Poodletooth-iLand/toontown/cogdominium/CogdoFlyingLegalEagle.py

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Python
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2015-03-03 22:10:12 +00:00
import math
from direct.showbase.DirectObject import DirectObject
from direct.directnotify import DirectNotifyGlobal
from direct.fsm.FSM import FSM
from direct.task.Task import Task
from direct.interval.IntervalGlobal import Sequence, Parallel, LerpScaleInterval, LerpFunctionInterval, Func, Wait, LerpFunc, SoundInterval, ParallelEndTogether, LerpPosInterval, ActorInterval, LerpPosHprInterval, LerpHprInterval
from direct.directutil import Mopath
from direct.showbase.PythonUtil import bound as clamp
from pandac.PandaModules import CollisionSphere, CollisionNode, CollisionTube, CollisionPolygon, Vec3, Point3
from toontown.suit import Suit
from toontown.suit import SuitDNA
from toontown.toonbase import ToontownGlobals
from toontown.battle import BattleProps
from CogdoFlyingUtil import swapAvatarShadowPlacer
import CogdoUtil
import CogdoFlyingGameGlobals as Globals
class CogdoFlyingLegalEagle(DirectObject, FSM):
CollSphereName = 'CogdoFlyingLegalEagleSphere'
CollisionEventName = 'CogdoFlyingLegalEagleCollision'
InterestCollName = 'CogdoFlyingLegalEagleInterestCollision'
RequestAddTargetEventName = 'CogdoFlyingLegalEagleRequestTargetEvent'
RequestAddTargetAgainEventName = 'CogdoFlyingLegalEagleRequestTargetAgainEvent'
RequestRemoveTargetEventName = 'CogdoFlyingLegalEagleRemoveTargetEvent'
ForceRemoveTargetEventName = 'CogdoFlyingLegalEagleForceRemoveTargetEvent'
EnterLegalEagle = 'CogdoFlyingLegalEagleDamageToon'
ChargingToAttackEventName = 'LegalEagleChargingToAttack'
LockOnToonEventName = 'LegalEagleLockOnToon'
CooldownEventName = 'LegalEagleCooldown'
notify = DirectNotifyGlobal.directNotify.newCategory('CogdoFlyingLegalEagle')
def __init__(self, nest, index, suitDnaName = 'le'):
FSM.__init__(self, 'CogdoFlyingLegalEagle')
self.defaultTransitions = {'Off': ['Roost'],
'Roost': ['TakeOff', 'Off'],
'TakeOff': ['LockOnToon', 'LandOnNest', 'Off'],
'LockOnToon': ['RetreatToNest', 'ChargeUpAttack', 'Off'],
'ChargeUpAttack': ['RetreatToNest', 'Attack', 'Off'],
'Attack': ['RetreatToSky', 'Off'],
'RetreatToSky': ['Cooldown', 'Off'],
'Cooldown': ['LockOnToon', 'LandOnNest', 'Off'],
'RetreatToNest': ['LandOnNest', 'Off'],
'LandOnNest': ['Roost', 'Off']}
self.index = index
self.nest = nest
self.target = None
self.isEagleInterested = False
self.collSphere = None
self.suit = Suit.Suit()
d = SuitDNA.SuitDNA()
d.newSuit(suitDnaName)
self.suit.setDNA(d)
self.suit.reparentTo(render)
swapAvatarShadowPlacer(self.suit, 'legalEagle-%sShadowPlacer' % index)
self.suit.setPos(self.nest.getPos(render))
self.suit.setHpr(-180, 0, 0)
self.suit.stash()
self.prop = None
self.attachPropeller()
head = self.suit.find('**/joint_head')
self.interestConeOrigin = self.nest.attachNewNode('fakeHeadNodePath')
self.interestConeOrigin.setPos(render, head.getPos(render) + Vec3(0, Globals.LegalEagle.InterestConeOffset, 0))
self.attackTargetPos = None
self.startOfRetreatToSkyPos = None
pathModel = CogdoUtil.loadFlyingModel('legalEaglePaths')
self.chargeUpMotionPath = Mopath.Mopath(name='chargeUpMotionPath-%i' % self.index)
self.chargeUpMotionPath.loadNodePath(pathModel.find('**/charge_path'))
self.retreatToSkyMotionPath = Mopath.Mopath(name='retreatToSkyMotionPath-%i' % self.index)
self.retreatToSkyMotionPath.loadNodePath(pathModel.find('**/retreat_path'))
audioMgr = base.cogdoGameAudioMgr
self._screamSfx = audioMgr.createSfx('legalEagleScream', self.suit)
self.initIntervals()
return
def attachPropeller(self):
if self.prop == None:
self.prop = BattleProps.globalPropPool.getProp('propeller')
head = self.suit.find('**/joint_head')
self.prop.reparentTo(head)
return
def detachPropeller(self):
if self.prop:
self.prop.cleanup()
self.prop.removeNode()
self.prop = None
return
def _getAnimationIval(self, animName, startFrame = 0, endFrame = None, duration = 1):
if endFrame == None:
self.suit.getNumFrames(animName) - 1
frames = endFrame - startFrame
frameRate = self.suit.getFrameRate(animName)
newRate = frames / duration
playRate = newRate / frameRate
ival = Sequence(ActorInterval(self.suit, animName, playRate=playRate))
return ival
def initIntervals(self):
dur = Globals.LegalEagle.LiftOffTime
nestPos = self.nest.getPos(render)
airPos = nestPos + Vec3(0.0, 0.0, Globals.LegalEagle.LiftOffHeight)
self.takeOffSeq = Sequence(Parallel(Sequence(Wait(dur * 0.6), LerpPosInterval(self.suit, dur * 0.4, startPos=nestPos, pos=airPos, blendType='easeInOut'))), Wait(1.5), Func(self.request, 'next'), name='%s.takeOffSeq-%i' % (self.__class__.__name__, self.index))
self.landOnNestPosLerp = LerpPosInterval(self.suit, 1.0, startPos=airPos, pos=nestPos, blendType='easeInOut')
self.landingSeq = Sequence(Func(self.updateLandOnNestPosLerp), Parallel(self.landOnNestPosLerp), Func(self.request, 'next'), name='%s.landingSeq-%i' % (self.__class__.__name__, self.index))
dur = Globals.LegalEagle.ChargeUpTime
self.chargeUpPosLerp = LerpFunc(self.moveAlongChargeUpMopathFunc, fromData=0.0, toData=self.chargeUpMotionPath.getMaxT(), duration=dur, blendType='easeInOut')
self.chargeUpAttackSeq = Sequence(Func(self.updateChargeUpPosLerp), self.chargeUpPosLerp, Func(self.request, 'next'), name='%s.chargeUpAttackSeq-%i' % (self.__class__.__name__, self.index))
dur = Globals.LegalEagle.RetreatToNestTime
self.retreatToNestPosLerp = LerpPosInterval(self.suit, dur, startPos=Vec3(0, 0, 0), pos=airPos, blendType='easeInOut')
self.retreatToNestSeq = Sequence(Func(self.updateRetreatToNestPosLerp), self.retreatToNestPosLerp, Func(self.request, 'next'), name='%s.retreatToNestSeq-%i' % (self.__class__.__name__, self.index))
dur = Globals.LegalEagle.RetreatToSkyTime
self.retreatToSkyPosLerp = LerpFunc(self.moveAlongRetreatMopathFunc, fromData=0.0, toData=self.retreatToSkyMotionPath.getMaxT(), duration=dur, blendType='easeOut')
self.retreatToSkySeq = Sequence(Func(self.updateRetreatToSkyPosLerp), self.retreatToSkyPosLerp, Func(self.request, 'next'), name='%s.retreatToSkySeq-%i' % (self.__class__.__name__, self.index))
dur = Globals.LegalEagle.PreAttackTime
self.preAttackLerpXY = LerpFunc(self.updateAttackXY, fromData=0.0, toData=1.0, duration=dur)
self.preAttackLerpZ = LerpFunc(self.updateAttackZ, fromData=0.0, toData=1.0, duration=dur, blendType='easeOut')
dur = Globals.LegalEagle.PostAttackTime
self.postAttackPosLerp = LerpPosInterval(self.suit, dur, startPos=Vec3(0, 0, 0), pos=Vec3(0, 0, 0))
self.attackSeq = Sequence(Parallel(self.preAttackLerpXY, self.preAttackLerpZ), Func(self.updatePostAttackPosLerp), self.postAttackPosLerp, Func(self.request, 'next'), name='%s.attackSeq-%i' % (self.__class__.__name__, self.index))
dur = Globals.LegalEagle.CooldownTime
self.cooldownSeq = Sequence(Wait(dur), Func(self.request, 'next'), name='%s.cooldownSeq-%i' % (self.__class__.__name__, self.index))
self.propTrack = Sequence(ActorInterval(self.prop, 'propeller', startFrame=0, endFrame=14))
self.hoverOverNestSeq = Sequence(ActorInterval(self.suit, 'landing', startFrame=10, endFrame=20, playRate=0.5), ActorInterval(self.suit, 'landing', startFrame=20, endFrame=10, playRate=0.5))
def initCollision(self):
self.collSphere = CollisionSphere(0, 0, 0, 0)
self.collSphere.setTangible(0)
self.collNode = CollisionNode('%s-%s' % (self.CollSphereName, self.index))
self.collNode.setIntoCollideMask(ToontownGlobals.WallBitmask)
self.collNode.addSolid(self.collSphere)
self.collNodePath = self.suit.attachNewNode(self.collNode)
self.collNodePath.hide()
self.accept('enter%s-%s' % (self.CollSphereName, self.index), self.handleEnterSphere)
self.setCollSphereToNest()
def getInterestConeLength(self):
return Globals.LegalEagle.InterestConeLength + Globals.LegalEagle.InterestConeOffset
def isToonInView(self, toon):
distanceThreshold = self.getInterestConeLength()
angleThreshold = Globals.LegalEagle.InterestConeAngle
toonPos = toon.getPos(render)
nestPos = self.nest.getPos(render)
distance = toon.getDistance(self.interestConeOrigin)
if distance > distanceThreshold:
return False
if toonPos[1] > nestPos[1]:
return False
a = toon.getPos(render) - self.interestConeOrigin.getPos(render)
a.normalize()
b = Vec3(0, -1, 0)
dotProduct = a.dot(b)
angle = math.degrees(math.acos(dotProduct))
if angle <= angleThreshold / 2.0:
return True
else:
return False
def update(self, dt, localPlayer):
if Globals.Dev.NoLegalEagleAttacks:
return
inView = self.isToonInView(localPlayer.toon)
if inView and not self.isEagleInterested:
self.handleEnterInterest()
elif inView and self.isEagleInterested:
self.handleAgainInterest()
elif not inView and self.isEagleInterested:
self.handleExitInterest()
def updateLockOnTask(self):
dt = globalClock.getDt()
targetPos = self.target.getPos(render)
suitPos = self.suit.getPos(render)
nestPos = self.nest.getPos(render)
attackPos = Vec3(targetPos)
attackPos[1] = nestPos[1] + Globals.LegalEagle.LockOnDistanceFromNest
attackPos[2] += Globals.LegalEagle.VerticalOffset
if attackPos[2] < nestPos[2]:
attackPos[2] = nestPos[2]
attackChangeVec = (attackPos - suitPos) * Globals.LegalEagle.LockOnSpeed
self.suit.setPos(suitPos + attackChangeVec * dt)
return Task.cont
def updateAttackXY(self, value):
if Globals.LegalEagle.EagleAttackShouldXCorrect:
x = self.readyToAttackPos.getX() + (self.attackTargetPos.getX() - self.readyToAttackPos.getX()) * value
self.suit.setX(x)
y = self.readyToAttackPos.getY() + (self.attackTargetPos.getY() - self.readyToAttackPos.getY()) * value
self.suit.setY(y)
def updateAttackZ(self, value):
z = self.readyToAttackPos.getZ() + (self.attackTargetPos.getZ() - self.readyToAttackPos.getZ()) * value
self.suit.setZ(z)
def moveAlongChargeUpMopathFunc(self, value):
self.chargeUpMotionPath.goTo(self.suit, value)
self.suit.setPos(self.suit.getPos() + self.startOfChargeUpPos)
def moveAlongRetreatMopathFunc(self, value):
self.retreatToSkyMotionPath.goTo(self.suit, value)
self.suit.setPos(self.suit.getPos() + self.startOfRetreatToSkyPos)
def updateChargeUpPosLerp(self):
self.startOfChargeUpPos = self.suit.getPos(render)
def updateLandOnNestPosLerp(self):
self.landOnNestPosLerp.setStartPos(self.suit.getPos())
def updateRetreatToNestPosLerp(self):
self.retreatToNestPosLerp.setStartPos(self.suit.getPos())
def updateRetreatToSkyPosLerp(self):
self.startOfRetreatToSkyPos = self.suit.getPos(render)
def updatePostAttackPosLerp(self):
suitPos = self.suit.getPos(render)
finalPos = suitPos + Vec3(0, -Globals.LegalEagle.PostAttackLength, 0)
self.postAttackPosLerp.setStartPos(suitPos)
self.postAttackPosLerp.setEndPos(finalPos)
def handleEnterSphere(self, collEntry):
self.notify.debug('handleEnterSphere:%i' % self.index)
messenger.send(CogdoFlyingLegalEagle.EnterLegalEagle, [self, collEntry])
def handleEnterInterest(self):
self.notify.debug('handleEnterInterestColl:%i' % self.index)
self.isEagleInterested = True
messenger.send(CogdoFlyingLegalEagle.RequestAddTargetEventName, [self.index])
def handleAgainInterest(self):
self.isEagleInterested = True
messenger.send(CogdoFlyingLegalEagle.RequestAddTargetAgainEventName, [self.index])
def handleExitInterest(self):
self.notify.debug('handleExitInterestSphere:%i' % self.index)
self.isEagleInterested = False
messenger.send(CogdoFlyingLegalEagle.RequestRemoveTargetEventName, [self.index])
def hasTarget(self):
if self.target != None:
return True
else:
return False
return
def setTarget(self, toon, elapsedTime = 0.0):
self.notify.debug('Setting eagle %i to target: %s, elapsed time: %s' % (self.index, toon.getName(), elapsedTime))
self.target = toon
if self.state == 'Roost':
self.request('next', elapsedTime)
if self.state == 'ChargeUpAttack':
messenger.send(CogdoFlyingLegalEagle.ChargingToAttackEventName, [self.target.doId])
def clearTarget(self, elapsedTime = 0.0):
self.notify.debug('Clearing target from eagle %i, elapsed time: %s' % (self.index, elapsedTime))
messenger.send(CogdoFlyingLegalEagle.CooldownEventName, [self.target.doId])
self.target = None
if self.state in ['LockOnToon']:
self.request('next', elapsedTime)
return
def leaveCooldown(self, elapsedTime = 0.0):
if self.state in ['Cooldown']:
self.request('next', elapsedTime)
def shouldBeInFrame(self):
if self.state in ['TakeOff', 'LockOnToon', 'ChargeUpAttack']:
return True
elif self.state == 'Attack':
distance = self.suit.getDistance(self.target)
threshold = Globals.LegalEagle.EagleAndTargetDistCameraTrackThreshold
suitPos = self.suit.getPos(render)
targetPos = self.target.getPos(render)
if distance > threshold and suitPos[1] > targetPos[1]:
return True
return False
def getTarget(self):
return self.target
def onstage(self):
self.suit.unstash()
self.request('Roost')
def offstage(self):
self.suit.stash()
self.request('Off')
def gameStart(self, gameStartTime):
self.gameStartTime = gameStartTime
self.initCollision()
def gameEnd(self):
self.shutdownCollisions()
def shutdownCollisions(self):
self.ignoreAll()
if self.collSphere != None:
del self.collSphere
self.collSphere = None
if self.collNodePath != None:
self.collNodePath.removeNode()
del self.collNodePath
self.collNodePath = None
if self.collNode != None:
del self.collNode
self.collNode = None
return
def destroy(self):
self.request('Off')
self.detachPropeller()
del self._screamSfx
self.suit.cleanup()
self.suit.removeNode()
self.suit.delete()
self.interestConeOrigin.removeNode()
del self.interestConeOrigin
self.nest = None
self.target = None
taskMgr.remove('updateLockOnTask-%i' % self.index)
taskMgr.remove('exitLockOnToon-%i' % self.index)
self.propTrack.clearToInitial()
del self.propTrack
del self.chargeUpMotionPath
del self.retreatToSkyMotionPath
self.takeOffSeq.clearToInitial()
del self.takeOffSeq
del self.landOnNestPosLerp
self.landingSeq.clearToInitial()
del self.landingSeq
del self.chargeUpPosLerp
self.chargeUpAttackSeq.clearToInitial()
del self.chargeUpAttackSeq
del self.retreatToNestPosLerp
self.retreatToNestSeq.clearToInitial()
del self.retreatToNestSeq
del self.retreatToSkyPosLerp
self.retreatToSkySeq.clearToInitial()
del self.retreatToSkySeq
del self.postAttackPosLerp
self.attackSeq.clearToInitial()
del self.attackSeq
self.cooldownSeq.clearToInitial()
del self.cooldownSeq
self.hoverOverNestSeq.clearToInitial()
del self.hoverOverNestSeq
del self.preAttackLerpXY
del self.preAttackLerpZ
return
def requestNext(self):
self.request('next')
def setCollSphereToNest(self):
if hasattr(self, 'collSphere') and self.collSphere is not None:
radius = Globals.LegalEagle.OnNestDamageSphereRadius
self.collSphere.setCenter(Point3(0.0, -Globals.Level.LaffPowerupNestOffset[1], self.suit.getHeight() / 2.0))
self.collSphere.setRadius(radius)
return
def setCollSphereToTargeting(self):
if hasattr(self, 'collSphere') and self.collSphere is not None:
radius = Globals.LegalEagle.DamageSphereRadius
self.collSphere.setCenter(Point3(0, 0, radius * 2))
self.collSphere.setRadius(radius)
return
def enterRoost(self):
self.notify.info("enter%s: '%s' -> '%s'" % (self.newState, self.oldState, self.newState))
self.hoverOverNestSeq.loop()
self.propTrack.loop()
self.setCollSphereToNest()
def filterRoost(self, request, args):
self.notify.debug("filter%s( '%s', '%s' )" % (self.state, request, args))
if request == self.state:
return None
elif request == 'next':
return 'TakeOff'
else:
return self.defaultFilter(request, args)
return None
def exitRoost(self):
self.notify.debug("exit%s: '%s' -> '%s'" % (self.oldState, self.oldState, self.newState))
self.hoverOverNestSeq.pause()
self.setCollSphereToTargeting()
def enterTakeOff(self, elapsedTime = 0.0):
self.notify.info("enter%s: '%s' -> '%s', elapsedTime:%s" % (self.newState,
self.oldState,
self.newState,
elapsedTime))
self.takeOffSeq.start(elapsedTime)
self.hoverOverNestSeq.loop()
def filterTakeOff(self, request, args):
self.notify.debug("filter%s( '%s', '%s' )" % (self.state, request, args))
if request == self.state:
return None
elif request == 'next':
if self.hasTarget():
return 'LockOnToon'
else:
return 'LandOnNest'
else:
return self.defaultFilter(request, args)
return None
def exitTakeOff(self):
self.notify.debug("exit%s: '%s' -> '%s'" % (self.oldState, self.oldState, self.newState))
self.takeOffSeq.clearToInitial()
self.hoverOverNestSeq.pause()
def enterLockOnToon(self, elapsedTime = 0.0):
self.notify.info("enter%s: '%s' -> '%s', elapsedTime:%s" % (self.newState,
self.oldState,
self.newState,
elapsedTime))
taskName = 'updateLockOnTask-%i' % self.index
taskMgr.add(self.updateLockOnTask, taskName, 45, extraArgs=[])
messenger.send(CogdoFlyingLegalEagle.LockOnToonEventName, [self.target.doId])
range = self.target.getDistance(self.interestConeOrigin) / self.getInterestConeLength()
range = clamp(range, 0.0, 1.0)
dur = Globals.LegalEagle.LockOnTime
if self.oldState == 'TakeOff':
dur *= range
else:
dur += Globals.LegalEagle.ExtraPostCooldownTime
taskName = 'exitLockOnToon-%i' % self.index
taskMgr.doMethodLater(dur, self.requestNext, taskName, extraArgs=[])
def filterLockOnToon(self, request, args):
self.notify.debug("filter%s( '%s', '%s' )" % (self.state, request, args))
if request == self.state:
return None
elif request == 'next':
if self.hasTarget():
return 'ChargeUpAttack'
else:
return 'RetreatToNest'
else:
return self.defaultFilter(request, args)
return None
def exitLockOnToon(self):
self.notify.debug("exit%s: '%s' -> '%s'" % (self.oldState, self.oldState, self.newState))
taskMgr.remove('updateLockOnTask-%i' % self.index)
taskMgr.remove('exitLockOnToon-%i' % self.index)
def enterChargeUpAttack(self, elapsedTime = 0.0):
self.notify.info("enter%s: '%s' -> '%s', elapsedTime:%s" % (self.newState,
self.oldState,
self.newState,
elapsedTime))
self.chargeUpAttackSeq.start(elapsedTime)
messenger.send(CogdoFlyingLegalEagle.ChargingToAttackEventName, [self.target.doId])
def filterChargeUpAttack(self, request, args):
self.notify.debug("filter%s( '%s', '%s' )" % (self.state, request, args))
if request == self.state:
return None
elif request == 'next':
if self.hasTarget():
return 'Attack'
else:
return 'RetreatToNest'
else:
return self.defaultFilter(request, args)
return None
def exitChargeUpAttack(self):
self.notify.debug("exit%s: '%s' -> '%s'" % (self.oldState, self.oldState, self.newState))
self.chargeUpAttackSeq.clearToInitial()
def enterAttack(self, elapsedTime = 0.0):
self.notify.info("enter%s: '%s' -> '%s', elapsedTime:%s" % (self.newState,
self.oldState,
self.newState,
elapsedTime))
self.attackTargetPos = self.target.getPos(render)
targetState = self.target.animFSM.getCurrentState().getName()
self._screamSfx.play()
if targetState == 'jumpAirborne':
self.attackTargetPos[2] += Globals.LegalEagle.VerticalOffset
else:
self.attackTargetPos[2] += Globals.LegalEagle.PlatformVerticalOffset
self.readyToAttackPos = self.suit.getPos(render)
self.attackSeq.start(elapsedTime)
def filterAttack(self, request, args):
self.notify.debug("filter%s( '%s', '%s' )" % (self.state, request, args))
if request == self.state:
return None
elif request == 'next':
return 'RetreatToSky'
else:
return self.defaultFilter(request, args)
return None
def exitAttack(self):
self.notify.debug("exit%s: '%s' -> '%s'" % (self.oldState, self.oldState, self.newState))
self.attackSeq.clearToInitial()
taskMgr.remove('updateAttackPosTask-%i' % self.index)
def enterRetreatToSky(self, elapsedTime = 0.0):
self.notify.info("enter%s: '%s' -> '%s', elapsedTime:%s" % (self.newState,
self.oldState,
self.newState,
elapsedTime))
self.retreatToSkySeq.start(elapsedTime)
def filterRetreatToSky(self, request, args):
self.notify.debug("filter%s( '%s', '%s' )" % (self.state, request, args))
if request == self.state:
return None
elif request == 'next':
return 'Cooldown'
else:
return self.defaultFilter(request, args)
return None
def exitRetreatToSky(self):
self.notify.debug("exit%s: '%s' -> '%s'" % (self.oldState, self.oldState, self.newState))
self.retreatToSkySeq.clearToInitial()
def enterCooldown(self):
if self.target != None:
messenger.send(CogdoFlyingLegalEagle.CooldownEventName, [self.target.doId])
self.suit.stash()
self.notify.info("enter%s: '%s' -> '%s'" % (self.newState, self.oldState, self.newState))
return
def filterCooldown(self, request, args):
self.notify.debug("filter%s( '%s', '%s' )" % (self.state, request, args))
if request == self.state:
return None
elif request == 'next':
if self.hasTarget():
return 'LockOnToon'
else:
return 'LandOnNest'
else:
return self.defaultFilter(request, args)
return None
def exitCooldown(self):
self.notify.debug("exit%s: '%s' -> '%s'" % (self.oldState, self.oldState, self.newState))
self.suit.unstash()
self.cooldownSeq.clearToInitial()
if self.newState != 'Off':
heightOffNest = Globals.LegalEagle.PostCooldownHeightOffNest
nestPos = self.nest.getPos(render)
if self.newState in ['LandOnNest']:
self.suit.setPos(nestPos + Vec3(0, 0, heightOffNest))
else:
targetPos = self.target.getPos(render)
attackPos = Vec3(targetPos)
attackPos[1] = nestPos[1]
attackPos[2] = nestPos[2] + heightOffNest
self.suit.setPos(attackPos)
def enterRetreatToNest(self, elapsedTime = 0.0):
self.notify.info("enter%s: '%s' -> '%s', elapsedTime:%s" % (self.newState,
self.oldState,
self.newState,
elapsedTime))
self.retreatToNestSeq.start(elapsedTime)
def filterRetreatToNest(self, request, args):
self.notify.debug("filter%s( '%s', '%s' )" % (self.state, request, args))
if request == self.state:
return None
elif request == 'next':
return 'LandOnNest'
else:
return self.defaultFilter(request, args)
return None
def exitRetreatToNest(self):
self.retreatToNestSeq.clearToInitial()
def enterLandOnNest(self, elapsedTime = 0.0):
self.notify.info("enter%s: '%s' -> '%s', elapsedTime:%s" % (self.newState,
self.oldState,
self.newState,
elapsedTime))
self.landingSeq.start(elapsedTime)
def filterLandOnNest(self, request, args):
self.notify.debug("filter%s( '%s', '%s' )" % (self.state, request, args))
if request == self.state:
return None
elif request == 'next':
if self.hasTarget():
return 'TakeOff'
else:
return 'Roost'
else:
return self.defaultFilter(request, args)
return None
def exitLandOnNest(self):
self.landingSeq.clearToInitial()