import copy from direct.directnotify import DirectNotifyGlobal from direct.directtools.DirectGeometry import CLAMP from direct.distributed.ClockDelta import * from direct.fsm import ClassicFSM, State from direct.fsm import State from direct.interval.IntervalGlobal import * from direct.task import Task import math from pandac.PandaModules import * import random import DistributedSuitBase import DistributedSuitPlanner import Suit import SuitBase import SuitDialog import SuitTimings from otp.avatar import DistributedAvatar from otp.otpbase import OTPLocalizer from toontown.battle import BattleProps from toontown.battle import DistributedBattle from toontown.chat.ChatGlobals import * from toontown.distributed.DelayDeletable import DelayDeletable from toontown.nametag import NametagGlobals from toontown.nametag.NametagGlobals import * from libpandadna import * from toontown.toonbase import ToontownGlobals STAND_OUTSIDE_DOOR = 2.5 BATTLE_IGNORE_TIME = 6 BATTLE_WAIT_TIME = 3 CATCHUP_SPEED_MULTIPLIER = 3 ALLOW_BATTLE_DETECT = 1 class DistributedSuit(DistributedSuitBase.DistributedSuitBase, DelayDeletable): notify = DirectNotifyGlobal.directNotify.newCategory('DistributedSuit') ENABLE_EXPANDED_NAME = 0 def __init__(self, cr): try: self.DistributedSuit_initialized return except: self.DistributedSuit_initialized = 1 DistributedSuitBase.DistributedSuitBase.__init__(self, cr) self.spDoId = None self.pathEndpointStart = 0 self.pathEndpointEnd = 0 self.minPathLen = 0 self.maxPathLen = 0 self.pathPositionIndex = 0 self.pathPositionTimestamp = 0.0 self.pathState = 0 self.path = None self.localPathState = 0 self.currentLeg = 0 self.pathStartTime = 0.0 self.legList = None self.initState = None self.finalState = None self.buildingSuit = 0 self.fsm = ClassicFSM.ClassicFSM('DistributedSuit', [ State.State('Off', self.enterOff, self.exitOff, [ 'FromSky', 'FromSuitBuilding', 'Walk', 'Battle', 'neutral', 'ToToonBuilding', 'ToSuitBuilding', 'ToCogHQ', 'FromCogHQ', 'ToSky', 'FlyAway', 'DanceThenFlyAway', 'WalkToStreet', 'WalkFromStreet']), State.State('FromSky', self.enterFromSky, self.exitFromSky, [ 'Walk', 'Battle', 'neutral', 'ToSky', 'WalkFromStreet']), State.State('FromSuitBuilding', self.enterFromSuitBuilding, self.exitFromSuitBuilding, [ 'WalkToStreet', 'Walk', 'Battle', 'neutral', 'ToSky']), State.State('WalkToStreet', self.enterWalkToStreet, self.exitWalkToStreet, [ 'Walk', 'Battle', 'neutral', 'ToSky', 'ToToonBuilding', 'ToSuitBuilding', 'ToCogHQ', 'WalkFromStreet']), State.State('WalkFromStreet', self.enterWalkFromStreet, self.exitWalkFromStreet, [ 'ToToonBuilding', 'ToSuitBuilding', 'ToCogHQ', 'Battle', 'neutral', 'ToSky']), State.State('Walk', self.enterWalk, self.exitWalk, [ 'WaitForBattle', 'Battle', 'neutral', 'WalkFromStreet', 'ToSky', 'ToCogHQ', 'Walk']), State.State('Battle', self.enterBattle, self.exitBattle, [ 'Walk', 'ToToonBuilding', 'ToCogHQ', 'ToSuitBuilding', 'ToSky']), State.State('neutral', self.enterNeutral, self.exitNeutral, []), State.State('WaitForBattle', self.enterWaitForBattle, self.exitWaitForBattle, [ 'Battle', 'neutral', 'Walk', 'WalkToStreet', 'WalkFromStreet', 'ToToonBuilding', 'ToCogHQ', 'ToSuitBuilding', 'ToSky']), State.State('ToToonBuilding', self.enterToToonBuilding, self.exitToToonBuilding, [ 'neutral', 'Battle']), State.State('ToSuitBuilding', self.enterToSuitBuilding, self.exitToSuitBuilding, [ 'neutral', 'Battle']), State.State('ToCogHQ', self.enterToCogHQ, self.exitToCogHQ, [ 'neutral', 'Battle']), State.State('FromCogHQ', self.enterFromCogHQ, self.exitFromCogHQ, [ 'neutral', 'Battle', 'Walk']), State.State('ToSky', self.enterToSky, self.exitToSky, [ 'Battle']), State.State('FlyAway', self.enterFlyAway, self.exitFlyAway, []), State.State('DanceThenFlyAway', self.enterDanceThenFlyAway, self.exitDanceThenFlyAway, [])], 'Off', 'Off') self.fsm.enterInitialState() self.soundSequenceList = [] self.__currentDialogue = None return def generate(self): DistributedSuitBase.DistributedSuitBase.generate(self) def disable(self): for soundSequence in self.soundSequenceList: soundSequence.finish() self.soundSequenceList = [] self.notify.debug('DistributedSuit %d: disabling' % self.getDoId()) self.resumePath(0) self.stopPathNow() self.setState('Off') DistributedSuitBase.DistributedSuitBase.disable(self) def delete(self): try: self.DistributedSuit_deleted except: self.DistributedSuit_deleted = 1 self.notify.debug('DistributedSuit %d: deleting' % self.getDoId()) del self.fsm DistributedSuitBase.DistributedSuitBase.delete(self) def setPathEndpoints(self, start, end, minPathLen, maxPathLen): if self.pathEndpointStart == start and self.pathEndpointEnd == end and self.minPathLen == minPathLen and self.maxPathLen == maxPathLen and self.path != None: return self.pathEndpointStart = start self.pathEndpointEnd = end self.minPathLen = minPathLen self.maxPathLen = maxPathLen self.path = None self.pathLength = 0 self.currentLeg = 0 self.legList = None if self.maxPathLen == 0 or not self.verifySuitPlanner() or start not in self.sp.pointIndexes or end not in self.sp.pointIndexes: return self.startPoint = self.sp.pointIndexes[self.pathEndpointStart] self.endPoint = self.sp.pointIndexes[self.pathEndpointEnd] path = self.sp.genPath(self.startPoint, self.endPoint, self.minPathLen, self.maxPathLen) self.setPath(path) self.makeLegList() return def verifySuitPlanner(self): if self.sp == None and self.spDoId != 0: self.notify.warning('Suit %d does not have a suit planner! Expected SP doId %s.' % (self.doId, self.spDoId)) self.sp = self.cr.doId2do.get(self.spDoId, None) if self.sp == None: return 0 return 1 def setPathPosition(self, index, timestamp): if not self.verifySuitPlanner(): return if self.path == None: self.setPathEndpoints(self.pathEndpointStart, self.pathEndpointEnd, self.minPathLen, self.maxPathLen) self.pathPositionIndex = index self.pathPositionTimestamp = globalClockDelta.networkToLocalTime(timestamp) if self.legList != None: self.pathStartTime = self.pathPositionTimestamp - self.legList.getStartTime(self.pathPositionIndex) return def setPathState(self, state): self.pathState = state self.resumePath(state) def debugSuitPosition(self, elapsed, currentLeg, x, y, timestamp): now = globalClock.getFrameTime() chug = globalClock.getRealTime() - now messageAge = now - globalClockDelta.networkToLocalTime(timestamp, now) if messageAge < -(chug + 0.5) or messageAge > chug + 1.0: print 'Apparently out of sync with AI by %0.2f seconds. Suggest resync!' % messageAge return localElapsed = now - self.pathStartTime timeDiff = localElapsed - (elapsed + messageAge) if abs(timeDiff) > 0.2: print "%s (%d) appears to be %0.2f seconds out of sync along its path. Suggest '~cogs sync'." % (self.getName(), self.getDoId(), timeDiff) return if self.legList == None: print "%s (%d) doesn't have a legList yet." % (self.getName(), self.getDoId()) return netPos = Point3(x, y, 0.0) leg = self.legList.getLeg(currentLeg) calcPos = leg.getPosAtTime(elapsed - leg.getStartTime()) calcPos.setZ(0.0) calcDelta = Vec3(netPos - calcPos) diff = calcDelta.length() if diff > 4.0: print '%s (%d) is %0.2f feet from the AI computed path!' % (self.getName(), self.getDoId(), diff) print 'Probably your DNA files are out of sync.' return localPos = Point3(self.getX(), self.getY(), 0.0) localDelta = Vec3(netPos - localPos) diff = localDelta.length() if diff > 10.0: print '%s (%d) in state %s is %0.2f feet from its correct position!' % (self.getName(), self.getDoId(), self.fsm.getCurrentState().getName(), diff) print 'Should be at (%0.2f, %0.2f), but is at (%0.2f, %0.2f).' % (x, y, localPos[0], localPos[1]) return print '%s (%d) is in the correct position.' % (self.getName(), self.getDoId()) return def denyBattle(self): DistributedSuitBase.DistributedSuitBase.denyBattle(self) self.disableBattleDetect() def resumePath(self, state): if self.localPathState != state: self.localPathState = state if state == 0: self.stopPathNow() elif state == 1: self.moveToNextLeg(None) elif state == 2: self.stopPathNow() if self.sp != None: self.setState('Off') self.setState('FlyAway') elif state == 3: pass elif state == 4: self.stopPathNow() if self.sp != None: self.setState('Off') self.setState('DanceThenFlyAway') else: self.notify.error('No such state as: ' + str(state)) return def moveToNextLeg(self, task): if self.legList == None: self.notify.warning('Suit %d does not have a path!' % self.getDoId()) return Task.done now = globalClock.getFrameTime() elapsed = now - self.pathStartTime nextLeg = self.legList.getLegIndexAtTime(elapsed, self.currentLeg) numLegs = self.legList.getNumLegs() if self.currentLeg != nextLeg: self.currentLeg = nextLeg self.doPathLeg(self.legList.getLeg(nextLeg), elapsed - self.legList.getStartTime(nextLeg)) nextLeg += 1 if nextLeg < numLegs: nextTime = self.legList.getStartTime(nextLeg) delay = nextTime - elapsed name = self.taskName('move') taskMgr.remove(name) taskMgr.doMethodLater(delay, self.moveToNextLeg, name) return Task.done def doPathLeg(self, leg, time): self.fsm.request(SuitLeg.getTypeName(leg.getType()), [leg, time]) return 0 def stopPathNow(self): name = self.taskName('move') taskMgr.remove(name) self.currentLeg = 0 def calculateHeading(self, a, b): xdelta = b[0] - a[0] ydelta = b[1] - a[1] if ydelta == 0: if xdelta > 0: return -90 else: return 90 elif xdelta == 0: if ydelta > 0: return 0 else: return 180 else: angle = math.atan2(ydelta, xdelta) return rad2Deg(angle) - 90 def beginBuildingMove(self, moveIn, doneEvent, suit = 0): doorPt = Point3(0) buildingPt = Point3(0) streetPt = Point3(0) if self.virtualPos: doorPt.assign(self.virtualPos) else: doorPt.assign(self.getPos()) if moveIn: streetPt = self.prevPointPos() else: streetPt = self.currPointPos() dx = doorPt[0] - streetPt[0] dy = doorPt[1] - streetPt[1] buildingPt = Point3(doorPt[0] + dx, doorPt[1] + dy, doorPt[2]) if moveIn: if suit: moveTime = SuitTimings.toSuitBuilding else: moveTime = SuitTimings.toToonBuilding return self.beginMove(doneEvent, buildingPt, time=moveTime) else: return self.beginMove(doneEvent, doorPt, buildingPt, time=SuitTimings.fromSuitBuilding) return None def setSPDoId(self, doId): self.spDoId = doId self.sp = self.cr.doId2do.get(doId, None) if self.sp == None and self.spDoId != 0: self.notify.warning('Suit %s created before its suit planner, %d' % (self.doId, self.spDoId)) return def d_requestBattle(self, pos, hpr): self.cr.playGame.getPlace().setState('WaitForBattle') self.sendUpdate('requestBattle', [pos[0], pos[1], pos[2], hpr[0], hpr[1], hpr[2]]) def __handleToonCollision(self, collEntry): if not base.localAvatar.wantBattles: return toonId = base.localAvatar.getDoId() self.notify.debug('Distributed suit: requesting a Battle with ' + 'toon: %d' % toonId) self.d_requestBattle(self.getPos(), self.getHpr()) self.setState('WaitForBattle') def setAnimState(self, state): self.setState(state) def enterFromSky(self, leg, time): 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)