def enter(self, chipDestNode):
     destNode = self._CharFollowChipStateAI__lastWalkNode
     choices = CCharPaths.getAdjacentNodes(
         self._CharFollowChipStateAI__curWalkNode, self.paths)
     if len(choices) == 1:
         destNode = choices[0]
     else:
         while destNode == self._CharFollowChipStateAI__lastWalkNode:
             destNode = random.choice(
                 CCharPaths.getAdjacentNodes(
                     self._CharFollowChipStateAI__curWalkNode, self.paths))
     destNode = chipDestNode
     self.notify.debug(
         'Walking ' + self.character.getName() + '... from ' +
         str(self._CharFollowChipStateAI__curWalkNode) + '(' + str(
             CCharPaths.getNodePos(self._CharFollowChipStateAI__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._CharFollowChipStateAI__curWalkNode, destNode,
         globalClockDelta.getRealNetworkTime(), self.offsetX, self.offsetY
     ])
     duration = CCharPaths.getWalkDuration(
         self._CharFollowChipStateAI__curWalkNode, destNode, self.speed,
         self.paths)
     t = taskMgr.doMethodLater(
         duration, self._CharFollowChipStateAI__doneHandler,
         self.character.taskName(self.character.getName() + 'DoneWalking'))
     t.newWalkNode = destNode
 def enter(self):
     destNode = self._CharWalkStateAI__lastWalkNode
     choices = CCharPaths.getAdjacentNodes(
         self._CharWalkStateAI__curWalkNode, self.paths)
     if len(choices) == 1:
         destNode = choices[0]
     else:
         while destNode == self._CharWalkStateAI__lastWalkNode:
             destNode = random.choice(
                 CCharPaths.getAdjacentNodes(
                     self._CharWalkStateAI__curWalkNode, self.paths))
     self.notify.debug(
         'Walking ' + self.character.getName() + '... from ' +
         str(self._CharWalkStateAI__curWalkNode) + '(' + str(
             CCharPaths.getNodePos(self._CharWalkStateAI__curWalkNode,
                                   self.paths)) + ') to ' + str(destNode) +
         '(' + str(CCharPaths.getNodePos(destNode, self.paths)) + ')')
     self.character.sendUpdate('setWalk', [
         self._CharWalkStateAI__curWalkNode, destNode,
         globalClockDelta.getRealNetworkTime()
     ])
     duration = CCharPaths.getWalkDuration(
         self._CharWalkStateAI__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
Example #3
0
 def enter(self, startTrack=None, playRate=None):
     StateData.StateData.enter(self)
     self.notify.debug('Walking ' + self.character.getName() + '... from ' +
                       str(self.walkInfo[0]) + ' to ' +
                       str(self.walkInfo[1]))
     posPoints = CCharPaths.getPointsFromTo(self.walkInfo[0],
                                            self.walkInfo[1], self.paths)
     lastPos = posPoints[-1]
     newLastPos = Point3(lastPos[0] + self.offsetX,
                         lastPos[1] + self.offsetY, lastPos[2])
     posPoints[-1] = newLastPos
     firstPos = posPoints[0]
     newFirstPos = Point3(firstPos[0] + self.oldOffsetX,
                          firstPos[1] + self.oldOffsetY, firstPos[2])
     posPoints[0] = newFirstPos
     self.walkTrack = Sequence(name=self.character.getName() + '-walk')
     if startTrack:
         self.walkTrack.append(startTrack)
     self.character.setPos(posPoints[0])
     raycast = CCharPaths.getRaycastFlag(self.walkInfo[0], self.walkInfo[1],
                                         self.paths)
     moveTrack = self.makePathTrack(self.character, posPoints, self.speed,
                                    raycast)
     if playRate:
         self.walkTrack.append(
             Func(self.character.setPlayRate, playRate, 'walk'))
     self.walkTrack.append(Func(self.character.loop, 'walk'))
     self.walkTrack.append(moveTrack)
     doneEventName = self.character.getName() + 'WalkDone'
     self.walkTrack.append(Func(messenger.send, doneEventName))
     ts = globalClockDelta.localElapsedTime(self.walkInfo[2])
     self.accept(doneEventName, self.doneHandler)
     self.notify.debug('walkTrack.start(%s)' % ts)
     self.walkTrack.start(ts)
 def __init__(self, doneEvent, character, diffPath=None):
     StateData.StateData.__init__(self, doneEvent)
     self._CharWalkStateAI__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._CharWalkStateAI__lastWalkNode = CCharPaths.startNode
     self._CharWalkStateAI__curWalkNode = CCharPaths.startNode
 def generate(self, diffPath = None):
     DistributedChar.DistributedChar.generate(self)
     if diffPath == None:
         self.setPos(CCharPaths.getNodePos(CCharPaths.startNode, CCharPaths.getPaths(self.getName(), self.getCCLocation())))
     else:
         self.setPos(CCharPaths.getNodePos(CCharPaths.startNode, CCharPaths.getPaths(diffPath, self.getCCLocation())))
     self.setHpr(0, 0, 0)
     self.setParent(ToontownGlobals.SPRender)
     self.startBlink()
     self.startEarTask()
     self.chatTrack = Sequence()
     self.chatterDialogue = None
     self.acceptOnce('enter' + self.cSphereNode.getName(), self.__handleCollisionSphereEnter)
     self.accept('exitSafeZone', self.__handleExitSafeZone)
     return
Example #6
0
    def showPathPoints(self, paths, waypoints=None):
        # Reveals all of the char path points (where the neighborhood
        # char walks around the safezone) in the given paths and
        # waypoints lists (defined in CCharPaths.py).

        self.hideDebugPointText()
        lines = LineSegs()
        lines.setColor(1, 0, 0, 1)

        from toontown.classicchars import CCharPaths

        for name, pointDef in paths.items():
            self.showDebugPointText(name, pointDef[0])

            # Also draw the connecting lines.
            for connectTo in pointDef[1]:
                toDef = paths[connectTo]
                fromP = pointDef[0]
                toP = toDef[0]
                lines.moveTo(fromP[0], fromP[1], fromP[2] + 2.0)

                wpList = CCharPaths.getWayPoints(name, connectTo, paths,
                                                 waypoints)
                for wp in wpList:
                    lines.drawTo(wp[0], wp[1], wp[2] + 2.0)
                    self.showDebugPointText('*', wp)

                lines.drawTo(toP[0], toP[1], toP[2] + 2.0)

        self.debugText.attachNewNode(lines.create())
Example #7
0
 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.offsetX = 0
     self.offsetY = 0
     self.oldOffsetX = 0
     self.olfOffsetY = 0
     self.walkTrack = None
Example #8
0
    def makePathTrack(self, nodePath, posPoints, velocity, raycast=0):
        retval = Sequence()
        if raycast:
            retval.append(Func(nodePath.enableRaycast, 1))
        chip = base.cr.doId2do.get(self.chipId)
        self.chipPaths = CCharPaths.getPaths(chip.getName(),
                                             chip.getCCLocation())
        self.posPoints = posPoints
        chipDuration = chip.walk.walkTrack.getDuration()
        self.notify.debug('chipDuration = %f' % chipDuration)
        chipDistance = CCharPaths.getWalkDistance(self.srcNode, self.destNode,
                                                  ToontownGlobals.ChipSpeed,
                                                  self.chipPaths)
        self.revolutions = chipDistance / self.completeRevolutionDistance
        srcOffset = (0, 0)
        if self.srcNode in self.offsetDict:
            srcOffset = self.offsetDict[self.srcNode]
        srcTheta = math.atan2(srcOffset[1], srcOffset[0])
        if srcTheta < 0:
            srcTheta += 2 * math.pi
        if srcTheta > 0:
            srcRev = (2 * math.pi - srcTheta) / (2 * math.pi)
        else:
            srcRev = 0
        self.srcTheta = srcTheta
        destOffset = (0, 0)
        if self.destNode in self.offsetDict:
            destOffset = self.offsetDict[self.destNode]
        destTheta = math.atan2(destOffset[1], destOffset[0])
        if destTheta < 0:
            destTheta += 2 * math.pi
        self.destTheta = destTheta
        self.revolutions += srcRev
        endingTheta = srcTheta + self.revolutions % 1.0 * 2 * math.pi
        diffTheta = destTheta - endingTheta
        destRev = diffTheta / (2 * math.pi)
        self.revolutions += destRev
        while self.revolutions < 1:
            self.revolutions += 1

        def positionDale(t):
            self.orbitChip(t)

        retval.append(LerpFunctionInterval(positionDale, chipDuration))
        if raycast:
            retval.append(Func(nodePath.enableRaycast, 0))
        return retval
 def __init__(self, doneEvent, character, followedChar):
     StateData.StateData.__init__(self, doneEvent)
     self._CharFollowChipStateAI__doneEvent = doneEvent
     self.character = character
     self.followedChar = followedChar
     self.paths = CCharPaths.getPaths(character.getName(),
                                      character.getCCLocation())
     self.speed = character.walkSpeed()
     self._CharFollowChipStateAI__lastWalkNode = CCharPaths.startNode
     self._CharFollowChipStateAI__curWalkNode = CCharPaths.startNode
Example #10
0
    def showPathPoints(self, paths, waypoints=None):
        self.hideDebugPointText()
        lines = LineSegs()
        lines.setColor(1, 0, 0, 1)
        from toontown.classicchars import CCharPaths
        for name, pointDef in paths.items():
            self.showDebugPointText(name, pointDef[0])
            for connectTo in pointDef[1]:
                toDef = paths[connectTo]
                fromP = pointDef[0]
                toP = toDef[0]
                lines.moveTo(fromP[0], fromP[1], fromP[2] + 2.0)
                wpList = CCharPaths.getWayPoints(name, connectTo, paths, waypoints)
                for wp in wpList:
                    lines.drawTo(wp[0], wp[1], wp[2] + 2.0)
                    self.showDebugPointText('*', wp)

                lines.drawTo(toP[0], toP[1], toP[2] + 2.0)

        self.debugText.attachNewNode(lines.create())
Example #11
0
    def showPathPoints(self, paths, waypoints = None):
        self.hideDebugPointText()
        lines = LineSegs()
        lines.setColor(1, 0, 0, 1)
        from toontown.classicchars import CCharPaths
        for name, pointDef in paths.items():
            self.showDebugPointText(name, pointDef[0])
            for connectTo in pointDef[1]:
                toDef = paths[connectTo]
                fromP = pointDef[0]
                toP = toDef[0]
                lines.moveTo(fromP[0], fromP[1], fromP[2] + 2.0)
                wpList = CCharPaths.getWayPoints(name, connectTo, paths, waypoints)
                for wp in wpList:
                    lines.drawTo(wp[0], wp[1], wp[2] + 2.0)
                    self.showDebugPointText('*', wp)

                lines.drawTo(toP[0], toP[1], toP[2] + 2.0)

        self.debugText.attachNewNode(lines.create())
Example #12
0
 def showPaths(self):
     # Overridden from Playground to fill in the correct parameters
     # for showPathPoints().
     from toontown.classicchars import CCharPaths
     from toontown.toonbase import TTLocalizer
     self.showPathPoints(CCharPaths.getPaths(TTLocalizer.Donald))
 def showPaths(self):
     self.showPathPoints(CCharPaths.getPaths(TTLocalizer.Donald))
Example #14
0
 def showPaths(self):
     self.showPathPoints(CCharPaths.getPaths(TTLocalizer.Mickey))
Example #15
0
 def showPaths(self):
     from toontown.classicchars import CCharPaths
     from toontown.toonbase import TTLocalizer
     self.showPathPoints(CCharPaths.getPaths(TTLocalizer.Chip))
 def showPaths(self):
     self.showPathPoints(CCharPaths.getPaths(TTLocalizer.Donald))
 def showPaths(self):
     self.showPathPoints(CCharPaths.getPaths(TTLocalizer.Pluto))
Example #18
0
 def showPaths(self):
     self.showPathPoints(CCharPaths.getPaths(TTLocalizer.Pluto))
Example #19
0
 def showPaths(self):
     from toontown.classicchars import CCharPaths
     from toontown.toonbase import TTLocalizer
     self.showPathPoints(CCharPaths.getPaths(TTLocalizer.Donald))
Example #20
0
 def showPaths(self):
     self.showPathPoints(CCharPaths.getPaths(TTLocalizer.Goofy))