open-toontown/toontown/building/DistributedBuildingMgrAI.py

459 lines
18 KiB
Python

""" DistributedBuildingMgrAI module: contains the DistributedBuildingMgrAI
class, the server side handler of all buildings in a neighborhood."""
# AI code should not import ShowBaseGlobal because it creates a graphics window
# Use AIBaseGlobal instead
# from ShowBaseGlobal import *
import os
from direct.task.Task import Task
import pickle
from otp.ai.AIBaseGlobal import *
from . import DistributedBuildingAI
from . import HQBuildingAI
from . import GagshopBuildingAI
from . import PetshopBuildingAI
from toontown.building.KartShopBuildingAI import KartShopBuildingAI
from toontown.building import DistributedAnimBuildingAI
#import DistributedDoorAI
from direct.directnotify import DirectNotifyGlobal
from toontown.hood import ZoneUtil
import time
import random
class DistributedBuildingMgrAI:
"""
DistributedBuildingMgrAI class: a server side object, keeps track of
all buildings within a single neighborhood (street), handles
converting them from good to bad, and hands out information about
buildings to whoever asks.
Landmark data will be saved to an AI Server local file.
*How landmark building info gets loaded:
load list from dna;
look for backup .buildings file;
if present:
load from backup buildings file;
#if buildings file is present:
# remove buildings file;
else:
load .buildings file;
compare dna list with saved list;
if they are different:
make reasonable matches for suit blocks;
create the building AI dictionary
*Saving building data:
check for backup buildings file;
if present:
remove buildings file;
else:
move buildings file to backup file;
write new buildings file;
remove backup buildings file;
"""
notify = DirectNotifyGlobal.directNotify.newCategory('DistributedBuildingMgrAI')
serverDatafolder = simbase.config.GetString('server-data-folder', "")
def __init__(self, air, branchID, dnaStore, trophyMgr):
"""
branchID: The street number. Such as 2200.
"""
self.branchID = branchID
self.canonicalBranchID = ZoneUtil.getCanonicalZoneId(branchID)
assert(self.debugPrint("__init__(air, branchID, dnaStore, trophyMgr)"))
self.air = air
self.__buildings = {}
self.dnaStore = dnaStore
self.trophyMgr = trophyMgr
self.shard = str(air.districtId)
self.backupExtension = '.bu'
self.findAllLandmarkBuildings()
self.doLaterTask = None
def cleanup(self):
taskMgr.remove(str(self.branchID)+'_delayed_save-timer')
for building in self.__buildings.values():
building.cleanup()
self.__buildings = {}
def isValidBlockNumber(self, blockNumber):
"""return true if that block refers to a real block"""
assert(self.debugPrint("isValidBlockNumber(blockNumber="+str(blockNumber)+")"))
return blockNumber in self.__buildings
def delayedSaveTask(self, task):
assert(self.debugPrint("delayedSaveTask()"))
self.save()
self.doLaterTask=None
return Task.done
def isSuitBlock(self, blockNumber):
"""return true if that block is a suit block/building"""
assert(self.debugPrint("isSuitBlock(blockNumber="+str(blockNumber)+")"))
assert(blockNumber in self.__buildings)
return self.__buildings[blockNumber].isSuitBlock()
def getSuitBlocks(self):
assert(self.debugPrint("getSuitBlocks()"))
blocks=[]
for i in self.__buildings.values():
if i.isSuitBlock():
blocks.append(i.getBlock()[0])
return blocks
def isCogdoBlock(self, blockNumber):
return self.__buildings[blockNumber].isCogdo()
def getCogdoBlocks(self):
blocks = []
for i in list(self.__buildings.values()):
if i.isCogdo():
blocks.append(i.getBlock()[0])
return blocks
def getEstablishedSuitBlocks(self):
assert(self.debugPrint("getEstablishedSuitBlocks()"))
blocks=[]
for i in self.__buildings.values():
if i.isEstablishedSuitBlock():
blocks.append(i.getBlock()[0])
return blocks
def getToonBlocks(self):
assert(self.debugPrint("getToonBlocks()"))
blocks=[]
for i in self.__buildings.values():
if isinstance(i, HQBuildingAI.HQBuildingAI):
continue
if not i.isSuitBlock():
blocks.append(i.getBlock()[0])
return blocks
def getBuildings(self):
return self.__buildings.values()
def getFrontDoorPoint(self, blockNumber):
"""get any associated path point for the specified building,
useful for suits to know where to go when exiting from a
building"""
assert(self.debugPrint("getFrontDoorPoint(blockNumber="+str(blockNumber)+")"))
assert(blockNumber in self.__buildings)
return self.__buildings[blockNumber].getFrontDoorPoint()
def getBuildingTrack(self, blockNumber):
"""get any associated path point for the specified building,
useful for suits to know where to go when exiting from a
building"""
assert(self.debugPrint("getBuildingTrack(blockNumber="+str(blockNumber)+")"))
assert(blockNumber in self.__buildings)
return self.__buildings[blockNumber].track
def getBuilding( self, blockNumber ):
assert(self.debugPrint("getBuilding(%s)" %(str(blockNumber),)))
assert(blockNumber in self.__buildings)
return self.__buildings[blockNumber]
def setFrontDoorPoint(self, blockNumber, point):
"""get any associated path point for the specified building,
useful for suits to know where to go when exiting from a
building"""
assert(self.debugPrint("setFrontDoorPoint(blockNumber="+str(blockNumber)
+", point="+str(point)+")"))
assert(blockNumber in self.__buildings)
return self.__buildings[blockNumber].setFrontDoorPoint(point)
def getDNABlockLists(self):
blocks=[]
hqBlocks=[]
gagshopBlocks=[]
petshopBlocks=[]
kartshopBlocks = []
animBldgBlocks = []
for i in range(self.dnaStore.getNumBlockNumbers()):
blockNumber = self.dnaStore.getBlockNumberAt(i)
buildingType = self.dnaStore.getBlockBuildingType(blockNumber)
if (buildingType == 'hq'):
hqBlocks.append(blockNumber)
elif (buildingType == 'gagshop'):
gagshopBlocks.append(blockNumber)
elif (buildingType == 'petshop'):
petshopBlocks.append(blockNumber)
elif( buildingType == 'kartshop' ):
kartshopBlocks.append( blockNumber )
elif( buildingType == 'animbldg' ):
animBldgBlocks.append( blockNumber )
else:
blocks.append(blockNumber)
return blocks, hqBlocks, gagshopBlocks, petshopBlocks, kartshopBlocks, animBldgBlocks
def findAllLandmarkBuildings(self):
assert(self.debugPrint("findAllLandmarkBuildings()"))
# Load the saved buildings:
buildings=self.load()
# Create the distributed buildings:
blocks, hqBlocks, gagshopBlocks, petshopBlocks, kartshopBlocks, animBldgBlocks = self.getDNABlockLists()
for block in blocks:
# Used saved data, if appropriate:
self.newBuilding(block, buildings.get(block, None))
for block in animBldgBlocks:
# Used saved data, if appropriate:
self.newAnimBuilding(block, buildings.get(block, None))
for block in hqBlocks:
self.newHQBuilding(block)
for block in gagshopBlocks:
self.newGagshopBuilding(block)
if simbase.wantPets:
for block in petshopBlocks:
self.newPetshopBuilding(block)
if( simbase.wantKarts ):
for block in kartshopBlocks:
self.newKartShopBuilding( block )
def newBuilding(self, blockNumber, blockData=None):
"""Create a new building and keep track of it."""
assert(self.debugPrint("newBuilding(blockNumber="+str(blockNumber)
+", blockData="+str(blockData)+")"))
assert(blockNumber not in self.__buildings)
building=DistributedBuildingAI.DistributedBuildingAI(
self.air, blockNumber, self.branchID, self.trophyMgr)
building.generateWithRequired(self.branchID)
if blockData:
building.track = blockData.get("track", "c")
building.difficulty = int(blockData.get("difficulty", 1))
building.numFloors = int(blockData.get("numFloors", 1))
building.numFloors = max(1, min(5, building.numFloors))
if not ZoneUtil.isWelcomeValley(building.zoneId):
building.updateSavedBy(blockData.get("savedBy"))
else:
self.notify.warning('we had a cog building in welcome valley %d' % building.zoneId)
building.becameSuitTime = blockData.get("becameSuitTime", time.time())
# Double check the state becuase we have seen the building
# saved out with other states (like waitForVictor). If we
# get one of these weird states, just make it a toon bldg
if blockData["state"] == "suit":
building.setState("suit")
elif blockData['state'] == 'cogdo':
if simbase.air.wantCogdominiums:
building.numFloors = DistributedBuildingAI.DistributedBuildingAI.FieldOfficeNumFloors
building.setState("cogdo")
else:
building.setState("toon")
else:
building.setState("toon")
self.__buildings[blockNumber] = building
return building
def newAnimBuilding(self, blockNumber, blockData=None):
"""Create a new building and keep track of it."""
assert(self.debugPrint("newBuilding(blockNumber="+str(blockNumber)
+", blockData="+str(blockData)+")"))
assert(blockNumber not in self.__buildings)
building=DistributedAnimBuildingAI.DistributedAnimBuildingAI(
self.air, blockNumber, self.branchID, self.trophyMgr)
building.generateWithRequired(self.branchID)
if blockData:
building.track = blockData.get("track", "c")
building.difficulty = int(blockData.get("difficulty", 1))
building.numFloors = int(blockData.get("numFloors", 1))
if not ZoneUtil.isWelcomeValley(building.zoneId):
building.updateSavedBy(blockData.get("savedBy"))
else:
self.notify.warning('we had a cog building in welcome valley %d' % building.zoneId)
building.becameSuitTime = blockData.get("becameSuitTime", time.time())
# Double check the state becuase we have seen the building
# saved out with other states (like waitForVictor). If we
# get one of these weird states, just make it a toon bldg
if blockData["state"] == "suit":
building.setState("suit")
else:
building.setState("toon")
else:
building.setState("toon")
self.__buildings[blockNumber] = building
return building
def newHQBuilding(self, blockNumber):
"""Create a new HQ building and keep track of it."""
assert(blockNumber not in self.__buildings)
dnaStore = self.air.dnaStoreMap[self.canonicalBranchID]
exteriorZoneId = dnaStore.getZoneFromBlockNumber(blockNumber)
exteriorZoneId = ZoneUtil.getTrueZoneId(exteriorZoneId, self.branchID)
interiorZoneId = (self.branchID-self.branchID%100)+500+blockNumber
assert(self.debugPrint("newHQBuilding(blockNumber=%s exteriorZoneId=%s interiorZoneId=%s" %
(blockNumber, exteriorZoneId, interiorZoneId)))
building=HQBuildingAI.HQBuildingAI(self.air, exteriorZoneId, interiorZoneId, blockNumber)
self.__buildings[blockNumber] = building
return building
def newGagshopBuilding(self, blockNumber):
"""Create a new Gagshop building and keep track of it."""
assert(self.debugPrint("newGagshopBuilding(blockNumber="+str(blockNumber)+")"))
assert(blockNumber not in self.__buildings)
dnaStore = self.air.dnaStoreMap[self.canonicalBranchID]
exteriorZoneId = dnaStore.getZoneFromBlockNumber(blockNumber)
exteriorZoneId = ZoneUtil.getTrueZoneId(exteriorZoneId, self.branchID)
interiorZoneId = (self.branchID-self.branchID%100)+500+blockNumber
building=GagshopBuildingAI.GagshopBuildingAI(self.air, exteriorZoneId, interiorZoneId, blockNumber)
self.__buildings[blockNumber] = building
return building
def newPetshopBuilding(self, blockNumber):
"""Create a new Petshop building and keep track of it."""
assert(self.debugPrint("newPetshopBuilding(blockNumber="+str(blockNumber)+")"))
assert(blockNumber not in self.__buildings)
dnaStore = self.air.dnaStoreMap[self.canonicalBranchID]
exteriorZoneId = dnaStore.getZoneFromBlockNumber(blockNumber)
exteriorZoneId = ZoneUtil.getTrueZoneId(exteriorZoneId, self.branchID)
interiorZoneId = (self.branchID-self.branchID%100)+500+blockNumber
building=PetshopBuildingAI.PetshopBuildingAI(self.air, exteriorZoneId, interiorZoneId, blockNumber)
self.__buildings[blockNumber] = building
return building
def newKartShopBuilding( self, blockNumber ):
"""
Purpose: The newKartShopBuilding Method creates a new KartShop
building and keeps track of it.
Params: blockNumber - block that the shop is on.
Return: None
"""
assert( self.debugPrint( "newKartShopBuilding(blockNumber=" + str( blockNumber ) + ")" ) )
assert( blockNumber not in self.__buildings )
dnaStore = self.air.dnaStoreMap[ self.canonicalBranchID ]
# Retrieve the Exterior and Interior ZoneIds
exteriorZoneId = dnaStore.getZoneFromBlockNumber( blockNumber )
exteriorZoneId = ZoneUtil.getTrueZoneId( exteriorZoneId, self.branchID )
interiorZoneId = ( self.branchID - self.branchID%100 ) + 500 + blockNumber
building = KartShopBuildingAI( self.air, exteriorZoneId, interiorZoneId, blockNumber )
self.__buildings[ blockNumber ] = building
return building
def getFileName(self):
"""Figure out the path to the saved state"""
f = "%s%s_%d.buildings" % (self.serverDatafolder, self.shard, self.branchID)
assert(self.debugPrint("getFileName() returning \""+str(f)+"\""))
return f
def saveTo(self, file, block=None):
"""Save data to specified file"""
assert(self.debugPrint("saveTo(file="+str(file)+", block="+str(block)+")"))
if block:
# Save just this one block to the file:
pickleData=block.getPickleData()
pickle.dump(pickleData, file)
else:
# Save them all:
for i in self.__buildings.values():
# HQs do not need to be saved
if isinstance(i, HQBuildingAI.HQBuildingAI):
continue
pickleData=i.getPickleData()
pickle.dump(pickleData, file)
def fastSave(self, block):
"""Save data to default location"""
return
# This code has not been tested or connected. If the normal save takes
# too long on the AI server, this fastSave should be considered.
assert(0)
assert(self.debugPrint("fastSave(block="+str(block)+")"))
try:
fileName=self.getFileName()+'.delta'
working=fileName+'.temp'
# Change the name to flag the work in progress:
if os.path.exists(working):
os.remove(working)
os.rename(fileName, working)
file=open(working, 'wb')
file.seek(0, 2)
self.saveTo(file, block)
file.close()
# Change the name to flag the work complete:
os.rename(working, fileName)
except IOError:
self.notify.error(str(sys.exc_info()[1]))
# Even if it's just the rename that failed, we don't want to
# clobber the prior file.
def save(self):
"""Save data to default location"""
assert(self.debugPrint("save()"))
try:
fileName=self.getFileName()
backup=fileName+self.backupExtension
# Move current file as the backup file:
if os.path.exists(fileName):
os.rename(fileName, backup)
file=open(fileName, 'wb')
file.seek(0)
self.saveTo(file)
file.close()
if os.path.exists(backup):
os.remove(backup)
except EnvironmentError:
self.notify.warning(str(sys.exc_info()[1]))
# Even if it's just the rename that failed, we don't want to
# clobber the prior file.
def loadFrom(self, file):
"""Load data from specified file"""
assert(self.debugPrint("loadFrom(file="+str(file)+")"))
blocks={}
try:
while 1:
pickleData=pickle.load(file)
blocks[int(pickleData['block'])]=pickleData
except EOFError:
pass
return blocks
def load(self):
"""Load data from default location"""
assert(self.debugPrint("load()"))
fileName=self.getFileName()
try:
# Try to open the backup file:
file=open(fileName+self.backupExtension, 'rb')
# Remove the (assumed) broken file:
if os.path.exists(fileName):
os.remove(fileName)
except IOError:
# OK, there's no backup file, good.
try:
# Open the real file:
file=open(fileName, 'rb')
except IOError:
# OK, there's no file. Start new list:
return {}
file.seek(0)
blocks=self.loadFrom(file)
file.close()
return blocks
if __debug__:
def debugPrint(self, message):
"""for debugging"""
return self.notify.debug(
str(self.__dict__.get('branchID', '?'))+' '+message)