oldschool-toontown/toontown/classicchars/DistributedDaleAI.py

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from otp.ai.AIBaseGlobal import *
from . import DistributedCCharBaseAI
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from direct.directnotify import DirectNotifyGlobal
from direct.fsm import ClassicFSM
from direct.fsm import State
from direct.task import Task
import random
from toontown.toonbase import ToontownGlobals
from toontown.toonbase import TTLocalizer
from . import CharStateDatasAI
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class DistributedDaleAI(DistributedCCharBaseAI.DistributedCCharBaseAI):
notify = DirectNotifyGlobal.directNotify.newCategory('DistributedDaleAI')
def __init__(self, air, chipId):
DistributedCCharBaseAI.DistributedCCharBaseAI.__init__(self, air, TTLocalizer.Dale)
self.chipId = chipId
self.chip = air.doId2do.get(chipId)
self.fsm = ClassicFSM.ClassicFSM('DistributedDaleAI', [
State.State('Off', self.enterOff, self.exitOff, [
'Lonely']),
State.State('Lonely', self.enterLonely, self.exitLonely, [
'Chatty', 'FollowChip', 'Walk']),
State.State('Chatty', self.enterChatty, self.exitChatty, [
'Lonely', 'FollowChip', 'Walk']),
State.State('Walk', self.enterWalk, self.exitWalk, [
'Lonely', 'Chatty']),
State.State('FollowChip', self.enterFollowChip, self.exitFollowChip, [
'Lonely', 'Chatty', 'FollowChip'])], 'Off', 'Off')
self.fsm.enterInitialState()
self.handleHolidays()
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)
self.lonely = CharStateDatasAI.CharLonelyStateAI(None, self)
self.chatty = CharStateDatasAI.CharChattyStateAI(None, self)
self.followChip = CharStateDatasAI.CharFollowChipStateAI(None, self, self.chip)
return
def walkSpeed(self):
return ToontownGlobals.DaleSpeed
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()
def exitLonely(self):
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()
def exitChatty(self):
self.chatty.exit()
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 enterFollowChip(self):
self.notify.debug('enterFollowChip')
walkState = self.chip.walk
destNode = walkState.getDestNode()
self.followChip.enter(destNode)
def exitFollowChip(self):
self.notify.debug('exitFollowChip')
self.followChip.exit()
def avatarEnterNextState(self):
if len(self.nearbyAvatars) == 1:
if False:
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':
pass
def chipEnteringState(self, newState):
if newState == 'Walk':
self.doFollowChip()
def chipLeavingState(self, oldState):
pass
def doFollowChip(self):
walkState = self.chip.walk
destNode = walkState.getDestNode()
self.fsm.request('FollowChip')
def doChatty(self):
pass
def getChipId(self):
return self.chipId
def enterTransitionToCostume(self):
pass
def exitTransitionToCostume(self):
pass