from otp.ai.AIBaseGlobal import * from direct.distributed.ClockDelta import * from direct.fsm import StateData from direct.directnotify import DirectNotifyGlobal import random from direct.task import Task from toontown.toonbase import ToontownGlobals import CCharChatter, CCharPaths CHATTY_DURATION = 120.0 class CharLonelyStateAI(StateData.StateData): notify = DirectNotifyGlobal.directNotify.newCategory('CharLonelyStateAI') def __init__(self, doneEvent, character): StateData.StateData.__init__(self, doneEvent) self.__doneEvent = doneEvent self.character = character def enter(self): if hasattr(self.character, 'name'): name = self.character.getName() else: name = 'character' self.notify.debug('Lonely ' + self.character.getName() + '...') StateData.StateData.enter(self) duration = random.randint(3, 15) taskMgr.doMethodLater(duration, self.__doneHandler, self.character.taskName('startWalking')) def exit(self): StateData.StateData.exit(self) taskMgr.remove(self.character.taskName('startWalking')) def __doneHandler(self, task): doneStatus = {} doneStatus['state'] = 'lonely' doneStatus['status'] = 'done' messenger.send(self.__doneEvent, [doneStatus]) return Task.done class CharChattyStateAI(StateData.StateData): notify = DirectNotifyGlobal.directNotify.newCategory('CharChattyStateAI') notify.setDebug(True) def __init__(self, doneEvent, character): StateData.StateData.__init__(self, doneEvent) self.__doneEvent = doneEvent self.character = character self.__chatTaskName = 'characterChat-' + str(character) self.lastChatTarget = 0 self.nextChatTime = 0 self.lastMessage = [ -1, -1] def enter(self): if hasattr(self.character, 'name'): name = self.character.getName() else: name = 'character' self.notify.debug('Chatty ' + self.character.getName() + '...') self.chatter = CCharChatter.getChatter(self.character.getName(), self.character.getCCChatter()) if self.chatter != None: taskMgr.remove(self.__chatTaskName) taskMgr.add(self.blather, self.__chatTaskName) else: self.notify.debug('Chatter is none.. sending done message') self.leave(timeout=1) StateData.StateData.enter(self) return def pickMsg(self, category): self.getLatestChatter() if self.chatter: return random.randint(0, len(self.chatter[category]) - 1) else: return None return None def getLatestChatter(self): self.chatter = CCharChatter.getChatter(self.character.getName(), self.character.getCCChatter()) def setCorrectChatter(self): self.chatter = CCharChatter.getChatter(self.character.getName(), self.character.getCCChatter()) def blather(self, task): now = globalClock.getFrameTime() if now < self.nextChatTime: return Task.cont self.getLatestChatter() if self.character.lostInterest(): self.leave() return Task.done if task.time > CHATTY_DURATION: self.leave(timeout=1) return Task.done if not self.chatter: self.notify.debug('Chatter doesnt exist') self.leave(timeout=1) return Task.done if not self.character.getNearbyAvatars(): return Task.cont target = self.character.getNearbyAvatars()[0] if self.lastChatTarget != target: self.lastChatTarget = target category = CCharChatter.GREETING else: category = CCharChatter.COMMENT self.setCorrectChatter() if category == self.lastMessage[0] and len(self.chatter[category]) > 1: msg = self.lastMessage[1] lastMsgIndex = self.lastMessage[1] if lastMsgIndex < len(self.chatter[category]) and lastMsgIndex >= 0: while self.chatter[category][msg] == self.chatter[category][lastMsgIndex]: msg = self.pickMsg(category) if not msg: break else: msg = self.pickMsg(category) else: msg = self.pickMsg(category) if msg == None: self.notify.debug('Cannot pick a message') self.leave(timeout=1) return Task.done self.character.sendUpdate('setChat', [category, msg, target]) self.lastMessage = [ category, msg] self.nextChatTime = now + 8.0 + random.random() * 4.0 return Task.cont def leave(self, timeout=0): if self.chatter != None and not timeout: category = CCharChatter.GOODBYE msg = random.randint(0, len(self.chatter[CCharChatter.GOODBYE]) - 1) if len(self.character.getNearbyAvatars()) > 0: target = self.character.getNearbyAvatars()[0] self.character.sendUpdate('setChat', [category, msg, target]) else: self.notify.warning('Nearby avatars left') if timeout == 1: self.notify.debug('We were stuck in the chatty state') taskMgr.doMethodLater(1, self.doneHandler, self.character.taskName('waitToFinish')) return def exit(self): StateData.StateData.exit(self) taskMgr.remove(self.__chatTaskName) def doneHandler(self, task): doneStatus = {} doneStatus['state'] = 'chatty' doneStatus['status'] = 'done' messenger.send(self.__doneEvent, [doneStatus]) return Task.done class CharWalkStateAI(StateData.StateData): notify = DirectNotifyGlobal.directNotify.newCategory('CharWalkStateAI') def __init__(self, doneEvent, character, diffPath=None): StateData.StateData.__init__(self, doneEvent) self.__doneEvent = doneEvent self.character = character if diffPath == None: self.paths = CCharPaths.getPaths(character.getName(), character.getCCLocation()) else: self.paths = CCharPaths.getPaths(diffPath, character.getCCLocation()) self.speed = character.walkSpeed() self.__lastWalkNode = CCharPaths.startNode self.__curWalkNode = CCharPaths.startNode return def enter(self): destNode = self.__lastWalkNode choices = CCharPaths.getAdjacentNodes(self.__curWalkNode, self.paths) if len(choices) == 1: destNode = choices[0] else: while destNode == self.__lastWalkNode: destNode = random.choice(CCharPaths.getAdjacentNodes(self.__curWalkNode, self.paths)) self.notify.debug('Walking ' + self.character.getName() + '... from ' + str(self.__curWalkNode) + '(' + str(CCharPaths.getNodePos(self.__curWalkNode, self.paths)) + ') to ' + str(destNode) + '(' + str(CCharPaths.getNodePos(destNode, self.paths)) + ')') self.character.sendUpdate('setWalk', [self.__curWalkNode, destNode, globalClockDelta.getRealNetworkTime()]) duration = CCharPaths.getWalkDuration(self.__curWalkNode, destNode, self.speed, self.paths) t = taskMgr.doMethodLater(duration, self.doneHandler, self.character.taskName(self.character.getName() + 'DoneWalking')) t.newWalkNode = destNode self.destNode = destNode def exit(self): StateData.StateData.exit(self) taskMgr.remove(self.character.taskName(self.character.getName() + 'DoneWalking')) def getDestNode(self): if hasattr(self, 'destNode') and self.destNode: return self.destNode else: return self.__curWalkNode def setCurNode(self, curWalkNode): self.__curWalkNode = curWalkNode def doneHandler(self, task): self.__lastWalkNode = self.__curWalkNode self.__curWalkNode = task.newWalkNode self.character.sendUpdate('setWalk', [self.__curWalkNode, self.__curWalkNode, globalClockDelta.getRealNetworkTime()]) doneStatus = {} doneStatus['state'] = 'walk' doneStatus['status'] = 'done' messenger.send(self.__doneEvent, [doneStatus]) return Task.done class CharFollowChipStateAI(StateData.StateData): notify = DirectNotifyGlobal.directNotify.newCategory('CharFollowChipStateAI') def __init__(self, doneEvent, character, followedChar): StateData.StateData.__init__(self, doneEvent) self.__doneEvent = doneEvent self.character = character self.followedChar = followedChar self.paths = CCharPaths.getPaths(character.getName(), character.getCCLocation()) self.speed = character.walkSpeed() self.__lastWalkNode = CCharPaths.startNode self.__curWalkNode = CCharPaths.startNode def enter(self, chipDestNode): destNode = self.__lastWalkNode choices = CCharPaths.getAdjacentNodes(self.__curWalkNode, self.paths) if len(choices) == 1: destNode = choices[0] else: while destNode == self.__lastWalkNode: destNode = random.choice(CCharPaths.getAdjacentNodes(self.__curWalkNode, self.paths)) destNode = chipDestNode self.notify.debug('Walking ' + self.character.getName() + '... from ' + str(self.__curWalkNode) + '(' + str(CCharPaths.getNodePos(self.__curWalkNode, self.paths)) + ') to ' + str(destNode) + '(' + str(CCharPaths.getNodePos(destNode, self.paths)) + ')') self.offsetDistance = ToontownGlobals.DaleOrbitDistance angle = random.randint(0, 359) self.offsetX = math.cos(deg2Rad(angle)) * self.offsetDistance self.offsetY = math.sin(deg2Rad(angle)) * self.offsetDistance self.character.sendUpdate('setFollowChip', [self.__curWalkNode, destNode, globalClockDelta.getRealNetworkTime(), self.offsetX, self.offsetY]) duration = CCharPaths.getWalkDuration(self.__curWalkNode, destNode, self.speed, self.paths) t = taskMgr.doMethodLater(duration, self.__doneHandler, self.character.taskName(self.character.getName() + 'DoneWalking')) t.newWalkNode = destNode def exit(self): StateData.StateData.exit(self) taskMgr.remove(self.character.taskName(self.character.getName() + 'DoneWalking')) def __doneHandler(self, task): self.__lastWalkNode = self.__curWalkNode self.__curWalkNode = task.newWalkNode self.character.sendUpdate('setFollowChip', [self.__curWalkNode, self.__curWalkNode, globalClockDelta.getRealNetworkTime(), self.offsetX, self.offsetY]) doneStatus = {} doneStatus['state'] = 'walk' doneStatus['status'] = 'done' messenger.send(self.__doneEvent, [doneStatus]) return Task.done class ChipChattyStateAI(CharChattyStateAI): notify = DirectNotifyGlobal.directNotify.newCategory('ChipChattyStateAI') def setDaleId(self, daleId): self.daleId = daleId self.dale = simbase.air.doId2do.get(self.daleId) def blather(self, task): now = globalClock.getFrameTime() if now < self.nextChatTime: return Task.cont self.getLatestChatter() if self.character.lostInterest(): self.leave() return Task.done if task.time > CHATTY_DURATION: self.leave(timeout=1) return Task.done if not self.chatter: self.notify.debug('I do not want to talk') return Task.done if not self.character.getNearbyAvatars(): return Task.cont target = self.character.getNearbyAvatars()[0] if self.lastChatTarget != target: self.lastChatTarget = target category = CCharChatter.GREETING else: category = CCharChatter.COMMENT if category == self.lastMessage[0] and len(self.chatter[category]) > 1: msg = self.lastMessage[1] lastMsgIndex = self.lastMessage[1] if lastMsgIndex < len(self.chatter[category]) and lastMsgIndex >= 0: while self.chatter[category][msg] == self.chatter[category][lastMsgIndex]: msg = self.pickMsg(category) if not msg: break else: msg = self.pickMsg(category) else: msg = self.pickMsg(category) if msg == None: self.notify.debug('I do not want to talk') return Task.done self.character.sendUpdate('setChat', [category, msg, target]) if hasattr(self, 'dale') and self.dale: self.dale.sendUpdate('setChat', [category, msg, target]) self.lastMessage = [category, msg] self.nextChatTime = now + 8.0 + random.random() * 4.0 return Task.cont def leave(self, timeout=0): if self.chatter != None and not timeout: category = CCharChatter.GOODBYE msg = random.randint(0, len(self.chatter[CCharChatter.GOODBYE]) - 1) if len(self.character.getNearbyAvatars()) > 0: target = self.character.getNearbyAvatars()[0] self.character.sendUpdate('setChat', [category, msg, target]) if hasattr(self, 'dale') and self.dale: self.dale.sendUpdate('setChat', [category, msg, target]) else: self.notify.warning('Nearby avatars left') taskMgr.doMethodLater(1, self.doneHandler, self.character.taskName('waitToFinish')) return