277 lines
10 KiB
Python
Executable File
277 lines
10 KiB
Python
Executable File
"""DistributedLevel.py: contains the DistributedLevel class"""
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from ClockDelta import *
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from PythonUtil import Functor, sameElements, list2dict, uniqueElements
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import ToontownGlobals
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import DistributedObject
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import LevelBase
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import DirectNotifyGlobal
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import EntityCreator
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class DistributedLevel(DistributedObject.DistributedObject,
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LevelBase.LevelBase):
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"""DistributedLevel"""
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notify = DirectNotifyGlobal.directNotify.newCategory('DistributedLevel')
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WantVisibility = config.GetBool('level-visibility', 0)
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HideZones = config.GetBool('level-hidezones', 1)
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def __init__(self, cr):
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DistributedObject.DistributedObject.__init__(self, cr)
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LevelBase.LevelBase.__init__(self)
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def generate(self):
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self.notify.debug('generate')
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DistributedObject.DistributedObject.generate(self)
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self.setLevelId(self.doId)
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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.parent2ChildIds = {}
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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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# required fields
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def setZoneIds(self, zoneIds):
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self.notify.debug('setZoneIds: %s' % zoneIds)
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self.zoneIds = zoneIds
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def setStartTimestamp(self, timestamp):
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self.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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def initializeLevel(self, spec):
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""" subclass should call this as soon as it's located its spec data """
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LevelBase.LevelBase.initializeLevel(self, spec, self.scenarioIndex)
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# load stuff
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self.geom = loader.loadModel(self.spec['modelFilename'])
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def findNumberedNodes(baseString, model=self.geom, self=self):
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# finds nodes whose name follows the pattern 'baseString#'
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# where there are no characters after #
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# returns dictionary that maps # to node
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potentialNodes = model.findAllMatches(
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'**/%s*' % baseString).asList()
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num2node = {}
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for potentialNode in potentialNodes:
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name = potentialNode.getName()
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self.notify.debug('potential match for %s: %s' %
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(baseString, name))
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try:
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num = int(name[len(baseString):])
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except:
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continue
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num2node[num] = potentialNode
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return num2node
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# find the zones in the model and fix them up
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self.zoneNum2Node = findNumberedNodes('Zone')
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# add the UberZone
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self.zoneNum2Node[0] = self.geom
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# fix up the floor collisions for walkable zones
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for zoneNum, zoneNode in self.zoneNum2Node.items():
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# if this is a walkable zone, fix up the model
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floorColl = zoneNode.find('**/*FloorCollision*')
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if not floorColl.isEmpty():
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# rename the floor collision node, and make sure no other
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# nodes under the ZoneNode have that name
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floorCollName = 'Zone%sFloor' % 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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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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# eat the collisionEntry
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self.enterZone(zoneNum)
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self.accept('enter%s' % floorCollName, handleZoneEnter)
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self.zoneNums = self.zoneNum2Node.keys()
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self.zoneNums.sort()
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self.notify.debug('zones: %s' % self.zoneNums)
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assert sameElements(self.zoneNums, self.spec['zones'].keys() + [0])
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# find the doorway nodes
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self.doorwayNum2Node = findNumberedNodes('Doorway')
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self.initVisibility()
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# create client-side Entities
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# TODO: only create client-side Entities for the
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# currently-visible zones?
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self.localEntities = {}
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for entId, spec in self.entId2Spec.iteritems():
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entity = EntityCreator.createEntity(spec['type'], self, entId)
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if entity is not None:
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self.localEntities[entId] = entity
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# there should not be any pending reparents left
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assert len(self.parent2ChildIds) == 0
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def announceGenerate(self):
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self.notify.debug('announceGenerate')
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DistributedObject.DistributedObject.announceGenerate(self)
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def disable(self):
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self.notify.debug('disable')
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DistributedObject.DistributedObject.disable(self)
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self.ignoreAll()
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# destroy all of the local entities
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for entId, entity in self.localEntities.items():
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entity.destroy()
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del self.localEntities
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self.destroyLevel()
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def delete(self):
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self.notify.debug('delete')
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DistributedObject.DistributedObject.delete(self)
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def getDoorwayNode(self, doorwayNum):
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# returns node that doors should parent themselves to
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return self.doorwayNum2Node[doorwayNum]
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def requestReparent(self, entity, parent):
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if parent is 'zone':
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entity.reparentTo(self.zoneNum2Node[entity.zone])
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else:
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parentId = parent
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assert(entity.entId != parentId)
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if self.entities.has_key(parentId):
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# parent has already been created
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entity.reparentTo(self.entities[parentId])
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else:
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# parent hasn't been created yet; schedule the reparent
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self.notify.debug(
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'entity %s requesting reparent to %s, not yet created' %
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(entity, parent))
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entId = entity.entId
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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.parent2ChildIds.has_key(parentId):
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self.parent2ChildIds[parentId] = []
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# do the reparent once the parent is initialized
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def doReparent(parentId=parentId, self=self):
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assert self.parent2ChildIds.has_key(parentId)
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parent=self.getEntity(parentId)
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for entId in self.parent2ChildIds[parentId]:
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entity=self.getEntity(entId)
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self.notify.debug(
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'performing pending reparent of %s to %s' %
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(entity, parent))
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entity.reparentTo(parent)
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del self.parent2ChildIds[parentId]
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self.accept(self.getEntityCreateEvent(parentId), doReparent)
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self.parent2ChildIds[parentId].append(entId)
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def showZone(self, zoneNum):
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self.zoneNum2Node[zoneNum].show()
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def hideZone(self, zoneNum):
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self.zoneNum2Node[zoneNum].hide()
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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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# we have not entered any zone yet
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self.curZoneNum = None
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# TODO: make this data-driven
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firstZone = 16
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self.enterZone(firstZone)
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# if no viz, listen to all the zones
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if not DistributedLevel.WantVisibility:
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zones = list(self.zoneNums)
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zones.remove(0)
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zones.remove(16)
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self.sendSetZone(16, zones)
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def enterZone(self, zoneNum):
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if not DistributedLevel.WantVisibility:
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return
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if zoneNum == self.curZoneNum:
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return
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print "enterZone %s" % zoneNum
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zoneSpec = self.spec['zones'][zoneNum]
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# use dicts to efficiently ensure that there are no duplicates
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visibleZoneNums = list2dict([zoneNum])
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visibleZoneNums.update(list2dict(zoneSpec['visibility']))
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if DistributedLevel.HideZones:
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# figure out which zones are new and which are going invisible
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# use dicts because it's faster to use dict.has_key(x)
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# than 'x in list'
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addedZoneNums = []
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removedZoneNums = []
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allVZ = dict(visibleZoneNums)
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allVZ.update(self.curVisibleZoneNums)
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for vz,None in allVZ.items():
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new = vz in visibleZoneNums
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old = vz in self.curVisibleZoneNums
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if new and old:
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continue
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if new:
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addedZoneNums.append(vz)
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else:
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removedZoneNums.append(vz)
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# show the new, hide the old
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self.notify.debug('showing zones %s' % addedZoneNums)
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for az in addedZoneNums:
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self.showZone(az)
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self.notify.debug('hiding zones %s' % removedZoneNums)
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for rz in removedZoneNums:
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self.hideZone(rz)
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self.sendSetZone(zoneNum, visibleZoneNums.keys())
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self.curZoneNum = zoneNum
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self.curVisibleZoneNums = visibleZoneNums
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def sendSetZone(self, curZone, vizList):
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# convert the zone numbers into their actual zoneIds
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# always include Toontown and factory uberZones
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visibleZoneIds = [ToontownGlobals.UberZone, self.getZoneId(0)]
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for vz in vizList:
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visibleZoneIds.append(self.getZoneId(vz))
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assert(uniqueElements(visibleZoneIds))
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self.notify.debug('new viz list: %s' % visibleZoneIds)
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toonbase.tcr.sendSetZoneMsg(self.getZoneId(curZone), visibleZoneIds)
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