mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-10-31 08:47:54 +00:00
454 lines
17 KiB
Python
454 lines
17 KiB
Python
import math
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import random
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import GenericAnimatedProp
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from direct.actor import Actor
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from direct.interval.IntervalGlobal import Sequence, ActorInterval, Wait, Func, Parallel
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from direct.fsm import FSM
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from direct.showbase.PythonUtil import weightedChoice
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from pandac.PandaModules import TextNode, Vec3
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from toontown.toonbase import ToontownGlobals
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from toontown.hood import ZoneUtil
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def clearPythonIvals(ival):
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if hasattr(ival, 'function'):
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ival.function = None
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if hasattr(ival, 'pythonIvals'):
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for oneIval in ival.pythonIvals:
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clearPythonIvals(oneIval)
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ival.pythonIvals = []
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return
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class InteractiveAnimatedProp(GenericAnimatedProp.GenericAnimatedProp, FSM.FSM):
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ZoneToIdles = {}
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ZoneToIdleIntoFightAnims = {}
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ZoneToFightAnims = {}
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ZoneToVictoryAnims = {}
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ZoneToSadAnims = {}
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IdlePauseTime = base.config.GetFloat('prop-idle-pause-time', 0.0)
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HpTextGenerator = TextNode('HpTextGenerator')
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BattleCheerText = '+'
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def __init__(self, node):
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FSM.FSM.__init__(self, 'InteractiveProp-%s' % str(node))
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self.numIdles = 0
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self.numFightAnims = 0
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self.idleInterval = None
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self.battleCheerInterval = None
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self.sadInterval = None
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self.victoryInterval = None
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self.lastIdleAnimName = ''
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self.lastIdleTime = 0
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self.curIval = None
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self.okToStartNextAnim = False
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cellIndexStr = node.getTag('DNACellIndex')
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self.cellIndex = ord(cellIndexStr)
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self.lastPlayingAnimPhase = 0
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self.buildingsMakingMeSad = set()
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GenericAnimatedProp.GenericAnimatedProp.__init__(self, node)
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def delete(self):
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self.exit()
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GenericAnimatedProp.GenericAnimatedProp.delete(self)
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self.idleInterval = None
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self.battleCheerInterval = None
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self.sadInterval = None
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self.victoryInterval = None
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def getCellIndex(self):
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return self.cellIndex
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def playBattleCheerAnim(self):
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self.node.loop('battleCheer')
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def setupActor(self, node):
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if self.hoodId in self.ZoneToIdles:
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self.numIdles = len(self.ZoneToIdles[self.hoodId])
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if self.hoodId in self.ZoneToFightAnims:
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self.numFightAnims = len(self.ZoneToFightAnims[self.hoodId])
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self.idleInterval = None
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anim = node.getTag('DNAAnim')
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self.trashcan = Actor.Actor(node, copy=0)
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self.trashcan.reparentTo(node)
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animDict = {}
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animDict['anim'] = '%s/%s' % (self.path, anim)
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for i in xrange(self.numIdles):
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baseAnim = self.ZoneToIdles[self.hoodId][i]
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if isinstance(baseAnim, tuple):
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baseAnim = baseAnim[0]
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animStr = self.path + '/' + baseAnim
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animKey = 'idle%d' % i
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animDict[animKey] = animStr
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settleName = self.getSettleName(i)
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if settleName:
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settleStr = self.path + '/' + settleName
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settleKey = 'settle%d' % i
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animDict[settleKey] = settleStr
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for i in xrange(self.numFightAnims):
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animStr = self.path + '/' + self.ZoneToFightAnims[self.hoodId][i]
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animKey = 'fight%d' % i
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animDict[animKey] = animStr
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if self.hoodId in self.ZoneToIdleIntoFightAnims:
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animStr = self.path + '/' + self.ZoneToIdleIntoFightAnims[self.hoodId]
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animKey = 'idleIntoFight'
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animDict[animKey] = animStr
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if self.hoodId in self.ZoneToIdleIntoFightAnims:
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animStr = self.path + '/' + self.ZoneToVictoryAnims[self.hoodId]
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animKey = 'victory'
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animDict[animKey] = animStr
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if self.hoodId in self.ZoneToSadAnims:
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animStr = self.path + '/' + self.ZoneToSadAnims[self.hoodId]
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animKey = 'sad'
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animDict[animKey] = animStr
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self.trashcan.loadAnims(animDict)
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self.trashcan.pose('anim', 0)
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self.node = self.trashcan
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self.idleInterval = self.createIdleInterval()
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self.battleCheerInterval = self.createBattleCheerInterval()
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self.victoryInterval = self.createVictoryInterval()
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self.sadInterval = self.createSadInterval()
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def createIdleInterval(self):
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result = Sequence()
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if self.numIdles >= 3:
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numberOfAnimsAbove2 = self.numIdles - 2
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for rareIdle in xrange(2, self.numIdles):
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for i in xrange(2):
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result.append(ActorInterval(self.node, 'idle0'))
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result.append(Wait(self.IdlePauseTime))
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result.append(ActorInterval(self.node, 'idle1'))
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result.append(Wait(self.IdlePauseTime))
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result.append(ActorInterval(self.node, 'idle%d' % rareIdle))
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result.append(Wait(self.IdlePauseTime))
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else:
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for i in xrange(self.numIdles):
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result.append(ActorInterval(self.node, 'idle%d' % i))
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self.notify.debug('idle interval=%s' % result)
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return result
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def createBattleCheerText(self):
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self.HpTextGenerator.setFont(ToontownGlobals.getSignFont())
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self.HpTextGenerator.setText(self.BattleCheerText)
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self.HpTextGenerator.clearShadow()
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self.HpTextGenerator.setAlign(TextNode.ACenter)
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r = 0
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g = 0
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b = 1
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a = 1
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self.HpTextGenerator.setTextColor(r, g, b, a)
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self.hpTextNode = self.HpTextGenerator.generate()
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self.hpText = self.node.attachNewNode(self.hpTextNode)
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self.hpText.setScale(1)
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self.hpText.setBillboardPointEye()
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self.hpText.setBin('fixed', 100)
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self.hpText.setPos(0, 0, 4)
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self.hpText.hide()
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def createBattleCheerInterval(self):
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result = Sequence()
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for i in xrange(self.numFightAnims):
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animKey = 'fight%d' % i
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animIval = self.createAnimIval(animKey)
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origAnimName = self.node.getAnimFilename(animKey).split('/')[-1]
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if self.hasOverrideIval(origAnimName):
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result.append(self.getOverrideIval(origAnimName))
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elif self.hasSpecialIval(origAnimName):
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result.append(Parallel(animIval, self.getSpecialIval(origAnimName)))
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else:
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result.append(animIval)
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self.createBattleCheerText()
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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))
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ivalWithText = Parallel(battleCheerTextIval, result)
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return ivalWithText
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def createSadInterval(self):
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result = Sequence()
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if self.hoodId in self.ZoneToSadAnims:
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result = self.createAnimIval('sad')
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return result
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def hasSpecialIval(self, origAnimName):
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return False
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def getSpecialIval(self, origAnimName):
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return Sequence()
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def hasOverrideIval(self, origAnimName):
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return False
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def getOverrideIval(self, origAnimName):
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return Sequence()
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def createVictoryInterval(self):
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result = Sequence()
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if self.hoodId in self.ZoneToVictoryAnims:
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animIval = self.createAnimIval('victory')
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result.append(animIval)
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return result
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def enter(self):
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GenericAnimatedProp.GenericAnimatedProp.enter(self)
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if base.config.GetBool('props-buff-battles', True):
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self.notify.debug('props buff battles is true')
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self.node.stop()
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self.node.pose('idle0', 0)
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self.idleInterval.loop()
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else:
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self.notify.debug('props do not buff battles')
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self.node.stop()
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self.node.pose('idle0', 0)
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def exit(self):
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self.okToStartNextAnim = False
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self.notify.debug('%s %d okToStartNextAnim=%s' % (self, self.visId, self.okToStartNextAnim))
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GenericAnimatedProp.GenericAnimatedProp.exit(self)
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self.request('Off')
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def requestIdleOrSad(self):
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if not hasattr(self, 'node') or not self.node:
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self.notify.warning("requestIdleOrSad returning hasattr(self,'node')=%s" % hasattr(self, 'node'))
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return
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if self.buildingsMakingMeSad:
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self.request('Sad')
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else:
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self.request('DoIdleAnim')
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def enterDoIdleAnim(self):
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self.notify.debug('enterDoIdleAnim numIdels=%d' % self.numIdles)
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self.okToStartNextAnim = True
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self.notify.debug('%s %d okToStartNextAnim=%s' % (self, self.visId, self.okToStartNextAnim))
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self.startNextIdleAnim()
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def exitDoIdleAnim(self):
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self.notify.debug('exitDoIdlesAnim numIdles=%d' % self.numIdles)
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self.okToStartNextAnim = False
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self.notify.debug('%s %d okToStartNextAnim=%s' % (self, self.visId, self.okToStartNextAnim))
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self.calcLastIdleFrame()
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self.clearCurIval()
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def calcLastIdleFrame(self):
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if self.curIval and self.curIval.ivals:
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firstIval = self.curIval.ivals[0]
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if isinstance(firstIval, ActorInterval):
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self.lastIdleFrame = firstIval.getCurrentFrame()
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self.lastIdleAnimName = firstIval.animName
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elif isinstance(firstIval, Parallel):
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for testIval in firstIval.ivals:
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if isinstance(firstIval, ActorInterval):
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self.lastIdleTime = testIval.getT()
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self.lastIdleAnimName = testIval.animName
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break
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def chooseIdleAnimToRun(self):
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result = self.numIdles - 1
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if base.config.GetBool('randomize-interactive-idles', True):
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pairs = []
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for i in xrange(self.numIdles):
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reversedChance = self.numIdles - i - 1
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pairs.append((math.pow(2, reversedChance), i))
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sum = math.pow(2, self.numIdles) - 1
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result = weightedChoice(pairs, sum=sum)
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self.notify.debug('chooseAnimToRun numIdles=%s pairs=%s result=%s' % (self.numIdles, pairs, result))
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else:
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result = self.lastPlayingAnimPhase + 1
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if result >= len(self.ZoneToIdles[self.hoodId]):
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result = 0
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return result
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def startNextIdleAnim(self):
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self.notify.debug('startNextAnim self.okToStartNextAnim=%s' % self.okToStartNextAnim)
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if not hasattr(self, 'node') or not self.node:
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self.notify.warning("startNextIdleAnim returning hasattr(self,'node')=%s" % hasattr(self, 'node'))
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return
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self.curIval = None
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if self.okToStartNextAnim:
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self.notify.debug('got pass okToStartNextAnim')
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whichAnim = self.chooseIdleAnimToRun()
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if self.visId == localAvatar.zoneId:
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self.notify.debug('whichAnim=%s' % whichAnim)
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self.lastPlayingAnimPhase = whichAnim
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self.curIval = self.createIdleAnimSequence(whichAnim)
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self.notify.debug('starting curIval of length %s' % self.curIval.getDuration())
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self.curIval.start()
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else:
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self.curIval = Wait(10)
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self.notify.debug('false self.okToStartNextAnim=%s' % self.okToStartNextAnim)
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return
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def createIdleAnimInterval(self, whichIdleAnim, startingTime = 0):
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animIval = self.node.actorInterval('idle%d' % whichIdleAnim, startTime=startingTime)
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animIvalDuration = animIval.getDuration()
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origAnimName = self.ZoneToIdles[self.hoodId][whichIdleAnim]
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if isinstance(origAnimName, tuple):
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origAnimName = origAnimName[0]
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if self.hasSpecialIval(origAnimName):
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specialIval = self.getSpecialIval(origAnimName)
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return Parallel(animIval, specialIval)
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else:
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return animIval
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def createIdleAnimSequence(self, whichIdleAnim):
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dummyResult = Sequence(Wait(self.IdlePauseTime))
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if not hasattr(self, 'node') or not self.node:
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self.notify.warning("createIdleAnimSequence returning dummyResult hasattr(self,'node')=%s" % hasattr(self, 'node'))
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return dummyResult
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idleAnim = self.createIdleAnimInterval(whichIdleAnim)
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result = Sequence(idleAnim, Wait(self.IdlePauseTime), Func(self.startNextIdleAnim))
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if isinstance(self.ZoneToIdles[self.hoodId][whichIdleAnim], tuple) and len(self.ZoneToIdles[self.hoodId][whichIdleAnim]) > 2:
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info = self.ZoneToIdles[self.hoodId][whichIdleAnim]
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origAnimName = info[0]
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minLoop = info[1]
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maxLoop = info[2]
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settleAnim = info[3]
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minPauseTime = info[4]
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maxPauseTime = info[5]
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numberOfLoops = random.randrange(minLoop, maxLoop + 1)
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pauseTime = random.randrange(minPauseTime, maxPauseTime + 1)
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result = Sequence()
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for i in xrange(numberOfLoops):
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result.append(idleAnim)
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if self.getSettleName(whichIdleAnim):
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result.append(self.node.actorInterval('settle%d' % whichIdleAnim))
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result.append(Wait(pauseTime))
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result.append(Func(self.startNextIdleAnim))
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return result
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def gotoFaceoff(self):
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self.notify.debugStateCall(self)
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self.request('Faceoff')
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def gotoBattleCheer(self):
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self.notify.debugStateCall(self)
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self.request('BattleCheer')
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def gotoIdle(self):
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self.notify.debugStateCall(self)
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self.request('DoIdleAnim')
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def gotoVictory(self):
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self.notify.debugStateCall(self)
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self.request('Victory')
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def gotoSad(self, buildingDoId):
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self.notify.debugStateCall(self)
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self.buildingsMakingMeSad.add(buildingDoId)
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self.request('Sad')
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def buildingLiberated(self, buildingDoId):
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self.buildingsMakingMeSad.discard(buildingDoId)
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if not self.buildingsMakingMeSad:
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self.gotoIdle()
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def enterFaceoff(self):
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self.notify.debugStateCall(self)
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self.curIval = self.createFaceoffInterval()
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self.curIval.start()
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def exitFaceoff(self):
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self.notify.debugStateCall(self)
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self.curIval.pause()
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self.curIval = None
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def calcWhichIdleAnim(self, animName):
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result = 0
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info = self.ZoneToIdles[self.hoodId]
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for index, curInfo in enumerate(info):
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if isinstance(curInfo, tuple):
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if curInfo[0] == animName:
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result = index
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break
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elif isinstance(curInfo, str):
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if curInfo == animName:
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result = index
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breal
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return result
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def createFaceoffInterval(self):
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result = Sequence()
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if self.lastIdleAnimName:
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whichIdleAnim = self.calcWhichIdleAnim(self.lastIdleAnimName)
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anim = self.createIdleAnimInterval(whichIdleAnim, self.lastIdleTime)
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result.append(anim)
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idleIntoFightIval = self.createAnimIval('idleIntoFight')
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result.append(idleIntoFightIval)
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result.append(Func(self.gotoBattleCheer))
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return result
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def enterBattleCheer(self):
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self.notify.debugStateCall(self)
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self.curIval = self.battleCheerInterval
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if self.curIval:
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self.curIval.loop()
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def exitBattleCheer(self):
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self.notify.debugStateCall(self)
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if self.curIval:
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self.curIval.finish()
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self.curIval = None
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return
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def enterVictory(self):
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self.notify.debugStateCall(self)
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self.curIval = self.victoryInterval
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if self.curIval:
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self.curIval.loop()
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def exitVictory(self):
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self.notify.debugStateCall(self)
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if self.curIval:
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self.curIval.finish()
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self.curIval = None
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return
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def enterSad(self):
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self.notify.debugStateCall(self)
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self.curIval = self.sadInterval
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if self.curIval:
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self.curIval.loop()
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def exitSad(self):
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self.notify.debugStateCall(self)
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if self.curIval:
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self.curIval.finish()
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self.curIval = None
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return
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def getSettleName(self, whichIdleAnim):
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result = None
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if isinstance(self.ZoneToIdles[self.hoodId][whichIdleAnim], tuple) and len(self.ZoneToIdles[self.hoodId][whichIdleAnim]) > 3:
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result = self.ZoneToIdles[self.hoodId][whichIdleAnim][3]
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return result
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def getOrigIdleAnimName(self, whichIdleAnim):
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result = None
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if isinstance(self.ZoneToIdles[self.hoodId][whichIdleAnim], tuple):
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result = self.ZoneToIdles[self.hoodId][whichIdleAnim][0]
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else:
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result = self.ZoneToIdles[self.hoodId][whichIdleAnim]
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return result
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def createAnimIval(self, animKey):
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animIval = self.node.actorInterval(animKey)
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animIvalDuration = animIval.getDuration()
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origAnimName = self.node.getAnimFilename(animKey)
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if self.hasSpecialIval(origAnimName):
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specialIval = self.getSpecialIval(origAnimName)
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return Parallel(animIval, specialIval)
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else:
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return animIval
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def clearCurIval(self):
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if self.curIval:
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self.curIval.finish()
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clearPythonIvals(self.curIval)
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self.curIval = None
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