mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-25 04:32:33 -06:00
345 lines
14 KiB
Python
345 lines
14 KiB
Python
|
|
from direct.showbase.InputStateGlobal import inputState
|
|
#from DirectGui import *
|
|
#from PythonUtil import *
|
|
#from IntervalGlobal import *
|
|
|
|
#from otp.avatar import Avatar
|
|
from direct.directnotify import DirectNotifyGlobal
|
|
#import GhostWalker
|
|
#import GravityWalker
|
|
#import NonPhysicsWalker
|
|
#import PhysicsWalker
|
|
#if __debug__:
|
|
# import DevWalker
|
|
from direct.task import Task
|
|
CollisionHandlerRayStart = 4000.0 # This is a hack, it may be better to use a line instead of a ray.
|
|
|
|
class ControlManager:
|
|
notify = DirectNotifyGlobal.directNotify.newCategory("ControlManager")
|
|
wantAvatarPhysicsIndicator = config.GetBool('want-avatar-physics-indicator', 0)
|
|
wantAvatarPhysicsDebug = config.GetBool('want-avatar-physics-debug', 0)
|
|
wantWASD = config.GetBool('want-WASD', 0)
|
|
|
|
def __init__(self, enable=True, passMessagesThrough = False):
|
|
assert self.notify.debug("init control manager %s" % (passMessagesThrough))
|
|
assert self.notify.debugCall(id(self))
|
|
self.passMessagesThrough = passMessagesThrough
|
|
self.inputStateTokens = []
|
|
# Used to switch between strafe and turn. We will reset to whatever was last set.
|
|
self.WASDTurnTokens = []
|
|
self.__WASDTurn = True
|
|
self.controls = {}
|
|
self.currentControls = None
|
|
self.currentControlsName = None
|
|
self.isEnabled = 0
|
|
if enable:
|
|
self.enable()
|
|
#self.monitorTask = taskMgr.add(self.monitor, "ControlManager-%s"%(id(self)), priority=-1)
|
|
self.forceAvJumpToken = None
|
|
|
|
|
|
|
|
if self.passMessagesThrough: # for not breaking toontown
|
|
ist=self.inputStateTokens
|
|
ist.append(inputState.watchWithModifiers("forward", "arrow_up", inputSource=inputState.ArrowKeys))
|
|
ist.append(inputState.watchWithModifiers("reverse", "arrow_down", inputSource=inputState.ArrowKeys))
|
|
ist.append(inputState.watchWithModifiers("turnLeft", "arrow_left", inputSource=inputState.ArrowKeys))
|
|
ist.append(inputState.watchWithModifiers("turnRight", "arrow_right", inputSource=inputState.ArrowKeys))
|
|
|
|
|
|
def __str__(self):
|
|
return 'ControlManager: using \'%s\'' % self.currentControlsName
|
|
|
|
def add(self, controls, name="basic"):
|
|
"""
|
|
controls is an avatar control system.
|
|
name is any key that you want to use to refer to the
|
|
the controls later (e.g. using the use(<name>) call).
|
|
|
|
Add a control instance to the list of available control systems.
|
|
|
|
See also: use().
|
|
"""
|
|
assert self.notify.debugCall(id(self))
|
|
assert controls is not None
|
|
oldControls = self.controls.get(name)
|
|
if oldControls is not None:
|
|
assert self.notify.debug("Replacing controls: %s" % name)
|
|
oldControls.disableAvatarControls()
|
|
oldControls.setCollisionsActive(0)
|
|
oldControls.delete()
|
|
controls.disableAvatarControls()
|
|
controls.setCollisionsActive(0)
|
|
self.controls[name] = controls
|
|
|
|
def get(self, name):
|
|
return self.controls.get(name)
|
|
|
|
def remove(self, name):
|
|
"""
|
|
name is any key that was used to refer to the
|
|
the controls when they were added (e.g.
|
|
using the add(<controls>, <name>) call).
|
|
|
|
Remove a control instance from the list of
|
|
available control systems.
|
|
|
|
See also: add().
|
|
"""
|
|
assert self.notify.debugCall(id(self))
|
|
oldControls = self.controls.pop(name,None)
|
|
if oldControls is not None:
|
|
assert self.notify.debug("Removing controls: %s" % name)
|
|
oldControls.disableAvatarControls()
|
|
oldControls.setCollisionsActive(0)
|
|
|
|
if __debug__:
|
|
def lockControls(self):
|
|
self.ignoreUse=True
|
|
|
|
def unlockControls(self):
|
|
if hasattr(self, "ignoreUse"):
|
|
del self.ignoreUse
|
|
|
|
def use(self, name, avatar):
|
|
"""
|
|
name is a key (string) that was previously passed to add().
|
|
|
|
Use a previously added control system.
|
|
|
|
See also: add().
|
|
"""
|
|
assert self.notify.debugCall(id(self))
|
|
if __debug__ and hasattr(self, "ignoreUse"):
|
|
return
|
|
controls = self.controls.get(name)
|
|
|
|
if controls is not None:
|
|
if controls is not self.currentControls:
|
|
if self.currentControls is not None:
|
|
self.currentControls.disableAvatarControls()
|
|
self.currentControls.setCollisionsActive(0)
|
|
self.currentControls.setAvatar(None)
|
|
self.currentControls = controls
|
|
self.currentControlsName = name
|
|
self.currentControls.setAvatar(avatar)
|
|
self.currentControls.setCollisionsActive(1)
|
|
if self.isEnabled:
|
|
self.currentControls.enableAvatarControls()
|
|
messenger.send('use-%s-controls'%(name,), [avatar])
|
|
#else:
|
|
# print "Controls are already", name
|
|
else:
|
|
assert self.notify.debug("Unkown controls: %s" % name)
|
|
|
|
def setSpeeds(self, forwardSpeed, jumpForce,
|
|
reverseSpeed, rotateSpeed, strafeLeft=0, strafeRight=0):
|
|
assert self.notify.debugCall(id(self))
|
|
for controls in self.controls.values():
|
|
controls.setWalkSpeed(
|
|
forwardSpeed, jumpForce, reverseSpeed, rotateSpeed)
|
|
|
|
def delete(self):
|
|
assert self.notify.debugCall(id(self))
|
|
self.disable()
|
|
for controls in self.controls.keys():
|
|
self.remove(controls)
|
|
del self.controls
|
|
del self.currentControls
|
|
|
|
for token in self.inputStateTokens:
|
|
token.release()
|
|
|
|
for token in self.WASDTurnTokens:
|
|
token.release()
|
|
self.WASDTurnTokens = []
|
|
|
|
#self.monitorTask.remove()
|
|
|
|
def getSpeeds(self):
|
|
if self.currentControls:
|
|
return self.currentControls.getSpeeds()
|
|
return None
|
|
|
|
def getIsAirborne(self):
|
|
if self.currentControls:
|
|
return self.currentControls.getIsAirborne()
|
|
return False
|
|
|
|
def setTag(self, key, value):
|
|
assert self.notify.debugCall(id(self))
|
|
for controls in self.controls.values():
|
|
controls.setTag(key, value)
|
|
|
|
def deleteCollisions(self):
|
|
assert self.notify.debugCall(id(self))
|
|
for controls in self.controls.values():
|
|
controls.deleteCollisions()
|
|
|
|
def collisionsOn(self):
|
|
assert self.notify.debugCall(id(self))
|
|
if self.currentControls:
|
|
self.currentControls.setCollisionsActive(1)
|
|
|
|
def collisionsOff(self):
|
|
assert self.notify.debugCall(id(self))
|
|
if self.currentControls:
|
|
self.currentControls.setCollisionsActive(0)
|
|
|
|
def placeOnFloor(self):
|
|
assert self.notify.debugCall(id(self))
|
|
if self.currentControls:
|
|
self.currentControls.placeOnFloor()
|
|
|
|
def enable(self):
|
|
assert self.notify.debugCall(id(self))
|
|
|
|
if self.isEnabled:
|
|
assert self.notify.debug('already isEnabled')
|
|
return
|
|
|
|
self.isEnabled = 1
|
|
|
|
# keep track of what we do on the inputState so we can undo it later on
|
|
#self.inputStateTokens = []
|
|
ist = self.inputStateTokens
|
|
ist.append(inputState.watch("run", 'runningEvent', "running-on", "running-off"))
|
|
|
|
ist.append(inputState.watchWithModifiers("forward", "arrow_up", inputSource=inputState.ArrowKeys))
|
|
ist.append(inputState.watch("forward", "force-forward", "force-forward-stop"))
|
|
|
|
ist.append(inputState.watchWithModifiers("reverse", "arrow_down", inputSource=inputState.ArrowKeys))
|
|
ist.append(inputState.watchWithModifiers("reverse", "mouse4", inputSource=inputState.Mouse))
|
|
|
|
if self.wantWASD:
|
|
ist.append(inputState.watchWithModifiers("turnLeft", "arrow_left", inputSource=inputState.ArrowKeys))
|
|
ist.append(inputState.watch("turnLeft", "mouse-look_left", "mouse-look_left-done"))
|
|
ist.append(inputState.watch("turnLeft", "force-turnLeft", "force-turnLeft-stop"))
|
|
|
|
ist.append(inputState.watchWithModifiers("turnRight", "arrow_right", inputSource=inputState.ArrowKeys))
|
|
ist.append(inputState.watch("turnRight", "mouse-look_right", "mouse-look_right-done"))
|
|
ist.append(inputState.watch("turnRight", "force-turnRight", "force-turnRight-stop"))
|
|
|
|
ist.append(inputState.watchWithModifiers("forward", "w", inputSource=inputState.WASD))
|
|
ist.append(inputState.watchWithModifiers("reverse", "s", inputSource=inputState.WASD))
|
|
|
|
ist.append(inputState.watchWithModifiers("slideLeft", "q", inputSource=inputState.QE))
|
|
ist.append(inputState.watchWithModifiers("slideRight", "e", inputSource=inputState.QE))
|
|
|
|
self.setWASDTurn(self.__WASDTurn)
|
|
else:
|
|
ist.append(inputState.watchWithModifiers("turnLeft", "arrow_left", inputSource=inputState.ArrowKeys))
|
|
ist.append(inputState.watch("turnLeft", "mouse-look_left", "mouse-look_left-done"))
|
|
ist.append(inputState.watch("turnLeft", "force-turnLeft", "force-turnLeft-stop"))
|
|
|
|
ist.append(inputState.watchWithModifiers("turnRight", "arrow_right", inputSource=inputState.ArrowKeys))
|
|
ist.append(inputState.watch("turnRight", "mouse-look_right", "mouse-look_right-done"))
|
|
ist.append(inputState.watch("turnRight", "force-turnRight", "force-turnRight-stop"))
|
|
|
|
# Jump controls
|
|
if self.wantWASD:
|
|
ist.append(inputState.watchWithModifiers("jump", "space"))
|
|
else:
|
|
ist.append(inputState.watch("jump", "control", "control-up"))
|
|
|
|
if self.currentControls:
|
|
self.currentControls.enableAvatarControls()
|
|
|
|
def disable(self):
|
|
assert self.notify.debugCall(id(self))
|
|
self.isEnabled = 0
|
|
|
|
for token in self.inputStateTokens:
|
|
token.release()
|
|
self.inputStateTokens = []
|
|
|
|
for token in self.WASDTurnTokens:
|
|
token.release()
|
|
self.WASDTurnTokens = []
|
|
|
|
if self.currentControls:
|
|
self.currentControls.disableAvatarControls()
|
|
|
|
if self.passMessagesThrough: # for not breaking toontown
|
|
ist=self.inputStateTokens
|
|
ist.append(inputState.watchWithModifiers("forward", "arrow_up", inputSource=inputState.ArrowKeys))
|
|
ist.append(inputState.watchWithModifiers("reverse", "arrow_down", inputSource=inputState.ArrowKeys))
|
|
ist.append(inputState.watchWithModifiers("turnLeft", "arrow_left", inputSource=inputState.ArrowKeys))
|
|
ist.append(inputState.watchWithModifiers("turnRight", "arrow_right", inputSource=inputState.ArrowKeys))
|
|
|
|
def stop(self):
|
|
self.disable()
|
|
if self.currentControls:
|
|
self.currentControls.setCollisionsActive(0)
|
|
self.currentControls.setAvatar(None)
|
|
self.currentControls = None
|
|
|
|
def disableAvatarJump(self):
|
|
"""
|
|
prevent
|
|
"""
|
|
assert self.forceAvJumpToken is None
|
|
self.forceAvJumpToken=inputState.force(
|
|
"jump", 0, 'ControlManager.disableAvatarJump')
|
|
|
|
def enableAvatarJump(self):
|
|
"""
|
|
Stop forcing the ctrl key to return 0's
|
|
"""
|
|
assert self.forceAvJumpToken is not None
|
|
self.forceAvJumpToken.release()
|
|
self.forceAvJumpToken = None
|
|
|
|
def monitor(self, foo):
|
|
#assert self.debugPrint("monitor()")
|
|
#if 1:
|
|
# airborneHeight=self.avatar.getAirborneHeight()
|
|
# onScreenDebug.add("airborneHeight", "% 10.4f"%(airborneHeight,))
|
|
if 0:
|
|
onScreenDebug.add("InputState forward", "%d"%(inputState.isSet("forward")))
|
|
onScreenDebug.add("InputState reverse", "%d"%(inputState.isSet("reverse")))
|
|
onScreenDebug.add("InputState turnLeft", "%d"%(inputState.isSet("turnLeft")))
|
|
onScreenDebug.add("InputState turnRight", "%d"%(inputState.isSet("turnRight")))
|
|
onScreenDebug.add("InputState slideLeft", "%d"%(inputState.isSet("slideLeft")))
|
|
onScreenDebug.add("InputState slideRight", "%d"%(inputState.isSet("slideRight")))
|
|
return Task.cont
|
|
|
|
def setWASDTurn(self, turn):
|
|
self.__WASDTurn = turn
|
|
|
|
if not self.isEnabled:
|
|
return
|
|
|
|
turnLeftWASDSet = inputState.isSet("turnLeft", inputSource=inputState.WASD)
|
|
turnRightWASDSet = inputState.isSet("turnRight", inputSource=inputState.WASD)
|
|
slideLeftWASDSet = inputState.isSet("slideLeft", inputSource=inputState.WASD)
|
|
slideRightWASDSet = inputState.isSet("slideRight", inputSource=inputState.WASD)
|
|
|
|
for token in self.WASDTurnTokens:
|
|
token.release()
|
|
|
|
if turn:
|
|
self.WASDTurnTokens = (
|
|
inputState.watchWithModifiers("turnLeft", "a", inputSource=inputState.WASD),
|
|
inputState.watchWithModifiers("turnRight", "d", inputSource=inputState.WASD),
|
|
)
|
|
|
|
inputState.set("turnLeft", slideLeftWASDSet, inputSource=inputState.WASD)
|
|
inputState.set("turnRight", slideRightWASDSet, inputSource=inputState.WASD)
|
|
|
|
inputState.set("slideLeft", False, inputSource=inputState.WASD)
|
|
inputState.set("slideRight", False, inputSource=inputState.WASD)
|
|
|
|
else:
|
|
self.WASDTurnTokens = (
|
|
inputState.watchWithModifiers("slideLeft", "a", inputSource=inputState.WASD),
|
|
inputState.watchWithModifiers("slideRight", "d", inputSource=inputState.WASD),
|
|
)
|
|
|
|
inputState.set("slideLeft", turnLeftWASDSet, inputSource=inputState.WASD)
|
|
inputState.set("slideRight", turnRightWASDSet, inputSource=inputState.WASD)
|
|
|
|
inputState.set("turnLeft", False, inputSource=inputState.WASD)
|
|
inputState.set("turnRight", False, inputSource=inputState.WASD)
|
|
|