from otp.ai.AIBaseGlobal import *
import DistributedCCharBaseAI
from direct.directnotify import DirectNotifyGlobal
from direct.fsm import ClassicFSM, State
from direct.fsm import State
from direct.task import Task
import random
from toontown.toonbase import ToontownGlobals
from toontown.toonbase import TTLocalizer
import CharStateDatasAI

class DistributedGoofyAI(DistributedCCharBaseAI.DistributedCCharBaseAI):
    notify = DirectNotifyGlobal.directNotify.newCategory('DistributedGoofyAI')

    def __init__(self, air):
        DistributedCCharBaseAI.DistributedCCharBaseAI.__init__(self, air, TTLocalizer.Goofy)
        self.fsm = ClassicFSM.ClassicFSM('DistributedGoofyAI', [
         State.State('Off', self.enterOff, self.exitOff, [
          'Lonely']),
         State.State('Lonely', self.enterLonely, self.exitLonely, [
          'Chatty', 'Walk']),
         State.State('Chatty', self.enterChatty, self.exitChatty, [
          'Lonely', 'Walk']),
         State.State('Walk', self.enterWalk, self.exitWalk, [
          'Lonely', 'Chatty'])], 'Off', 'Off')
        self.fsm.enterInitialState()

    def delete(self):
        self.fsm.requestFinalState()
        DistributedCCharBaseAI.DistributedCCharBaseAI.delete(self)
        self.lonelyDoneEvent = None
        self.lonely = None
        self.chattyDoneEvent = None
        self.chatty = None
        self.walkDoneEvent = None
        self.walk = None
        return

    def generate(self):
        DistributedCCharBaseAI.DistributedCCharBaseAI.generate(self)
        name = self.getName()
        self.lonelyDoneEvent = self.taskName(name + '-lonely-done')
        self.lonely = CharStateDatasAI.CharLonelyStateAI(self.lonelyDoneEvent, self)
        self.chattyDoneEvent = self.taskName(name + '-chatty-done')
        self.chatty = CharStateDatasAI.CharChattyStateAI(self.chattyDoneEvent, self)
        self.walkDoneEvent = self.taskName(name + '-walk-done')
        self.walk = CharStateDatasAI.CharWalkStateAI(self.walkDoneEvent, self)

    def walkSpeed(self):
        return ToontownGlobals.GoofySpeed

    def start(self):
        self.fsm.request('Lonely')

    def __decideNextState(self, doneStatus):
        if doneStatus['state'] == 'lonely' and doneStatus['status'] == 'done':
            self.fsm.request('Walk')
        elif doneStatus['state'] == 'chatty' and doneStatus['status'] == 'done':
            self.fsm.request('Walk')
        elif doneStatus['state'] == 'walk' and doneStatus['status'] == 'done':
            if len(self.nearbyAvatars) > 0:
                self.fsm.request('Chatty')
            else:
                self.fsm.request('Lonely')

    def enterOff(self):
        pass

    def exitOff(self):
        DistributedCCharBaseAI.DistributedCCharBaseAI.exitOff(self)

    def enterLonely(self):
        self.lonely.enter()
        self.acceptOnce(self.lonelyDoneEvent, self.__decideNextState)

    def exitLonely(self):
        self.ignore(self.lonelyDoneEvent)
        self.lonely.exit()

    def __goForAWalk(self, task):
        self.notify.debug('going for a walk')
        self.fsm.request('Walk')
        return Task.done

    def enterChatty(self):
        self.chatty.enter()
        self.acceptOnce(self.chattyDoneEvent, self.__decideNextState)
        taskMgr.doMethodLater(CharStateDatasAI.CHATTY_DURATION + 10, self.forceLeaveChatty, self.taskName('forceLeaveChatty'))

    def forceLeaveChatty(self, task):
        self.notify.warning('Had to force change of state from Chatty state')
        doneStatus = {}
        doneStatus['state'] = 'chatty'
        doneStatus['status'] = 'done'
        self.__decideNextState(doneStatus)
        return Task.done

    def cleanUpChattyTasks(self):
        taskMgr.removeTasksMatching(self.taskName('forceLeaveChatty'))

    def exitChatty(self):
        self.ignore(self.chattyDoneEvent)
        self.chatty.exit()
        self.cleanUpChattyTasks()

    def enterWalk(self):
        self.notify.debug('going for a walk')
        self.walk.enter()
        self.acceptOnce(self.walkDoneEvent, self.__decideNextState)

    def exitWalk(self):
        self.ignore(self.walkDoneEvent)
        self.walk.exit()

    def avatarEnterNextState(self):
        if len(self.nearbyAvatars) == 1:
            if self.fsm.getCurrentState().getName() != 'Walk':
                self.fsm.request('Chatty')
            else:
                self.notify.debug('avatarEnterNextState: in walk state')
        else:
            self.notify.debug('avatarEnterNextState: num avatars: ' + str(len(self.nearbyAvatars)))

    def avatarExitNextState(self):
        if len(self.nearbyAvatars) == 0:
            if self.fsm.getCurrentState().getName() != 'Walk':
                self.fsm.request('Lonely')
