Esempio n. 1
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    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
Esempio n. 2
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 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
Esempio n. 3
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    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
Esempio n. 4
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    def enter(self, chipDestNode):
        """
        ////////////////////////////////////////////////////////////////////
        // Function:   called when the character enters the walk state
        //             create a doLater to wait a specific amount of time
        //             while character gets to the destination on all client
        //             machines.
        // Parameters: none
        // Changes:
        ////////////////////////////////////////////////////////////////////
        """
        # choose a destination
        # choose a new destination node, different from last
        #import pdb; pdb.set_trace()
        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)) +
                          ")")
        # calculate an offset
        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

        # broadcast the walk
        self.character.sendUpdate("setFollowChip", [
            self.__curWalkNode, destNode,
            globalClockDelta.getRealNetworkTime(), self.offsetX, self.offsetY
        ])

        # set up a doLater to fire when character is done walking
        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
Esempio n. 5
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    def enter(self):
        """
        ////////////////////////////////////////////////////////////////////
        // Function:   called when the character enters the walk state
        //             create a doLater to wait a specific amount of time
        //             while character gets to the destination on all client
        //             machines.
        // Parameters: none
        // Changes:
        ////////////////////////////////////////////////////////////////////
        """
        # choose a destination
        # choose a new destination node, different from last
        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)) +
                          ")")

        # broadcast the walk
        self.character.sendUpdate("setWalk", [
            self.__curWalkNode, destNode,
            globalClockDelta.getRealNetworkTime()
        ])

        # set up a doLater to fire when character is done walking
        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

        # keep track of the destination since dale needs to know about
        self.destNode = destNode
 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._DistributedCCharBase__handleCollisionSphereEnter)
     self.accept('exitSafeZone', self._DistributedCCharBase__handleExitSafeZone)
Esempio n. 7
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 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
Esempio n. 8
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 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
Esempio n. 9
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    def generate(self, diffPath=None):
        """
        This method is called when the DistributedObject is reintroduced
        to the world, either for the first time or from the cache.
        """
        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)

        # The characters can be immediately parented to render.
        self.setParent(ToontownGlobals.SPRender)

        # hmm. does this character ever blink?
        self.startBlink()
        self.startEarTask()

        # the character's chat track
        self.chatTrack = Sequence()

        # Currently playing dialog
        self.chatterDialogue = None

        # listen for the collision sphere enter event
        self.acceptOnce("enter" + self.cSphereNode.getName(),
                        self.__handleCollisionSphereEnter)

        # listen for safe zone exit event
        self.accept("exitSafeZone", self.__handleExitSafeZone)
 def generate(self):
     DistributedChar.DistributedChar.generate(self)
     self.setPos(
         CCharPaths.getNodePos(CCharPaths.startNode,
                               CCharPaths.getPaths(self.getName())))
     self.setHpr(0, 0, 0)
     self.setParent(ToontownGlobals.SPRender)
     self.startBlink()
     self.startEarTask()
     self.chatTrack = Sequence()
     self.acceptOnce('enter' + self.cSphereNode.getName(),
                     self.__handleCollisionSphereEnter)
     self.accept('exitSafeZone', self.__handleExitSafeZone)