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 DistributedChipAI(DistributedCCharBaseAI.DistributedCCharBaseAI): notify = DirectNotifyGlobal.directNotify.newCategory('DistributedChipAI') def __init__(self, air): DistributedCCharBaseAI.DistributedCCharBaseAI.__init__(self, air, TTLocalizer.Chip) self.fsm = ClassicFSM.ClassicFSM('DistributedChipAI', [ State.State('Off', self.enterOff, self.exitOff, [ 'Lonely', 'TransitionToCostume']), State.State('Lonely', self.enterLonely, self.exitLonely, [ 'Chatty', 'Walk', 'TransitionToCostume']), State.State('Chatty', self.enterChatty, self.exitChatty, [ 'Lonely', 'Walk', 'TransitionToCostume']), State.State('Walk', self.enterWalk, self.exitWalk, [ 'Lonely', 'Chatty', 'TransitionToCostume']), State.State('TransitionToCostume', self.enterTransitionToCostume, self.exitTransitionToCostume, [ 'Off'])], 'Off', 'Off') self.fsm.enterInitialState() self.dale = None self.handleHolidays() return 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.ChipChattyStateAI(self.chattyDoneEvent, self) self.walkDoneEvent = self.taskName(name + '-walk-done') self.walk = CharStateDatasAI.CharWalkStateAI(self.walkDoneEvent, self) def walkSpeed(self): return ToontownGlobals.ChipSpeed def start(self): self.fsm.request('Lonely') def __decideNextState(self, doneStatus): if self.transitionToCostume == 1: curWalkNode = self.walk.getDestNode() if simbase.air.holidayManager: if ToontownGlobals.HALLOWEEN_COSTUMES in simbase.air.holidayManager.currentHolidays and simbase.air.holidayManager.currentHolidays[ToontownGlobals.HALLOWEEN_COSTUMES]: simbase.air.holidayManager.currentHolidays[ToontownGlobals.HALLOWEEN_COSTUMES].triggerSwitch(curWalkNode, self) self.fsm.request('TransitionToCostume') return else: self.notify.warning('transitionToCostume == 1 but no costume holiday') else: self.notify.warning('transitionToCostume == 1 but no holiday Manager') 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) if self.dale: self.dale.chipEnteringState(self.fsm.getCurrentState().getName()) def exitLonely(self): self.ignore(self.lonelyDoneEvent) self.lonely.exit() if self.dale: self.dale.chipLeavingState(self.fsm.getCurrentState().getName()) 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) if self.dale: self.dale.chipEnteringState(self.fsm.getCurrentState().getName()) 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() if self.dale: self.dale.chipLeavingState(self.fsm.getCurrentState().getName()) self.cleanUpChattyTasks() def enterWalk(self): self.notify.debug('going for a walk') self.walk.enter() self.acceptOnce(self.walkDoneEvent, self.__decideNextState) if self.dale: self.dale.chipEnteringState(self.fsm.getCurrentState().getName()) def exitWalk(self): self.ignore(self.walkDoneEvent) self.walk.exit() if self.dale: self.dale.chipLeavingState(self.fsm.getCurrentState().getName()) 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') def setDaleId(self, daleId): self.daleId = daleId self.dale = self.air.doId2do.get(daleId) self.chatty.setDaleId(self.daleId) def enterTransitionToCostume(self): pass def exitTransitionToCostume(self): pass