open_toontown_panda3d/direct/src/level/DistributedLevel.py

277 lines
10 KiB
Python
Executable File

"""DistributedLevel.py: contains the DistributedLevel class"""
from ClockDelta import *
from PythonUtil import Functor, sameElements, list2dict, uniqueElements
import ToontownGlobals
import DistributedObject
import LevelBase
import DirectNotifyGlobal
import EntityCreator
class DistributedLevel(DistributedObject.DistributedObject,
LevelBase.LevelBase):
"""DistributedLevel"""
notify = DirectNotifyGlobal.directNotify.newCategory('DistributedLevel')
WantVisibility = config.GetBool('level-visibility', 0)
HideZones = config.GetBool('level-hidezones', 1)
def __init__(self, cr):
DistributedObject.DistributedObject.__init__(self, cr)
LevelBase.LevelBase.__init__(self)
def generate(self):
self.notify.debug('generate')
DistributedObject.DistributedObject.generate(self)
self.setLevelId(self.doId)
# this dict stores entity reparents if the parent hasn't been
# created yet
self.parent2ChildIds = {}
# Most (if not all) of the timed entities of levels
# run on looping intervals that are started once based on
# the level's start time.
# This sync request is *NOT* guaranteed to finish by the time
# the entities get created.
# We should listen for any and all time-sync events and re-sync
# all our entities at that time.
toonbase.tcr.timeManager.synchronize('DistributedLevel.generate')
# required fields
def setZoneIds(self, zoneIds):
self.notify.debug('setZoneIds: %s' % zoneIds)
self.zoneIds = zoneIds
def setStartTimestamp(self, timestamp):
self.notify.debug('setStartTimestamp: %s' % timestamp)
self.startTime = globalClockDelta.networkToLocalTime(timestamp,bits=32)
def setScenarioIndex(self, scenarioIndex):
self.scenarioIndex = scenarioIndex
def initializeLevel(self, spec):
""" subclass should call this as soon as it's located its spec data """
LevelBase.LevelBase.initializeLevel(self, spec, self.scenarioIndex)
# load stuff
self.geom = loader.loadModel(self.spec['modelFilename'])
def findNumberedNodes(baseString, model=self.geom, self=self):
# finds nodes whose name follows the pattern 'baseString#'
# where there are no characters after #
# returns dictionary that maps # to node
potentialNodes = model.findAllMatches(
'**/%s*' % baseString).asList()
num2node = {}
for potentialNode in potentialNodes:
name = potentialNode.getName()
self.notify.debug('potential match for %s: %s' %
(baseString, name))
try:
num = int(name[len(baseString):])
except:
continue
num2node[num] = potentialNode
return num2node
# find the zones in the model and fix them up
self.zoneNum2Node = findNumberedNodes('Zone')
# add the UberZone
self.zoneNum2Node[0] = self.geom
# fix up the floor collisions for walkable zones
for zoneNum, zoneNode in self.zoneNum2Node.items():
# if this is a walkable zone, fix up the model
floorColl = zoneNode.find('**/*FloorCollision*')
if not floorColl.isEmpty():
# rename the floor collision node, and make sure no other
# nodes under the ZoneNode have that name
floorCollName = 'Zone%sFloor' % zoneNum
others = zoneNode.findAllMatches(
'**/%s' % floorCollName).asList()
for other in others:
other.setName('%s_renamed' % floorCollName)
floorColl.setName(floorCollName)
# listen for zone enter events from floor collisions
def handleZoneEnter(collisionEntry,
self=self, zoneNum=zoneNum):
# eat the collisionEntry
self.enterZone(zoneNum)
self.accept('enter%s' % floorCollName, handleZoneEnter)
self.zoneNums = self.zoneNum2Node.keys()
self.zoneNums.sort()
self.notify.debug('zones: %s' % self.zoneNums)
assert sameElements(self.zoneNums, self.spec['zones'].keys() + [0])
# find the doorway nodes
self.doorwayNum2Node = findNumberedNodes('Doorway')
self.initVisibility()
# create client-side Entities
# TODO: only create client-side Entities for the
# currently-visible zones?
self.localEntities = {}
for entId, spec in self.entId2Spec.iteritems():
entity = EntityCreator.createEntity(spec['type'], self, entId)
if entity is not None:
self.localEntities[entId] = entity
# there should not be any pending reparents left
assert len(self.parent2ChildIds) == 0
def announceGenerate(self):
self.notify.debug('announceGenerate')
DistributedObject.DistributedObject.announceGenerate(self)
def disable(self):
self.notify.debug('disable')
DistributedObject.DistributedObject.disable(self)
self.ignoreAll()
# destroy all of the local entities
for entId, entity in self.localEntities.items():
entity.destroy()
del self.localEntities
self.destroyLevel()
def delete(self):
self.notify.debug('delete')
DistributedObject.DistributedObject.delete(self)
def getDoorwayNode(self, doorwayNum):
# returns node that doors should parent themselves to
return self.doorwayNum2Node[doorwayNum]
def requestReparent(self, entity, parent):
if parent is 'zone':
entity.reparentTo(self.zoneNum2Node[entity.zone])
else:
parentId = parent
assert(entity.entId != parentId)
if self.entities.has_key(parentId):
# parent has already been created
entity.reparentTo(self.entities[parentId])
else:
# parent hasn't been created yet; schedule the reparent
self.notify.debug(
'entity %s requesting reparent to %s, not yet created' %
(entity, parent))
entId = entity.entId
entity.reparentTo(hidden)
# if this parent doesn't already have another child pending,
# do some setup
if not self.parent2ChildIds.has_key(parentId):
self.parent2ChildIds[parentId] = []
# do the reparent once the parent is initialized
def doReparent(parentId=parentId, self=self):
assert self.parent2ChildIds.has_key(parentId)
parent=self.getEntity(parentId)
for entId in self.parent2ChildIds[parentId]:
entity=self.getEntity(entId)
self.notify.debug(
'performing pending reparent of %s to %s' %
(entity, parent))
entity.reparentTo(parent)
del self.parent2ChildIds[parentId]
self.accept(self.getEntityCreateEvent(parentId), doReparent)
self.parent2ChildIds[parentId].append(entId)
def showZone(self, zoneNum):
self.zoneNum2Node[zoneNum].show()
def hideZone(self, zoneNum):
self.zoneNum2Node[zoneNum].hide()
def setTransparency(self, alpha, zone=None):
self.geom.setTransparency(1)
if zone is None:
node = self.geom
else:
node = self.zoneNum2Node[zone]
node.setAlphaScale(alpha)
def initVisibility(self):
# start out with every zone visible, since none of the zones have
# been hidden
self.curVisibleZoneNums = list2dict(self.zoneNums)
# we have not entered any zone yet
self.curZoneNum = None
# TODO: make this data-driven
firstZone = 16
self.enterZone(firstZone)
# if no viz, listen to all the zones
if not DistributedLevel.WantVisibility:
zones = list(self.zoneNums)
zones.remove(0)
zones.remove(16)
self.sendSetZone(16, zones)
def enterZone(self, zoneNum):
if not DistributedLevel.WantVisibility:
return
if zoneNum == self.curZoneNum:
return
print "enterZone %s" % zoneNum
zoneSpec = self.spec['zones'][zoneNum]
# use dicts to efficiently ensure that there are no duplicates
visibleZoneNums = list2dict([zoneNum])
visibleZoneNums.update(list2dict(zoneSpec['visibility']))
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,None 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
self.notify.debug('showing zones %s' % addedZoneNums)
for az in addedZoneNums:
self.showZone(az)
self.notify.debug('hiding zones %s' % removedZoneNums)
for rz in removedZoneNums:
self.hideZone(rz)
self.sendSetZone(zoneNum, visibleZoneNums.keys())
self.curZoneNum = zoneNum
self.curVisibleZoneNums = visibleZoneNums
def sendSetZone(self, curZone, vizList):
# convert the zone numbers into their actual zoneIds
# always include Toontown and factory uberZones
visibleZoneIds = [ToontownGlobals.UberZone, self.getZoneId(0)]
for vz in vizList:
visibleZoneIds.append(self.getZoneId(vz))
assert(uniqueElements(visibleZoneIds))
self.notify.debug('new viz list: %s' % visibleZoneIds)
toonbase.tcr.sendSetZoneMsg(self.getZoneId(curZone), visibleZoneIds)