def build_basic_elements(self, sequence=()):
        sequence = super().build_basic_elements(sequence=sequence)
        if self.super_interaction.social_group is not None:
            listen_animation_factory = self.super_interaction.listen_animation
        else:
            listen_animation_factory = None
            for group in self.sim.get_groups_for_sim_gen():
                si = group.get_si_registered_for_sim(self.sim)
                while si is not None:
                    listen_animation_factory = si.listen_animation
                    break
        if listen_animation_factory is not None:
            for sim in self.required_sims():
                if sim is self.sim:
                    pass
                sequence = listen_animation_factory(sim.animation_interaction, sequence=sequence)
                sequence = with_skippable_animation_time((sim,), sequence=sequence)

        def defer_cancel_around_sequence_gen(s, timeline):
            deferred_sis = []
            for sim in self.required_sims():
                while not (sim is self.sim or self.social_group is None):
                    if sim not in self.social_group:
                        pass
                    sis = self.social_group.get_sis_registered_for_sim(sim)
                    while sis:
                        deferred_sis.extend(sis)
            with self.super_interaction.cancel_deferred(deferred_sis):
                result = yield element_utils.run_child(timeline, s)
                return result

        sequence = functools.partial(defer_cancel_around_sequence_gen, sequence)
        if self.target_type & TargetType.ACTOR:
            return element_utils.build_element(sequence)
        if self.target_type & TargetType.TARGET and self.target is not None:
            sequence = self.social_group.with_target_focus(self.sim, self.sim, self.target, sequence)
        elif self.social_group is not None:
            sequence = self.social_group.with_social_focus(self.sim, self.sim, self.required_sims(), sequence)
        else:
            for social_group in self.sim.get_groups_for_sim_gen():
                sequence = social_group.with_social_focus(self.sim, self.sim, self.required_sims(), sequence)
        communicable_buffs = collections.defaultdict(list)
        for sim in self.required_sims():
            for buff in sim.Buffs:
                while buff.communicable:
                    communicable_buffs_sim = communicable_buffs[sim]
                    communicable_buffs_sim.append(buff)
        for (sim, communicable_buffs_sim) in communicable_buffs.items():
            for other_sim in self.required_sims():
                if other_sim is sim:
                    pass
                resolver = DoubleSimResolver(sim.sim_info, other_sim.sim_info)
                for buff in communicable_buffs_sim:
                    buff.communicable.apply_to_resolver(resolver)
        return element_utils.build_element(sequence)
Esempio n. 2
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 def _run(self, timeline):
     if self.asm_key is None:
         return True
     asm = self.get_asm()
     if asm is None:
         return False
     if self.balloon_data is not None:
         sequence = self.animate_kwargs['sequence']
         if sequence is not None:
             self.animate_kwargs['sequence'] = (sequence, build_element(self.create_balloon_request(self.owner)))
         else:
             self.animation_kwargs['sequence'] = build_element(self.create_balloon_request(self.owner))
     return timeline.run_child(animate_states(asm, self.begin_states, self.end_states, repeat_begin_states=self.repeat, **self.animate_kwargs))
    def build_basic_elements(self, sequence=()):
        sequence = super().build_basic_elements(sequence=sequence)
        if self.super_interaction.social_group is not None:
            listen_animation_factory = self.super_interaction.listen_animation
        else:
            listen_animation_factory = None
            for group in self.sim.get_groups_for_sim_gen():
                si = group.get_si_registered_for_sim(self.sim)
                if si is not None:
                    listen_animation_factory = si.listen_animation
                    break
        if listen_animation_factory is not None:
            for sim in self.required_sims():
                if sim is self.sim:
                    continue
                sequence = listen_animation_factory(sim.animation_interaction,
                                                    sequence=sequence)
                sequence = with_skippable_animation_time((sim, ),
                                                         sequence=sequence)

        def defer_cancel_around_sequence_gen(s, timeline):
            deferred_sis = []
            for sim in self.required_sims():
                if not sim is self.sim:
                    if not self.social_group is None:
                        if sim not in self.social_group:
                            continue
                        sis = self.social_group.get_sis_registered_for_sim(sim)
                        if sis:
                            deferred_sis.extend(sis)
            with self.super_interaction.cancel_deferred(deferred_sis):
                result = yield from element_utils.run_child(timeline, s)
                return result
                yield

        sequence = functools.partial(defer_cancel_around_sequence_gen,
                                     sequence)
        if self.target_type & TargetType.ACTOR:
            return element_utils.build_element(sequence)
        if self.target_type & TargetType.TARGET and self.target is not None:
            if self.social_group is not None:
                sequence = self.social_group.with_target_focus(
                    self.sim, self.sim, self.target, sequence)
        elif self.social_group is not None:
            sequence = self.social_group.with_social_focus(
                self.sim, self.sim, self.required_sims(), sequence)
        else:
            for social_group in self.sim.get_groups_for_sim_gen():
                sequence = social_group.with_social_focus(
                    self.sim, self.sim, self.required_sims(), sequence)
        return element_utils.build_element(sequence)
Esempio n. 4
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 def change_age(self, new_age, current_age):
     self.age_progress = 0
     self.apply_age(new_age)
     self.appearance_tracker.evaluate_appearance_modifiers()
     self.resend_physical_attributes()
     self._update_age_trait(new_age, current_age)
     self.career_tracker.add_ageup_careers()
     self.career_tracker.remove_invalid_careers()
     self.trait_tracker.remove_invalid_traits()
     if self.aspiration_tracker is not None:
         self.aspiration_tracker.remove_invalid_aspirations()
     self.update_skills_for_aging()
     add_quirks(self)
     sim_instance = self.get_sim_instance(
         allow_hidden_flags=ALL_HIDDEN_REASONS)
     if sim_instance is not None:
         with telemetry_helper.begin_hook(writer_age,
                                          TELEMETRY_CHANGE_AGE,
                                          sim=sim_instance) as hook:
             hook.write_enum('agef', current_age)
             hook.write_enum('aget', new_age)
         sim_instance.schedule_element(
             services.time_service().sim_timeline,
             build_element(sim_instance._update_face_and_posture_gen))
         sim_instance._update_multi_motive_buff_trackers()
         sim_instance.update_portal_locks()
         sim_instance.update_rig()
     self.reset_age_progress()
     if not self.is_npc and self.whim_tracker is not None:
         self.whim_tracker.validate_goals()
     client = services.client_manager().get_client_by_household_id(
         self._household_id)
     if client is None:
         return
     client.selectable_sims.notify_dirty()
Esempio n. 5
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    def get_visual_effect_sequence(self, vfx_element, sequence):
        def attach_liability(_):
            liability = _VisualEffectLifetimeContinuationLiability(vfx_element)
            vfx_element.interaction.add_liability(liability.LIABILITY_TOKEN,
                                                  liability)

        return build_element((attach_liability, sequence))
Esempio n. 6
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    def schedule_reset_asap(self, reset_reason=ResetReason.RESET_EXPECTED, source=None, cause=None):

        def call_reset(timeline):
            self.reset(reset_reason, source=source, cause=cause)

        element = build_element(call_reset)
        services.time_service().sim_timeline.schedule_asap(element)
 def end_posture_on_same_track(timeline):
     if self._prev_posture is not None and self._prev_posture is not posture:
         prev_posture = self._prev_posture
         self._prev_posture = None
         result = yield element_utils.run_child(timeline, build_element(prev_posture.end()))
         return result
     return True
Esempio n. 8
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 def _schedule_season_change(self):
     if self._season_change_handler is not None and not self._season_change_handler.is_active:
         self._season_change_handler.trigger_hard_stop()
     self._season_change_handler = self._season_timeline.schedule(
         build_element((
             lambda _: self.advance_season(SeasonSetSource.PROGRESSION), )),
         self._season_content.end_time)
Esempio n. 9
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def get_auto_exit(actors, asm=None, interaction=None, required_actors=()):
    arb_exit = None
    contexts_to_release_all = []
    for actor in actors:
        if actor.is_sim:
            if actor.asm_auto_exit.asm is not None:
                asm_to_exit = actor.asm_auto_exit.asm[0]
                if asm_to_exit is asm:
                    continue
                if required_actors:
                    asm_actors = set(asm_to_exit.actors_gen())
                    if not all(a in asm_actors for a in required_actors):
                        continue
                else:
                    if arb_exit is None:
                        arb_exit = animation.arb.Arb()
                    if interaction is not None:
                        if gsi_handlers.interaction_archive_handlers.is_archive_enabled(interaction):
                            prev_state = asm_to_exit.current_state
                    try:
                        asm_to_exit.request('exit', arb_exit, debug_context=(interaction, asm))
                    finally:
                        if gsi_handlers.interaction_archive_handlers.is_archive_enabled(interaction):
                            gsi_handlers.interaction_archive_handlers.add_animation_data(interaction, asm_to_exit, prev_state, 'exit', 'arb_exit is empty' if arb_exit.empty else arb_exit.get_contents_as_string())
                    contexts_to_release = release_auto_exit(actor)
                    contexts_to_release_all.extend(contexts_to_release)
    release_contexts_fn = get_release_contexts_fn(contexts_to_release_all, AUTO_EXIT_REF_TAG)
    if arb_exit is not None and not arb_exit.empty:
        element = build_critical_section_with_finally(build_critical_section(create_run_animation(arb_exit), flush_all_animations), release_contexts_fn)
        return must_run(element)
    elif contexts_to_release_all:
        return must_run(build_element(release_contexts_fn))
Esempio n. 10
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 def _move_objects(self):
     objects_to_move = services.object_manager().get_objects_matching_tags(self.object_tags, match_any=True)
     if not objects_to_move:
         return
     resolver = self._get_placement_resolver()
     choices = [(location.weight.get_multiplier(resolver), location.placement_strategy) for location in self.placement_strategy_locations]
     chosen_strategy = random.weighted_random_item(choices)
     do_fade = self.fade is not None
     out_sequence = []
     moves = []
     in_sequence = []
     for object_to_move in objects_to_move:
         object_to_move.cancel_interactions_running_on_object(FinishingType.OBJECT_CHANGED, cancel_reason_msg='Object changing location.')
         if self.vfx_on_move is not None:
             out_sequence.append(lambda _, object_to_move=object_to_move: self.vfx_on_move(object_to_move).start_one_shot())
         if do_fade:
             out_sequence.append(lambda _, object_to_move=object_to_move: object_to_move.fade_out(self.fade.out_time))
         moves.append(lambda _, object_to_move=object_to_move: chosen_strategy.try_place_object(object_to_move, resolver))
         if do_fade:
             in_sequence.append(lambda _, object_to_move=object_to_move: object_to_move.fade_in(self.fade.in_time))
     sequence = []
     if out_sequence:
         sequence.append(out_sequence)
         sequence.append(SoftSleepElement(clock.interval_in_sim_minutes(self.fade.out_time)))
     sequence.append(moves)
     if in_sequence:
         sequence.append(in_sequence)
     element = build_element(sequence, critical=CleanupType.RunAll)
     services.time_service().sim_timeline.schedule(element)
Esempio n. 11
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 def _trigger_idle_animation(self, state, new_value, from_init):
     if self._component_suppressed:
         return
     if new_value in self.idle_animation_map:
         current_zone = services.current_zone()
         if current_zone is None or from_init and current_zone.is_zone_loading:
             return False
         else:
             new_animation = self.idle_animation_map[new_value]
             self._stop_animation_element()
             self._current_idle_state_value = new_value
             if new_animation is not None:
                 sequence = ()
                 if new_animation.repeat:
                     self._wakeable_element = element_utils.soft_sleep_forever(
                     )
                     sequence = self._wakeable_element
                 animation_element = new_animation(self.owner,
                                                   sequence=sequence)
                 self._idle_animation_element = build_element(
                     (animation_element, flush_all_animations))
                 services.time_service().sim_timeline.schedule(
                     self._idle_animation_element)
                 return True
     return False
Esempio n. 12
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 def _schedule_mid_season_interpolation_update(self):
     if self._client_interpolation_handler is not None:
         self._client_interpolation_handler.trigger_hard_stop()
     self._client_interpolation_handler = self._season_timeline.schedule(
         build_element(
             (lambda _: self._send_interpolation_update(mid_season_op=True),
              )), self._season_content.midpoint_time)
    def execute(self, actor, path=None):
        previous_posture_state = actor.posture_state
        origin_posture_spec = get_origin_spec(self.posture_type)
        var_map = {PostureSpecVariable.HAND: Hand.LEFT}
        carry_posture_overrides = {previous_posture_state.left.track: previous_posture_state.left, previous_posture_state.right.track: previous_posture_state.right}
        actor.posture_state = PostureState(actor, actor.posture_state, origin_posture_spec, var_map, carry_posture_overrides=carry_posture_overrides)
        actor.posture_state.body.source_interaction = actor.create_default_si()
        final_routing_surface = path.final_location.routing_surface
        idle_arb = animation.arb.Arb()
        actor.posture.append_transition_to_arb(idle_arb, None)
        actor.posture.append_idle_to_arb(idle_arb)
        distribute_arb_element(idle_arb, master=actor)
        running_interaction = actor.queue.running
        if running_interaction is not None:
            running_interaction.satisfied = True

        def kickstart_posture(_timeline):
            result = yield from actor.posture_state.body.kickstart_gen(_timeline, actor.posture_state, final_routing_surface)
            return result
            yield

        def end_body_aspect(_timeline):
            if previous_posture_state.body:
                result = yield from element_utils.run_child(_timeline, previous_posture_state.body.end())
                if not result:
                    return result
                    yield
            return True
            yield

        timeline = services.time_service().sim_timeline.get_sub_timeline()
        element = element_utils.build_element(actor.posture.get_idle_behavior())
        timeline.schedule(element)
        if not timeline.simulate(timeline.now):
            logger.error('Failed trying to run idle behavior on Sim {} during a set posture route event.', actor)
        element = element_utils.build_element(flush_all_animations)
        timeline.schedule(element)
        if not timeline.simulate(timeline.now):
            logger.error('Failed trying to flush animations on Sim {} during a set posture route event.', actor)
        element = element_utils.build_element(kickstart_posture)
        timeline.schedule(element)
        if not timeline.simulate(timeline.now):
            logger.error('Failed trying to kickstart a posture on Sim {} during a set posture route event.', actor)
        element = element_utils.build_element(end_body_aspect)
        timeline.schedule(element)
        if not timeline.simulate(timeline.now):
            logger.error('Failed trying to end previous body aspect on Sim {} during a set posture route event.', actor)
 def _run(self, timeline):
     if self.timing == self.AT_BEGINNING:
         if self.offset_time is None:
             sequence = [self._behavior_element, self.sequence]
         else:
             delayed_sequence = build_element([elements.SleepElement(clock.interval_in_sim_minutes(self.offset_time)), self._behavior_element])
             if self.sequence:
                 sequence = elements.AllElement([delayed_sequence, self.sequence])
             else:
                 sequence = delayed_sequence
     elif self.timing == self.AT_END:
         sequence = [self.sequence, self._behavior_element]
     elif self.timing == self.ON_XEVT:
         sequence = [build_critical_section(self._register_event_handler, self.sequence, self._release_event_handler), self._behavior_element]
     child_element = build_element(sequence, critical=self.criticality)
     child_element = self._build_outer_elements(child_element)
     return timeline.run_child(child_element)
Esempio n. 15
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 def end_posture_on_same_track(timeline):
     if self._prev_posture is not None and self._prev_posture is not posture:
         prev_posture = self._prev_posture
         self._prev_posture = None
         result = yield element_utils.run_child(
             timeline, build_element(prev_posture.end()))
         return result
     return True
Esempio n. 16
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    def _build_baby_age_up_sequence(self,
                                    sim_info,
                                    sequence,
                                    is_external=False):
        bassinet = self.interaction.get_participant(self.participant)
        new_bassinet = middle_bassinet = None

        def _do_spawn_gen(timeline):
            nonlocal middle_bassinet, new_bassinet
            self.interaction.add_exit_function(_on_interaction_exit)
            self.interaction.remove_liability('ReservationLiability')
            if is_external:
                middle_bassinet = self.interaction.target
                target_sim = bassinet
            else:
                for handler in bassinet.get_reservation_handlers():
                    if handler.sim is self.interaction.sim:
                        bassinet.remove_reservation_handler(handler)
                middle_bassinet = bassinet.replace_for_age_up(
                    interaction=self.interaction)
                yield timeline.run_child(
                    SleepElement(interval_in_real_seconds(1)))
                target_sim = self.spawn_for_age_up(
                    sim_info,
                    bassinet.position,
                    sim_location=bassinet.location)
                self.interaction.context.create_target_override = target_sim
                yield from target_sim._startup_sim_gen(timeline)
                master_controller = services.get_master_controller()
                master_controller.add_global_lock(target_sim)
                self.interaction.add_exit_function(
                    lambda *_, **__: master_controller.remove_global_lock(
                        target_sim))
                self.interaction.add_liability(
                    WorkLockLiability.LIABILITY_TOKEN,
                    WorkLockLiability(sim=target_sim))

            def _add_bassinet(obj):
                obj.location = middle_bassinet.location
                obj.opacity = 0

            new_bassinet = create_object(
                BabyTuning.get_corresponding_definition(
                    middle_bassinet.definition),
                init=_add_bassinet)

            def _on_age_up_event(*_, **__):
                new_bassinet.opacity = 1
                middle_bassinet.remove_from_client()

            self._action = AgeUpBaby(sim_info, callback=_on_age_up_event)

        def _on_interaction_exit():
            if middle_bassinet is None:
                return
            middle_bassinet.make_transient()

        return build_element((_do_spawn_gen, sequence))
Esempio n. 17
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 def _run_interaction_gen(self, timeline):
     result = yield from element_utils.run_child(
         timeline,
         element_utils.build_element([
             self._cancel_on_state_test_pass(self.cancel_state_test,
                                             super()._run_interaction_gen)
         ]))
     return result
     yield
Esempio n. 18
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 def _schedule_season_screen_slam(self):
     if self._season_screen_slam_handler is not None:
         self._season_screen_slam_handler.trigger_hard_stop()
     scheduled_time = self._season_content.get_screen_slam_trigger_time()
     if scheduled_time is None:
         return
     self._season_screen_slam_handler = self._season_timeline.schedule(
         build_element((lambda _: self._send_screen_slam_message(), )),
         scheduled_time)
Esempio n. 19
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def create_run_animation(arb):
    if arb.empty:
        return

    def run_animation(_):
        arb_accumulator = services.current_zone().arb_accumulator_service
        arb_accumulator.add_arb(arb)

    return build_element(run_animation)
Esempio n. 20
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    def _build_outer_elements(self, sequence):

        def stop_audio(e):
            if hasattr(self, '_sound'):
                self._sound.stop()

        if self.stop_audio_on_end and self.timing is not self.AT_END:
            return build_element([sequence, stop_audio], critical=CleanupType.OnCancelOrException)
        return sequence
Esempio n. 21
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 def _build_outer_elements(self, sequence):
     if self.rename_dialog is None:
         return sequence
     target = self.interaction.get_participant(self.target)
     if target is None:
         return sequence
     rename_dialog = self.rename_dialog(
         target, resolver=self.interaction.get_resolver())
     rename_element = RenameDialogElement(rename_dialog, target.sim_info)
     return build_element((rename_element, sequence))
 def _trigger_idle_animation(self, state, new_value):
     if new_value in self._idle_animation_map:
         new_animation = self._idle_animation_map[new_value]
         self._hard_stop_animation_element()
         self._current_idle_state_value = new_value
         if new_animation is not None:
             animation_element = new_animation(self.owner)
             self._idle_animation_element = build_element((animation_element, flush_all_animations))
             services.time_service().sim_timeline.schedule(self._idle_animation_element)
             return True
     return False
Esempio n. 23
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    def _add_secondary_forward_wraparound_interp(self,
                                                 seasonal_parameter,
                                                 start_time,
                                                 start_value,
                                                 end_time,
                                                 end_value,
                                                 force_loop,
                                                 sync_end_time=None):
        target_value = None
        new_end_value = end_value
        if end_value < start_value:
            if end_value == SeasonService.MIN_WRAPPING_SEASONAL_PARAMETER_VALUE:
                new_end_value = SeasonService.MAX_WRAPPING_SEASONAL_PARAMETER_VALUE
            elif start_value == SeasonService.MAX_WRAPPING_SEASONAL_PARAMETER_VALUE:
                start_value = SeasonService.MIN_WRAPPING_SEASONAL_PARAMETER_VALUE
            else:
                target_value = SeasonService.MAX_WRAPPING_SEASONAL_PARAMETER_VALUE
        elif end_value == start_value:
            if force_loop:
                if end_value == SeasonService.MIN_WRAPPING_SEASONAL_PARAMETER_VALUE:
                    new_end_value = SeasonService.MAX_WRAPPING_SEASONAL_PARAMETER_VALUE
                else:
                    target_value = SeasonService.MAX_WRAPPING_SEASONAL_PARAMETER_VALUE
        if target_value is not None:
            if sync_end_time is None:
                delta = start_value - end_value
                total_dist = SeasonService.WRAPPING_SEASONAL_PARAMETER_RANGE - delta
                percent_of_interp = (
                    SeasonService.MAX_WRAPPING_SEASONAL_PARAMETER_VALUE -
                    start_value) / total_dist
                new_end_time = start_time + (end_time -
                                             start_time) * percent_of_interp
            else:
                new_end_time = sync_end_time

            def _regional_set_season_interp():
                self._send_regional_season_change_update(
                    seasonal_parameter, -target_value, new_end_time, end_value,
                    end_time)

            if seasonal_parameter in self._regional_seasonal_parameters_handles:
                self._regional_seasonal_parameters_handles[
                    seasonal_parameter].trigger_hard_stop()
            self._regional_seasonal_parameters_handles[
                seasonal_parameter] = self._season_timeline.schedule(
                    build_element((lambda _: _regional_set_season_interp(), )),
                    new_end_time)
            new_end_value = target_value
        elif sync_end_time is not None:
            new_end_time = sync_end_time
        else:
            new_end_time = end_time
        return (start_value, new_end_value, new_end_time)
Esempio n. 24
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 def _push_adjustment_interaction(self):
     if self._instanced_stored_interaction:
         return
     self.leave_socials()
     if self._adjustment_interaction is not None:
         self._adjustment_interaction.cancel(FinishingType.WAIT_IN_LINE, 'Canceled')
         self._adjustment_interaction = None
     self._current_adjustment_constraint = self.get_adjustment_constraint()
     adjust_context = InteractionContext(self.sim, self._stored_context.source, self.priority, insert_strategy=QueueInsertStrategy.FIRST, cancel_if_incompatible_in_queue=True)
     run_element = element_utils.build_element((self.adjust_sim_behind_me, self.maybe_enter_stored_interaction))
     result = self.sim.push_super_affordance(SatisfyConstraintSuperInteraction, None, adjust_context, constraint_to_satisfy=self._current_adjustment_constraint, allow_posture_changes=True, set_work_timestamp=False, name_override='AdjustWaitingLinePosition', run_element=run_element, cancel_incompatible_with_posture_on_transition_shutdown=False)
     self._adjustment_interaction = result.interaction
Esempio n. 25
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    def _build_outer_elements(self, sequence):

        def stop_audio(e):
            if self._sound is not None:
                self._sound.stop()
                if self._stored_audio_component is None:
                    return
                for target_object in self._target_objects:
                    self._stored_audio_component.remove_audio_effect(target_object)

        if self.stop_audio_on_end and self.timing is not self.AT_END:
            return build_element([sequence, stop_audio], critical=CleanupType.OnCancelOrException)
        return sequence
Esempio n. 26
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    def build_basic_content(self, *args, **kwargs):
        self.store_event_handler(self.distribute_fetch_route,
                                 handler_id=self.throw_xevent_id)
        sequence = super().build_basic_content(*args, **kwargs)

        def plan_fetch_paths(timeline):
            for target_sim in self.get_participants(
                    ParticipantType.TargetSim | ParticipantType.Listeners):
                fetch_constraint = self.fetch_constraint.create_constraint(
                    target_sim,
                    target_position=self._distance_placement_transform.
                    translation,
                    routing_surface=self._routing_surface
                    if self._routing_surface is not None else DEFAULT)
                facing = interactions.constraints.Facing(
                    target_position=self._distance_placement_transform.
                    translation,
                    inner_radius=self.facing_radius)
                fetch_constraint = fetch_constraint.intersect(facing)
                if not fetch_constraint.valid:
                    continue
                goals = []
                handles = fetch_constraint.get_connectivity_handles(target_sim)
                for handle in handles:
                    goals.extend(handle.get_goals())
                if not goals:
                    pass
                else:
                    route = routing.Route(
                        target_sim.routing_location,
                        goals,
                        routing_context=target_sim.routing_context)
                    plan_primitive = PlanRoute(route,
                                               target_sim,
                                               interaction=self)
                    result = yield from element_utils.run_child(
                        timeline, plan_primitive)
                    if result:
                        if plan_primitive.path.nodes:
                            if plan_primitive.path.nodes.plan_success:
                                if plan_primitive.path.portal_obj is not None:
                                    logger.error(
                                        'Need sub interaction to route {} due to portal on path'
                                        .format(target_sim))
                                else:
                                    self._plan_primitives.append(
                                        plan_primitive)
            yield from element_utils.run_child(timeline, sequence)

        return build_element(plan_fetch_paths)
Esempio n. 27
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 def on_response(dialog):
     if not dialog.accepted:
         return
     name = dialog.text_input_responses.get(self.TEXT_INPUT_NEW_NAME)
     description = dialog.text_input_responses.get(self.TEXT_INPUT_NEW_DESCRIPTION)
     target = self.target
     if target is not None:
         if name is not None:
             target.set_custom_name(name)
         if description is not None:
             target.set_custom_description(description)
         self._update_ui_metadata(target)
     sequence = self._build_outcome_sequence()
     services.time_service().sim_timeline.schedule(element_utils.build_element(sequence))
Esempio n. 28
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def with_skippable_animation_time(actors, sequence=None):

    def _with_skippable_animation_time(timeline):
        then = time.monotonic()
        yield from element_utils.run_child(timeline, sequence)
        now = time.monotonic()
        duration = now - then
        arb_accumulator = services.current_zone().arb_accumulator_service
        for actor in actors:
            time_debt = arb_accumulator.get_time_debt((actor,))
            new_time_debt = max(0, time_debt - duration)
            arb_accumulator.set_time_debt((actor,), new_time_debt)

    return element_utils.build_element(_with_skippable_animation_time)
    def _run_gen(self, timeline):
        if self.pre_route_animation is not None:
            animation_element = self.pre_route_animation(self._obj)
            self._element = build_element(
                (animation_element, flush_all_animations))
            result = yield from element_utils.run_child(
                timeline, self._element)
            if not result:
                return result
                yield

        def do_routes(timeline):
            result = False
            for route in self._route_data.get_routes_gen():
                result = yield from self._do_single_route_gen(timeline, route)
                if not result:
                    break
            if not result:
                yield from element_utils.run_child(
                    timeline, element_utils.sleep_until_next_tick_element())
            return result
            yield

        if self.walkstyle_override is None:
            yield from do_routes(timeline)
        else:
            walkstyle_request = self.walkstyle_override(self._obj)
            yield from element_utils.run_child(
                timeline, walkstyle_request(sequence=do_routes))
        target = self._route_data.get_target()
        if target:
            if target.is_sim:
                yield from self._route_data.do_target_action_rules_gen(
                    timeline)
            else:
                reservation_handler = target.get_reservation_handler(self._obj)
                if reservation_handler and reservation_handler.may_reserve():
                    reservation_handler.begin_reservation()
                    try:
                        yield from self._route_data.do_target_action_rules_gen(
                            timeline)
                    finally:
                        reservation_handler.end_reservation()
                else:
                    self._route_data.on_no_target()
        resolver = SingleObjectResolver(self._obj)
        for loot_action in self.completion_loot:
            loot_action.apply_to_resolver(resolver)
        return True
        yield
Esempio n. 30
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 def next_stage(self):
     if self._progress == _StageProgress.Init:
         timeline = services.time_service().sim_timeline
         self._sim.schedule_element(timeline, self)
     if self._progress == _StageProgress.Done:
         raise RuntimeError('StageControllElement is past the point of sleeping')
     if self._wakeable_element is not None:
         raise RuntimeError("Attempting to get an element from next_stage on '{}' before consuming the previous one ({})".format(self, self._progress))
     self._wakeable_element = element_utils.soft_sleep_forever()
     if self._progress != _StageProgress.Sleeping:
         sequence = self._wakeable_element
     else:
         sequence = element_utils.build_element([lambda _: self._wake(), self._wakeable_element])
     sequence = element_utils.return_true_wrapper(element_utils.must_run(sequence))
     return sequence
Esempio n. 31
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 def _run(self, timeline):
     if not self._should_do_behavior:
         return timeline.run_child(build_element(self.sequence))
     if self.timing == self.AT_BEGINNING:
         if self.offset_time is None:
             sequence = [self._behavior_element, self.sequence]
         else:
             sequence = build_delayed_element(self.sequence,
                                              clock.interval_in_sim_minutes(
                                                  self.offset_time),
                                              self._behavior_element,
                                              soft_sleep=True)
     elif self.timing == self.AT_END:
         sequence = [self.sequence, self._behavior_element]
     elif self.timing == self.ON_XEVT:
         sequence = [
             build_critical_section(self._register_event_handler,
                                    self.sequence,
                                    self._release_event_handler),
             self._behavior_element
         ]
     child_element = build_element(sequence, critical=self.criticality)
     child_element = self._build_outer_elements(child_element)
     return timeline.run_child(child_element)
def with_skippable_animation_time(actors, sequence=None):

    def _with_skippable_animation_time(timeline):
        game_clock_service = services.game_clock_service()
        then = game_clock_service.now()
        yield element_utils.run_child(timeline, sequence)
        now = game_clock_service.now()
        duration = (now - then).in_real_world_seconds()
        arb_accumulator = services.current_zone().arb_accumulator_service
        for actor in actors:
            time_debt = arb_accumulator.get_time_debt((actor,))
            new_time_debt = max(0, time_debt - duration)
            arb_accumulator.set_time_debt((actor,), new_time_debt)

    return element_utils.build_element(_with_skippable_animation_time)
Esempio n. 33
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def route_failure(sim, interaction, failure_reason, failure_object_id):
    global ROUTE_FAILURE_OVERRIDE_MAP
    if not sim.should_route_fail:
        return
    overrides = None
    if ROUTE_FAILURE_OVERRIDE_MAP is None:
        ROUTE_FAILURE_OVERRIDE_MAP = {TransitionFailureReasons.BLOCKING_OBJECT: RouteFailureTunables.route_fail_overrides_object, TransitionFailureReasons.RESERVATION: RouteFailureTunables.route_fail_overrides_reservation, TransitionFailureReasons.BUILD_BUY: RouteFailureTunables.route_fail_overrides_build, TransitionFailureReasons.NO_DESTINATION_NODE: RouteFailureTunables.route_fail_overrides_no_dest_node, TransitionFailureReasons.NO_PATH_FOUND: RouteFailureTunables.route_fail_overrides_no_path_found, TransitionFailureReasons.NO_VALID_INTERSECTION: RouteFailureTunables.route_fail_overrides_no_valid_intersection, TransitionFailureReasons.NO_GOALS_GENERATED: RouteFailureTunables.route_fail_overrides_no_goals_generated, TransitionFailureReasons.NO_CONNECTIVITY_TO_GOALS: RouteFailureTunables.route_fail_overrides_no_connectivity, TransitionFailureReasons.PATH_PLAN_FAILED: RouteFailureTunables.route_fail_overrides_path_plan_fail}
    if failure_reason is not None and failure_reason in ROUTE_FAILURE_OVERRIDE_MAP:
        overrides = ROUTE_FAILURE_OVERRIDE_MAP[failure_reason]()
        if failure_object_id is not None:
            fail_obj = services.object_manager().get(failure_object_id)
            if fail_obj is not None:
                overrides.balloon_target_override = fail_obj
    route_fail_anim = RouteFailureTunables.route_fail_animation(sim.posture.source_interaction, overrides=overrides, sequence=())
    supported_postures = route_fail_anim.get_supported_postures()
    if supported_postures:
        return build_element((route_fail_anim, flush_all_animations))
    balloon_requests = TunableBalloon.get_balloon_requests(interaction, route_fail_anim.overrides)
    return balloon_requests
Esempio n. 34
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def enter_carry_while_holding(si, obj=None, carry_obj_participant_type=None, callback=None, create_si_fn=DEFAULT, sim_participant_type=ParticipantType.Actor, carry_posture_id=DEFAULT, owning_affordance=DEFAULT, sequence=None, carry_sim=DEFAULT, track=DEFAULT):
    sim = si.get_participant(sim_participant_type) if carry_sim is DEFAULT else carry_sim
    context = si.context.clone_for_sim(sim)
    if carry_obj_participant_type is not None:
        obj = si.get_participant(carry_obj_participant_type)
        if obj is None:
            raise ValueError('[bhill] Attempt to perform an enter carry while holding with None as the carried object. SI: {}'.format(si))
    if track is DEFAULT:
        track = si.carry_track
    if track is None:
        raise RuntimeError("[jpollak] enter_carry_while_holding: Interaction does not have a carry_track, which means its animation tuning doesn't have a carry target or create target specified in object editor or the posture manifest from the swing graph does not require a specific object.")
    if carry_posture_id is DEFAULT:
        carry_posture_id = CarryPostureStaticTuning.POSTURE_CARRY_OBJECT
    if create_si_fn is DEFAULT:
        if owning_affordance is DEFAULT:
            raise AssertionError("[bhill] No create_si_fn was provided and we don't know how to make one.")

        def create_si_fn():
            aop = AffordanceObjectPair(owning_affordance, obj, owning_affordance, None)
            return (aop, context)

    def set_up_transition_gen(timeline):
        nonlocal sequence
        (new_posture_state, new_posture, new_source_aop, var_map) = create_enter_carry_posture(sim, sim.posture_state, obj, track)
        got_callback = False

        def event_handler_enter_carry(event_data):
            nonlocal got_callback
            if got_callback:
                logger.warn('Animation({}) calling to start a carry multiple times', event_data.event_data.get('clip_name'))
                return
            got_callback = True
            arb = animation.arb.Arb()
            locked_params = new_posture.get_locked_params(None)
            old_carry_posture = sim.posture_state.get_aspect(track)
            if old_carry_posture is not None:
                old_carry_posture.append_exit_to_arb(arb, new_posture_state, new_posture, var_map)
            new_posture.append_transition_to_arb(arb, old_carry_posture, locked_params=locked_params, in_xevt_handler=True)
            ArbElement(arb).distribute()

        si.animation_context.register_event_handler(event_handler_enter_carry, handler_id=SCRIPT_EVENT_ID_START_CARRY)

        def maybe_do_transition_gen(timeline):

            def push_si_gen(timeline):
                context = InteractionContext(sim, InteractionContext.SOURCE_POSTURE_GRAPH, si.priority, run_priority=si.run_priority, insert_strategy=QueueInsertStrategy.NEXT, must_run_next=True, group_id=si.group_id)
                result = new_source_aop.interaction_factory(context)
                if not result:
                    return result
                source_interaction = result.interaction
                new_posture.source_interaction = source_interaction
                owning_interaction = None
                if create_si_fn is not None:
                    (aop, context) = create_si_fn()
                    if aop is not None and context is not None and aop.test(context):
                        result = aop.interaction_factory(context)
                        if result:
                            owning_interaction = result.interaction
                            owning_interaction.acquire_posture_ownership(new_posture)
                            aop.execute_interaction(owning_interaction)
                if owning_interaction is None:
                    si.acquire_posture_ownership(new_posture)
                yield source_interaction.run_direct_gen(timeline)
                return result

            def call_callback(_):
                if callback is not None:
                    callback(new_posture, new_posture.source_interaction)

            if got_callback:
                result = yield element_utils.run_child(timeline, must_run([PostureTransition(new_posture, new_posture_state, context, var_map), push_si_gen, call_callback]))
                return result
            return True

        sequence = disable_asm_auto_exit(sim, sequence)
        with si.cancel_deferred((si,)):
            yield element_utils.run_child(timeline, must_run(build_critical_section(build_critical_section(sequence, flush_all_animations), maybe_do_transition_gen)))

    return build_element(set_up_transition_gen)
Esempio n. 35
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 def _build_sequence_with_callback(self, callback=None, sequence=()):
     self.animation_context.register_event_handler(callback, handler_id=self.put_down_drink_xevt_id)
     sequence = self._custom_content_sequence(sequence)
     return build_element(sequence)
Esempio n. 36
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 def _run_interaction_gen(self, timeline):
     result = yield element_utils.run_child(timeline, element_utils.build_element([self._cancel_on_state_test_pass(self.cancel_state_test, super()._run_interaction_gen)]))
     return result
Esempio n. 37
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 def _run(self, timeline):
     first_stage = element_utils.build_element(self._do_perform_gen)
     self._progress = _StageProgress.FirstStage
     return timeline.run_child(first_stage)
    def _get_behavior(self):
        posture = self._posture
        sim = posture.sim
        multi_sim_posture_transition = posture.multi_sim and not posture.is_puppet
        prev_posture_state = sim.posture_state
        self._prev_posture = prev_posture_state.get_aspect(posture.track)
        animate_in = None
        if multi_sim_posture_transition or self._animate_in is not None and not self._animate_in.empty:
            animate_in = create_run_animation(self._animate_in)
        my_stage = self._stage()

        def posture_change(timeline):
            posture.log_info('Change', msg='{}'.format(posture.track.name if posture.track is not None else 'NO TRACK!'))
            prev_posture_state = sim.posture_state
            prev_posture = prev_posture_state.get_aspect(posture.track)
            sim.posture_state = self._dest_state
            sim.on_posture_event(PostureEvent.POSTURE_CHANGED, self._dest_state, posture.track, prev_posture, posture)
            yield sim.si_state.notify_posture_change_and_remove_incompatible_gen(timeline, prev_posture_state, self._dest_state)
            prev_posture.clear_owning_interactions()
            if multi_sim_posture_transition:
                linked_posture_begin = posture.linked_posture.begin(self._animate_in, self._dest_state.linked_posture_state, posture._context)
                self._dest_state = None
                yield element_utils.run_child(timeline, linked_posture_begin)
            else:
                self._dest_state = None
            return True

        def end_posture_on_same_track(timeline):
            if self._prev_posture is not None and self._prev_posture is not posture:
                prev_posture = self._prev_posture
                self._prev_posture = None
                result = yield element_utils.run_child(timeline, build_element(prev_posture.end()))
                return result
            return True

        if services.current_zone().animate_instantly:
            flush = flush_all_animations_instantly
        else:
            flush = flush_all_animations
        sequence = (posture_change, animate_in, flush, end_posture_on_same_track, my_stage)
        sequence = build_element(sequence, critical=CleanupType.RunAll)
        sequence = build_critical_section_with_finally(sequence, lambda _: posture._release_animation_context())
        if self._posture.jig is not None and self._posture.target is not None and self._posture.slot_constraint is not None:

            def create_and_place_jig(_):
                self._jig = objects.system.create_object(self._posture.jig)
                for constraint in self._posture.slot_constraint:
                    self._jig.transform = constraint.containment_transform
                    break
                sim.routing_context.ignore_footprint_contour(self._jig.routing_context.object_footprint_id)

            def destroy_jig(_):
                if self._jig is not None:
                    sim.routing_context.remove_footprint_contour_override(self._jig.routing_context.object_footprint_id)
                    self._jig.destroy(source=self, cause='Destroying jig for posture.')

            sequence = build_critical_section_with_finally(create_and_place_jig, sequence, destroy_jig)
        sequence = elements.GeneratorElement(self.with_censor_grid(sim, sequence))
        if posture.target is not None:
            reserver = create_reserver(sim, posture.target, reserver=posture, handler=MultiReserveObjectHandler)
            sequence = reserver.do_reserve(sequence=sequence)

        def stage_on_fail(timeline):
            if not self.has_staged:
                yield element_utils.run_child(timeline, self._stage_fail())

        sequence = element_utils.build_critical_section(sequence, stage_on_fail)
        sequence = maybe(posture.test, sequence)
        return sequence
Esempio n. 39
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def exit_carry_while_holding(interaction, callback=None, sequence=None, sim_participant_type=ParticipantType.Actor, use_posture_animations=False, carry_system_target=None):
    si = interaction.super_interaction
    sim = interaction.get_participant(sim_participant_type)
    target = interaction.carry_target or interaction.target

    def set_up_transition_gen(timeline):
        (old_carry_posture, new_posture, _, transition, var_map) = create_exit_carry_posture(sim, target, interaction, use_posture_animations)
        if transition is None:
            yield element_utils.run_child(timeline, sequence)
            return
        exited_carry = False
        if not use_posture_animations:

            def event_handler_exit_carry(event_data):
                nonlocal exited_carry
                exited_carry = True
                arb = animation.arb.Arb()
                old_carry_posture.append_exit_to_arb(arb, None, new_posture, var_map, exit_while_holding=True)
                new_posture.append_transition_to_arb(arb, old_carry_posture, in_xevt_handler=True)
                ArbElement(arb, master=sim).distribute()

            interaction.animation_context.register_event_handler(event_handler_exit_carry, handler_id=SCRIPT_EVENT_ID_STOP_CARRY)
        if callback is not None:
            interaction.animation_context.register_event_handler(callback, handler_id=SCRIPT_EVENT_ID_STOP_CARRY)

        def maybe_do_transition(timeline):
            if not use_posture_animations and not exited_carry:
                event_handler_exit_carry(None)
                if callback is not None:
                    callback()
            if use_posture_animations or exited_carry:
                interaction_target_was_target = False
                si_target_was_target = False
                if interaction.target == target:
                    interaction_target_was_target = True
                    interaction.set_target(None)
                if old_carry_posture.target_is_transient and si.target == target:
                    si_target_was_target = True
                    si.set_target(None)
                if carry_system_target is not None:
                    old_carry_posture.carry_system_target = carry_system_target

                def do_transition(timeline):
                    result = yield element_utils.run_child(timeline, transition)
                    if result:
                        interaction_target_was_target = False
                        si_target_was_target = False
                        new_posture.source_interaction = None
                        return True
                    return False

                def post_transition(_):
                    if interaction_target_was_target:
                        interaction.set_target(target)
                    if si_target_was_target:
                        si.set_target(target)
                    if carry_system_target is not None:
                        old_carry_posture.carry_system_target = None

                yield element_utils.run_child(timeline, must_run(build_critical_section_with_finally(do_transition, post_transition)))

        new_sequence = disable_asm_auto_exit(sim, sequence)
        yield element_utils.run_child(timeline, build_critical_section(build_critical_section(new_sequence, flush_all_animations), maybe_do_transition))

    return build_element(set_up_transition_gen)