Poodletooth-iLand/toontown/hood/InteractiveAnimatedProp.py

455 lines
16 KiB
Python

from pandac.PandaModules import TextNode, Vec3
from direct.actor import Actor
from direct.fsm import FSM
from direct.interval.IntervalGlobal import Sequence, ActorInterval, Wait, Func, SoundInterval, Parallel
from direct.showbase.PythonUtil import weightedChoice
from toontown.toonbase import ToontownGlobals
import GenericAnimatedProp
import math, random
def clearPythonIvals(ival):
if hasattr(ival, 'function'):
ival.function = None
if hasattr(ival, 'pythonIvals'):
for oneIval in ival.pythonIvals:
clearPythonIvals(oneIval)
ival.pythonIvals = []
class InteractiveAnimatedProp(GenericAnimatedProp.GenericAnimatedProp, FSM.FSM):
ZoneToIdles = {}
ZoneToIdleIntoFightAnims = {}
ZoneToFightAnims = {}
ZoneToVictoryAnims = {}
ZoneToSadAnims = {}
IdlePauseTime = base.config.GetFloat('prop-idle-pause-time', 0.0)
HpTextGenerator = TextNode('HpTextGenerator')
BattleCheerText = '+'
def __init__(self, node):
FSM.FSM.__init__(self, 'InteractiveProp-%s' % str(node))
self.numIdles = 0
self.numFightAnims = 0
self.idleInterval = None
self.battleCheerInterval = None
self.sadInterval = None
self.victoryInterval = None
self.lastIdleAnimName = ''
self.lastIdleTime = 0
self.curIval = None
self.okToStartNextAnim = False
cellIndexStr = node.getTag('DNACellIndex')
self.cellIndex = ord(cellIndexStr)
self.origAnimNameToSound = {}
self.lastPlayingAnimPhase = 0
self.buildingsMakingMeSad = set()
GenericAnimatedProp.GenericAnimatedProp.__init__(self, node)
def delete(self):
self.exit()
GenericAnimatedProp.GenericAnimatedProp.delete(self)
self.idleInterval = None
self.battleCheerInterval = None
self.sadInterval = None
self.victoryInterval = None
def getCellIndex(self):
return self.cellIndex
def playBattleCheerAnim(self):
self.node.loop('battleCheer')
def setupActor(self, node):
if self.hoodId in self.ZoneToIdles:
self.numIdles = len(self.ZoneToIdles[self.hoodId])
if self.hoodId in self.ZoneToFightAnims:
self.numFightAnims = len(self.ZoneToFightAnims[self.hoodId])
self.idleInterval = None
anim = node.getTag('DNAAnim')
self.trashcan = Actor.Actor(node, copy=0)
self.trashcan.reparentTo(node)
animDict = {}
animDict['anim'] = '%s/%s' % (self.path, anim)
for i in xrange(self.numIdles):
baseAnim = self.ZoneToIdles[self.hoodId][i]
if isinstance(baseAnim, tuple):
baseAnim = baseAnim[0]
animStr = self.path + '/' + baseAnim
animKey = 'idle%d' % i
animDict[animKey] = animStr
settleName = self.getSettleName(i)
if settleName:
settleStr = self.path + '/' + settleName
settleKey = 'settle%d' % i
animDict[settleKey] = settleStr
for i in xrange(self.numFightAnims):
animStr = self.path + '/' + self.ZoneToFightAnims[self.hoodId][i]
animKey = 'fight%d' % i
animDict[animKey] = animStr
if self.hoodId in self.ZoneToIdleIntoFightAnims:
animStr = self.path + '/' + self.ZoneToIdleIntoFightAnims[self.hoodId]
animKey = 'idleIntoFight'
animDict[animKey] = animStr
if self.hoodId in self.ZoneToIdleIntoFightAnims:
animStr = self.path + '/' + self.ZoneToVictoryAnims[self.hoodId]
animKey = 'victory'
animDict[animKey] = animStr
if self.hoodId in self.ZoneToSadAnims:
animStr = self.path + '/' + self.ZoneToSadAnims[self.hoodId]
animKey = 'sad'
animDict[animKey] = animStr
self.trashcan.loadAnims(animDict)
self.trashcan.pose('anim', 0)
self.node = self.trashcan
self.idleInterval = self.createIdleInterval()
self.battleCheerInterval = self.createBattleCheerInterval()
self.victoryInterval = self.createVictoryInterval()
self.sadInterval = self.createSadInterval()
def createIdleInterval(self):
result = Sequence()
if self.numIdles >= 3:
numberOfAnimsAbove2 = self.numIdles - 2
for rareIdle in xrange(2, self.numIdles):
for i in xrange(2):
result.append(ActorInterval(self.node, 'idle0'))
result.append(Wait(self.IdlePauseTime))
result.append(ActorInterval(self.node, 'idle1'))
result.append(Wait(self.IdlePauseTime))
result.append(ActorInterval(self.node, 'idle%d' % rareIdle))
result.append(Wait(self.IdlePauseTime))
else:
for i in xrange(self.numIdles):
result.append(ActorInterval(self.node, 'idle%d' % i))
self.notify.debug('idle interval=%s' % result)
return result
def createBattleCheerText(self):
self.HpTextGenerator.setFont(ToontownGlobals.getSignFont())
self.HpTextGenerator.setText(self.BattleCheerText)
self.HpTextGenerator.clearShadow()
self.HpTextGenerator.setAlign(TextNode.ACenter)
r = 0
g = 0
b = 1
a = 1
self.HpTextGenerator.setTextColor(r, g, b, a)
self.hpTextNode = self.HpTextGenerator.generate()
self.hpText = self.node.attachNewNode(self.hpTextNode)
self.hpText.setScale(1)
self.hpText.setBillboardPointEye()
self.hpText.setBin('fixed', 100)
self.hpText.setPos(0, 0, 4)
self.hpText.hide()
def createBattleCheerInterval(self):
result = Sequence()
for i in xrange(self.numFightAnims):
animKey = 'fight%d' % i
animAndSoundIval = self.createAnimAndSoundIval(animKey)
origAnimName = self.node.getAnimFilename(animKey).split('/')[-1]
if self.hasOverrideIval(origAnimName):
result.append(self.getOverrideIval(origAnimName))
elif self.hasSpecialIval(origAnimName):
result.append(Parallel(animAndSoundIval, self.getSpecialIval(origAnimName)))
else:
result.append(animAndSoundIval)
self.createBattleCheerText()
battleCheerTextIval = Sequence(Func(self.hpText.show), self.hpText.posInterval(duration=4.0, pos=Vec3(0, 0, 7), startPos=(0, 0, 3)), Func(self.hpText.hide))
ivalWithText = Parallel(battleCheerTextIval, result)
return ivalWithText
def createSadInterval(self):
result = Sequence()
if self.hoodId in self.ZoneToSadAnims:
result = self.createAnimAndSoundIval('sad')
return result
def hasSpecialIval(self, origAnimName):
return False
def getSpecialIval(self, origAnimName):
return Sequence()
def hasOverrideIval(self, origAnimName):
return False
def getOverrideIval(self, origAnimName):
return Sequence()
def createVictoryInterval(self):
result = Sequence()
if self.hoodId in self.ZoneToVictoryAnims:
animAndSoundIval = self.createAnimAndSoundIval('victory')
result.append(animAndSoundIval)
return result
def enter(self):
GenericAnimatedProp.GenericAnimatedProp.enter(self)
if base.config.GetBool('props-buff-battles', True):
self.notify.debug('props buff battles is true')
self.node.stop()
self.node.pose('idle0', 0)
self.requestIdleOrSad()
else:
self.notify.debug('props do not buff battles')
self.node.stop()
self.node.pose('idle0', 0)
def exit(self):
self.okToStartNextAnim = False
self.notify.debug('%s %d okToStartNextAnim=%s' % (self, self.visId, self.okToStartNextAnim))
GenericAnimatedProp.GenericAnimatedProp.exit(self)
self.request('Off')
def requestIdleOrSad(self):
if not hasattr(self, 'node') or not self.node:
self.notify.warning("requestIdleOrSad returning hasattr(self,'node')=%s" % hasattr(self, 'node'))
return
if self.buildingsMakingMeSad:
self.request('Sad')
else:
self.request('DoIdleAnim')
def enterDoIdleAnim(self):
self.notify.debug('enterDoIdleAnim numIdels=%d' % self.numIdles)
self.okToStartNextAnim = True
self.notify.debug('%s %d okToStartNextAnim=%s' % (self, self.visId, self.okToStartNextAnim))
self.startNextIdleAnim()
def exitDoIdleAnim(self):
self.notify.debug('exitDoIdlesAnim numIdles=%d' % self.numIdles)
self.okToStartNextAnim = False
self.notify.debug('%s %d okToStartNextAnim=%s' % (self, self.visId, self.okToStartNextAnim))
self.calcLastIdleFrame()
self.clearCurIval()
def calcLastIdleFrame(self):
if self.curIval and self.curIval.ivals:
firstIval = self.curIval.ivals[0]
if isinstance(firstIval, ActorInterval):
self.lastIdleFrame = firstIval.getCurrentFrame()
self.lastIdleAnimName = firstIval.animName
elif isinstance(firstIval, Parallel):
for testIval in firstIval.ivals:
if isinstance(firstIval, ActorInterval):
self.lastIdleTime = testIval.getT()
self.lastIdleAnimName = testIval.animName
break
def chooseIdleAnimToRun(self):
result = self.numIdles - 1
if base.config.GetBool('randomize-interactive-idles', True):
pairs = []
for i in xrange(self.numIdles):
reversedChance = self.numIdles - i - 1
pairs.append((math.pow(2, reversedChance), i))
sum = math.pow(2, self.numIdles) - 1
result = weightedChoice(pairs, sum=sum)
self.notify.debug('chooseAnimToRun numIdles=%s pairs=%s result=%s' % (self.numIdles, pairs, result))
else:
result = self.lastPlayingAnimPhase + 1
if result >= len(self.ZoneToIdles[self.hoodId]):
result = 0
return result
def startNextIdleAnim(self):
if not hasattr(self, 'node') or not self.node:
self.notify.warning("startNextIdleAnim returning hasattr(self,'node')=%s" % hasattr(self, 'node'))
return
self.curIval = None
if self.okToStartNextAnim:
self.notify.debug('got pass okToStartNextAnim')
whichAnim = self.chooseIdleAnimToRun()
self.lastPlayingAnimPhase = whichAnim
self.curIval = self.createIdleAnimSequence(whichAnim)
self.notify.debug('starting curIval of length %s' % self.curIval.getDuration())
self.curIval.start()
else:
self.curIval = Wait(3)
self.notify.debug('false self.okToStartNextAnim=%s' % self.okToStartNextAnim)
def createIdleAnimAndSoundInterval(self, whichIdleAnim, startingTime = 0):
animIval = self.node.actorInterval('idle%d' % whichIdleAnim, startTime=startingTime)
animIvalDuration = animIval.getDuration()
origAnimName = self.ZoneToIdles[self.hoodId][whichIdleAnim]
if isinstance(origAnimName, tuple):
origAnimName = origAnimName[0]
soundIval = self.createSoundInterval(origAnimName, animIvalDuration)
soundIvalDuration = soundIval.getDuration()
if self.hasSpecialIval(origAnimName):
specialIval = self.getSpecialIval(origAnimName)
return Parallel(animIval, soundIval, specialIval)
else:
return Parallel(animIval, soundIval)
def createIdleAnimSequence(self, whichIdleAnim):
dummyResult = Sequence(Wait(self.IdlePauseTime))
if not hasattr(self, 'node') or not self.node:
self.notify.warning("createIdleAnimSequence returning dummyResult hasattr(self,'node')=%s" % hasattr(self, 'node'))
return dummyResult
idleAnimAndSound = self.createIdleAnimAndSoundInterval(whichIdleAnim)
result = Sequence(idleAnimAndSound, Wait(self.IdlePauseTime), Func(self.startNextIdleAnim))
if isinstance(self.ZoneToIdles[self.hoodId][whichIdleAnim], tuple) and len(self.ZoneToIdles[self.hoodId][whichIdleAnim]) > 2:
info = self.ZoneToIdles[self.hoodId][whichIdleAnim]
origAnimName = info[0]
minLoop = info[1]
maxLoop = info[2]
settleAnim = info[3]
minPauseTime = info[4]
maxPauseTime = info[5]
numberOfLoops = random.randrange(minLoop, maxLoop + 1)
pauseTime = random.randrange(minPauseTime, maxPauseTime + 1)
result = Sequence()
for i in xrange(numberOfLoops):
result.append(idleAnimAndSound)
if self.getSettleName(whichIdleAnim):
result.append(self.node.actorInterval('settle%d' % whichIdleAnim))
result.append(Wait(pauseTime))
result.append(Func(self.startNextIdleAnim))
return result
def gotoBattleCheer(self):
self.notify.debugStateCall(self)
self.request('BattleCheer')
def gotoIdle(self):
self.notify.debugStateCall(self)
self.request('DoIdleAnim')
def gotoVictory(self):
self.notify.debugStateCall(self)
self.request('Victory')
def gotoSad(self, buildingDoId):
self.notify.debugStateCall(self)
self.buildingsMakingMeSad.add(buildingDoId)
self.request('Sad')
def buildingLiberated(self, buildingDoId):
self.buildingsMakingMeSad.discard(buildingDoId)
if not self.buildingsMakingMeSad:
self.gotoIdle()
def calcWhichIdleAnim(self, animName):
result = 0
info = self.ZoneToIdles[self.hoodId]
for index, curInfo in enumerate(info):
if isinstance(curInfo, tuple):
if curInfo[0] == animName:
result = index
break
elif isinstance(curInfo, str):
if curInfo == animName:
result = index
breal
return result
def enterBattleCheer(self):
self.notify.debugStateCall(self)
self.curIval = self.battleCheerInterval
if self.curIval:
self.curIval.loop()
def exitBattleCheer(self):
self.notify.debugStateCall(self)
if self.curIval:
self.curIval.finish()
self.curIval = None
def enterVictory(self):
self.notify.debugStateCall(self)
self.curIval = self.victoryInterval
if self.curIval:
self.curIval.loop()
def exitVictory(self):
self.notify.debugStateCall(self)
if self.curIval:
self.curIval.finish()
self.curIval = None
def enterSad(self):
self.notify.debugStateCall(self)
self.curIval = self.sadInterval
if self.curIval:
self.curIval.loop()
def exitSad(self):
self.notify.debugStateCall(self)
if self.curIval:
self.curIval.finish()
self.curIval = None
def getSettleName(self, whichIdleAnim):
if isinstance(self.ZoneToIdles[self.hoodId][whichIdleAnim], tuple) and len(self.ZoneToIdles[self.hoodId][whichIdleAnim]) > 3:
return self.ZoneToIdles[self.hoodId][whichIdleAnim][3]
return None
def getOrigIdleAnimName(self, whichIdleAnim):
anim = self.ZoneToIdles[self.hoodId][whichIdleAnim]
return anim[0] if isinstance(anim, tuple) else anim
def createAnimAndSoundIval(self, animKey):
animIval = self.node.actorInterval(animKey)
animIvalDuration = animIval.getDuration()
origAnimName = self.node.getAnimFilename(animKey)
soundIval = self.createSoundInterval(origAnimName, animIvalDuration)
soundIvalDuration = soundIval.getDuration()
if self.hasSpecialIval(origAnimName):
specialIval = self.getSpecialIval(origAnimName)
return Parallel(animIval, soundIval, specialIval)
else:
return Parallel(animIval, soundIval)
def clearCurIval(self):
if self.curIval:
self.curIval.finish()
clearPythonIvals(self.curIval)
self.curIval = None