from otp.ai.AIBaseGlobal import * from direct.distributed.ClockDelta import * from direct.directnotify import DirectNotifyGlobal from direct.fsm import ClassicFSM, State from direct.distributed import DistributedObjectAI from direct.fsm import State class DistributedAnimatedPropAI(DistributedObjectAI.DistributedObjectAI): def __init__(self, air, propId): DistributedObjectAI.DistributedObjectAI.__init__(self, air) self.fsm = ClassicFSM.ClassicFSM('DistributedAnimatedPropAI', [ State.State('off', self.enterOff, self.exitOff, [ 'playing']), State.State('attract', self.enterAttract, self.exitAttract, [ 'playing']), State.State('playing', self.enterPlaying, self.exitPlaying, [ 'attract'])], 'off', 'off') self.fsm.enterInitialState() self.propId = propId self.avatarId = 0 def delete(self): self.fsm.requestFinalState() del self.fsm DistributedObjectAI.DistributedObjectAI.delete(self) def getPropId(self): return self.propId def getAvatarInteract(self): return self.avatarId def getInitialState(self): return [ self.fsm.getCurrentState().getName(), globalClockDelta.getRealNetworkTime()] def getOwnerDoId(self): return self.ownerDoId def requestInteract(self): avatarId = self.air.getAvatarIdFromSender() stateName = self.fsm.getCurrentState().getName() if stateName != 'playing': self.sendUpdate('setAvatarInteract', [avatarId]) self.avatarId = avatarId self.fsm.request('playing') else: self.sendUpdateToAvatarId(avatarId, 'rejectInteract', []) def requestExit(self): avatarId = self.air.getAvatarIdFromSender() if avatarId == self.avatarId: stateName = self.fsm.getCurrentState().getName() if stateName == 'playing': self.sendUpdate('avatarExit', [avatarId]) self.fsm.request('attract') def getState(self): return [ self.fsm.getCurrentState().getName(), globalClockDelta.getRealNetworkTime()] def d_setState(self, state): self.sendUpdate('setState', [state, globalClockDelta.getRealNetworkTime()]) def enterOff(self): pass def exitOff(self): pass def enterAttract(self): self.d_setState('attract') def exitAttract(self): pass def enterPlaying(self): self.d_setState('playing') def exitPlaying(self): pass