIds)
|
|
|
|
toonbase.tcr.sendSetZoneMsg(self.levelZone, visibleZoneIds)
|
|
|
|
def resetVisibility(self):
|
|
# start out with every zone visible, since none of the zones have
|
|
# been hidden
|
|
self.curVisibleZoneNums = list2dict(self.zoneNums)
|
|
# the UberZone is always visible, so it's not included in the
|
|
# zones' viz lists
|
|
del self.curVisibleZoneNums[0]
|
|
# Make sure every zone is visible
|
|
for vz,dummy in self.curVisibleZoneNums.items():
|
|
self.showZone(vz)
|
|
# Redo visibility using current zone num
|
|
self.updateVisibility()
|
|
|
|
def handleVisChange(self):
|
|
"""the zone visibility lists have changed on-the-fly"""
|
|
Level.Level.handleVisChange(self)
|
|
self.visChangedThisFrame = 1
|
|
|
|
def visChangeTask(self, task):
|
|
# this runs just before igloop; if viz lists have changed
|
|
# this frame, updates the visibility and sends out a setZoneMsg
|
|
if self.visChangedThisFrame:
|
|
self.updateVisibility()
|
|
self.visChangedThisFrame = 0
|
|
return Task.cont
|
|
|
|
if __dev__:
|
|
# level editing stuff
|
|
def setAttribChange(self, entId, attribName, valueStr, username):
|
|
"""every time the spec is edited, we get this message
|
|
from the AI"""
|
|
value = eval(valueStr)
|
|
self.levelSpec.setAttribChange(entId, attribName, value, username)
|
|
|
|
def spawnTitleText(self):
|
|
def getDescription(zoneId, self=self):
|
|
entId = self.zoneNum2entId.get(zoneId)
|
|
if entId:
|
|
ent = self.entities.get(entId)
|
|
if ent and hasattr(ent, 'description'):
|
|
return ent.description
|
|
return None
|
|
|
|
description = getDescription(self.lastCamZone)
|
|
if description and description != '':
|
|
taskMgr.remove("titleText")
|
|
self.smallTitleText.setText(description)
|
|
self.titleText.setText(description)
|
|
self.titleText.setColor(Vec4(*self.titleColor))
|
|
self.titleText.setFg(self.titleColor)
|
|
|
|
# Only show the big title once per session.
|
|
# If we've already seen it, just show the small title
|
|
|
|
titleSeq = None
|
|
if not self.lastCamZone in self.zonesEnteredList:
|
|
self.zonesEnteredList.append(self.lastCamZone)
|
|
titleSeq = Task.sequence(
|
|
Task.Task(self.hideSmallTitleTextTask),
|
|
Task.Task(self.showTitleTextTask),
|
|
Task.pause(0.1),
|
|
Task.pause(6.0),
|
|
self.titleText.lerpColor(Vec4(self.titleColor[0],
|
|
self.titleColor[1],
|
|
self.titleColor[2],
|
|
self.titleColor[3]),
|
|
Vec4(self.titleColor[0],
|
|
self.titleColor[1],
|
|
self.titleColor[2],
|
|
0.0),
|
|
0.5),
|
|
)
|
|
smallTitleSeq = Task.sequence(Task.Task(self.hideTitleTextTask),
|
|
Task.Task(self.showSmallTitleTask),
|
|
Task.Task(self.showSmallTitleTask))
|
|
if titleSeq:
|
|
seq = Task.sequence(titleSeq, smallTitleSeq)
|
|
else:
|
|
seq = smallTitleSeq
|
|
taskMgr.add(seq, "titleText")
|
|
|
|
def showTitleTextTask(self, task):
|
|
assert(DistributedLevel.notify.debug("hideTitleTextTask()"))
|
|
self.titleText.show()
|
|
return Task.done
|
|
|
|
def hideTitleTextTask(self, task):
|
|
assert(DistributedLevel.notify.debug("hideTitleTextTask()"))
|
|
self.titleText.hide()
|
|
return Task.done
|
|
|
|
def showSmallTitleTask(self, task):
|
|
# make sure large title is hidden
|
|
self.titleText.hide()
|
|
# show the small title
|
|
self.smallTitleText.show()
|
|
return Task.done
|
|
|
|
def hideSmallTitleTextTask(self, task):
|
|
assert(DistributedLevel.notify.debug("hideTitleTextTask()"))
|
|
self.smallTitleText.hide()
|
|
return Task.done
|
|
|
|
# Ouch!
|
|
def startOuch(self, ouchLevel, period=2):
|
|
print 'startOuch %s' % ouchLevel
|
|
if not hasattr(self, 'doingOuch'):
|
|
def doOuch(task, self=self, ouchLevel=ouchLevel, period=period):
|
|
self.b_setOuch(ouchLevel)
|
|
self.lastOuchTime = globalClock.getFrameTime()
|
|
taskMgr.doMethodLater(period, doOuch,
|
|
DistributedLevel.OuchTaskName)
|
|
|
|
# check to make sure we haven't done an ouch too recently
|
|
delay = 0
|
|
if hasattr(self, 'lastOuchTime'):
|
|
curFrameTime = globalClock.getFrameTime()
|
|
timeSinceLastOuch = (curFrameTime - self.lastOuchTime)
|
|
if timeSinceLastOuch < period:
|
|
delay = period - timeSinceLastOuch
|
|
|
|
if delay > 0:
|
|
taskMgr.doMethodLater(
|
|
period, doOuch,
|
|
DistributedLevel.OuchTaskName)
|
|
else:
|
|
doOuch(None)
|
|
self.doingOuch = 1
|
|
|
|
def stopOuch(self):
|
|
if hasattr(self, 'doingOuch'):
|
|
taskMgr.remove(DistributedLevel.OuchTaskName)
|
|
del self.doingOuch
|
|
|
|
def b_setOuch(self, penalty, anim=None):
|
|
self.notify.debug('b_setOuch %s' % penalty)
|
|
av = toonbase.localToon
|
|
|
|
# play the stun track (flashing toon)
|
|
if not av.isStunned:
|
|
self.d_setOuch(penalty)
|
|
self.setOuch(penalty, anim)
|
|
|
|
def d_setOuch(self, penalty):
|
|
self.sendUpdate("setOuch", [penalty])
|
|
|
|
def setOuch(self, penalty, anim = None):
|
|
if anim == "Squish":
|
|
toonbase.tcr.playGame.getPlace().fsm.request('squished')
|
|
av = toonbase.localToon
|
|
av.stunToon()
|
|
av.playDialogueForString("!")
|