mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-27 05:32:41 -06:00
703 lines
25 KiB
Python
703 lines
25 KiB
Python
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import copy
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from direct.directnotify import DirectNotifyGlobal
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from direct.directtools.DirectGeometry import CLAMP
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from direct.distributed.ClockDelta import *
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from direct.fsm import ClassicFSM, State
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from direct.fsm import State
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from direct.interval.IntervalGlobal import *
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from direct.task import Task
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import math
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from pandac.PandaModules import *
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import random
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import DistributedSuitBase
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import DistributedSuitPlanner
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import Suit
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import SuitBase
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import SuitDialog
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import SuitTimings
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from otp.avatar import DistributedAvatar
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from otp.otpbase import OTPLocalizer
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from toontown.battle import BattleProps
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from toontown.battle import DistributedBattle
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from toontown.chat.ChatGlobals import *
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from toontown.distributed.DelayDeletable import DelayDeletable
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from toontown.nametag import NametagGlobals
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from toontown.nametag.NametagGlobals import *
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from toontown.suit.SuitLegList import *
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from toontown.toonbase import ToontownGlobals
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STAND_OUTSIDE_DOOR = 2.5
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BATTLE_IGNORE_TIME = 6
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BATTLE_WAIT_TIME = 3
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CATCHUP_SPEED_MULTIPLIER = 3
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ALLOW_BATTLE_DETECT = 1
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class DistributedSuit(DistributedSuitBase.DistributedSuitBase, DelayDeletable):
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notify = DirectNotifyGlobal.directNotify.newCategory('DistributedSuit')
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ENABLE_EXPANDED_NAME = 0
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def __init__(self, cr):
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try:
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self.DistributedSuit_initialized
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return
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except:
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self.DistributedSuit_initialized = 1
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DistributedSuitBase.DistributedSuitBase.__init__(self, cr)
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self.spDoId = None
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self.pathEndpointStart = 0
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self.pathEndpointEnd = 0
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self.minPathLen = 0
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self.maxPathLen = 0
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self.pathPositionIndex = 0
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self.pathPositionTimestamp = 0.0
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self.pathState = 0
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self.path = None
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self.localPathState = 0
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self.currentLeg = -1
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self.pathStartTime = 0.0
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self.legList = None
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self.initState = None
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self.finalState = None
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self.buildingSuit = 0
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self.fsm = ClassicFSM.ClassicFSM('DistributedSuit', [
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State.State('Off',
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self.enterOff,
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self.exitOff, [
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'FromSky',
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'FromSuitBuilding',
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'Walk',
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'Battle',
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'neutral',
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'ToToonBuilding',
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'ToSuitBuilding',
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'ToCogHQ',
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'FromCogHQ',
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'ToSky',
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'FlyAway',
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'DanceThenFlyAway',
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'WalkToStreet',
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'WalkFromStreet']),
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State.State('FromSky',
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self.enterFromSky,
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self.exitFromSky, [
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'Walk',
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'Battle',
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'neutral',
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'ToSky',
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'WalkFromStreet']),
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State.State('FromSuitBuilding',
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self.enterFromSuitBuilding,
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self.exitFromSuitBuilding, [
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'WalkToStreet',
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'Walk',
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'Battle',
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'neutral',
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'ToSky']),
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State.State('WalkToStreet',
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self.enterWalkToStreet,
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self.exitWalkToStreet, [
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'Walk',
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'Battle',
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'neutral',
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'ToSky',
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'ToToonBuilding',
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'ToSuitBuilding',
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'ToCogHQ',
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'WalkFromStreet']),
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State.State('WalkFromStreet',
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self.enterWalkFromStreet,
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self.exitWalkFromStreet, [
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'ToToonBuilding',
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'ToSuitBuilding',
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'ToCogHQ',
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'Battle',
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'neutral',
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'ToSky']),
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State.State('Walk',
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self.enterWalk,
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self.exitWalk, [
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'WaitForBattle',
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'Battle',
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'neutral',
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'WalkFromStreet',
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'ToSky',
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'ToCogHQ',
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'Walk']),
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State.State('Battle',
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self.enterBattle,
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self.exitBattle, [
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'Walk',
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'ToToonBuilding',
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'ToCogHQ',
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'ToSuitBuilding',
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'ToSky']),
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State.State('neutral',
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self.enterNeutral,
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self.exitNeutral, []),
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State.State('WaitForBattle',
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self.enterWaitForBattle,
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self.exitWaitForBattle, [
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'Battle',
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'neutral',
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'Walk',
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'WalkToStreet',
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'WalkFromStreet',
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'ToToonBuilding',
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'ToCogHQ',
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'ToSuitBuilding',
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'ToSky']),
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State.State('ToToonBuilding',
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self.enterToToonBuilding,
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self.exitToToonBuilding, [
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'neutral',
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'Battle']),
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State.State('ToSuitBuilding',
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self.enterToSuitBuilding,
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self.exitToSuitBuilding, [
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'neutral',
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'Battle']),
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State.State('ToCogHQ',
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self.enterToCogHQ,
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self.exitToCogHQ, [
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'neutral',
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'Battle']),
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State.State('FromCogHQ',
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self.enterFromCogHQ,
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self.exitFromCogHQ, [
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'neutral',
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'Battle',
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'Walk']),
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State.State('ToSky',
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self.enterToSky,
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self.exitToSky, [
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'Battle']),
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State.State('FlyAway',
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self.enterFlyAway,
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self.exitFlyAway,
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[]),
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State.State('DanceThenFlyAway',
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self.enterDanceThenFlyAway,
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self.exitDanceThenFlyAway,
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[])],
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'Off', 'Off')
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self.fsm.enterInitialState()
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self.soundSequenceList = []
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self.__currentDialogue = None
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return
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def generate(self):
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DistributedSuitBase.DistributedSuitBase.generate(self)
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def disable(self):
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for soundSequence in self.soundSequenceList:
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soundSequence.finish()
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self.soundSequenceList = []
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self.notify.debug('DistributedSuit %d: disabling' % self.getDoId())
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self.resumePath(0)
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self.stopPathNow()
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self.setState('Off')
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DistributedSuitBase.DistributedSuitBase.disable(self)
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def delete(self):
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try:
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self.DistributedSuit_deleted
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except:
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self.DistributedSuit_deleted = 1
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self.notify.debug('DistributedSuit %d: deleting' % self.getDoId())
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del self.fsm
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DistributedSuitBase.DistributedSuitBase.delete(self)
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def setPathEndpoints(self, start, end, minPathLen, maxPathLen):
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if self.pathEndpointStart == start and self.pathEndpointEnd == end and self.minPathLen == minPathLen and self.maxPathLen == maxPathLen and self.path != None:
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return
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self.pathEndpointStart = start
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self.pathEndpointEnd = end
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self.minPathLen = minPathLen
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self.maxPathLen = maxPathLen
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self.path = None
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self.pathLength = 0
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self.currentLeg = -1
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self.legList = None
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if self.maxPathLen == 0:
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return
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if not self.verifySuitPlanner():
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return
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self.startPoint = self.sp.pointIndexes[self.pathEndpointStart]
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self.endPoint = self.sp.pointIndexes[self.pathEndpointEnd]
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path = self.sp.genPath(self.startPoint, self.endPoint, self.minPathLen, self.maxPathLen)
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self.setPath(path)
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self.makeLegList()
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return
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def verifySuitPlanner(self):
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if self.sp == None and self.spDoId != 0:
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self.notify.warning('Suit %d does not have a suit planner! Expected SP doId %s.' % (self.doId, self.spDoId))
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self.sp = self.cr.doId2do.get(self.spDoId, None)
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if self.sp == None:
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return 0
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return 1
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def setPathPosition(self, index, timestamp):
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if not self.verifySuitPlanner():
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return
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if self.path == None:
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self.setPathEndpoints(self.pathEndpointStart, self.pathEndpointEnd, self.minPathLen, self.maxPathLen)
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self.pathPositionIndex = index
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self.pathPositionTimestamp = globalClockDelta.networkToLocalTime(timestamp)
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if self.legList != None:
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self.pathStartTime = self.pathPositionTimestamp - self.legList.getStartTime(self.pathPositionIndex)
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return
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def setPathState(self, state):
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self.pathState = state
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self.resumePath(state)
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def debugSuitPosition(self, elapsed, currentLeg, x, y, timestamp):
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now = globalClock.getFrameTime()
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chug = globalClock.getRealTime() - now
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messageAge = now - globalClockDelta.networkToLocalTime(timestamp, now)
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if messageAge < -(chug + 0.5) or messageAge > chug + 1.0:
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print 'Apparently out of sync with AI by %0.2f seconds. Suggest resync!' % messageAge
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return
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localElapsed = now - self.pathStartTime
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timeDiff = localElapsed - (elapsed + messageAge)
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if abs(timeDiff) > 0.2:
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print "%s (%d) appears to be %0.2f seconds out of sync along its path. Suggest '~cogs sync'." % (self.getName(), self.getDoId(), timeDiff)
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return
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if self.legList == None:
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print "%s (%d) doesn't have a legList yet." % (self.getName(), self.getDoId())
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return
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netPos = Point3(x, y, 0.0)
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leg = self.legList.getLeg(currentLeg)
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calcPos = leg.getPosAtTime(elapsed - leg.getStartTime())
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calcPos.setZ(0.0)
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calcDelta = Vec3(netPos - calcPos)
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diff = calcDelta.length()
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if diff > 4.0:
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print '%s (%d) is %0.2f feet from the AI computed path!' % (self.getName(), self.getDoId(), diff)
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print 'Probably your DNA files are out of sync.'
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return
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localPos = Point3(self.getX(), self.getY(), 0.0)
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localDelta = Vec3(netPos - localPos)
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diff = localDelta.length()
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if diff > 10.0:
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print '%s (%d) in state %s is %0.2f feet from its correct position!' % (self.getName(),
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self.getDoId(),
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self.fsm.getCurrentState().getName(),
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diff)
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print 'Should be at (%0.2f, %0.2f), but is at (%0.2f, %0.2f).' % (x,
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y,
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localPos[0],
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localPos[1])
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return
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print '%s (%d) is in the correct position.' % (self.getName(), self.getDoId())
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return
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def denyBattle(self):
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DistributedSuitBase.DistributedSuitBase.denyBattle(self)
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self.disableBattleDetect()
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def resumePath(self, state):
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if self.localPathState != state:
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self.localPathState = state
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if state == 0:
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self.stopPathNow()
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elif state == 1:
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self.moveToNextLeg(None)
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elif state == 2:
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self.stopPathNow()
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if self.sp != None:
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self.setState('Off')
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self.setState('FlyAway')
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elif state == 3:
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pass
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elif state == 4:
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self.stopPathNow()
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if self.sp != None:
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self.setState('Off')
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self.setState('DanceThenFlyAway')
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else:
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self.notify.error('No such state as: ' + str(state))
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return
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def moveToNextLeg(self, task):
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if self.legList == None:
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self.notify.warning('Suit %d does not have a path!' % self.getDoId())
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return Task.done
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now = globalClock.getFrameTime()
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elapsed = now - self.pathStartTime
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nextLeg = self.legList.getLegIndexAtTime(elapsed, self.currentLeg)
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numLegs = self.legList.getNumLegs()
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if self.currentLeg != nextLeg:
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self.currentLeg = nextLeg
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self.doPathLeg(self.legList.getLeg(nextLeg), elapsed - self.legList.getStartTime(nextLeg))
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nextLeg += 1
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if nextLeg < numLegs:
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nextTime = self.legList.getStartTime(nextLeg)
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delay = nextTime - elapsed
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name = self.taskName('move')
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taskMgr.remove(name)
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taskMgr.doMethodLater(delay, self.moveToNextLeg, name)
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return Task.done
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def doPathLeg(self, leg, time):
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self.fsm.request(leg.getTypeName(), [leg, time])
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return 0
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def stopPathNow(self):
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name = self.taskName('move')
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taskMgr.remove(name)
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self.currentLeg = -1
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def calculateHeading(self, a, b):
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xdelta = b[0] - a[0]
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ydelta = b[1] - a[1]
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if ydelta == 0:
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if xdelta > 0:
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return -90
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else:
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return 90
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elif xdelta == 0:
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if ydelta > 0:
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return 0
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else:
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return 180
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else:
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angle = math.atan2(ydelta, xdelta)
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return rad2Deg(angle) - 90
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def beginBuildingMove(self, moveIn, doneEvent, suit = 0):
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doorPt = Point3(0)
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buildingPt = Point3(0)
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streetPt = Point3(0)
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if self.virtualPos:
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doorPt.assign(self.virtualPos)
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else:
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doorPt.assign(self.getPos())
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if moveIn:
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streetPt = self.prevPointPos()
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else:
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streetPt = self.currPointPos()
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dx = doorPt[0] - streetPt[0]
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dy = doorPt[1] - streetPt[1]
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buildingPt = Point3(doorPt[0] + dx, doorPt[1] + dy, doorPt[2])
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if moveIn:
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if suit:
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moveTime = SuitTimings.toSuitBuilding
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else:
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moveTime = SuitTimings.toToonBuilding
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return self.beginMove(doneEvent, buildingPt, time=moveTime)
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else:
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return self.beginMove(doneEvent, doorPt, buildingPt, time=SuitTimings.fromSuitBuilding)
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return None
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def setSPDoId(self, doId):
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self.spDoId = doId
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self.sp = self.cr.doId2do.get(doId, None)
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if self.sp == None and self.spDoId != 0:
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self.notify.warning('Suit %s created before its suit planner, %d' % (self.doId, self.spDoId))
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return
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def d_requestBattle(self, pos, hpr):
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self.cr.playGame.getPlace().setState('WaitForBattle')
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self.sendUpdate('requestBattle', [pos[0],
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pos[1],
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pos[2],
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hpr[0],
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hpr[1],
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hpr[2]])
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def __handleToonCollision(self, collEntry):
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if not base.localAvatar.wantBattles:
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return
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toonId = base.localAvatar.getDoId()
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self.notify.debug('Distributed suit: requesting a Battle with ' + 'toon: %d' % toonId)
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self.d_requestBattle(self.getPos(), self.getHpr())
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self.setState('WaitForBattle')
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def setAnimState(self, state):
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self.setState(state)
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def enterFromSky(self, leg, time):
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self.enableBattleDetect('fromSky', self.__handleToonCollision)
|
||
|
self.loop('neutral', 0)
|
||
|
if not self.verifySuitPlanner():
|
||
|
return
|
||
|
a = leg.getPosA()
|
||
|
b = leg.getPosB()
|
||
|
h = self.calculateHeading(a, b)
|
||
|
self.setPosHprScale(a[0], a[1], a[2], h, 0.0, 0.0, 1.0, 1.0, 1.0)
|
||
|
self.mtrack = self.beginSupaFlyMove(a, 1, 'fromSky')
|
||
|
self.mtrack.start(time)
|
||
|
|
||
|
def exitFromSky(self):
|
||
|
self.disableBattleDetect()
|
||
|
self.mtrack.finish()
|
||
|
del self.mtrack
|
||
|
self.detachPropeller()
|
||
|
|
||
|
def enterWalkToStreet(self, leg, time):
|
||
|
self.enableBattleDetect('walkToStreet', self.__handleToonCollision)
|
||
|
self.loop('walk', 0)
|
||
|
a = leg.getPosA()
|
||
|
b = leg.getPosB()
|
||
|
delta = Vec3(b - a)
|
||
|
length = delta.length()
|
||
|
delta *= (length - STAND_OUTSIDE_DOOR) / length
|
||
|
a1 = Point3(b - delta)
|
||
|
self.enableRaycast(1)
|
||
|
h = self.calculateHeading(a, b)
|
||
|
self.setHprScale(h, 0.0, 0.0, 1.0, 1.0, 1.0)
|
||
|
self.mtrack = Sequence(LerpPosInterval(self, leg.getLegTime(), b, startPos=a1), name=self.taskName('walkToStreet'))
|
||
|
self.mtrack.start(time)
|
||
|
|
||
|
def exitWalkToStreet(self):
|
||
|
self.disableBattleDetect()
|
||
|
self.enableRaycast(0)
|
||
|
self.mtrack.finish()
|
||
|
del self.mtrack
|
||
|
|
||
|
def enterWalkFromStreet(self, leg, time):
|
||
|
self.enableBattleDetect('walkFromStreet', self.__handleToonCollision)
|
||
|
self.loop('walk', 0)
|
||
|
a = leg.getPosA()
|
||
|
b = leg.getPosB()
|
||
|
delta = Vec3(b - a)
|
||
|
length = delta.length()
|
||
|
delta *= (length - STAND_OUTSIDE_DOOR) / length
|
||
|
b1 = Point3(a + delta)
|
||
|
self.enableRaycast(1)
|
||
|
h = self.calculateHeading(a, b)
|
||
|
self.setHprScale(h, 0.0, 0.0, 1.0, 1.0, 1.0)
|
||
|
self.mtrack = Sequence(LerpPosInterval(self, leg.getLegTime(), b1, startPos=a), name=self.taskName('walkFromStreet'))
|
||
|
self.mtrack.start(time)
|
||
|
|
||
|
def exitWalkFromStreet(self):
|
||
|
self.disableBattleDetect()
|
||
|
self.enableRaycast(0)
|
||
|
self.mtrack.finish()
|
||
|
del self.mtrack
|
||
|
|
||
|
def enterWalk(self, leg, time):
|
||
|
self.enableBattleDetect('bellicose', self.__handleToonCollision)
|
||
|
self.loop('walk', 0)
|
||
|
a = leg.getPosA()
|
||
|
b = leg.getPosB()
|
||
|
h = self.calculateHeading(a, b)
|
||
|
pos = leg.getPosAtTime(time)
|
||
|
self.setPosHprScale(pos[0], pos[1], pos[2], h, 0.0, 0.0, 1.0, 1.0, 1.0)
|
||
|
self.mtrack = Sequence(LerpPosInterval(self, leg.getLegTime(), b, startPos=a), name=self.taskName('bellicose'))
|
||
|
self.mtrack.start(time)
|
||
|
|
||
|
def exitWalk(self):
|
||
|
self.disableBattleDetect()
|
||
|
self.mtrack.pause()
|
||
|
del self.mtrack
|
||
|
|
||
|
def enterToSky(self, leg, time):
|
||
|
self.enableBattleDetect('toSky', self.__handleToonCollision)
|
||
|
if not self.verifySuitPlanner():
|
||
|
return
|
||
|
a = leg.getPosA()
|
||
|
b = leg.getPosB()
|
||
|
h = self.calculateHeading(a, b)
|
||
|
self.setPosHprScale(b[0], b[1], b[2], h, 0.0, 0.0, 1.0, 1.0, 1.0)
|
||
|
self.mtrack = self.beginSupaFlyMove(b, 0, 'toSky')
|
||
|
self.mtrack.start(time)
|
||
|
|
||
|
def exitToSky(self):
|
||
|
self.disableBattleDetect()
|
||
|
self.mtrack.finish()
|
||
|
del self.mtrack
|
||
|
self.detachPropeller()
|
||
|
|
||
|
def enterFromSuitBuilding(self, leg, time):
|
||
|
self.enableBattleDetect('fromSuitBuilding', self.__handleToonCollision)
|
||
|
self.loop('walk', 0)
|
||
|
if not self.verifySuitPlanner():
|
||
|
return
|
||
|
a = leg.getPosA()
|
||
|
b = leg.getPosB()
|
||
|
delta = Vec3(b - a)
|
||
|
length = delta.length()
|
||
|
delta2 = delta * (self.sp.suitWalkSpeed * leg.getLegTime()) / length
|
||
|
delta *= (length - STAND_OUTSIDE_DOOR) / length
|
||
|
b1 = Point3(b - delta)
|
||
|
a1 = Point3(b1 - delta2)
|
||
|
self.enableRaycast(1)
|
||
|
h = self.calculateHeading(a, b)
|
||
|
self.setHprScale(h, 0.0, 0.0, 1.0, 1.0, 1.0)
|
||
|
self.mtrack = Sequence(LerpPosInterval(self, leg.getLegTime(), b1, startPos=a1), name=self.taskName('fromSuitBuilding'))
|
||
|
self.mtrack.start(time)
|
||
|
|
||
|
def exitFromSuitBuilding(self):
|
||
|
self.disableBattleDetect()
|
||
|
self.mtrack.finish()
|
||
|
del self.mtrack
|
||
|
|
||
|
def enterToToonBuilding(self, leg, time):
|
||
|
self.loop('neutral', 0)
|
||
|
|
||
|
def exitToToonBuilding(self):
|
||
|
pass
|
||
|
|
||
|
def enterToSuitBuilding(self, leg, time):
|
||
|
self.loop('walk', 0)
|
||
|
if not self.verifySuitPlanner():
|
||
|
return
|
||
|
a = leg.getPosA()
|
||
|
b = leg.getPosB()
|
||
|
delta = Vec3(b - a)
|
||
|
length = delta.length()
|
||
|
delta2 = delta * (self.sp.suitWalkSpeed * leg.getLegTime()) / length
|
||
|
delta *= (length - STAND_OUTSIDE_DOOR) / length
|
||
|
a1 = Point3(a + delta)
|
||
|
b1 = Point3(a1 + delta2)
|
||
|
self.enableRaycast(1)
|
||
|
h = self.calculateHeading(a, b)
|
||
|
self.setHprScale(h, 0.0, 0.0, 1.0, 1.0, 1.0)
|
||
|
self.mtrack = Sequence(LerpPosInterval(self, leg.getLegTime(), b1, startPos=a1), name=self.taskName('toSuitBuilding'))
|
||
|
self.mtrack.start(time)
|
||
|
|
||
|
def exitToSuitBuilding(self):
|
||
|
self.mtrack.finish()
|
||
|
del self.mtrack
|
||
|
|
||
|
def enterToCogHQ(self, leg, time):
|
||
|
self.loop('neutral', 0)
|
||
|
|
||
|
def exitToCogHQ(self):
|
||
|
pass
|
||
|
|
||
|
def enterFromCogHQ(self, leg, time):
|
||
|
self.loop('neutral', 0)
|
||
|
self.detachNode()
|
||
|
|
||
|
def exitFromCogHQ(self):
|
||
|
self.reparentTo(render)
|
||
|
|
||
|
def enterBattle(self):
|
||
|
DistributedSuitBase.DistributedSuitBase.enterBattle(self)
|
||
|
self.resumePath(0)
|
||
|
|
||
|
def enterNeutral(self):
|
||
|
self.notify.debug('DistributedSuit: Neutral (entering a Door)')
|
||
|
self.resumePath(0)
|
||
|
self.loop('neutral', 0)
|
||
|
|
||
|
def exitNeutral(self):
|
||
|
pass
|
||
|
|
||
|
def enterWaitForBattle(self):
|
||
|
DistributedSuitBase.DistributedSuitBase.enterWaitForBattle(self)
|
||
|
self.resumePath(0)
|
||
|
|
||
|
def enterFlyAway(self):
|
||
|
self.enableBattleDetect('flyAway', self.__handleToonCollision)
|
||
|
if not self.verifySuitPlanner():
|
||
|
return
|
||
|
b = Point3(self.getPos())
|
||
|
self.mtrack = self.beginSupaFlyMove(b, 0, 'flyAway')
|
||
|
self.mtrack.start()
|
||
|
|
||
|
def exitFlyAway(self):
|
||
|
self.disableBattleDetect()
|
||
|
self.mtrack.finish()
|
||
|
del self.mtrack
|
||
|
self.detachPropeller()
|
||
|
|
||
|
def enterDanceThenFlyAway(self):
|
||
|
self.enableBattleDetect('danceThenFlyAway', self.__handleToonCollision)
|
||
|
if not self.verifySuitPlanner():
|
||
|
return
|
||
|
danceTrack = self.actorInterval('victory')
|
||
|
b = Point3(self.getPos())
|
||
|
flyMtrack = self.beginSupaFlyMove(b, 0, 'flyAway')
|
||
|
self.mtrack = Sequence(danceTrack, flyMtrack, name=self.taskName('danceThenFlyAway'))
|
||
|
self.mtrack.start()
|
||
|
|
||
|
def exitDanceThenFlyAway(self):
|
||
|
self.disableBattleDetect()
|
||
|
self.mtrack.finish()
|
||
|
del self.mtrack
|
||
|
self.detachPropeller()
|
||
|
|
||
|
def playCurrentDialogue(self, dialogue, chatFlags, interrupt = 1):
|
||
|
if interrupt and self.__currentDialogue is not None:
|
||
|
self.__currentDialogue.stop()
|
||
|
self.__currentDialogue = dialogue
|
||
|
if dialogue:
|
||
|
base.playSfx(dialogue, node=self)
|
||
|
elif chatFlags & CFSpeech != 0:
|
||
|
if self.nametag.getNumChatPages() > 0:
|
||
|
self.playDialogueForString(self.nametag.getChatText())
|
||
|
if self.soundChatBubble != None:
|
||
|
base.playSfx(self.soundChatBubble, node=self)
|
||
|
elif self.nametag.getStompChatText():
|
||
|
self.playDialogueForString(self.nametag.getStompChatText(), self.nametag.CHAT_STOMP_DELAY)
|
||
|
|
||
|
def playDialogueForString(self, chatString, delay = 0.0):
|
||
|
if len(chatString) == 0:
|
||
|
return
|
||
|
searchString = chatString.lower()
|
||
|
if searchString.find(OTPLocalizer.DialogSpecial) >= 0:
|
||
|
type = 'special'
|
||
|
elif searchString.find(OTPLocalizer.DialogExclamation) >= 0:
|
||
|
type = 'exclamation'
|
||
|
elif searchString.find(OTPLocalizer.DialogQuestion) >= 0:
|
||
|
type = 'question'
|
||
|
elif random.randint(0, 1):
|
||
|
type = 'statementA'
|
||
|
else:
|
||
|
type = 'statementB'
|
||
|
stringLength = len(chatString)
|
||
|
if stringLength <= OTPLocalizer.DialogLength1:
|
||
|
length = 1
|
||
|
elif stringLength <= OTPLocalizer.DialogLength2:
|
||
|
length = 2
|
||
|
elif stringLength <= OTPLocalizer.DialogLength3:
|
||
|
length = 3
|
||
|
else:
|
||
|
length = 4
|
||
|
self.playDialogue(type, length, delay)
|
||
|
|
||
|
def playDialogue(self, type, length, delay = 0.0):
|
||
|
dialogueArray = self.getDialogueArray()
|
||
|
if dialogueArray == None:
|
||
|
return
|
||
|
sfxIndex = None
|
||
|
if type == 'statementA' or type == 'statementB':
|
||
|
if length == 1:
|
||
|
sfxIndex = 0
|
||
|
elif length == 2:
|
||
|
sfxIndex = 1
|
||
|
elif length >= 3:
|
||
|
sfxIndex = 2
|
||
|
elif type == 'question':
|
||
|
sfxIndex = 3
|
||
|
elif type == 'exclamation':
|
||
|
sfxIndex = 4
|
||
|
elif type == 'special':
|
||
|
sfxIndex = 5
|
||
|
else:
|
||
|
notify.error('unrecognized dialogue type: ', type)
|
||
|
if sfxIndex != None and sfxIndex < len(dialogueArray) and dialogueArray[sfxIndex] != None:
|
||
|
soundSequence = Sequence(Wait(delay), SoundInterval(dialogueArray[sfxIndex], node=None, listenerNode=base.localAvatar, loop=0, volume=1.0))
|
||
|
self.soundSequenceList.append(soundSequence)
|
||
|
soundSequence.start()
|
||
|
self.cleanUpSoundList()
|
||
|
return
|
||
|
|
||
|
def cleanUpSoundList(self):
|
||
|
removeList = []
|
||
|
for soundSequence in self.soundSequenceList:
|
||
|
if soundSequence.isStopped():
|
||
|
removeList.append(soundSequence)
|
||
|
|
||
|
for soundSequence in removeList:
|
||
|
self.soundSequenceList.remove(soundSequence)
|