<|file_name|>DistributedGoofySpeedwayAI.py<|end_file_name|><｜fim▁begin｜>from otp.ai.AIBaseGlobal import *
import DistributedCCharBaseAI
from direct.directnotify import DirectNotifyGlobal
from direct.fsm import ClassicFSM, State
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 DistributedGoofySpeedwayAI(DistributedCCharBaseAI.DistributedCCharBaseAI):
    notify = DirectNotifyGlobal.directNotify.newCategory('DistributedGoofySpeedwayAI')

    def __init__(self, air):
        <|fim_middle|>


    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.CharChattyStateAI(self.chattyDoneEvent, self)
        self.walkDoneEvent = self.taskName(name + '-walk-done')
        if self.diffPath == None:
            self.walk = CharStateDatasAI.CharWalkStateAI(self.walkDoneEvent, self)
        else:
            self.walk = CharStateDatasAI.CharWalkStateAI(self.walkDoneEvent, self, self.diffPath)
        return

    def walkSpeed(self):
        return ToontownGlobals.GoofySpeed

    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')
                elif ToontownGlobals.APRIL_FOOLS_COSTUMES in simbase.air.holidayManager.currentHolidays and simbase.air.holidayManager.currentHolidays[ToontownGlobals.APRIL_FOOLS_COSTUMES]:
                    simbase.air.holidayManager.currentHolidays[ToontownGlobals.APRIL_FOOLS_COSTUMES].triggerSwitch(curWalkNode, self)
                    self.fsm.request('TransitionToCostume')
                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)

    def exitLonely(self):
        self.ignore(self.lonelyDoneEvent)
        self.lonely.exit()

    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)

    def exitChatty(self):
        self.ignore(self.chattyDoneEvent)
        self.chatty.exit()

    def enterWalk(self):
        self.notify.debug('going for a walk')
        self.walk.enter()
        self.acceptOnce(self.walkDoneEvent, self.__decideNextState)

    def exitWalk(self):
        self.ignore(self.walkDoneEvent)
        self.walk.exit()

    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 handleHolidays(self):
        DistributedCCharBaseAI.DistributedCCharBaseAI.handleHolidays(self)
        if hasattr(simbase.air, 'holidayManager'):
            if ToontownGlobals.APRIL_FOOLS_COSTUMES in simbase.air.holidayManager.currentHolidays:
                if simbase.air.holidayManager.currentHolidays[ToontownGlobals.APRIL_FOOLS_COSTUMES] != None and simbase.air.holidayManager.currentHolidays[ToontownGlobals.APRIL_FOOLS_COSTUMES].getRunningState():
                    self.diffPath = TTLocalizer.Donald
        return

    def getCCLocation(self):
        if self.diffPath == None:
            return 1
        else:
            return 0
        return

    def enterTransitionToCostume(self):
        pass

    def exitTransitionToCostume(self):
        pass
<｜fim▁end｜>
        DistributedCCharBaseAI.DistributedCCharBaseAI.__init__(self, air, TTLocalizer.Goofy)
        self.fsm = ClassicFSM.ClassicFSM('DistributedGoofySpeedwayAI', [State.State('Off', self.enterOff, self.exitOff, ['Lonely', 'TransitionToCostume', 'Walk']),
         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.handleHolidays()