oldschool-toontown/toontown/classicchars/DistributedDaleAI.py

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2019-11-02 17:27:54 -05:00
from otp.ai.AIBaseGlobal import *
import DistributedCCharBaseAI
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
import CharStateDatasAI
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