# uncompyle6 version 3.7.4
# Python bytecode 3.7 (3394)
# Decompiled from: Python 3.7.9 (tags/v3.7.9:13c94747c7, Aug 17 2020, 18:58:18) [MSC v.1900 64 bit (AMD64)]
# Embedded file name: T:\InGame\Gameplay\Scripts\Server\apartments\situations\neighbor_group_hangout.py
# Compiled at: 2018-11-17 02:17:10
# Size of source mod 2**32: 8707 bytes
import random
from distributor.shared_messages import IconInfoData
from event_testing.resolver import DoubleSimResolver
from event_testing.test_events import TestEvent
from event_testing.tests import TunableTestSet
from sims4.tuning.instances import lock_instance_tunables
from sims4.tuning.tunable import TunableRange
from sims4.tuning.tunable_base import GroupNames
from situations.base_situation import _RequestUserData
from situations.bouncer.bouncer_request import SelectableSimRequestFactory
from situations.bouncer.bouncer_types import BouncerExclusivityCategory, RequestSpawningOption, BouncerRequestPriority
from situations.situation_complex import SituationComplexCommon, SituationStateData, CommonSituationState, TunableSituationJobAndRoleState
from situations.situation_guest_list import SituationGuestList, SituationGuestInfo
from situations.situation_types import SituationCreationUIOption
from ui.ui_dialog_notification import TunableUiDialogNotificationSnippet
import services

class _NeighborHangoutState(CommonSituationState):
    pass


class NeighborGroupHangoutSituation(SituationComplexCommon):
    INSTANCE_TUNABLES = {'player_sim_job_and_default_role_state':TunableSituationJobAndRoleState(description='\n            The Situation Job and role state to put player Sims in. \n            '), 
     'neighbor_job_and_default_role_state':TunableSituationJobAndRoleState(description='\n            The Situation Job and Role State for the neighbor.\n            '), 
     'number_of_neighbors':TunableRange(description="\n            The number of other neighbors to bring to the situation.  If\n            there aren't enough neighbors then none will be generated to\n            bring.\n            ",
       tunable_type=int,
       default=1,
       minimum=1), 
     '_hangout_state':_NeighborHangoutState.TunableFactory(description='\n            The state for the neighbor to come in and hang out with the player.\n            ',
       tuning_group=GroupNames.STATE), 
     '_arrival_notification':TunableUiDialogNotificationSnippet(description='\n            Localized string to display as a notification when the first Sim\n            arrives on the player lot.\n            '), 
     'scheduling_tests':TunableTestSet(description="\n            Tunable tests that run before scheduling this situation. If they\n            pass for at least one Sim we find that matches the job filter, the\n            situation is weighed and considered for scheduling. Otherwise it\n            does not take up a slot in the situation manager because the zone\n            director won't consider it. Participants: Actor = active sim,\n            TargetSim = Sim from Job filter. Tests fail if TargetSim is None.\n            ")}

    def __init__(self, *args, **kwargs):
        (super().__init__)(*args, **kwargs)
        self._tns_popped = False

    @classmethod
    def _states(cls):
        return (SituationStateData(1, _NeighborHangoutState, factory=(cls._hangout_state)),)

    @classmethod
    def situation_meets_starting_requirements(cls, **kwargs):
        neighbor_results = cls.get_filter_results_for_job()
        for neighbor_result in neighbor_results:
            resolver = DoubleSimResolver(services.active_sim_info(), neighbor_result.sim_info)
            if cls.scheduling_tests.run_tests(resolver):
                return True

        return False

    @classmethod
    def default_job(cls):
        pass

    @classmethod
    def _get_tuned_job_and_default_role_state_tuples(cls):
        return [(cls.neighbor_job_and_default_role_state.job, cls.neighbor_job_and_default_role_state.role_state),
         (
          cls.player_sim_job_and_default_role_state.job, cls.player_sim_job_and_default_role_state.role_state)]

    @classmethod
    def get_filter_results_for_job(cls):
        active_sim_info = services.active_sim_info()
        neighbor_results = services.sim_filter_service().submit_filter((cls.neighbor_job_and_default_role_state.job.filter), callback=None,
          requesting_sim_info=active_sim_info,
          allow_yielding=False,
          blacklist_sim_ids={sim_info.sim_id for sim_info in services.active_household()},
          gsi_source_fn=(cls.get_sim_filter_gsi_name))
        return neighbor_results

    @classmethod
    def get_predefined_guest_list(cls):
        neighbor_results = cls.get_filter_results_for_job()
        if not neighbor_results:
            return
        elif len(neighbor_results) > cls.number_of_neighbors:
            neighbors = random.sample(neighbor_results, cls.number_of_neighbors)
        else:
            neighbors = neighbor_results
        active_sim_info = services.active_sim_info()
        guest_list = SituationGuestList(invite_only=True, host_sim_id=(neighbor_results[0].sim_info.sim_id),
          filter_requesting_sim_id=(active_sim_info.sim_id))
        for neighbor in neighbors:
            guest_list.add_guest_info(SituationGuestInfo((neighbor.sim_info.sim_id), (cls.neighbor_job_and_default_role_state.job),
              (RequestSpawningOption.DONT_CARE),
              (BouncerRequestPriority.EVENT_VIP),
              expectation_preference=True))

        return guest_list

    def start_situation(self):
        super().start_situation()
        services.get_event_manager().register_single_event(self, TestEvent.SimActiveLotStatusChanged)
        self._change_state(self._hangout_state())

    def _issue_requests(self):
        super()._issue_requests()
        request = SelectableSimRequestFactory(self, callback_data=(_RequestUserData()),
          job_type=(self.player_sim_job_and_default_role_state.job),
          exclusivity=(self.exclusivity))
        self.manager.bouncer.submit_request(request)

    def handle_event(self, sim_info, event, resolver):
        super().handle_event(sim_info, event, resolver)
        if event == TestEvent.SimActiveLotStatusChanged:
            if not self._tns_popped:
                sim = sim_info.get_sim_instance()
                if sim is not None:
                    if sim.is_on_active_lot():
                        if self.is_sim_in_situation(sim):
                            if self.sim_has_job(sim, self.neighbor_job_and_default_role_state.job):
                                active_sim = services.get_active_sim()
                                if active_sim is not None:
                                    dialog = self._arrival_notification(active_sim)
                                    dialog.show_dialog(icon_override=IconInfoData(obj_instance=sim), secondary_icon_override=IconInfoData(obj_instance=active_sim))
                                    self._tns_popped = True
                                    services.get_event_manager().unregister_single_event(self, TestEvent.SimActiveLotStatusChanged)


lock_instance_tunables(NeighborGroupHangoutSituation, exclusivity=(BouncerExclusivityCategory.NORMAL),
  creation_ui_option=(SituationCreationUIOption.NOT_AVAILABLE))
# uncompyle6 version 3.7.4
# Python bytecode 3.7 (3394)
# Decompiled from: Python 3.7.9 (tags/v3.7.9:13c94747c7, Aug 17 2020, 18:58:18) [MSC v.1900 64 bit (AMD64)]
# Embedded file name: T:\InGame\Gameplay\Scripts\Server\apartments\situations\neighbor_group_hangout.py
# Compiled at: 2018-11-17 02:17:10
# Size of source mod 2**32: 8707 bytes
import random
from distributor.shared_messages import IconInfoData
from event_testing.resolver import DoubleSimResolver
from event_testing.test_events import TestEvent
from event_testing.tests import TunableTestSet
from sims4.tuning.instances import lock_instance_tunables
from sims4.tuning.tunable import TunableRange
from sims4.tuning.tunable_base import GroupNames
from situations.base_situation import _RequestUserData
from situations.bouncer.bouncer_request import SelectableSimRequestFactory
from situations.bouncer.bouncer_types import BouncerExclusivityCategory, RequestSpawningOption, BouncerRequestPriority
from situations.situation_complex import SituationComplexCommon, SituationStateData, CommonSituationState, TunableSituationJobAndRoleState
from situations.situation_guest_list import SituationGuestList, SituationGuestInfo
from situations.situation_types import SituationCreationUIOption
from ui.ui_dialog_notification import TunableUiDialogNotificationSnippet
import services

class _NeighborHangoutState(CommonSituationState):
    pass


class NeighborGroupHangoutSituation(SituationComplexCommon):
    INSTANCE_TUNABLES = {'player_sim_job_and_default_role_state':TunableSituationJobAndRoleState(description='\n            The Situation Job and role state to put player Sims in. \n            '), 
     'neighbor_job_and_default_role_state':TunableSituationJobAndRoleState(description='\n            The Situation Job and Role State for the neighbor.\n            '), 
     'number_of_neighbors':TunableRange(description="\n            The number of other neighbors to bring to the situation.  If\n            there aren't enough neighbors then none will be generated to\n            bring.\n            ",
       tunable_type=int,
       default=1,
       minimum=1), 
     '_hangout_state':_NeighborHangoutState.TunableFactory(description='\n            The state for the neighbor to come in and hang out with the player.\n            ',
       tuning_group=GroupNames.STATE), 
     '_arrival_notification':TunableUiDialogNotificationSnippet(description='\n            Localized string to display as a notification when the first Sim\n            arrives on the player lot.\n            '), 
     'scheduling_tests':TunableTestSet(description="\n            Tunable tests that run before scheduling this situation. If they\n            pass for at least one Sim we find that matches the job filter, the\n            situation is weighed and considered for scheduling. Otherwise it\n            does not take up a slot in the situation manager because the zone\n            director won't consider it. Participants: Actor = active sim,\n            TargetSim = Sim from Job filter. Tests fail if TargetSim is None.\n            ")}

    def __init__(self, *args, **kwargs):
        (super().__init__)(*args, **kwargs)
        self._tns_popped = False

    @classmethod
    def _states(cls):
        return (SituationStateData(1, _NeighborHangoutState, factory=(cls._hangout_state)),)

    @classmethod
    def situation_meets_starting_requirements(cls, **kwargs):
        neighbor_results = cls.get_filter_results_for_job()
        for neighbor_result in neighbor_results:
            resolver = DoubleSimResolver(services.active_sim_info(), neighbor_result.sim_info)
            if cls.scheduling_tests.run_tests(resolver):
                return True

        return False

    @classmethod
    def default_job(cls):
        pass

    @classmethod
    def _get_tuned_job_and_default_role_state_tuples(cls):
        return [(cls.neighbor_job_and_default_role_state.job, cls.neighbor_job_and_default_role_state.role_state),
         (
          cls.player_sim_job_and_default_role_state.job, cls.player_sim_job_and_default_role_state.role_state)]

    @classmethod
    def get_filter_results_for_job(cls):
        active_sim_info = services.active_sim_info()
        neighbor_results = services.sim_filter_service().submit_filter((cls.neighbor_job_and_default_role_state.job.filter), callback=None,
          requesting_sim_info=active_sim_info,
          allow_yielding=False,
          blacklist_sim_ids={sim_info.sim_id for sim_info in services.active_household()},
          gsi_source_fn=(cls.get_sim_filter_gsi_name))
        return neighbor_results

    @classmethod
    def get_predefined_guest_list(cls):
        neighbor_results = cls.get_filter_results_for_job()
        if not neighbor_results:
            return
        elif len(neighbor_results) > cls.number_of_neighbors:
            neighbors = random.sample(neighbor_results, cls.number_of_neighbors)
        else:
            neighbors = neighbor_results
        active_sim_info = services.active_sim_info()
        guest_list = SituationGuestList(invite_only=True, host_sim_id=(neighbor_results[0].sim_info.sim_id),
          filter_requesting_sim_id=(active_sim_info.sim_id))
        for neighbor in neighbors:
            guest_list.add_guest_info(SituationGuestInfo((neighbor.sim_info.sim_id), (cls.neighbor_job_and_default_role_state.job),
              (RequestSpawningOption.DONT_CARE),
              (BouncerRequestPriority.EVENT_VIP),
              expectation_preference=True))

        return guest_list

    def start_situation(self):
        super().start_situation()
        services.get_event_manager().register_single_event(self, TestEvent.SimActiveLotStatusChanged)
        self._change_state(self._hangout_state())

    def _issue_requests(self):
        super()._issue_requests()
        request = SelectableSimRequestFactory(self, callback_data=(_RequestUserData()),
          job_type=(self.player_sim_job_and_default_role_state.job),
          exclusivity=(self.exclusivity))
        self.manager.bouncer.submit_request(request)

    def handle_event(self, sim_info, event, resolver):
        super().handle_event(sim_info, event, resolver)
        if event == TestEvent.SimActiveLotStatusChanged:
            if not self._tns_popped:
                sim = sim_info.get_sim_instance()
                if sim is not None:
                    if sim.is_on_active_lot():
                        if self.is_sim_in_situation(sim):
                            if self.sim_has_job(sim, self.neighbor_job_and_default_role_state.job):
                                active_sim = services.get_active_sim()
                                if active_sim is not None:
                                    dialog = self._arrival_notification(active_sim)
                                    dialog.show_dialog(icon_override=IconInfoData(obj_instance=sim), secondary_icon_override=IconInfoData(obj_instance=active_sim))
                                    self._tns_popped = True
                                    services.get_event_manager().unregister_single_event(self, TestEvent.SimActiveLotStatusChanged)


lock_instance_tunables(NeighborGroupHangoutSituation, exclusivity=(BouncerExclusivityCategory.NORMAL),
  creation_ui_option=(SituationCreationUIOption.NOT_AVAILABLE))
# uncompyle6 version 3.7.4 # Python bytecode 3.7 (3394) # Decompiled from: Python 3.7.9 (tags/v3.7.9:13c94747c7, Aug 17 2020, 18:58:18) [MSC v.1900 64 bit (AMD64)] # Embedded file name: T:\InGame\Gameplay\Scripts\Server\apartments\situations\neighbor_group_hangout.py # Compiled at: 2018-11-17 02:17:10 # Size of source mod 2**32: 8707 bytes