Poodletooth-iLand/toontown/minigame/CogThief.py

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Python
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2015-11-14 13:28:53 -06:00
import math
from pandac.PandaModules import CollisionSphere, CollisionNode, Point3, CollisionTube, Vec3, rad2Deg
from direct.showbase.DirectObject import DirectObject
from direct.distributed.ClockDelta import globalClockDelta
from direct.interval.IntervalGlobal import Parallel, SoundInterval, Sequence, Func, LerpScaleInterval
from toontown.suit import Suit
from toontown.suit import SuitDNA
from toontown.toonbase import ToontownGlobals
from toontown.minigame import CogThiefGameGlobals
from toontown.battle.BattleProps import globalPropPool
from toontown.battle.BattleSounds import globalBattleSoundCache
CTGG = CogThiefGameGlobals
class CogThief(DirectObject):
notify = directNotify.newCategory('CogThief')
DefaultSpeedWalkAnim = 4.0
CollisionRadius = 1.25
MaxFriendsVisible = 4
Infinity = 100000.0
SeparationDistance = 6.0
MinUrgency = 0.5
MaxUrgency = 0.75
def __init__(self, cogIndex, suitType, game, cogSpeed):
self.cogIndex = cogIndex
self.suitType = suitType
self.game = game
self.cogSpeed = cogSpeed
suit = Suit.Suit()
d = SuitDNA.SuitDNA()
d.newSuit(suitType)
suit.setDNA(d)
suit.pose('walk', 0)
self.suit = suit
self.goal = CTGG.NoGoal
self.goalId = CTGG.InvalidGoalId
self.lastLocalTimeStampFromAI = 0
self.lastPosFromAI = Point3(0, 0, 0)
self.lastThinkTime = 0
self.doneAdjust = False
self.barrel = CTGG.NoBarrelCarried
self.signalledAtReturnPos = False
self.defaultPlayRate = 1.0
self.netTimeSentToStartByHit = 0
self.velocity = Vec3(0, 0, 0)
self.oldVelocity = Vec3(0, 0, 0)
self.acceleration = Vec3(0, 0, 0)
self.bodyLength = self.CollisionRadius * 2
self.cruiseDistance = 2 * self.bodyLength
self.maxVelocity = self.cogSpeed
self.maxAcceleration = 5.0
self.perceptionRange = 6
self.notify.debug('cogSpeed=%s' % self.cogSpeed)
self.kaboomSound = loader.loadSfx('phase_4/audio/sfx/MG_cannon_fire_alt.ogg')
self.kaboom = loader.loadModel('phase_4/models/minigames/ice_game_kaboom')
self.kaboom.setScale(2.0)
self.kaboom.setBillboardPointEye()
self.kaboom.hide()
self.kaboomTrack = None
splatName = 'splat-creampie'
self.splat = globalPropPool.getProp(splatName)
self.splat.setBillboardPointEye()
self.splatType = globalPropPool.getPropType(splatName)
self.pieHitSound = globalBattleSoundCache.getSound('AA_wholepie_only.ogg')
return
def destroy(self):
self.ignoreAll()
self.suit.delete()
self.game = None
return
def uniqueName(self, baseStr):
return baseStr + '-' + str(self.game.doId)
def handleEnterSphere(self, collEntry):
intoNp = collEntry.getIntoNodePath()
self.notify.debug('handleEnterSphere suit %d hit %s' % (self.cogIndex, intoNp))
if self.game:
self.game.handleEnterSphere(collEntry)
def gameStart(self, gameStartTime):
self.gameStartTime = gameStartTime
self.initCollisions()
self.startWalkAnim()
def gameEnd(self):
self.moveIval.pause()
del self.moveIval
self.shutdownCollisions()
self.suit.loop('neutral')
def initCollisions(self):
self.collSphere = CollisionSphere(0, 0, 0, 1.25)
self.collSphere.setTangible(1)
name = 'CogThiefSphere-%d' % self.cogIndex
self.collSphereName = self.uniqueName(name)
self.collNode = CollisionNode(self.collSphereName)
self.collNode.setIntoCollideMask(CTGG.BarrelBitmask | ToontownGlobals.WallBitmask)
self.collNode.addSolid(self.collSphere)
self.collNodePath = self.suit.attachNewNode(self.collNode)
self.accept('enter' + self.collSphereName, self.handleEnterSphere)
self.pieCollSphere = CollisionTube(0, 0, 0, 0, 0, 4, self.CollisionRadius)
self.pieCollSphere.setTangible(1)
name = 'CogThiefPieSphere-%d' % self.cogIndex
self.pieCollSphereName = self.uniqueName(name)
self.pieCollNode = CollisionNode(self.pieCollSphereName)
self.pieCollNode.setIntoCollideMask(ToontownGlobals.PieBitmask)
self.pieCollNode.addSolid(self.pieCollSphere)
self.pieCollNodePath = self.suit.attachNewNode(self.pieCollNode)
def shutdownCollisions(self):
self.ignore(self.uniqueName('enter' + self.collSphereName))
del self.collSphere
self.collNodePath.removeNode()
del self.collNodePath
del self.collNode
def updateGoal(self, timestamp, inResponseClientStamp, goalType, goalId, pos):
self.notify.debug('self.netTimeSentToStartByHit =%s' % self.netTimeSentToStartByHit)
if not self.game:
self.notify.debug('updateGoal self.game is None, just returning')
return
if not self.suit:
self.notify.debug('updateGoal self.suit is None, just returning')
return
if self.goal == CTGG.NoGoal:
self.startWalkAnim()
if goalType == CTGG.NoGoal:
self.notify.debug('updateGoal setting position to %s' % pos)
self.suit.setPos(pos)
self.lastThinkTime = 0
self.velocity = Vec3(0, 0, 0)
self.oldVelocity = Vec3(0, 0, 0)
self.acceleration = Vec3(0, 0, 0)
if goalType == CTGG.RunAwayGoal:
pass
if inResponseClientStamp < self.netTimeSentToStartByHit and self.goal == CTGG.NoGoal and goalType == CTGG.RunAwayGoal:
self.notify.warning('ignoring newGoal %s as cog %d was recently hit responsetime=%s hitTime=%s' % (CTGG.GoalStr[goalType],
self.cogIndex,
inResponseClientStamp,
self.netTimeSentToStartByHit))
else:
self.lastLocalTimeStampFromAI = globalClockDelta.networkToLocalTime(timestamp, bits=32)
self.goal = goalType
self.goalId = goalId
self.lastPosFromAI = pos
self.doneAdjust = False
self.signalledAtReturnPos = False
def startWalkAnim(self):
if self.suit:
self.suit.loop('walk')
speed = self.cogSpeed
self.defaultPlayRate = float(self.cogSpeed / self.DefaultSpeedWalkAnim)
self.suit.setPlayRate(self.defaultPlayRate, 'walk')
def think(self):
if self.goal == CTGG.ToonGoal:
self.thinkAboutCatchingToon()
elif self.goal == CTGG.BarrelGoal:
self.thinkAboutGettingBarrel()
elif self.goal == CTGG.RunAwayGoal:
self.thinkAboutRunAway()
def thinkAboutCatchingToon(self):
if not self.game:
return
av = self.game.getAvatar(self.goalId)
if av:
if not self.lastThinkTime:
self.lastThinkTime = globalClock.getFrameTime()
diffTime = globalClock.getFrameTime() - self.lastThinkTime
avPos = av.getPos()
myPos = self.suit.getPos()
if not self.doneAdjust:
myPos = self.lastPosFromAI
self.notify.debug('thinkAboutCatchingToon not doneAdjust setting pos %s' % myPos)
self.doneAdjust = True
self.suit.setPos(myPos)
if self.game.isToonPlayingHitTrack(self.goalId):
self.suit.headsUp(av)
self.velocity = Vec3(0, 0, 0)
self.oldVelocity = Vec3(0, 0, 0)
self.acceleration = Vec3(0, 0, 0)
else:
self.commonMove()
newPos = self.suit.getPos()
self.adjustPlayRate(newPos, myPos, diffTime)
self.lastThinkTime = globalClock.getFrameTime()
def convertNetworkStampToGameTime(self, timestamp):
localStamp = globalClockDelta.networkToLocalTime(timestamp, bits=32)
gameTime = self.game.local2GameTime(localStamp)
return gameTime
def respondToToonHit(self, timestamp):
localStamp = globalClockDelta.networkToLocalTime(timestamp, bits=32)
if self.netTimeSentToStartByHit < timestamp:
self.clearGoal()
self.showKaboom()
startPos = CTGG.CogStartingPositions[self.cogIndex]
oldPos = self.suit.getPos()
self.suit.setPos(startPos)
if self.netTimeSentToStartByHit < timestamp:
self.netTimeSentToStartByHit = timestamp
else:
self.notify.debug('localStamp = %s, lastLocalTimeStampFromAI=%s, ignoring respondToToonHit' % (localStamp, self.lastLocalTimeStampFromAI))
self.notify.debug('respondToToonHit self.netTimeSentToStartByHit = %s' % self.netTimeSentToStartByHit)
def clearGoal(self):
self.goal = CTGG.NoGoal
self.goalId = CTGG.InvalidGoalId
def thinkAboutGettingBarrel(self):
if not self.game:
return
if not hasattr(self.game, 'barrels'):
return
if self.goalId not in xrange(len(self.game.barrels)):
return
if not self.lastThinkTime:
self.lastThinkTime = globalClock.getFrameTime()
diffTime = globalClock.getFrameTime() - self.lastThinkTime
barrel = self.game.barrels[self.goalId]
barrelPos = barrel.getPos()
myPos = self.suit.getPos()
if not self.doneAdjust:
myPos = self.lastPosFromAI
self.notify.debug('thinkAboutGettingBarrel not doneAdjust setting position to %s' % myPos)
self.suit.setPos(myPos)
self.doneAdjust = True
displacement = barrelPos - myPos
distanceToToon = displacement.length()
self.suit.headsUp(barrel)
lengthTravelled = diffTime * self.cogSpeed
if lengthTravelled > distanceToToon:
lengthTravelled = distanceToToon
displacement.normalize()
dirVector = displacement
dirVector *= lengthTravelled
newPos = myPos + dirVector
newPos.setZ(0)
self.suit.setPos(newPos)
self.adjustPlayRate(newPos, myPos, diffTime)
self.lastThinkTime = globalClock.getFrameTime()
def stopWalking(self, timestamp):
localStamp = globalClockDelta.networkToLocalTime(timestamp, bits=32)
if localStamp > self.lastLocalTimeStampFromAI:
self.suit.loop('neutral')
self.clearGoal()
def thinkAboutRunAway(self):
if not self.game:
return
if not self.lastThinkTime:
self.lastThinkTime = globalClock.getFrameTime()
diffTime = globalClock.getFrameTime() - self.lastThinkTime
returnPos = CTGG.CogReturnPositions[self.goalId]
myPos = self.suit.getPos()
if not self.doneAdjust:
myPos = self.lastPosFromAI
self.suit.setPos(myPos)
self.doneAdjust = True
displacement = returnPos - myPos
distanceToToon = displacement.length()
tempNp = render.attachNewNode('tempRet')
tempNp.setPos(returnPos)
self.suit.headsUp(tempNp)
tempNp.removeNode()
lengthTravelled = diffTime * self.cogSpeed
if lengthTravelled > distanceToToon:
lengthTravelled = distanceToToon
displacement.normalize()
dirVector = displacement
dirVector *= lengthTravelled
newPos = myPos + dirVector
newPos.setZ(0)
self.suit.setPos(newPos)
self.adjustPlayRate(newPos, myPos, diffTime)
if (self.suit.getPos() - returnPos).length() < 0.0001:
if not self.signalledAtReturnPos and self.barrel >= 0:
self.game.sendCogAtReturnPos(self.cogIndex, self.barrel)
self.signalledAtReturnPos = True
self.lastThinkTime = globalClock.getFrameTime()
def makeCogCarryBarrel(self, timestamp, inResponseClientStamp, barrelModel, barrelIndex, cogPos):
if not self.game:
return
localTimeStamp = globalClockDelta.networkToLocalTime(timestamp, bits=32)
self.lastLocalTimeStampFromAI = localTimeStamp
inResponseGameTime = self.convertNetworkStampToGameTime(inResponseClientStamp)
self.notify.debug('inResponseGameTime =%s timeSentToStart=%s' % (inResponseGameTime, self.netTimeSentToStartByHit))
if inResponseClientStamp < self.netTimeSentToStartByHit and self.goal == CTGG.NoGoal:
self.notify.warning('ignoring makeCogCarrybarrel')
else:
barrelModel.setPos(0, -1.0, 1.5)
barrelModel.reparentTo(self.suit)
self.suit.setPos(cogPos)
self.barrel = barrelIndex
def makeCogDropBarrel(self, timestamp, inResponseClientStamp, barrelModel, barrelIndex, barrelPos):
localTimeStamp = globalClockDelta.networkToLocalTime(timestamp, bits=32)
self.lastLocalTimeStampFromAI = localTimeStamp
barrelModel.reparentTo(render)
barrelModel.setPos(barrelPos)
self.barrel = CTGG.NoBarrelCarried
def respondToPieHit(self, timestamp):
localStamp = globalClockDelta.networkToLocalTime(timestamp, bits=32)
if self.netTimeSentToStartByHit < timestamp:
self.clearGoal()
self.showSplat()
startPos = CTGG.CogStartingPositions[self.cogIndex]
oldPos = self.suit.getPos()
self.suit.setPos(startPos)
if self.netTimeSentToStartByHit < timestamp:
self.netTimeSentToStartByHit = timestamp
else:
self.notify.debug('localStamp = %s, lastLocalTimeStampFromAI=%s, ignoring respondToPieHit' % (localStamp, self.lastLocalTimeStampFromAI))
self.notify.debug('respondToPieHit self.netTimeSentToStartByHit = %s' % self.netTimeSentToStartByHit)
def cleanup(self):
self.clearGoal()
self.ignoreAll()
self.suit.delete()
if self.kaboomTrack and self.kaboomTrack.isPlaying():
self.kaboomTrack.finish()
self.suit = None
self.game = None
return
def adjustPlayRate(self, newPos, oldPos, diffTime):
lengthTravelled = (newPos - oldPos).length()
if diffTime:
speed = lengthTravelled / diffTime
else:
speed = self.cogSpeed
rateMult = speed / self.cogSpeed
newRate = rateMult * self.defaultPlayRate
self.suit.setPlayRate(newRate, 'walk')
def commonMove(self):
if not self.lastThinkTime:
self.lastThinkTime = globalClock.getFrameTime()
dt = globalClock.getFrameTime() - self.lastThinkTime
self.oldpos = self.suit.getPos()
pos = self.suit.getPos()
pos += self.velocity * dt
self.suit.setPos(pos)
self.seeFriends()
acc = Vec3(0, 0, 0)
self.accumulate(acc, self.getTargetVector())
if self.numFlockmatesSeen > 0:
keepDistanceVector = self.keepDistance()
oldAcc = Vec3(acc)
self.accumulate(acc, keepDistanceVector)
if self.cogIndex == 0:
pass
if acc.length() > self.maxAcceleration:
acc.normalize()
acc *= self.maxAcceleration
self.oldVelocity = self.velocity
self.velocity += acc
if self.velocity.length() > self.maxVelocity:
self.velocity.normalize()
self.velocity *= self.maxVelocity
forwardVec = Vec3(1, 0, 0)
heading = rad2Deg(math.atan2(self.velocity[1], self.velocity[0]))
heading -= 90
self.suit.setH(heading)
def getTargetVector(self):
targetPos = Point3(0, 0, 0)
if self.goal == CTGG.ToonGoal:
av = self.game.getAvatar(self.goalId)
if av:
targetPos = av.getPos()
elif self.goal == CTGG.BarrelGoal:
barrel = self.game.barrels[self.goalId]
targetPos = barrel.getPos()
elif self.goal == CTGG.RunAwayGoal:
targetPos = CTGG.CogReturnPositions[self.goalId]
targetPos.setZ(0)
myPos = self.suit.getPos()
diff = targetPos - myPos
if diff.length() > 1.0:
diff.normalize()
diff *= 1.0
return diff
def accumulate(self, accumulator, valueToAdd):
accumulator += valueToAdd
return accumulator.length()
def seeFriends(self):
self.clearVisibleList()
for cogIndex in self.game.cogInfo.keys():
if cogIndex == self.cogIndex:
continue
if self.sameGoal(cogIndex):
dist = self.canISee(cogIndex)
if dist != self.Infinity:
self.addToVisibleList(cogIndex)
if dist < self.distToNearestFlockmate:
self.nearestFlockmate = cogIndex
self.distToNearestFlockmate = dist
return self.numFlockmatesSeen
def clearVisibleList(self):
self.visibleFriendsList = []
self.numFlockmatesSeen = 0
self.nearestFlockmate = None
self.distToNearestFlockmate = self.Infinity
return
def addToVisibleList(self, cogIndex):
if self.numFlockmatesSeen < self.MaxFriendsVisible:
self.visibleFriendsList.append(cogIndex)
self.numFlockmatesSeen += 1
if self.cogIndex == 0:
pass
def canISee(self, cogIndex):
if self.cogIndex == cogIndex:
return self.Infinity
cogThief = self.game.getCogThief(cogIndex)
distance = self.suit.getDistance(cogThief.suit)
if distance < self.perceptionRange:
return distance
return self.Infinity
def sameGoal(self, cogIndex):
cogThief = self.game.getCogThief(cogIndex)
result = cogThief.goalId == self.goalId and cogThief.goal == self.goal
return result
def keepDistance(self):
ratio = self.distToNearestFlockmate / self.SeparationDistance
nearestThief = self.game.getCogThief(self.nearestFlockmate)
change = nearestThief.suit.getPos() - self.suit.getPos()
if ratio < self.MinUrgency:
ratio = self.MinUrgency
if ratio > self.MaxUrgency:
ratio = self.MaxUrgency
if self.distToNearestFlockmate < self.SeparationDistance:
change.normalize()
change *= -(1 - ratio)
elif self.distToNearestFlockmate > self.SeparationDistance:
change.normalize()
change *= ratio
else:
change = Vec3(0, 0, 0)
return change
def showKaboom(self):
if self.kaboomTrack and self.kaboomTrack.isPlaying():
self.kaboomTrack.finish()
self.kaboom.reparentTo(render)
self.kaboom.setPos(self.suit.getPos())
self.kaboom.setZ(3)
self.kaboomTrack = Parallel(SoundInterval(self.kaboomSound, volume=0.5), Sequence(Func(self.kaboom.showThrough), LerpScaleInterval(self.kaboom, duration=0.5, scale=Point3(10, 10, 10), startScale=Point3(1, 1, 1), blendType='easeOut'), Func(self.kaboom.hide)))
self.kaboomTrack.start()
def showSplat(self):
if self.kaboomTrack and self.kaboomTrack.isPlaying():
self.kaboomTrack.finish()
self.splat.reparentTo(render)
self.splat.setPos(self.suit.getPos())
self.splat.setZ(3)
self.kaboomTrack = Parallel(SoundInterval(self.pieHitSound, volume=1.0), Sequence(Func(self.splat.showThrough), LerpScaleInterval(self.splat, duration=0.5, scale=1.75, startScale=Point3(0.1, 0.1, 0.1), blendType='easeOut'), Func(self.splat.hide)))
self.kaboomTrack.start()