Poodletooth-iLand/toontown/suit/DistributedSuit.py

699 lines
25 KiB
Python

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 panda3d.core 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.distributed.DelayDeletable import DelayDeletable
from otp.nametag.NametagConstants import *
from otp.nametag import NametagGlobals
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 = -1
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 = -1
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, 0)
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 = -1
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.getChat())
if self.soundChatBubble != None:
base.playSfx(self.soundChatBubble, node=self)
elif self.nametag.getChatStomp() > 0:
self.playDialogueForString(self.nametag.getStompText(), self.nametag.getStompDelay())
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)