mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-11-01 01:07:54 +00:00
345 lines
14 KiB
Python
345 lines
14 KiB
Python
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from direct.showbase.InputStateGlobal import inputState
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#from DirectGui import *
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#from PythonUtil import *
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#from IntervalGlobal import *
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#from otp.avatar import Avatar
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from direct.directnotify import DirectNotifyGlobal
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#import GhostWalker
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#import GravityWalker
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#import NonPhysicsWalker
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#import PhysicsWalker
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#if __debug__:
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# import DevWalker
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from direct.task import Task
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CollisionHandlerRayStart = 4000.0 # This is a hack, it may be better to use a line instead of a ray.
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class ControlManager:
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notify = DirectNotifyGlobal.directNotify.newCategory("ControlManager")
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wantAvatarPhysicsIndicator = config.GetBool('want-avatar-physics-indicator', 0)
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wantAvatarPhysicsDebug = config.GetBool('want-avatar-physics-debug', 0)
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wantWASD = config.GetBool('want-WASD', 0)
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def __init__(self, enable=True, passMessagesThrough = False):
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assert self.notify.debug("init control manager %s" % (passMessagesThrough))
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assert self.notify.debugCall(id(self))
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self.passMessagesThrough = passMessagesThrough
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self.inputStateTokens = []
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# Used to switch between strafe and turn. We will reset to whatever was last set.
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self.WASDTurnTokens = []
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self.__WASDTurn = True
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self.controls = {}
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self.currentControls = None
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self.currentControlsName = None
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self.isEnabled = 0
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if enable:
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self.enable()
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#self.monitorTask = taskMgr.add(self.monitor, "ControlManager-%s"%(id(self)), priority=-1)
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self.forceAvJumpToken = None
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if self.passMessagesThrough: # for not breaking toontown
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ist=self.inputStateTokens
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ist.append(inputState.watchWithModifiers("forward", "arrow_up", inputSource=inputState.ArrowKeys))
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ist.append(inputState.watchWithModifiers("reverse", "arrow_down", inputSource=inputState.ArrowKeys))
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ist.append(inputState.watchWithModifiers("turnLeft", "arrow_left", inputSource=inputState.ArrowKeys))
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ist.append(inputState.watchWithModifiers("turnRight", "arrow_right", inputSource=inputState.ArrowKeys))
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def __str__(self):
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return 'ControlManager: using \'%s\'' % self.currentControlsName
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def add(self, controls, name="basic"):
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"""
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controls is an avatar control system.
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name is any key that you want to use to refer to the
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the controls later (e.g. using the use(<name>) call).
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Add a control instance to the list of available control systems.
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See also: use().
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"""
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assert self.notify.debugCall(id(self))
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assert controls is not None
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oldControls = self.controls.get(name)
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if oldControls is not None:
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assert self.notify.debug("Replacing controls: %s" % name)
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oldControls.disableAvatarControls()
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oldControls.setCollisionsActive(0)
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oldControls.delete()
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controls.disableAvatarControls()
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controls.setCollisionsActive(0)
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self.controls[name] = controls
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def get(self, name):
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return self.controls.get(name)
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def remove(self, name):
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"""
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name is any key that was used to refer to the
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the controls when they were added (e.g.
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using the add(<controls>, <name>) call).
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Remove a control instance from the list of
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available control systems.
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See also: add().
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"""
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assert self.notify.debugCall(id(self))
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oldControls = self.controls.pop(name,None)
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if oldControls is not None:
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assert self.notify.debug("Removing controls: %s" % name)
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oldControls.disableAvatarControls()
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oldControls.setCollisionsActive(0)
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if __debug__:
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def lockControls(self):
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self.ignoreUse=True
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def unlockControls(self):
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if hasattr(self, "ignoreUse"):
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del self.ignoreUse
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def use(self, name, avatar):
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"""
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name is a key (string) that was previously passed to add().
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Use a previously added control system.
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See also: add().
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"""
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assert self.notify.debugCall(id(self))
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if __debug__ and hasattr(self, "ignoreUse"):
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return
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controls = self.controls.get(name)
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if controls is not None:
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if controls is not self.currentControls:
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if self.currentControls is not None:
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self.currentControls.disableAvatarControls()
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self.currentControls.setCollisionsActive(0)
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self.currentControls.setAvatar(None)
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self.currentControls = controls
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self.currentControlsName = name
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self.currentControls.setAvatar(avatar)
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self.currentControls.setCollisionsActive(1)
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if self.isEnabled:
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self.currentControls.enableAvatarControls()
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messenger.send('use-%s-controls'%(name,), [avatar])
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#else:
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# print "Controls are already", name
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else:
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assert self.notify.debug("Unkown controls: %s" % name)
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def setSpeeds(self, forwardSpeed, jumpForce,
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reverseSpeed, rotateSpeed, strafeLeft=0, strafeRight=0):
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assert self.notify.debugCall(id(self))
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for controls in self.controls.values():
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controls.setWalkSpeed(
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forwardSpeed, jumpForce, reverseSpeed, rotateSpeed)
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def delete(self):
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assert self.notify.debugCall(id(self))
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self.disable()
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for controls in self.controls.keys():
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self.remove(controls)
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del self.controls
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del self.currentControls
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for token in self.inputStateTokens:
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token.release()
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for token in self.WASDTurnTokens:
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token.release()
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self.WASDTurnTokens = []
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#self.monitorTask.remove()
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def getSpeeds(self):
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if self.currentControls:
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return self.currentControls.getSpeeds()
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return None
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def getIsAirborne(self):
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if self.currentControls:
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return self.currentControls.getIsAirborne()
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return False
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def setTag(self, key, value):
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assert self.notify.debugCall(id(self))
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for controls in self.controls.values():
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controls.setTag(key, value)
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def deleteCollisions(self):
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assert self.notify.debugCall(id(self))
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for controls in self.controls.values():
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controls.deleteCollisions()
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def collisionsOn(self):
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assert self.notify.debugCall(id(self))
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if self.currentControls:
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self.currentControls.setCollisionsActive(1)
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def collisionsOff(self):
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assert self.notify.debugCall(id(self))
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if self.currentControls:
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self.currentControls.setCollisionsActive(0)
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def placeOnFloor(self):
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assert self.notify.debugCall(id(self))
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if self.currentControls:
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self.currentControls.placeOnFloor()
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def enable(self):
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assert self.notify.debugCall(id(self))
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if self.isEnabled:
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assert self.notify.debug('already isEnabled')
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return
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self.isEnabled = 1
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# keep track of what we do on the inputState so we can undo it later on
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#self.inputStateTokens = []
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ist = self.inputStateTokens
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ist.append(inputState.watch("run", 'runningEvent', "running-on", "running-off"))
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ist.append(inputState.watchWithModifiers("forward", "arrow_up", inputSource=inputState.ArrowKeys))
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ist.append(inputState.watch("forward", "force-forward", "force-forward-stop"))
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ist.append(inputState.watchWithModifiers("reverse", "arrow_down", inputSource=inputState.ArrowKeys))
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ist.append(inputState.watchWithModifiers("reverse", "mouse4", inputSource=inputState.Mouse))
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if self.wantWASD:
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ist.append(inputState.watchWithModifiers("turnLeft", "arrow_left", inputSource=inputState.ArrowKeys))
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ist.append(inputState.watch("turnLeft", "mouse-look_left", "mouse-look_left-done"))
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ist.append(inputState.watch("turnLeft", "force-turnLeft", "force-turnLeft-stop"))
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ist.append(inputState.watchWithModifiers("turnRight", "arrow_right", inputSource=inputState.ArrowKeys))
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ist.append(inputState.watch("turnRight", "mouse-look_right", "mouse-look_right-done"))
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ist.append(inputState.watch("turnRight", "force-turnRight", "force-turnRight-stop"))
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ist.append(inputState.watchWithModifiers("forward", "w", inputSource=inputState.WASD))
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ist.append(inputState.watchWithModifiers("reverse", "s", inputSource=inputState.WASD))
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ist.append(inputState.watchWithModifiers("slideLeft", "q", inputSource=inputState.QE))
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ist.append(inputState.watchWithModifiers("slideRight", "e", inputSource=inputState.QE))
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self.setWASDTurn(self.__WASDTurn)
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else:
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ist.append(inputState.watchWithModifiers("turnLeft", "arrow_left", inputSource=inputState.ArrowKeys))
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ist.append(inputState.watch("turnLeft", "mouse-look_left", "mouse-look_left-done"))
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ist.append(inputState.watch("turnLeft", "force-turnLeft", "force-turnLeft-stop"))
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ist.append(inputState.watchWithModifiers("turnRight", "arrow_right", inputSource=inputState.ArrowKeys))
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ist.append(inputState.watch("turnRight", "mouse-look_right", "mouse-look_right-done"))
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ist.append(inputState.watch("turnRight", "force-turnRight", "force-turnRight-stop"))
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# Jump controls
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if self.wantWASD:
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ist.append(inputState.watchWithModifiers("jump", "space"))
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else:
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ist.append(inputState.watch("jump", "control", "control-up"))
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if self.currentControls:
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self.currentControls.enableAvatarControls()
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def disable(self):
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assert self.notify.debugCall(id(self))
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self.isEnabled = 0
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for token in self.inputStateTokens:
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token.release()
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self.inputStateTokens = []
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for token in self.WASDTurnTokens:
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token.release()
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self.WASDTurnTokens = []
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if self.currentControls:
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self.currentControls.disableAvatarControls()
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if self.passMessagesThrough: # for not breaking toontown
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ist=self.inputStateTokens
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ist.append(inputState.watchWithModifiers("forward", "arrow_up", inputSource=inputState.ArrowKeys))
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ist.append(inputState.watchWithModifiers("reverse", "arrow_down", inputSource=inputState.ArrowKeys))
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ist.append(inputState.watchWithModifiers("turnLeft", "arrow_left", inputSource=inputState.ArrowKeys))
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ist.append(inputState.watchWithModifiers("turnRight", "arrow_right", inputSource=inputState.ArrowKeys))
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def stop(self):
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self.disable()
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if self.currentControls:
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self.currentControls.setCollisionsActive(0)
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self.currentControls.setAvatar(None)
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self.currentControls = None
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def disableAvatarJump(self):
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"""
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prevent
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"""
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assert self.forceAvJumpToken is None
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self.forceAvJumpToken=inputState.force(
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"jump", 0, 'ControlManager.disableAvatarJump')
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def enableAvatarJump(self):
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"""
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Stop forcing the ctrl key to return 0's
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"""
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assert self.forceAvJumpToken is not None
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self.forceAvJumpToken.release()
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self.forceAvJumpToken = None
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def monitor(self, foo):
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#assert self.debugPrint("monitor()")
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#if 1:
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# airborneHeight=self.avatar.getAirborneHeight()
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# onScreenDebug.add("airborneHeight", "% 10.4f"%(airborneHeight,))
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if 0:
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onScreenDebug.add("InputState forward", "%d"%(inputState.isSet("forward")))
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onScreenDebug.add("InputState reverse", "%d"%(inputState.isSet("reverse")))
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onScreenDebug.add("InputState turnLeft", "%d"%(inputState.isSet("turnLeft")))
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onScreenDebug.add("InputState turnRight", "%d"%(inputState.isSet("turnRight")))
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onScreenDebug.add("InputState slideLeft", "%d"%(inputState.isSet("slideLeft")))
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onScreenDebug.add("InputState slideRight", "%d"%(inputState.isSet("slideRight")))
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return Task.cont
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def setWASDTurn(self, turn):
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self.__WASDTurn = turn
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if not self.isEnabled:
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return
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turnLeftWASDSet = inputState.isSet("turnLeft", inputSource=inputState.WASD)
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turnRightWASDSet = inputState.isSet("turnRight", inputSource=inputState.WASD)
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slideLeftWASDSet = inputState.isSet("slideLeft", inputSource=inputState.WASD)
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slideRightWASDSet = inputState.isSet("slideRight", inputSource=inputState.WASD)
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for token in self.WASDTurnTokens:
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token.release()
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if turn:
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self.WASDTurnTokens = (
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inputState.watchWithModifiers("turnLeft", "a", inputSource=inputState.WASD),
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inputState.watchWithModifiers("turnRight", "d", inputSource=inputState.WASD),
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)
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inputState.set("turnLeft", slideLeftWASDSet, inputSource=inputState.WASD)
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inputState.set("turnRight", slideRightWASDSet, inputSource=inputState.WASD)
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inputState.set("slideLeft", False, inputSource=inputState.WASD)
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inputState.set("slideRight", False, inputSource=inputState.WASD)
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else:
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self.WASDTurnTokens = (
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inputState.watchWithModifiers("slideLeft", "a", inputSource=inputState.WASD),
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inputState.watchWithModifiers("slideRight", "d", inputSource=inputState.WASD),
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)
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inputState.set("slideLeft", turnLeftWASDSet, inputSource=inputState.WASD)
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inputState.set("slideRight", turnRightWASDSet, inputSource=inputState.WASD)
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inputState.set("turnLeft", False, inputSource=inputState.WASD)
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inputState.set("turnRight", False, inputSource=inputState.WASD)
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