Poodletooth-iLand/toontown/cogdominium/CogdoMaze.py

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2015-03-03 16:10:12 -06:00
from pandac.PandaModules import NodePath, VBase4
from direct.showbase.DirectObject import DirectObject
from direct.showbase.RandomNumGen import RandomNumGen
from toontown.minigame.MazeBase import MazeBase
import CogdoMazeGameGlobals as Globals
from CogdoMazeGameObjects import CogdoMazeWaterCooler
import CogdoMazeData
import CogdoUtil
class CogdoMaze(MazeBase, DirectObject):
def __init__(self, model, data, cellWidth):
MazeBase.__init__(self, model, data, cellWidth)
self._initWaterCoolers()
self.elevatorPos = self.maze.find('**/elevator_loc').getPos(render)
self.exitPos = self.maze.find('**/exit_loc').getPos(render)
self.maze.flattenStrong()
self._clearColor = VBase4(base.win.getClearColor())
self._clearColor.setW(1.0)
base.win.setClearColor(VBase4(0.0, 0.0, 0.0, 1.0))
if __debug__ and base.config.GetBool('cogdomaze-dev', False):
self._initCollisionVisuals()
def _initWaterCoolers(self):
self._waterCoolers = []
self._waterCoolerRoot = NodePath('WaterCoolerRoot')
self._waterCoolerRoot.reparentTo(render)
models = []
for model in self.maze.findAllMatches('**/*waterCooler'):
model.wrtReparentTo(render)
models.append((model.getPos(self.maze), model.getHpr(self.maze), model))
models.sort()
i = 0
for pos, hpr, model in models:
wc = CogdoMazeWaterCooler(i, model)
wc.wrtReparentTo(self._waterCoolerRoot)
wc.setPos(pos)
wc.setHpr(hpr)
self._waterCoolers.append(wc)
i += 1
self._waterCoolerRoot.stash()
def getWaterCoolers(self):
return self._waterCoolers
def isAccessible(self, tX, tY):
if tX < 0 or tY < 0 or tX >= self.width or tY >= self.height:
return 0
return self.collisionTable[tY][tX] != 1
def destroy(self):
for waterCooler in self._waterCoolers:
waterCooler.destroy()
del self._waterCoolers
self._waterCoolerRoot.removeNode()
del self._waterCoolerRoot
base.win.setClearColor(self._clearColor)
del self._clearColor
MazeBase.destroy(self)
if __debug__ and hasattr(self, '_cubes'):
self.ignoreAll()
self._cubes.removeNode()
del self._cubes
def onstage(self):
MazeBase.onstage(self)
self._waterCoolerRoot.unstash()
def offstage(self):
self._waterCoolerRoot.stash()
MazeBase.offstage(self)
BARRIER_DATA_RIGHT = 1
BARRIER_DATA_TOP = 1
class CogdoMazeFactory:
def __init__(self, randomNumGen, width, height, frameWallThickness = Globals.FrameWallThickness, cogdoMazeData = CogdoMazeData):
self._rng = RandomNumGen(randomNumGen)
self.width = width
self.height = height
self.frameWallThickness = frameWallThickness
self._cogdoMazeData = cogdoMazeData
self.quadrantSize = self._cogdoMazeData.QuadrantSize
self.cellWidth = self._cogdoMazeData.QuadrantCellWidth
def getMazeData(self):
if not hasattr(self, '_data'):
self._generateMazeData()
return self._data
def createCogdoMaze(self, flattenModel = True):
if not hasattr(self, '_maze'):
self._loadAndBuildMazeModel(flatten=flattenModel)
return CogdoMaze(self._model, self._data, self.cellWidth)
def _gatherQuadrantData(self):
self.openBarriers = []
barrierItems = range(Globals.TotalBarriers)
self._rng.shuffle(barrierItems)
for i in barrierItems[0:len(barrierItems) - Globals.NumBarriers]:
self.openBarriers.append(i)
self.quadrantData = []
quadrantKeys = self._cogdoMazeData.QuadrantCollisions.keys()
self._rng.shuffle(quadrantKeys)
i = 0
for y in xrange(self.height):
for x in xrange(self.width):
key = quadrantKeys[i]
collTable = self._cogdoMazeData.QuadrantCollisions[key]
angle = self._cogdoMazeData.QuadrantAngles[self._rng.randint(0, len(self._cogdoMazeData.QuadrantAngles) - 1)]
self.quadrantData.append((key, collTable[angle], angle))
i += 1
if x * y >= self._cogdoMazeData.NumQuadrants:
i = 0
def _generateBarrierData(self):
data = []
for y in xrange(self.height):
data.append([])
for x in xrange(self.width):
if x == self.width - 1:
ax = -1
else:
ax = 1
if y == self.height - 1:
ay = -1
else:
ay = 1
data[y].append([ax, ay])
dirUp = 0
dirDown = 1
dirLeft = 2
dirRight = 3
def getAvailableDirections(ax, ay, ignore = None):
dirs = []
if ax - 1 >= 0 and data[ay][ax - 1][BARRIER_DATA_RIGHT] == 1 and (ax, ay) != ignore:
dirs.append(dirLeft)
if ax + 1 < self.width and data[ay][ax][BARRIER_DATA_RIGHT] == 1 and (ax, ay) != ignore:
dirs.append(dirRight)
if ay - 1 >= 0 and data[ay - 1][ax][BARRIER_DATA_TOP] == 1 and (ax, ay) != ignore:
dirs.append(dirDown)
if ay + 1 < self.height and data[ay][ax][BARRIER_DATA_TOP] == 1 and (ax, ay) != ignore:
dirs.append(dirUp)
return dirs
visited = []
def tryVisitNeighbor(ax, ay, ad):
if ad == dirUp:
if data[ay][ax] in visited:
return None
visited.append(data[ay][ax])
data[ay][ax][BARRIER_DATA_TOP] = 0
ay += 1
elif ad == dirDown:
if data[ay - 1][ax] in visited:
return None
visited.append(data[ay - 1][ax])
data[ay - 1][ax][BARRIER_DATA_TOP] = 0
ay -= 1
elif ad == dirLeft:
if data[ay][ax - 1] in visited:
return None
visited.append(data[ay][ax - 1])
data[ay][ax - 1][BARRIER_DATA_RIGHT] = 0
ax -= 1
elif ad == dirRight:
if data[ay][ax] in visited:
return None
visited.append(data[ay][ax])
data[ay][ax][BARRIER_DATA_RIGHT] = 0
ax += 1
return (ax, ay)
def openBarriers(x, y):
dirs = getAvailableDirections(x, y)
for dir in dirs:
next = tryVisitNeighbor(x, y, dir)
if next is not None:
openBarriers(*next)
return
x = self._rng.randint(0, self.width - 1)
y = self._rng.randint(0, self.height - 1)
openBarriers(x, y)
self._barrierData = data
return
def _generateMazeData(self):
if not hasattr(self, 'quadrantData'):
self._gatherQuadrantData()
self._data = {}
self._data['width'] = (self.width + 1) * self.frameWallThickness + self.width * self.quadrantSize
self._data['height'] = (self.height + 1) * self.frameWallThickness + self.height * self.quadrantSize
self._data['originX'] = int(self._data['width'] / 2)
self._data['originY'] = int(self._data['height'] / 2)
collisionTable = []
horizontalWall = [ 1 for x in xrange(self._data['width']) ]
collisionTable.append(horizontalWall)
for i in xrange(0, len(self.quadrantData), self.width):
for y in xrange(self.quadrantSize):
row = [1]
for x in xrange(i, i + self.width):
if x == 1 and y < self.quadrantSize / 2 - 2:
newData = []
for j in self.quadrantData[x][1][y]:
if j == 0:
newData.append(2)
else:
newData.append(j + 0)
row += newData + [1]
else:
row += self.quadrantData[x][1][y] + [1]
collisionTable.append(row)
collisionTable.append(horizontalWall[:])
barriers = Globals.MazeBarriers
for i in xrange(len(barriers)):
for coords in barriers[i]:
collisionTable[coords[1]][coords[0]] = 0
y = self._data['originY']
for x in xrange(len(collisionTable[y])):
if collisionTable[y][x] == 0:
collisionTable[y][x] = 2
x = self._data['originX']
for y in xrange(len(collisionTable)):
if collisionTable[y][x] == 0:
collisionTable[y][x] = 2
self._data['collisionTable'] = collisionTable
def _loadAndBuildMazeModel(self, flatten = False):
self.getMazeData()
self._model = NodePath('CogdoMazeModel')
levelModel = CogdoUtil.loadMazeModel('level')
self.quadrants = []
quadrantUnitSize = int(self.quadrantSize * self.cellWidth)
frameActualSize = self.frameWallThickness * self.cellWidth
size = quadrantUnitSize + frameActualSize
halfWidth = int(self.width / 2)
halfHeight = int(self.height / 2)
i = 0
for y in xrange(self.height):
for x in xrange(self.width):
ax = (x - halfWidth) * size
ay = (y - halfHeight) * size
extension = ''
if hasattr(getBase(), 'air'):
extension = '.bam'
filepath = self.quadrantData[i][0] + extension
angle = self.quadrantData[i][2]
m = self._createQuadrant(filepath, i, angle, quadrantUnitSize)
m.setPos(ax, ay, 0)
m.reparentTo(self._model)
self.quadrants.append(m)
i += 1
quadrantHalfUnitSize = quadrantUnitSize * 0.5
barrierModel = CogdoUtil.loadMazeModel('grouping_blockerDivider').find('**/divider')
y = 3
for x in xrange(self.width):
if x == (self.width - 1) / 2:
continue
ax = (x - halfWidth) * size
ay = (y - halfHeight) * size - quadrantHalfUnitSize - (self.cellWidth - 0.5)
b = NodePath('barrier')
barrierModel.instanceTo(b)
b.setPos(ax, ay, 0)
b.reparentTo(self._model)
offset = self.cellWidth - 0.5
for x in (0, 3):
for y in xrange(self.height):
ax = (x - halfWidth) * size - quadrantHalfUnitSize - frameActualSize + offset
ay = (y - halfHeight) * size
b = NodePath('barrier')
barrierModel.instanceTo(b)
b.setPos(ax, ay, 0)
b.setH(90)
b.reparentTo(self._model)
offset -= 2.0
barrierModel.removeNode()
levelModel.getChildren().reparentTo(self._model)
for np in self._model.findAllMatches('**/*lightCone*'):
CogdoUtil.initializeLightCone(np, 'fixed', 3)
if flatten:
self._model.flattenStrong()
return self._model
def _createQuadrant(self, filepath, serialNum, angle, size):
root = NodePath('QuadrantRoot-%i' % serialNum)
quadrant = loader.loadModel(filepath)
quadrant.getChildren().reparentTo(root)
root.setH(angle)
return root