<filename>S4/S4 Library/simulation/situations/ambient/walkby_nobody_situation.py
from sims4.utils import classproperty
from situations.situation_complex import SituationState, SituationStateData
import sims4.tuning.instances
import situations.bouncer
import situations.situation_complex

class WalkbyNobodySituation(situations.situation_complex.SituationComplexCommon):
    REMOVE_INSTANCE_TUNABLES = situations.situation.Situation.NON_USER_FACING_REMOVE_INSTANCE_TUNABLES

    @classmethod
    def _states(cls):
        return (SituationStateData(1, _NobodyState),)

    @classmethod
    def _get_tuned_job_and_default_role_state_tuples(cls):
        return []

    @classmethod
    def default_job(cls):
        pass

    def start_situation(self):
        super().start_situation()
        self._change_state(_NobodyState())

    @classmethod
    def get_sims_expected_to_be_in_situation(cls):
        return 1

    @classmethod
    def _can_start_walkby(cls, lot_id:int):
        return True

    @classproperty
    def situation_serialization_option(cls):
        return situations.situation_types.SituationSerializationOption.OPEN_STREETS

sims4.tuning.instances.lock_instance_tunables(WalkbyNobodySituation, exclusivity=situations.bouncer.bouncer_types.BouncerExclusivityCategory.WALKBY, creation_ui_option=situations.situation_types.SituationCreationUIOption.NOT_AVAILABLE)

class _NobodyState(SituationState):
    pass

<filename>S4/S4 Library/simulation/situations/ambient/walkby_nobody_situation.py
from sims4.utils import classproperty
from situations.situation_complex import SituationState, SituationStateData
import sims4.tuning.instances
import situations.bouncer
import situations.situation_complex

class WalkbyNobodySituation(situations.situation_complex.SituationComplexCommon):
    REMOVE_INSTANCE_TUNABLES = situations.situation.Situation.NON_USER_FACING_REMOVE_INSTANCE_TUNABLES

    @classmethod
    def _states(cls):
        return (SituationStateData(1, _NobodyState),)

    @classmethod
    def _get_tuned_job_and_default_role_state_tuples(cls):
        return []

    @classmethod
    def default_job(cls):
        pass

    def start_situation(self):
        super().start_situation()
        self._change_state(_NobodyState())

    @classmethod
    def get_sims_expected_to_be_in_situation(cls):
        return 1

    @classmethod
    def _can_start_walkby(cls, lot_id:int):
        return True

    @classproperty
    def situation_serialization_option(cls):
        return situations.situation_types.SituationSerializationOption.OPEN_STREETS

sims4.tuning.instances.lock_instance_tunables(WalkbyNobodySituation, exclusivity=situations.bouncer.bouncer_types.BouncerExclusivityCategory.WALKBY, creation_ui_option=situations.situation_types.SituationCreationUIOption.NOT_AVAILABLE)

class _NobodyState(SituationState):
    pass
