def __init__(self, cr):
     DistributedSimpleShip.__init__(self, cr)
     self._respawnLocation = None
     self.checkAnchor = None
     self.lastAttacked = None
     self.threatLevel = 0
     self.openPort = 0
     self.allowCrewState = True
     self.allowFriendState = True
     self.allowGuildState = False
     self.allowPublicState = False
     self._repairSpotMgr = ShipRepairSpotMgr(self.cr)
     self._team = PiratesGlobals.PLAYER_TEAM
     self.badInitTeam = None
     self.prevLocStack = None
 def __init__(self, cr):
     DistributedSimpleShip.__init__(self, cr)
     self._respawnLocation = None
     self.checkAnchor = None
     self.lastAttacked = None
     self.threatLevel = 0
     self.openPort = 0
     self.allowCrewState = True
     self.allowFriendState = True
     self.allowGuildState = False
     self.allowPublicState = False
     self._repairSpotMgr = ShipRepairSpotMgr(self.cr)
     self._team = PiratesGlobals.PLAYER_TEAM
     self.badInitTeam = None
     self.prevLocStack = None
     self.customHull = 0
     self.customRigging = 0
     self.customSailPattern = 0
     self.customSailLogo = 0
     self.customProw = 0
     self.customCannon = 0
     self.boardingPanel = None
 def __init__(self, cr):
     DistributedSimpleShip.__init__(self, cr)
     self._respawnLocation = None
     self.checkAnchor = None
     self.lastAttacked = None
     self.threatLevel = 0
     self.openPort = 0
     self.allowCrewState = True
     self.allowFriendState = True
     self.allowGuildState = False
     self.allowPublicState = False
     self._repairSpotMgr = ShipRepairSpotMgr(self.cr)
     self._team = PiratesGlobals.PLAYER_TEAM
     self.badInitTeam = None
     self.prevLocStack = None
class DistributedPlayerSimpleShip(DistributedSimpleShip):
    RepairSpotFadeAfter = 2.0
    RepairSpotFadeDur = 3.0

    def __init__(self, cr):
        DistributedSimpleShip.__init__(self, cr)
        self._respawnLocation = None
        self.checkAnchor = None
        self.lastAttacked = None
        self.threatLevel = 0
        self.openPort = 0
        self.allowCrewState = True
        self.allowFriendState = True
        self.allowGuildState = False
        self.allowPublicState = False
        self._repairSpotMgr = ShipRepairSpotMgr(self.cr)
        self._team = PiratesGlobals.PLAYER_TEAM
        self.badInitTeam = None
        self.prevLocStack = None


    def generate(self):
        DistributedSimpleShip.generate(self)
        self._repairSpotWoodPile = None
        self._repairSpotWoodPiles = { }
        self._repairSpotHole = None
        self._repairSpotHoleFixed = None
        self._repairSpotHoles = { }
        self._repairSpotIvals = { }
        self._wheelInUse = StateVar(False)


    def announceGenerate(self):
        self._respawnLocation = None
        self._respawnResponseDelayedCall = None
        DistributedSimpleShip.announceGenerate(self)
        self._repairSpotMgr.setShipId(self.doId)
        if self.badInitTeam != None:
            self._verifyTeam(self.badInitTeam)



    def disable(self):
        self._wheelInUse.destroy()
        if self._respawnResponseDelayedCall:
            self._respawnResponseDelayedCall.destroy()
            self._respawnResponseDelayedCall = None

        if self.checkAnchor:
            self.checkAnchor.remove()
            self.checkAnchor = None

        self._repairSpotMgr.destroy()
        for ival in self._repairSpotIvals.itervalues():
            ival.pause()

        del self._repairSpotIvals
        self.prevLocStack = None
        DistributedSimpleShip.disable(self)


    def calculateLook(self):
        team = self.getTeam()
        if team == PiratesGlobals.PLAYER_TEAM:
            if self.getSiegeTeam() == 1:
                self.style = ShipGlobals.Styles.French
            elif self.getSiegeTeam() == 2:
                self.style = ShipGlobals.Styles.Spanish




    def getNPCship(self):
        return False


    def setShipClass(self, shipClass):
        DistributedSimpleShip.setShipClass(self, shipClass)
        self._repairSpotMgr.updateShipClass(self.shipClass)


    def setHealthState(self, health):
        DistributedSimpleShip.setHealthState(self, health)
        self._repairSpotMgr.updateHealth(self.healthState)


    def setMastStates(self, mainMast1, mainMast2, mainMast3, aftMast, foreMast):
        DistributedSimpleShip.setMastStates(self, mainMast1, mainMast2, mainMast3, aftMast, foreMast)
        self._repairSpotMgr.updateSpeed(100.0 * self.Sp / self.maxSp)


    def setArmorStates(self, rear, left, right):
        DistributedSimpleShip.setArmorStates(self, rear, left, right)
        self._repairSpotMgr.updateArmor((rear + left + right) / 3.0)


    def setWillFullyRepairShip(self, willFullyRepairShip):
        self._repairSpotMgr.updateWillBeFullHealth(willFullyRepairShip)


    def setupLocalStats(self):
        DistributedSimpleShip.setupLocalStats(self)


    def setOpenPort(self, portId):
        oldPort = self.openPort
        self.openPort = portId
        if localAvatar.ship and localAvatar.ship.getDoId() == self.getDoId():
            messenger.send('LocalAvatar_Ship_OpenPort_Update', [
                portId,
                oldPort])



    def getOpenPort(self):
        return self.openPort


    def isAtOpenPort(self):
        portDoId = localAvatar.getPort()
        portObj = base.cr.doId2do.get(portDoId, None)
        if self.threatLevel < EnemyGlobals.SHIP_THREAT_NAVY_HUNTERS:
            return 1
        elif portObj and portObj.uniqueId == EnemyGlobals.OPEN_PORT_DICT.get(self.openPort):
            return 1
        else:
            return 0


    def setThreatLevel(self, threatLevel):
        if threatLevel != self.threatLevel:
            self.threatLevel = threatLevel
            self.updateNametag()
            if localAvatar.ship and localAvatar.ship.getDoId() == self.getDoId():
                messenger.send('LocalAvatar_Ship_ThreatLevel_Update', [
                    threatLevel])

            self.checkAbleDropAnchor()



    def getThreatLevel(self):
        if base.config.GetBool('want-ship-threat', 1):
            return self.threatLevel
        else:
            return EnemyGlobals.SHIP_THREAT_ATTACK_BACK


    def getOpenPort(self):
        return self.openPort


    def sunkAShipFanfare(self, shipToAttackDoId):
        if localAvatar.ship and localAvatar.ship == self:
            if localAvatar.ship.getSiegeTeam():
                return None

            attackMessage = HighSeasGlobals.getShipSunkMessage()
            if attackMessage:
                base.localAvatar.guiMgr.queueInstructionMessage(attackMessage[0], attackMessage[1], None, 1.0, messageCategory = MessageGlobals.MSG_CAT_SUNK_SHIP)




    def setSiegeTeam(self, team):
        different = team != self.getSiegeTeam()
        DistributedSimpleShip.setSiegeTeam(self, team)
        if different:
            self._doSiegeAndPVPTeamColors()
            self._repairSpotMgr.updateSiegeTeam(team)
            minimapObj = self.getMinimapObject()
            if minimapObj:
                minimapObj.setSiegeTeam(team)



    setSiegeTeam = report(types = [
        'args'], dConfigParam = 'shipdeploy')(setSiegeTeam)

    def _doSiegeAndPVPTeamColors(self):
        if self.getPVPTeam():
            self._doPVPTeamColors()
        elif self.getSiegeTeam():
            pass



    def _doPVPTeamColors(self):
        pass


    def getWheelInUseSV(self):
        return self._wheelInUse


    def setWheelInUse(self, wheelInUse):
        DistributedSimpleShip.setWheelInUse(self, wheelInUse)
        self._wheelInUse.set(wheelInUse)


    def canTakeWheel(self, wheel, av):
        available = True
        if self.queryGameState() in ('Pinned', 'Sinking', 'Sunk', 'OtherShipBoarded'):
            base.localAvatar.guiMgr.createWarning(PLocalizer.ShipPinnedWarning, PiratesGuiGlobals.TextFG6)
            available = False
        elif self.isFishing and base.localAvatar.getDoId() != self.ownerId:
            base.localAvatar.guiMgr.createWarning(PLocalizer.OnlyCaptainCanUseWarning, PiratesGuiGlobals.TextFG6)
            available = False
        elif wheel.getUserId() and base.localAvatar.getDoId() != self.ownerId:
            base.localAvatar.guiMgr.createWarning(PLocalizer.AlreadyInUseWarning, PiratesGuiGlobals.TextFG6)
            available = False

        return available


    def setRespawnLocation(self, parentId, zoneId):
        self._respawnLocation = (parentId, zoneId)


    def setLocation(self, parentId, zoneId):
        DistributedSimpleShip.setLocation(self, parentId, zoneId)
        if self._respawnLocation is not None and self._respawnLocation == (parentId, zoneId):
            self._respawnLocation = None
            if not self._respawnResponseDelayedCall:
                self._respawnResponseDelayedCall = FrameDelayedCall('PlayerShip-respawnLocation-gridInterestComplete', Functor(base.cr.setAllInterestsCompleteCallback, self._sendRespawnLocationResponse))




    def _sendRespawnLocationResponse(self):
        self.sendUpdate('clientReachedRespawnLocation')
        self._respawnResponseDelayedCall = None


    def recoverFromSunk(self):
        self.lastAttacked = None
        DistributedSimpleShip.recoverFromSunk(self)


    def attacked(self):
        self.lastAttacked = globalClock.getFrameTime()
        if self.getSiegeTeam() and not (self.checkAnchor):
            self.checkAbleDropAnchor()

    def attackTimerRemaining(self):
        timer = 0
        if self.lastAttacked:
            timer = int(30 - globalClock.getFrameTime() - self.lastAttacked)
        return timer


    def _DistributedPlayerSimpleShip__recheckAbleDropAnchor(self, task):
        self.checkAnchor = None
        self.checkAbleDropAnchor()

    def checkAbleDropAnchor(self):
        PiratesGuiGlobals = PiratesGuiGlobals
        import pirates.piratesgui
        if localAvatar.doId == self.steeringAvId:
            if self.shipStatusDisplay:
                if localAvatar.getPort():
                    remaining = self.attackTimerRemaining()
                    if self.getSiegeTeam() and remaining > 0:
                        self.shipStatusDisplay.disableAnchorButton()
                        localAvatar.guiMgr.createWarning(PLocalizer.CannotDockYet % remaining, PiratesGuiGlobals.TextFG6)
                        self.checkAnchor = taskMgr.doMethodLater(remaining, self._DistributedPlayerSimpleShip__recheckAbleDropAnchor, 'checkAnchor')
                    elif self.isAtOpenPort():
                        self.shipStatusDisplay.enableAnchorButton()
                    else:
                        self.shipStatusDisplay.disableAnchorButton()
                        self.shipStatusDisplay.tellWrongPort()
                else:
                    self.shipStatusDisplay.disableAnchorButton()
                    self.shipStatusDisplay.hideWrongPort()




    def _addRepairSpotModels(self):
        if not self._repairSpotWoodPile:
            self._repairSpotWoodPile = loader.loadModel('models/props/repair_spot_wood')
            collFloors = self._repairSpotWoodPile.find('**/collision_floor')
            if not collFloors.isEmpty():
                collideMask = collFloors.getCollideMask()
                collideMask ^= PiratesGlobals.FloorBitmask
                collideMask |= PiratesGlobals.ShipFloorBitmask
                collFloors.setCollideMask(collideMask)


        for locIndex in PVPGlobals.ShipClass2repairLocators[self.modelClass].getValue():
            locName = PVPGlobals.RepairSpotLocatorNames[locIndex]
            self._repairSpotWoodPiles[locName] = self.getModelRoot().attachNewNode('repairSpotWoodPile-%s' % locName)
            self._repairSpotWoodPile.instanceTo(self._repairSpotWoodPiles[locName])
            locator = self.getLocator(locName)
            self._repairSpotWoodPiles[locName].setPosHpr(locator.getPos(), locator.getHpr())



    def _removeRepairSpotModels(self):
        for woodPile in self._repairSpotWoodPiles.itervalues():
            woodPile.detachNode()

        self._repairSpotWoodPiles = { }


    def _placeRepairSpotModel(self, locIndex, model):
        locName = PVPGlobals.RepairSpotLocatorNames[locIndex]
        parentNode = self.getModelRoot().attachNewNode('repairSpotHole-%s' % locName)
        parentNode.setTransparency(1, 100)
        model.instanceTo(parentNode)
        locator = self.getLocator(locName)
        parentNode.setPosHpr(locator.getPos(), locator.getHpr())
        self._repairSpotHoles[locIndex] = parentNode


    def _removeRepairSpotModel(self, locIndex):
        if locIndex in self._repairSpotHoles:
            self._repairSpotHoles[locIndex].detachNode()
            del self._repairSpotHoles[locIndex]



    def _fadeOutRepairSpotModel(self, locIndex):
        if locIndex in self._repairSpotIvals:
            self._repairSpotIvals[locIndex].pause()

        self._repairSpotHoles[locIndex].setTransparency(1, 100)
        ival = IG.Sequence(IG.Wait(DistributedPlayerSimpleShip.RepairSpotFadeAfter), IG.LerpColorScaleInterval(self._repairSpotHoles[locIndex], DistributedPlayerSimpleShip.RepairSpotFadeDur, Vec4(1.0, 1.0, 1.0, 0.0), blendType = 'easeInOut'))
        ival.start()
        self._repairSpotIvals[locIndex] = ival


    def _addRepairSpotHoles(self):
        if not self._repairSpotHole:
            repairSpotHoleModels = loader.loadModel('models/props/repair_spot_hole')
            self._repairSpotHole = repairSpotHoleModels.find('**/floor_hole')
            self._repairSpotHoleFixed = repairSpotHoleModels.find('**/floor_hole_fixed')

        for locIndex in PVPGlobals.ShipClass2repairLocators[self.modelClass].getValue():
            self._removeRepairSpotModel(locIndex)
            self._placeRepairSpotModel(locIndex, self._repairSpotHole)



    def _removeRepairSpotHoles(self):
        for locIndex in PVPGlobals.ShipClass2repairLocators[self.modelClass].getValue():
            self._removeRepairSpotModel(locIndex)
            if self._repairSpotHoleFixed:
                self._placeRepairSpotModel(locIndex, self._repairSpotHoleFixed)
                self._fadeOutRepairSpotModel(locIndex)
                self._repairSpotIvals[locIndex] = IG.Sequence(self._repairSpotIvals[locIndex], IG.Func(self._removeRepairSpotModel, locIndex))

    def b_setAllowCrewState(self, state):
        self.d_setAllowCrewState(state)
        self.setAllowCrewState(state)


    def b_setAllowFriendState(self, state):
        self.d_setAllowFriendState(state)
        self.setAllowFriendState(state)


    def b_setAllowGuildState(self, state):
        self.d_setAllowGuildState(state)
        self.setAllowGuildState(state)


    def b_setAllowPublicState(self, state):
        self.d_setAllowPublicState(state)
        self.setAllowPublicState(state)


    def d_setAllowCrewState(self, state):
        self.sendUpdate('setAllowCrewState', [
            state])


    def d_setAllowFriendState(self, state):
        self.sendUpdate('setAllowFriendState', [
            state])


    def d_setAllowGuildState(self, state):
        self.sendUpdate('setAllowGuildState', [
            state])


    def d_setAllowPublicState(self, state):
        self.sendUpdate('setAllowPublicState', [
            state])


    def setAllowCrewState(self, state):
        self.allowCrewState = state
        if self.shipStatusDisplay:
            self.shipStatusDisplay.setAllowCrew(state)



    def setAllowFriendState(self, state):
        self.allowFriendState = state
        if self.shipStatusDisplay:
            self.shipStatusDisplay.setAllowFriends(state)



    def setAllowGuildState(self, state):
        self.allowGuildState = state
        if self.shipStatusDisplay:
            self.shipStatusDisplay.setAllowGuild(state)



    def setAllowPublicState(self, state):
        self.allowPublicState = state
        if self.shipStatusDisplay:
            self.shipStatusDisplay.setAllowPublic(state)



    def getAllowCrewState(self):
        return self.allowCrewState


    def getAllowFriendState(self):
        return self.allowFriendState


    def getAllowGuildState(self):
        return self.allowGuildState


    def getAllowPublicState(self):
        return self.allowPublicState


    def hasSpace(self, avId = 0, bandMgrId = 0, bandId = 0, guildId = 0):
        if avId == self.ownerId:
            return True

        if self.isInCrew(avId):
            return True

        if self.isInCrew(self.ownerId) and len(self.crew) >= self.maxCrew:
            return False

        if len(self.crew) >= self.maxCrew - 1:
            return False

        return True


    def confirmSameCrewTeleport(self, toFrom, incomingAvId = 0, bandMgrId = 0, bandId = 0, guildId = 0):
        if toFrom == 'from':
            return True
        elif not self.isGenerated():
            self.notify.warning('confirmSameCrewTeleport(%s)' % localAvatar.getShipString())
            return False

        if incomingAvId == self.ownerId:
            return True

        if bandMgrId and bandId and self.getAllowCrewState() and (bandMgrId, bandId) == self.getBandId():
            return True

        if localAvatar.doId == self.ownerId and self.getAllowFriendState() and self.cr.identifyFriend(incomingAvId):
            return True

        if guildId and self.getAllowGuildState() and guildId == self.getGuildId():
            return True

        if self.getAllowPublicState():
            return True

        return False

    confirmSameCrewTeleport = report(types = [
        'frameCount',
        'deltaStamp',
        'args'], dConfigParam = 'shipboard')(confirmSameCrewTeleport)

    def getMinimapObject(self):
        if not (self.minimapObj) and not self.isDisabled():
            self.minimapObj = MinimapPlayerShip(self)

        return self.minimapObj


    def setTeam(self, team):
        if not self._verifyTeam(team):
            return None

        DistributedSimpleShip.setTeam(self, team)


    def _verifyTeam(self, team):
        if team == PiratesGlobals.INVALID_TEAM:
            doId = '<no doId>'
            if hasattr(self, 'doId'):
                doId = self.doId
            else:
                self.badInitTeam = team
            base.cr.centralLogger.writeClientEvent('bad ship team: %s' % doId)
            self.notify.warning('bad ship team: %s' % doId)
            return False

        return True


    def d_setLocation(self, parentId, zoneId):
        theStack = StackTrace(start = 1)
        if self.prevLocStack and len(theStack.trace) == len(self.prevLocStack.trace) and map(lambda x: x[1], theStack.trace) == map(lambda x: x[1], self.prevLocStack.trace):
            base.cr.centralLogger.writeClientEvent('bad ship team: %s setLoc' % self.doId)
        else:
            base.cr.centralLogger.writeClientEvent('bad ship team: %s' % self.doId + theStack.compact()[1:len(theStack.compact())])
            self.prevLocStack = theStack
        DistributedSimpleShip.d_setLocation(self, parentId, zoneId)
class DistributedPlayerSimpleShip(DistributedSimpleShip):
    RepairSpotFadeAfter = 2.0
    RepairSpotFadeDur = 3.0

    def __init__(self, cr):
        DistributedSimpleShip.__init__(self, cr)
        self._respawnLocation = None
        self.checkAnchor = None
        self.lastAttacked = None
        self.threatLevel = 0
        self.openPort = 0
        self.allowCrewState = True
        self.allowFriendState = True
        self.allowGuildState = False
        self.allowPublicState = False
        self._repairSpotMgr = ShipRepairSpotMgr(self.cr)
        self._team = PiratesGlobals.PLAYER_TEAM
        self.badInitTeam = None
        self.prevLocStack = None
        self.customHull = 0
        self.customRigging = 0
        self.customSailPattern = 0
        self.customSailLogo = 0
        self.customProw = 0
        self.customCannon = 0
        self.boardingPanel = None

    def generate(self):
        DistributedSimpleShip.generate(self)
        self._repairSpotWoodPile = None
        self._repairSpotWoodPiles = {}
        self._repairSpotHole = None
        self._repairSpotHoleFixed = None
        self._repairSpotHoles = {}
        self._repairSpotIvals = {}
        self._wheelInUse = StateVar(False)

    def announceGenerate(self):
        self._respawnLocation = None
        self._respawnResponseDelayedCall = None
        DistributedSimpleShip.announceGenerate(self)
        self._repairSpotMgr.setShipId(self.doId)
        if self.badInitTeam != None:
            self._verifyTeam(self.badInitTeam)

    def disable(self):
        if self.boardingPanel:
            self.boardingPanel.destroy()
            self.boardingPanel = None

        self._wheelInUse.destroy()
        if self._respawnResponseDelayedCall:
            self._respawnResponseDelayedCall.destroy()
            self._respawnResponseDelayedCall = None

        if self.checkAnchor:
            self.checkAnchor.remove()
            self.checkAnchor = None

        self._repairSpotMgr.destroy()
        for ival in self._repairSpotIvals.itervalues():
            ival.pause()

        self._repairSpotIvals = None
        self.prevLocStack = None
        self.prevLocStack = None
        DistributedSimpleShip.disable(self)

    def calculateLook(self):
        team = self.getTeam()
        if team == PiratesGlobals.PLAYER_TEAM:
            if self.getSiegeTeam() == 1:
                self.style = ShipGlobals.Styles.French
            elif self.getSiegeTeam() == 2:
                self.style = ShipGlobals.Styles.Spanish

    def loadStats(self):
        DistributedSimpleShip.loadStats(self)
        speedUpgrade = 1.0
        turningUpgrade = 1.0
        if self.customHull:
            speedUpgrade = ShipUpgradeGlobals.HULL_TYPES[
                self.customHull]['Speed']
            turningUpgrade = ShipUpgradeGlobals.HULL_TYPES[
                self.customHull]['Turning']
            self.setSpeedMods(baseMod=None,
                              speedUpgradeMod=speedUpgrade,
                              turnUpgradeMod=turningUpgrade)

    def setShipUpfitList(self, dataList):
        counter = 0
        while dataList:
            newData = dataList[0]
            dataList = dataList[1:]
            if counter == 0:
                self.customHull = newData
            elif counter == 1:
                self.customRigging = newData
            elif counter == 2:
                self.customSailPattern = newData
            elif counter == 3:
                self.customSailLogo = newData

            counter += 1
        self.setupLocalStats()
        messenger.send('ShipChanged-%s' % self.doId)

    def getSkillBoost(self, skillId):
        if self.customRigging:
            riggingInfo = ShipUpgradeGlobals.RIGGING_TYPES.get(
                self.customRigging)
            boostLevel = ShipUpgradeGlobals.RIGGING_TYPES.get(
                self.customRigging, {}).get('SkillBoosts', {}).get(skillId, 0)
            return boostLevel

        return 0

    def buildShip(self):
        hullMaterial = None
        sailMaterial = None
        sailPattern = None
        invertLogo = False
        logo = ShipGlobals.Logos.Undefined
        if self.customHull:
            hullType = ShipUpgradeGlobals.HULL_TYPES.get(self.customHull)
            if hullType:
                hullMaterial = hullType['StyleIndex']

        if self.customRigging:
            riggingType = ShipUpgradeGlobals.RIGGING_TYPES.get(
                self.customRigging)
            if riggingType:
                sailMaterial = riggingType['StyleIndex']

        if self.customSailPattern:
            patternType = ShipUpgradeGlobals.SAILCOLOR_TYPES.get(
                self.customSailPattern)
            if patternType:
                sailPattern = patternType['StyleIndex']

        logo = self.getLogo()
        if self.customSailLogo:
            logoType = ShipUpgradeGlobals.LOGO_TYPES.get(self.customSailLogo)
            if logoType:
                logo = logoType['StyleIndex']
                invertLogo = logoType['Invert']

        team = self.getTeam()
        if team == PiratesGlobals.PLAYER_TEAM:
            if self.getSiegeTeam() == 1:
                sailPattern = ShipGlobals.Styles.French
            elif self.getSiegeTeam() == 2:
                sailPattern = ShipGlobals.Styles.Spanish

        self.model = base.shipFactory.getShip(
            self.shipClass,
            self.getStyle(),
            detailLevel=base.options.terrain_detail_level,
            hullMaterial=hullMaterial,
            sailMaterial=sailMaterial,
            sailPattern=sailPattern,
            logo=logo,
            invertLogo=invertLogo)

    def getNPCship(self):
        return False

    def setShipClass(self, shipClass):
        DistributedSimpleShip.setShipClass(self, shipClass)
        self._repairSpotMgr.updateShipClass(self.shipClass)

    def setHealthState(self, health):
        DistributedSimpleShip.setHealthState(self, health)
        self._repairSpotMgr.updateHealth(self.healthState)

    def setMastStates(self, mainMast1, mainMast2, mainMast3, aftMast,
                      foreMast):
        DistributedSimpleShip.setMastStates(self, mainMast1, mainMast2,
                                            mainMast3, aftMast, foreMast)
        self._repairSpotMgr.updateSpeed(100.0 * self.Sp / self.maxSp)

    def setArmorStates(self, rear, left, right):
        DistributedSimpleShip.setArmorStates(self, rear, left, right)
        self._repairSpotMgr.updateArmor((rear + left + right) / 3.0)

    def setWillFullyRepairShip(self, willFullyRepairShip):
        self._repairSpotMgr.updateWillBeFullHealth(willFullyRepairShip)

    def setupLocalStats(self):
        DistributedSimpleShip.setupLocalStats(self)
        if self.customHull:
            tempArmorState = [
                100.0 * self.armor[0] / self.maxArmor[0],
                100.0 * self.armor[1] / self.maxArmor[1],
                100.0 * self.armor[2] / self.maxArmor[2]
            ]
            tempHealthState = 100.0 * self.Hp / self.maxHp
            tempMastState = []
            for mastIndex in range(len(self.maxMastHealth)):
                if self.maxMastHealth[mastIndex] > 0.0:
                    tempMastState.append(100.0 * self.mastHealth[mastIndex] /
                                         self.maxMastHealth[mastIndex])
                    continue
                tempMastState.append(0.0)

            armorUpgrade = ShipUpgradeGlobals.HULL_TYPES[
                self.customHull]['Armor']
            self.maxHp *= armorUpgrade
            self.Hp *= armorUpgrade
            newArmor = []
            for entry in self.maxArmor:
                newArmor.append(entry * armorUpgrade)

            self.maxArmor = newArmor
            newMastHealth = []
            for entry in self.maxMastHealth:
                newMastHealth.append(entry * armorUpgrade)

            self.maxMastHealth = newMastHealth
            self.maxSp *= armorUpgrade
            cargoUpgrade = ShipUpgradeGlobals.HULL_TYPES[
                self.customHull]['Cargo']
            self.setMaxCargo(int(cargoUpgrade * self.maxCargo))

    def setOpenPort(self, portId):
        oldPort = self.openPort
        self.openPort = portId
        if localAvatar.ship and localAvatar.ship.getDoId() == self.getDoId():
            messenger.send('LocalAvatar_Ship_OpenPort_Update',
                           [portId, oldPort])

    def getOpenPort(self):
        return self.openPort

    def isAtOpenPort(self):
        portDoId = localAvatar.getPort()
        portObj = base.cr.doId2do.get(portDoId, None)
        if self.threatLevel < EnemyGlobals.SHIP_THREAT_NAVY_HUNTERS:
            return 1
        elif portObj and portObj.uniqueId == EnemyGlobals.OPEN_PORT_DICT.get(
                self.openPort):
            return 1
        else:
            return 0

    def setThreatLevel(self, threatLevel):
        if threatLevel != self.threatLevel:
            self.threatLevel = threatLevel
            self.updateNametag()
            if localAvatar.ship and localAvatar.ship.getDoId() == self.getDoId(
            ):
                messenger.send('LocalAvatar_Ship_ThreatLevel_Update',
                               [threatLevel])

            self.checkAbleDropAnchor()

    def getThreatLevel(self):
        if base.config.GetBool('want-ship-threat', 1):
            return self.threatLevel
        else:
            return EnemyGlobals.SHIP_THREAT_ATTACK_BACK

    def getOpenPort(self):
        return self.openPort

    def sunkAShipFanfare(self, shipToAttackDoId):
        if localAvatar.ship and localAvatar.ship == self:
            if localAvatar.ship.getSiegeTeam():
                return None

            attackMessage = HighSeasGlobals.getShipSunkMessage()
            if attackMessage:
                base.localAvatar.guiMgr.queueInstructionMessage(
                    attackMessage[0],
                    attackMessage[1],
                    None,
                    1.0,
                    messageCategory=MessageGlobals.MSG_CAT_SUNK_SHIP)

    def setSiegeTeam(self, team):
        different = team != self.getSiegeTeam()
        DistributedSimpleShip.setSiegeTeam(self, team)
        if different:
            self._doSiegeAndPVPTeamColors()
            self._repairSpotMgr.updateSiegeTeam(team)
            minimapObj = self.getMinimapObject()
            if minimapObj:
                minimapObj.setSiegeTeam(team)

    setSiegeTeam = report(types=['args'],
                          dConfigParam='shipdeploy')(setSiegeTeam)

    def _doSiegeAndPVPTeamColors(self):
        if self.getPVPTeam():
            self._doPVPTeamColors()
        elif self.getSiegeTeam():
            pass

    def _doPVPTeamColors(self):
        pass

    def getWheelInUseSV(self):
        return self._wheelInUse

    def setWheelInUse(self, wheelInUse):
        DistributedSimpleShip.setWheelInUse(self, wheelInUse)
        self._wheelInUse.set(wheelInUse)

    def canTakeWheel(self, wheel, av):
        available = True
        if self.queryGameState() in ('Pinned', 'Sinking', 'Sunk',
                                     'OtherShipBoarded'):
            base.localAvatar.guiMgr.createWarning(PLocalizer.ShipPinnedWarning,
                                                  PiratesGuiGlobals.TextFG6)
            available = False
        elif self.isFishing and base.localAvatar.getDoId() != self.ownerId:
            base.localAvatar.guiMgr.createWarning(
                PLocalizer.OnlyCaptainCanUseWarning, PiratesGuiGlobals.TextFG6)
            available = False
        elif wheel.getUserId() and base.localAvatar.getDoId() != self.ownerId:
            base.localAvatar.guiMgr.createWarning(
                PLocalizer.AlreadyInUseWarning, PiratesGuiGlobals.TextFG6)
            available = False

        return available

    def setRespawnLocation(self, parentId, zoneId):
        self._respawnLocation = (parentId, zoneId)

    def setLocation(self, parentId, zoneId):
        DistributedSimpleShip.setLocation(self, parentId, zoneId)
        if self._respawnLocation is not None and self._respawnLocation == (
                parentId, zoneId):
            self.updateCurrentZone()
            self._respawnLocation = None
            if not self._respawnResponseDelayedCall:
                self._respawnResponseDelayedCall = FrameDelayedCall(
                    'PlayerShip-respawnLocation-gridInterestComplete',
                    Functor(base.cr.setAllInterestsCompleteCallback,
                            self._sendRespawnLocationResponse))

    def _sendRespawnLocationResponse(self):
        self.sendUpdate('clientReachedRespawnLocation')
        self._respawnResponseDelayedCall = None

    def recoverFromSunk(self):
        self.lastAttacked = None
        DistributedSimpleShip.recoverFromSunk(self)

    def attacked(self):
        self.lastAttacked = globalClock.getFrameTime()
        if self.getSiegeTeam() and not (self.checkAnchor):
            self.checkAbleDropAnchor()

    def attackTimerRemaining(self):
        timer = 0
        if self.lastAttacked:
            timer = int(30 - globalClock.getFrameTime() - self.lastAttacked)

        return timer

    def _DistributedPlayerSimpleShip__recheckAbleDropAnchor(self, task):
        self.checkAnchor = None
        self.checkAbleDropAnchor()

    def checkAbleDropAnchor(self):
        PiratesGuiGlobals = PiratesGuiGlobals
        import pirates.piratesgui
        if localAvatar.doId == self.steeringAvId:
            if self.shipStatusDisplay:
                if localAvatar.getPort():
                    remaining = self.attackTimerRemaining()
                    if self.getSiegeTeam() and remaining > 0:
                        self.shipStatusDisplay.disableAnchorButton()
                        localAvatar.guiMgr.createWarning(
                            PLocalizer.CannotDockYet % remaining,
                            PiratesGuiGlobals.TextFG6)
                        self.checkAnchor = taskMgr.doMethodLater(
                            remaining, self.
                            _DistributedPlayerSimpleShip__recheckAbleDropAnchor,
                            'checkAnchor')
                    elif self.isAtOpenPort():
                        self.shipStatusDisplay.enableAnchorButton()
                    else:
                        self.shipStatusDisplay.disableAnchorButton()
                        self.shipStatusDisplay.tellWrongPort()
                else:
                    self.shipStatusDisplay.disableAnchorButton()
                    self.shipStatusDisplay.hideWrongPort()

    def _addRepairSpotModels(self):
        if not self._repairSpotWoodPile:
            self._repairSpotWoodPile = loader.loadModel(
                'models/props/repair_spot_wood')
            collFloors = self._repairSpotWoodPile.find('**/collision_floor')
            if not collFloors.isEmpty():
                collideMask = collFloors.getCollideMask()
                collideMask ^= PiratesGlobals.FloorBitmask
                collideMask |= PiratesGlobals.ShipFloorBitmask
                collFloors.setCollideMask(collideMask)

        for locIndex in PVPGlobals.ShipClass2repairLocators[
                self.modelClass].getValue():
            locName = PVPGlobals.RepairSpotLocatorNames[locIndex]
            self._repairSpotWoodPiles[locName] = self.getModelRoot(
            ).attachNewNode('repairSpotWoodPile-%s' % locName)
            self._repairSpotWoodPile.instanceTo(
                self._repairSpotWoodPiles[locName])
            locator = self.getLocator(locName)
            self._repairSpotWoodPiles[locName].setPosHpr(
                locator.getPos(), locator.getHpr())

    def _removeRepairSpotModels(self):
        for woodPile in self._repairSpotWoodPiles.itervalues():
            woodPile.detachNode()

        self._repairSpotWoodPiles = {}

    def _placeRepairSpotModel(self, locIndex, model):
        locName = PVPGlobals.RepairSpotLocatorNames[locIndex]
        parentNode = self.getModelRoot().attachNewNode('repairSpotHole-%s' %
                                                       locName)
        parentNode.setTransparency(1, 100)
        model.instanceTo(parentNode)
        locator = self.getLocator(locName)
        parentNode.setPosHpr(locator.getPos(), locator.getHpr())
        self._repairSpotHoles[locIndex] = parentNode

    def _removeRepairSpotModel(self, locIndex):
        if locIndex in self._repairSpotHoles:
            self._repairSpotHoles[locIndex].detachNode()
            del self._repairSpotHoles[locIndex]

    def _fadeOutRepairSpotModel(self, locIndex):
        if locIndex in self._repairSpotIvals:
            self._repairSpotIvals[locIndex].pause()

        self._repairSpotHoles[locIndex].setTransparency(1, 100)
        ival = IG.Sequence(
            IG.Wait(DistributedPlayerSimpleShip.RepairSpotFadeAfter),
            IG.LerpColorScaleInterval(
                self._repairSpotHoles[locIndex],
                DistributedPlayerSimpleShip.RepairSpotFadeDur,
                Vec4(1.0, 1.0, 1.0, 0.0),
                blendType='easeInOut'))
        ival.start()
        self._repairSpotIvals[locIndex] = ival

    def _addRepairSpotHoles(self):
        if not self._repairSpotHole:
            repairSpotHoleModels = loader.loadModel(
                'models/props/repair_spot_hole')
            self._repairSpotHole = repairSpotHoleModels.find('**/floor_hole')
            self._repairSpotHoleFixed = repairSpotHoleModels.find(
                '**/floor_hole_fixed')

        for locIndex in PVPGlobals.ShipClass2repairLocators[
                self.modelClass].getValue():
            self._removeRepairSpotModel(locIndex)
            self._placeRepairSpotModel(locIndex, self._repairSpotHole)

    def _removeRepairSpotHoles(self):
        for locIndex in PVPGlobals.ShipClass2repairLocators[
                self.modelClass].getValue():
            self._removeRepairSpotModel(locIndex)
            if self._repairSpotHoleFixed:
                self._placeRepairSpotModel(locIndex, self._repairSpotHoleFixed)
                self._fadeOutRepairSpotModel(locIndex)
                self._repairSpotIvals[locIndex] = IG.Sequence(
                    self._repairSpotIvals[locIndex],
                    IG.Func(self._removeRepairSpotModel, locIndex))
                continue

    def b_setAllowCrewState(self, state):
        self.d_setAllowCrewState(state)
        self.setAllowCrewState(state)

    def b_setAllowFriendState(self, state):
        self.d_setAllowFriendState(state)
        self.setAllowFriendState(state)

    def b_setAllowGuildState(self, state):
        self.d_setAllowGuildState(state)
        self.setAllowGuildState(state)

    def b_setAllowPublicState(self, state):
        self.d_setAllowPublicState(state)
        self.setAllowPublicState(state)

    def d_setAllowCrewState(self, state):
        self.sendUpdate('setAllowCrewState', [state])

    def d_setAllowFriendState(self, state):
        self.sendUpdate('setAllowFriendState', [state])

    def d_setAllowGuildState(self, state):
        self.sendUpdate('setAllowGuildState', [state])

    def d_setAllowPublicState(self, state):
        self.sendUpdate('setAllowPublicState', [state])

    def setAllowCrewState(self, state):
        self.allowCrewState = state
        if self.shipStatusDisplay:
            self.shipStatusDisplay.setAllowCrew(state)

    def setAllowFriendState(self, state):
        self.allowFriendState = state
        if self.shipStatusDisplay:
            self.shipStatusDisplay.setAllowFriends(state)

    def setAllowGuildState(self, state):
        self.allowGuildState = state
        if self.shipStatusDisplay:
            self.shipStatusDisplay.setAllowGuild(state)

    def setAllowPublicState(self, state):
        self.allowPublicState = state
        if self.shipStatusDisplay:
            self.shipStatusDisplay.setAllowPublic(state)

    def getAllowCrewState(self):
        return self.allowCrewState

    def getAllowFriendState(self):
        return self.allowFriendState

    def getAllowGuildState(self):
        return self.allowGuildState

    def getAllowPublicState(self):
        return self.allowPublicState

    def hasSpace(self, avId=0, bandMgrId=0, bandId=0, guildId=0):
        if avId == self.ownerId:
            return True

        if self.isInCrew(avId):
            return True

        if self.isInCrew(self.ownerId) and len(self.crew) >= self.maxCrew:
            return False

        if len(self.crew) >= self.maxCrew - 1:
            return False

        return True

    def confirmSameCrewTeleport(self,
                                toFrom,
                                incomingAvId=0,
                                bandMgrId=0,
                                bandId=0,
                                guildId=0):
        if toFrom == 'from':
            return True
        elif not self.isGenerated():
            self.notify.warning('confirmSameCrewTeleport(%s)' %
                                localAvatar.getShipString())
            return False

        if incomingAvId == self.ownerId:
            return True

        if bandMgrId and bandId and self.getAllowCrewState() and (
                bandMgrId, bandId) == self.getBandId():
            return True

        if localAvatar.doId == self.ownerId and self.getAllowFriendState(
        ) and self.cr.identifyFriend(incomingAvId):
            return True

        if guildId and self.getAllowGuildState(
        ) and guildId == self.getGuildId():
            return True

        if self.getAllowPublicState():
            return True

        return False

    confirmSameCrewTeleport = report(
        types=['frameCount', 'deltaStamp',
               'args'], dConfigParam='shipboard')(confirmSameCrewTeleport)

    def localPirateArrived(self, av):
        DistributedSimpleShip.localPirateArrived(self, av)
        self.enableOnDeckInteractions()
        mapObj = self.getMinimapObject()
        if mapObj:
            mapObj.setAsLocalAvShip(av.getCrewShipId() == self.doId)

    def showBoardingChoice(self, shipToBoard):
        if not self.boardingPanel:
            shipInfo = shipToBoard.getShipInfo()
            globalClockDelta = globalClockDelta
            import direct.distributed.ClockDelta
            dt = globalClockDelta.localElapsedTime(shipToBoard.sinkTimestamp)
            time = shipToBoard.sinkTime - dt
            self.boardingPanel = ShipFrameBoard.ShipFrameBoard(
                shipName=shipInfo[1],
                shipClass=shipInfo[2],
                mastInfo=shipInfo[3],
                parent=base.a2dTopCenter,
                pos=(-0.45000000000000001, 0, -0.5),
                time=time,
                command=self._DistributedPlayerSimpleShip__handleBoardingChoice
            )
            self._boardingTimer = taskMgr.doMethodLater(
                time, self._boardingChoiceTimeout, 'boardingTimer')

        self.boardingPanel.show()

    def _boardingChoiceTimeout(self, task):
        self.removeBoardingChoice()

    def hideBoardingChoice(self):
        if self.boardingPanel:
            self.boardingPanel.hide()

    def removeBoardingChoice(self):
        if self.boardingPanel:
            self.boardingPanel.destroy()
            self.boardingPanel = None

        if self._boardingTimer:
            self._boardingTimer.remove()
            self._boardingTimer = None

    def _DistributedPlayerSimpleShip__handleBoardingChoice(self, wishToBoard):
        self.removeBoardingChoice()
        self.d_setBoardingChoice(int(wishToBoard))

    def d_setBoardingChoice(self, choice):
        self.sendUpdate('setBoardingChoice', [choice])

    def getMinimapObject(self):
        if not (self.minimapObj) and not self.isDisabled():
            self.minimapObj = MinimapPlayerShip(self)

        return self.minimapObj

    def setTeam(self, team):
        if not self._verifyTeam(team):
            return None

        DistributedSimpleShip.setTeam(self, team)

    def _verifyTeam(self, team):
        if team == PiratesGlobals.INVALID_TEAM:
            doId = '<no doId>'
            if hasattr(self, 'doId'):
                doId = self.doId
            else:
                self.badInitTeam = team
            base.cr.centralLogger.writeClientEvent('bad ship team: %s' % doId)
            self.notify.warning('bad ship team: %s' % doId)
            return False

        return True

    def d_setLocation(self, parentId, zoneId):
        theStack = StackTrace(start=1)
        if self.prevLocStack and len(
                theStack.trace) == len(self.prevLocStack.trace) and map(
                    lambda x: x[1], theStack.trace) == map(
                        lambda x: x[1], self.prevLocStack.trace):
            base.cr.centralLogger.writeClientEvent('bad ship team: %s setLoc' %
                                                   self.doId)
        else:
            base.cr.centralLogger.writeClientEvent(
                'bad ship team: %s' % self.doId +
                theStack.compact()[1:len(theStack.compact())])
            self.prevLocStack = theStack
        DistributedSimpleShip.d_setLocation(self, parentId, zoneId)
class DistributedPlayerSimpleShip(DistributedSimpleShip):
    RepairSpotFadeAfter = 2.0
    RepairSpotFadeDur = 3.0

    def __init__(self, cr):
        DistributedSimpleShip.__init__(self, cr)
        self._respawnLocation = None
        self.checkAnchor = None
        self.lastAttacked = None
        self.threatLevel = 0
        self.openPort = 0
        self.allowCrewState = True
        self.allowFriendState = True
        self.allowGuildState = False
        self.allowPublicState = False
        self._repairSpotMgr = ShipRepairSpotMgr(self.cr)
        self._team = PiratesGlobals.PLAYER_TEAM
        self.badInitTeam = None
        self.prevLocStack = None

    def generate(self):
        DistributedSimpleShip.generate(self)
        self._repairSpotWoodPile = None
        self._repairSpotWoodPiles = {}
        self._repairSpotHole = None
        self._repairSpotHoleFixed = None
        self._repairSpotHoles = {}
        self._repairSpotIvals = {}
        self._wheelInUse = StateVar(False)

    def announceGenerate(self):
        self._respawnLocation = None
        self._respawnResponseDelayedCall = None
        DistributedSimpleShip.announceGenerate(self)
        self._repairSpotMgr.setShipId(self.doId)
        if self.badInitTeam != None:
            self._verifyTeam(self.badInitTeam)

    def disable(self):
        self._wheelInUse.destroy()
        if self._respawnResponseDelayedCall:
            self._respawnResponseDelayedCall.destroy()
            self._respawnResponseDelayedCall = None

        if self.checkAnchor:
            self.checkAnchor.remove()
            self.checkAnchor = None

        self._repairSpotMgr.destroy()
        for ival in self._repairSpotIvals.itervalues():
            ival.pause()

        del self._repairSpotIvals
        self.prevLocStack = None
        DistributedSimpleShip.disable(self)

    def calculateLook(self):
        team = self.getTeam()
        if team == PiratesGlobals.PLAYER_TEAM:
            if self.getSiegeTeam() == 1:
                self.style = ShipGlobals.Styles.French
            elif self.getSiegeTeam() == 2:
                self.style = ShipGlobals.Styles.Spanish

    def getNPCship(self):
        return False

    def setShipClass(self, shipClass):
        DistributedSimpleShip.setShipClass(self, shipClass)
        self._repairSpotMgr.updateShipClass(self.shipClass)

    def setHealthState(self, health):
        DistributedSimpleShip.setHealthState(self, health)
        self._repairSpotMgr.updateHealth(self.healthState)

    def setMastStates(self, mainMast1, mainMast2, mainMast3, aftMast,
                      foreMast):
        DistributedSimpleShip.setMastStates(self, mainMast1, mainMast2,
                                            mainMast3, aftMast, foreMast)
        self._repairSpotMgr.updateSpeed(100.0 * self.Sp / self.maxSp)

    def setArmorStates(self, rear, left, right):
        DistributedSimpleShip.setArmorStates(self, rear, left, right)
        self._repairSpotMgr.updateArmor((rear + left + right) / 3.0)

    def setWillFullyRepairShip(self, willFullyRepairShip):
        self._repairSpotMgr.updateWillBeFullHealth(willFullyRepairShip)

    def setupLocalStats(self):
        DistributedSimpleShip.setupLocalStats(self)

    def setOpenPort(self, portId):
        oldPort = self.openPort
        self.openPort = portId
        if localAvatar.ship and localAvatar.ship.getDoId() == self.getDoId():
            messenger.send('LocalAvatar_Ship_OpenPort_Update',
                           [portId, oldPort])

    def getOpenPort(self):
        return self.openPort

    def isAtOpenPort(self):
        portDoId = localAvatar.getPort()
        portObj = base.cr.doId2do.get(portDoId, None)
        if self.threatLevel < EnemyGlobals.SHIP_THREAT_NAVY_HUNTERS:
            return 1
        elif portObj and portObj.uniqueId == EnemyGlobals.OPEN_PORT_DICT.get(
                self.openPort):
            return 1
        else:
            return 0

    def setThreatLevel(self, threatLevel):
        if threatLevel != self.threatLevel:
            self.threatLevel = threatLevel
            self.updateNametag()
            if localAvatar.ship and localAvatar.ship.getDoId() == self.getDoId(
            ):
                messenger.send('LocalAvatar_Ship_ThreatLevel_Update',
                               [threatLevel])

            self.checkAbleDropAnchor()

    def getThreatLevel(self):
        if base.config.GetBool('want-ship-threat', 1):
            return self.threatLevel
        else:
            return EnemyGlobals.SHIP_THREAT_ATTACK_BACK

    def getOpenPort(self):
        return self.openPort

    def sunkAShipFanfare(self, shipToAttackDoId):
        if localAvatar.ship and localAvatar.ship == self:
            if localAvatar.ship.getSiegeTeam():
                return None

            attackMessage = HighSeasGlobals.getShipSunkMessage()
            if attackMessage:
                base.localAvatar.guiMgr.queueInstructionMessage(
                    attackMessage[0],
                    attackMessage[1],
                    None,
                    1.0,
                    messageCategory=MessageGlobals.MSG_CAT_SUNK_SHIP)

    def setSiegeTeam(self, team):
        different = team != self.getSiegeTeam()
        DistributedSimpleShip.setSiegeTeam(self, team)
        if different:
            self._doSiegeAndPVPTeamColors()
            self._repairSpotMgr.updateSiegeTeam(team)
            minimapObj = self.getMinimapObject()
            if minimapObj:
                minimapObj.setSiegeTeam(team)

    setSiegeTeam = report(types=['args'],
                          dConfigParam='shipdeploy')(setSiegeTeam)

    def _doSiegeAndPVPTeamColors(self):
        if self.getPVPTeam():
            self._doPVPTeamColors()
        elif self.getSiegeTeam():
            pass

    def _doPVPTeamColors(self):
        pass

    def getWheelInUseSV(self):
        return self._wheelInUse

    def setWheelInUse(self, wheelInUse):
        DistributedSimpleShip.setWheelInUse(self, wheelInUse)
        self._wheelInUse.set(wheelInUse)

    def canTakeWheel(self, wheel, av):
        available = True
        if self.queryGameState() in ('Pinned', 'Sinking', 'Sunk',
                                     'OtherShipBoarded'):
            base.localAvatar.guiMgr.createWarning(PLocalizer.ShipPinnedWarning,
                                                  PiratesGuiGlobals.TextFG6)
            available = False
        elif self.isFishing and base.localAvatar.getDoId() != self.ownerId:
            base.localAvatar.guiMgr.createWarning(
                PLocalizer.OnlyCaptainCanUseWarning, PiratesGuiGlobals.TextFG6)
            available = False
        elif wheel.getUserId() and base.localAvatar.getDoId() != self.ownerId:
            base.localAvatar.guiMgr.createWarning(
                PLocalizer.AlreadyInUseWarning, PiratesGuiGlobals.TextFG6)
            available = False

        return available

    def setRespawnLocation(self, parentId, zoneId):
        self._respawnLocation = (parentId, zoneId)

    def setLocation(self, parentId, zoneId):
        DistributedSimpleShip.setLocation(self, parentId, zoneId)
        if self._respawnLocation is not None and self._respawnLocation == (
                parentId, zoneId):
            self._respawnLocation = None
            if not self._respawnResponseDelayedCall:
                self._respawnResponseDelayedCall = FrameDelayedCall(
                    'PlayerShip-respawnLocation-gridInterestComplete',
                    Functor(base.cr.setAllInterestsCompleteCallback,
                            self._sendRespawnLocationResponse))

    def _sendRespawnLocationResponse(self):
        self.sendUpdate('clientReachedRespawnLocation')
        self._respawnResponseDelayedCall = None

    def recoverFromSunk(self):
        self.lastAttacked = None
        DistributedSimpleShip.recoverFromSunk(self)

    def attacked(self):
        self.lastAttacked = globalClock.getFrameTime()
        if self.getSiegeTeam() and not (self.checkAnchor):
            self.checkAbleDropAnchor()

    def attackTimerRemaining(self):
        timer = 0
        if self.lastAttacked:
            timer = int(30 - globalClock.getFrameTime() - self.lastAttacked)
        return timer

    def _DistributedPlayerSimpleShip__recheckAbleDropAnchor(self, task):
        self.checkAnchor = None
        self.checkAbleDropAnchor()

    def checkAbleDropAnchor(self):
        PiratesGuiGlobals = PiratesGuiGlobals
        import pirates.piratesgui
        if localAvatar.doId == self.steeringAvId:
            if self.shipStatusDisplay:
                if localAvatar.getPort():
                    remaining = self.attackTimerRemaining()
                    if self.getSiegeTeam() and remaining > 0:
                        self.shipStatusDisplay.disableAnchorButton()
                        localAvatar.guiMgr.createWarning(
                            PLocalizer.CannotDockYet % remaining,
                            PiratesGuiGlobals.TextFG6)
                        self.checkAnchor = taskMgr.doMethodLater(
                            remaining, self.
                            _DistributedPlayerSimpleShip__recheckAbleDropAnchor,
                            'checkAnchor')
                    elif self.isAtOpenPort():
                        self.shipStatusDisplay.enableAnchorButton()
                    else:
                        self.shipStatusDisplay.disableAnchorButton()
                        self.shipStatusDisplay.tellWrongPort()
                else:
                    self.shipStatusDisplay.disableAnchorButton()
                    self.shipStatusDisplay.hideWrongPort()

    def _addRepairSpotModels(self):
        if not self._repairSpotWoodPile:
            self._repairSpotWoodPile = loader.loadModel(
                'models/props/repair_spot_wood')
            collFloors = self._repairSpotWoodPile.find('**/collision_floor')
            if not collFloors.isEmpty():
                collideMask = collFloors.getCollideMask()
                collideMask ^= PiratesGlobals.FloorBitmask
                collideMask |= PiratesGlobals.ShipFloorBitmask
                collFloors.setCollideMask(collideMask)

        for locIndex in PVPGlobals.ShipClass2repairLocators[
                self.modelClass].getValue():
            locName = PVPGlobals.RepairSpotLocatorNames[locIndex]
            self._repairSpotWoodPiles[locName] = self.getModelRoot(
            ).attachNewNode('repairSpotWoodPile-%s' % locName)
            self._repairSpotWoodPile.instanceTo(
                self._repairSpotWoodPiles[locName])
            locator = self.getLocator(locName)
            self._repairSpotWoodPiles[locName].setPosHpr(
                locator.getPos(), locator.getHpr())

    def _removeRepairSpotModels(self):
        for woodPile in self._repairSpotWoodPiles.itervalues():
            woodPile.detachNode()

        self._repairSpotWoodPiles = {}

    def _placeRepairSpotModel(self, locIndex, model):
        locName = PVPGlobals.RepairSpotLocatorNames[locIndex]
        parentNode = self.getModelRoot().attachNewNode('repairSpotHole-%s' %
                                                       locName)
        parentNode.setTransparency(1, 100)
        model.instanceTo(parentNode)
        locator = self.getLocator(locName)
        parentNode.setPosHpr(locator.getPos(), locator.getHpr())
        self._repairSpotHoles[locIndex] = parentNode

    def _removeRepairSpotModel(self, locIndex):
        if locIndex in self._repairSpotHoles:
            self._repairSpotHoles[locIndex].detachNode()
            del self._repairSpotHoles[locIndex]

    def _fadeOutRepairSpotModel(self, locIndex):
        if locIndex in self._repairSpotIvals:
            self._repairSpotIvals[locIndex].pause()

        self._repairSpotHoles[locIndex].setTransparency(1, 100)
        ival = IG.Sequence(
            IG.Wait(DistributedPlayerSimpleShip.RepairSpotFadeAfter),
            IG.LerpColorScaleInterval(
                self._repairSpotHoles[locIndex],
                DistributedPlayerSimpleShip.RepairSpotFadeDur,
                Vec4(1.0, 1.0, 1.0, 0.0),
                blendType='easeInOut'))
        ival.start()
        self._repairSpotIvals[locIndex] = ival

    def _addRepairSpotHoles(self):
        if not self._repairSpotHole:
            repairSpotHoleModels = loader.loadModel(
                'models/props/repair_spot_hole')
            self._repairSpotHole = repairSpotHoleModels.find('**/floor_hole')
            self._repairSpotHoleFixed = repairSpotHoleModels.find(
                '**/floor_hole_fixed')

        for locIndex in PVPGlobals.ShipClass2repairLocators[
                self.modelClass].getValue():
            self._removeRepairSpotModel(locIndex)
            self._placeRepairSpotModel(locIndex, self._repairSpotHole)

    def _removeRepairSpotHoles(self):
        for locIndex in PVPGlobals.ShipClass2repairLocators[
                self.modelClass].getValue():
            self._removeRepairSpotModel(locIndex)
            if self._repairSpotHoleFixed:
                self._placeRepairSpotModel(locIndex, self._repairSpotHoleFixed)
                self._fadeOutRepairSpotModel(locIndex)
                self._repairSpotIvals[locIndex] = IG.Sequence(
                    self._repairSpotIvals[locIndex],
                    IG.Func(self._removeRepairSpotModel, locIndex))

    def b_setAllowCrewState(self, state):
        self.d_setAllowCrewState(state)
        self.setAllowCrewState(state)

    def b_setAllowFriendState(self, state):
        self.d_setAllowFriendState(state)
        self.setAllowFriendState(state)

    def b_setAllowGuildState(self, state):
        self.d_setAllowGuildState(state)
        self.setAllowGuildState(state)

    def b_setAllowPublicState(self, state):
        self.d_setAllowPublicState(state)
        self.setAllowPublicState(state)

    def d_setAllowCrewState(self, state):
        self.sendUpdate('setAllowCrewState', [state])

    def d_setAllowFriendState(self, state):
        self.sendUpdate('setAllowFriendState', [state])

    def d_setAllowGuildState(self, state):
        self.sendUpdate('setAllowGuildState', [state])

    def d_setAllowPublicState(self, state):
        self.sendUpdate('setAllowPublicState', [state])

    def setAllowCrewState(self, state):
        self.allowCrewState = state
        if self.shipStatusDisplay:
            self.shipStatusDisplay.setAllowCrew(state)

    def setAllowFriendState(self, state):
        self.allowFriendState = state
        if self.shipStatusDisplay:
            self.shipStatusDisplay.setAllowFriends(state)

    def setAllowGuildState(self, state):
        self.allowGuildState = state
        if self.shipStatusDisplay:
            self.shipStatusDisplay.setAllowGuild(state)

    def setAllowPublicState(self, state):
        self.allowPublicState = state
        if self.shipStatusDisplay:
            self.shipStatusDisplay.setAllowPublic(state)

    def getAllowCrewState(self):
        return self.allowCrewState

    def getAllowFriendState(self):
        return self.allowFriendState

    def getAllowGuildState(self):
        return self.allowGuildState

    def getAllowPublicState(self):
        return self.allowPublicState

    def hasSpace(self, avId=0, bandMgrId=0, bandId=0, guildId=0):
        if avId == self.ownerId:
            return True

        if self.isInCrew(avId):
            return True

        if self.isInCrew(self.ownerId) and len(self.crew) >= self.maxCrew:
            return False

        if len(self.crew) >= self.maxCrew - 1:
            return False

        return True

    def confirmSameCrewTeleport(self,
                                toFrom,
                                incomingAvId=0,
                                bandMgrId=0,
                                bandId=0,
                                guildId=0):
        if toFrom == 'from':
            return True
        elif not self.isGenerated():
            self.notify.warning('confirmSameCrewTeleport(%s)' %
                                localAvatar.getShipString())
            return False

        if incomingAvId == self.ownerId:
            return True

        if bandMgrId and bandId and self.getAllowCrewState() and (
                bandMgrId, bandId) == self.getBandId():
            return True

        if localAvatar.doId == self.ownerId and self.getAllowFriendState(
        ) and self.cr.identifyFriend(incomingAvId):
            return True

        if guildId and self.getAllowGuildState(
        ) and guildId == self.getGuildId():
            return True

        if self.getAllowPublicState():
            return True

        return False

    confirmSameCrewTeleport = report(
        types=['frameCount', 'deltaStamp',
               'args'], dConfigParam='shipboard')(confirmSameCrewTeleport)

    def getMinimapObject(self):
        if not (self.minimapObj) and not self.isDisabled():
            self.minimapObj = MinimapPlayerShip(self)

        return self.minimapObj

    def setTeam(self, team):
        if not self._verifyTeam(team):
            return None

        DistributedSimpleShip.setTeam(self, team)

    def _verifyTeam(self, team):
        if team == PiratesGlobals.INVALID_TEAM:
            doId = '<no doId>'
            if hasattr(self, 'doId'):
                doId = self.doId
            else:
                self.badInitTeam = team
            base.cr.centralLogger.writeClientEvent('bad ship team: %s' % doId)
            self.notify.warning('bad ship team: %s' % doId)
            return False

        return True

    def d_setLocation(self, parentId, zoneId):
        theStack = StackTrace(start=1)
        if self.prevLocStack and len(
                theStack.trace) == len(self.prevLocStack.trace) and map(
                    lambda x: x[1], theStack.trace) == map(
                        lambda x: x[1], self.prevLocStack.trace):
            base.cr.centralLogger.writeClientEvent('bad ship team: %s setLoc' %
                                                   self.doId)
        else:
            base.cr.centralLogger.writeClientEvent(
                'bad ship team: %s' % self.doId +
                theStack.compact()[1:len(theStack.compact())])
            self.prevLocStack = theStack
        DistributedSimpleShip.d_setLocation(self, parentId, zoneId)