oldschool-toontown/toontown/classicchars/DistributedChipAI.py
2019-11-02 18:27:54 -04:00

166 lines
6.5 KiB
Python

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